A game screenshot method, device and electronic equipment
Patent Information
- Application Number
- CN202211435349.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-16
- Publication Date
- 2026-09-25
- Estimated Expiration
- 2042-11-16
AI Technical Summary
[0005]为了解决排查云游戏运行故障的效率较低的问题,本申请提供一种游戏画面截取方法、装置及电子设备
1.云游戏服务器截取到云游戏停止运行时刻的游戏图片后,将得到的游戏图片存储在预设数据库中。当云游戏停止运行时,测试人员可以直接调用对象存储服务器中存储的云游戏停止运行时刻对应的游戏图片,无需再通过重启游戏的方式复现云游戏停止运行时的游戏场景,便于测试人员快速定位云游戏停止运行的图片,进而提高排查云游戏运行故障的效率;
Smart Images

Figure CN115671739B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of cloud gaming technology, specifically to a method, apparatus, and electronic device for capturing game screens. Background Technology
[0002] Cloud gaming is a gaming method based on cloud computing. In this model, all games run on cloud gaming servers, which compress the rendered game footage and transmit it to the user's device over the network. However, cloud gaming can experience many glitches, such as error messages and garbled text during rendering, which can cause the game to crash or stop.
[0003] Currently, when a user's cloud gaming device malfunctions and stops running, testers cannot obtain the running scenario of the cloud gaming game that caused it to stop. They need to restart the game multiple times to reproduce the scenario that caused the cloud gaming game to stop running.
[0004] Regarding the aforementioned technologies, the inventors believe that testers need to spend a lot of time restarting the game to reproduce the scenario that caused the cloud game to stop running, making the troubleshooting of cloud game malfunctions inefficient. Summary of the Invention
[0005] To address the issue of low efficiency in troubleshooting cloud gaming malfunctions, this application provides a method, apparatus, and electronic device for capturing game screens.
[0006] The first aspect of this application provides a method for capturing game screens, applied in a cloud gaming server. The method includes: receiving a cloud gaming launch request sent by a user device, simulating the cloud gaming running state of the user device; capturing a first game image, wherein the first game image is a frame corresponding to the moment when the cloud game stops running; and storing the first game image in a preset database.
[0007] By adopting the above technical solution, the cloud gaming server captures game images at the moment the cloud game stops running and stores these images in a preset database. When the cloud game stops running, testers can directly access the game images corresponding to the moment the cloud game stopped, stored in the object storage server. This eliminates the need to restart the game to reproduce the stopped game scene, allowing testers to quickly locate the images indicating the cloud game stopped, thereby improving the efficiency of troubleshooting cloud game malfunctions.
[0008] In one possible implementation, the method further includes: capturing a second game image, the second game image being a frame corresponding to the start time of the cloud game's operation; and storing the second game image in the preset database.
[0009] By adopting the above technical solution, the cloud gaming server captures the game image at the moment the cloud game starts running and stores the obtained game image in an object storage server. When the cloud game stops running, testers can access the game image stored in the object storage server corresponding to the moment the cloud game started running, providing testers with a more complete cloud game running scenario and assisting them in analyzing the reasons for the cloud game stopping.
[0010] In one possible implementation, the method further includes: when the cloud game is running normally, taking the capture time of the second game image as the starting time, capturing game images at preset time intervals during the time period of normal operation of the cloud game to obtain a third game image; wherein, the third game image includes at least one frame of game image; and storing the third game image in the preset database.
[0011] By adopting the above technical solution, the cloud gaming server captures and stores images of the cloud gaming operation at preset time intervals during the normal operation period of the cloud game. When the cloud game stops running, testers can call the game images corresponding to the normal operation time of the cloud game stored in the object storage server to help testers analyze the reasons for the cloud game stopping.
[0012] In one possible implementation, the time period includes a first time period and a second time period; wherein, the third game image includes a first frame image and a second frame image, the first frame image being a frame image corresponding to the end time of the first time period, and the second frame image being a frame image corresponding to the end time of the second time period.
[0013] By adopting the above technical solution, the cloud game operation time is divided into multiple time periods. At the end of each time period, a frame of the cloud game operation screen is captured and stored. When the cloud game stops running, testers can call up multiple game images corresponding to the normal operation time period of the cloud game stored in the object storage server to provide a more complete cloud game operation scenario and meet the needs of testers to analyze the causes of cloud game failures.
[0014] In one possible implementation, the cloud game's running time period includes a third time period and a fourth time period. The third time period is the time period corresponding to the cloud game's normal operation, and the fourth time period is the time period corresponding to the cloud game's shutdown. The third time period is the time period preceding the fourth time period. A fourth game image is captured, which is a frame corresponding to the end of the third time period. A fifth game image is captured, which is a frame corresponding to the time the cloud game shuts down within the fourth time period. The fourth and fifth game images are stored in the preset database.
[0015] In one possible implementation, the third time period and the fourth time period are either adjacent time periods or non-adjacent time periods.
[0016] In one possible implementation, the cloud game's running time includes a fifth time period, which is the time period corresponding to when the cloud game stops running, wherein the time when the cloud game stops running is any time within the fifth time period.
[0017] In one possible implementation, after capturing the first game image, the simulation of the cloud gaming operation state of the user device is stopped.
[0018] By adopting the above technical solution, after the cloud gaming server captures the game image at the moment the cloud game stops running, it is reflected as the cloud game on the user's device stopping running. The cloud gaming server then stops simulating the running state of the cloud game and also stops capturing images of the cloud game running screen.
[0019] A second aspect of this application provides a game screen capture device, which is a cloud gaming server. The device includes: a receiving unit for receiving a cloud gaming launch request sent by a user device; a simulation unit for simulating the cloud gaming operation state of the user device; a screenshot unit for capturing a first game image, wherein the first game image is a frame corresponding to the moment when the cloud game stops running; and a storage unit for storing the first game image in a preset database.
[0020] In one possible implementation, the screenshot unit is further configured to capture a second game image, which is a frame corresponding to the start time of the cloud game's operation; the storage unit is further configured to store the second game image in the preset database.
[0021] In one possible implementation, the screenshot unit is further configured to, when the cloud game is running normally, take the capture time of the second game image as the starting time, and capture game images at preset time intervals during the time period of normal operation of the cloud game to obtain a third game image; wherein, the third game image includes at least one frame of game image; the storage unit is further configured to store the third game image in the preset database.
[0022] In one possible implementation, the time period includes a first time period and a second time period; wherein, the third game image includes a first frame image and a second frame image, the first frame image being a frame image corresponding to the end time of the first time period, and the second frame image being a frame image corresponding to the end time of the second time period.
[0023] In one possible implementation, the cloud game's running time period includes a third time period and a fourth time period. The third time period is the time period corresponding to the normal operation of the cloud game, and the fourth time period is the time period corresponding to the shutdown of the cloud game. The third time period is the time period preceding the fourth time period. The screenshot unit is further configured to capture a fourth game image, which is a frame corresponding to the end of the third time period; and to capture a fifth game image, which is a frame corresponding to the shutdown of the cloud game within the fourth time period. The storage unit is further configured to store the fourth game image and the fifth game image in the preset database.
[0024] In one possible implementation, the third time period and the fourth time period are either adjacent time periods or non-adjacent time periods.
[0025] In one possible implementation, the cloud game's running time includes a fifth time period, which is the time period corresponding to when the cloud game stops running, wherein the time when the cloud game stops running is any time within the fifth time period.
[0026] In one possible implementation, after capturing the first game image, the simulation of the cloud gaming operation state of the user device is stopped.
[0027] A third aspect of this application provides an electronic device including a processor, a memory, a user interface, and a network interface, wherein the memory is used to store instructions, the user interface and the network interface are used to communicate with other devices, and the processor is used to execute the instructions stored in the memory to cause the electronic device to perform the method as described in any one of the first aspects of this application.
[0028] A fourth aspect of this application provides a computer-readable storage medium storing a computer program that can be loaded by a processor and executed as described in any of the first aspects of this application.
[0029] In summary, this application includes at least one of the following beneficial technical effects: 1. After capturing game images at the moment the cloud game stopped running, the cloud gaming server stores the obtained game images in a preset database. When the cloud game stops running, testers can directly access the game images corresponding to the moment the cloud game stopped running, stored in the object storage server. There is no need to restart the game to reproduce the game scene when the cloud game stopped running, which makes it easier for testers to quickly locate the images of the cloud game stopped running, thereby improving the efficiency of troubleshooting cloud game operation failures; 2. Divide the cloud gaming operation time into multiple time periods. At the end of each time period, capture and store a frame of the cloud gaming operation. When the cloud game stops running, testers can access multiple game images corresponding to the normal operation time of the cloud game stored in the object storage server to provide a more complete cloud game operation scenario and meet the needs of testers to analyze the causes of cloud game failures. Attached Figure Description
[0030] Figure 1 This is a flowchart illustrating a game screen capture method according to an embodiment of this application; Figure 2 This is a flowchart illustrating a game screen capture method according to another embodiment of this application; Figure 3 This is a flowchart illustrating a game screen capture method according to another embodiment of this application; Figure 4 This is a schematic diagram of a game screen capture device according to an embodiment of this application; Figure 5 This is a schematic diagram of the structure of an electronic device according to an embodiment of this application.
[0031] Explanation of reference numerals in the attached drawings: 401, receiving unit; 402, analog unit; 403, screenshot unit; 404, storage unit; 500, electronic device; 501, processor; 502, communication bus; 503, user interface; 504, network interface; 505, memory. Detailed Implementation
[0032] To enable those skilled in the art to better understand the technical solutions in this specification, the technical solutions in the embodiments of this specification will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments.
[0033] In the description of the embodiments of this application, the terms "for example" and the like are used to indicate that something is an example, illustration, or description. Any embodiment or design scheme described as "for example" in the embodiments of this application should not be construed as being more preferred or advantageous than other embodiments or design schemes. Rather, "for example" is intended to present the relevant concepts in a specific manner. The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the indicated technical features. Thus, a feature defined with "first" or "second" may explicitly or implicitly include one or more of that feature.
[0034] Cloud gaming is a gaming method based on cloud computing. In the cloud gaming operating mode, all games run on servers. The servers compress the rendered game screen and transmit it to users over the network. On the client side, the user's gaming device does not need any high-end processors or graphics cards, only basic video decompression capabilities.
[0035] Cloud computing technology provides cloud gaming servers with graphics processing and data processing capabilities to support the smooth operation of cloud games. Cloud computing is a computing model that distributes computing tasks across a resource pool composed of a large number of computers, enabling various application systems to obtain computing power, storage space, and information services as needed.
[0036] Object Storage Service (OSS) is a cloud storage service that provides massive, secure, low-cost, and highly persistent storage.
[0037] The PaaS system is a cloud gaming service platform that uniformly receives message data from clients and servers in games and allocates and manages the resource scheduling program for game servers.
[0038] Kafka is a high-throughput distributed publish-subscribe messaging system that can handle all action streams of data from consumers on a website.
[0039] Flink is a distributed processing engine for streaming and batch data.
[0040] Hive is a data warehouse tool.
[0041] To address the issue of low efficiency in troubleshooting cloud gaming malfunctions, this application provides a method for capturing game screenshots, applied to cloud gaming servers, as described above. Figure 1 This illustrates a game screen capture method provided in an embodiment of this application, including the following steps S101-S103.
[0042] Step S101: Receive the cloud game launch request sent by the user device and simulate the cloud game running state of the user device.
[0043] User devices can be mobile phones, computers, tablets, and other terminal devices that have cloud gaming clients installed.
[0044] In the above steps, after the user starts the cloud game on the terminal device, the cloud game server receives the cloud game start request and begins to simulate the cloud game running state on the user's terminal device.
[0045] Step S102: Capture the first game image, which is a frame corresponding to the moment when the cloud game stops running.
[0046] It should be noted that cloud gaming may stop running due to a malfunction during operation, or it may be caused by the user ending the game and exiting the cloud gaming interface. Malfunctions that cause cloud gaming to stop may include pop-up error codes, garbled characters in the game screen rendering, etc.
[0047] Taking the case of a cloud game malfunctioning and stopping abnormally as an example, when the cloud game on the user's device stops running, the cloud game simulated by the cloud game server also stops running synchronously; at the moment the cloud game stops running, the cloud game server captures a frame of the cloud game running screen to obtain the first game image.
[0048] Step S103: Store the first game image in the preset database.
[0049] The default database can be an object storage service (OSS), such as Alibaba Cloud OSS.
[0050] In the steps described above, after the cloud gaming server captures the game image at the moment the cloud game stops running, it stores the obtained game image in the object storage server. When the cloud game stops running, testers can directly access the game image corresponding to the moment the cloud game stopped stored in the object storage server, without having to restart the game to reproduce the game scene when the cloud game stopped. This allows testers to quickly locate the image at which the cloud game stopped running, thereby improving the efficiency of troubleshooting cloud game malfunctions.
[0051] In one possible implementation, refer to Figure 2 This illustrates a game screen capture method provided by another embodiment of the present application, including the following steps S201-S202.
[0052] Step S201: Capture the second game image, which is a frame corresponding to the start time of the cloud game.
[0053] In the above steps, when the user starts the cloud game on the terminal device and enters the game interface, the cloud game server simulates the process of entering the cloud game interface and captures a frame of the cloud game running screen at the moment the cloud game starts to obtain the second game image.
[0054] Step S202: Store the second game image in the preset database.
[0055] In the steps described above, after the cloud gaming server captures the game image at the moment the cloud game starts running, it stores the obtained game image in an object storage server. When the cloud game stops running, testers can access the game image stored in the object storage server corresponding to the moment the cloud game started running to assist them in analyzing the reasons for the cloud game stopping.
[0056] In one possible implementation, refer to Figure 3 This illustrates a game screen capture method provided in another embodiment of this application, as shown in steps S301-S302 below.
[0057] Step S301: When the cloud game is running normally, taking the capture time of the second game image as the starting time, capture game images at preset time intervals during the time period when the cloud game is running normally to obtain the third game image; wherein, the third game image includes at least one frame of game image.
[0058] In the above steps, if the cloud game is running normally, after the cloud game server captures the second game image at the moment the cloud game starts running, it captures a frame of the cloud game running screen at preset time intervals to obtain the third game image.
[0059] For example, if the normal operating time of a cloud game is 30 minutes and the preset time period is 1 minute, then after the cloud game server captures the second game image at the start of the cloud game, it captures one frame of the cloud game running screen every minute to obtain 30 game images. That is, the third game image includes 30 game images.
[0060] It should be noted that the preset time period can be set according to the actual needs of the testers. It can be one-twelfth of a second, that is, capturing each frame of the cloud game running screen; or it can be two minutes, that is, capturing 15 frames of the cloud game running screen.
[0061] Step S302: Store the third game image in the preset database.
[0062] In the above steps, after the cloud gaming server captures the game images corresponding to the normal operating time period of the cloud game, it stores the obtained game images in the object storage server.
[0063] It's important to note that normal operation of a cloud game does not guarantee smooth gameplay. For example, if a cloud game experiences frame drops, it won't stop running, but the visuals will stutter. Frame drops are typically caused by the user's device hardware being insufficient to handle the game's refresh rate for smooth gameplay, resulting in a low frame rate and stuttering; or by an unstable network connection, where a weak or unreliable signal can affect gameplay. Frame drops can be resolved by lowering the game's graphics settings, optimizing the device, or switching networks. Therefore, if the cloud game's malfunction is not severe enough to cause it to stop running, it is considered to be operating normally.
[0064] In one possible implementation, the time period includes a first time period and a second time period; wherein, the third game image includes a first frame image and a second frame image, the first frame image being a frame image corresponding to the end time of the first time period, and the second frame image being a frame image corresponding to the end time of the second time period.
[0065] For example, the preset time period is one minute, and the normal operation time of the cloud game is two minutes. That is, the first time period is the first minute of cloud game operation, and the second time period is the second minute of cloud game operation. Within the two minutes of normal cloud game operation, the cloud game server captures a frame of the cloud game's operation at the end of the first minute, obtaining the first frame image; and captures a frame of the cloud game's operation at the end of the second minute, obtaining the second frame image.
[0066] In one possible implementation, the cloud gaming operation time includes a third time period and a fourth time period. The third time period is the time period corresponding to the normal operation of the cloud game, and the fourth time period is the time period corresponding to the stop operation of the cloud game. The third time period is the time period before the fourth time period. A fourth game image is captured, which is a frame corresponding to the end of the third time period. A fifth game image is captured, which is a frame corresponding to the stop operation of the cloud game within the fourth time period. The fourth and fifth game images are stored in a preset database.
[0067] In the above steps, during the cloud gaming's runtime, the third time period precedes the fourth time period; the cloud gaming runs normally during the third time period and stops running during the fourth time period; the cloud gaming server captures a frame of the cloud gaming runtime at the end of the third time period to obtain the fourth game image; and captures a frame of the cloud gaming runtime at the moment the cloud gaming stops running during the fourth time period to obtain the fifth game image.
[0068] After receiving the fourth and fifth game images, the cloud gaming server stores them in an object storage server. If the cloud game stops running during the fourth time period, testers can access the fourth and fifth game images stored in the object storage server to quickly obtain the game scene at the time of the cloud game malfunction, allowing them to analyze the cause of the game's failure.
[0069] It should be noted that if cloud gaming stops abnormally due to a malfunction in the fourth time period, although cloud gaming runs normally in the third time period, the game screen may experience rendering errors, frame drops, or other issues in the third time period. The cloud gaming server stores the fourth game image captured at the end of the third time period, which can provide testers with a more complete cloud gaming operation scenario to help them analyze the reasons for the cloud gaming stoppage.
[0070] In one possible implementation, the third time period and the fourth time period are either adjacent time periods or non-adjacent time periods.
[0071] For example, if the cloud game runs for 1 minute and 30 seconds, and the game malfunctions and stops abnormally at 1 minute and 30 seconds, with a preset time period of 1 minute, the third time period is the first minute of the cloud game's operation, and the fourth time period is the second minute, meaning the third and fourth time periods are adjacent. The cloud game server captures a frame of the game's running screen at the end of the first minute, resulting in the fourth game image; it then captures another frame at the end of the second minute, specifically at the 30th second, resulting in the fifth game image.
[0072] The cloud game runs for 3 minutes and 30 seconds. It malfunctions and stops abnormally at 3 minutes and 30 seconds, with a preset time period of 1 minute. The third time period is the first minute of the cloud game's operation, and the fourth time period is the fourth minute; that is, the third and fourth time periods are not adjacent.
[0073] In one possible implementation, the cloud gaming operation period includes a fifth time period, which is the time period corresponding to when the cloud gaming stops running, wherein the time when the cloud gaming stops running can be any time within the fifth time period.
[0074] Taking a time period of one minute as an example, if the cloud game runs for 5 minutes and 30 seconds, the fifth time period is the sixth minute of the cloud game's operation, and the cloud game stops running at the 30th second of the fifth time period; if the cloud game runs for 6 minutes and 35 seconds, the fifth time period is the seventh minute of the cloud game's operation, and the cloud game stops running at the 35th second of the fifth time period.
[0075] In one possible implementation, after capturing the first game image, the simulation of the user device's cloud gaming operation is stopped.
[0076] In the above steps, after the cloud gaming server captures the game image at the moment the cloud game stops running, it is reflected as the cloud game on the user's device stopping. The cloud gaming server then stops simulating the running state of the cloud game and also stops capturing images of the cloud game's running screen.
[0077] Testers have calculated that there are millions of game launches every day, with an average game duration of about 30 minutes. Considering the space usage of the object storage server and the subsequent analysis of the causes of game malfunctions, setting a preset time period of 1 minute is the optimal choice. During the normal operation of the cloud game, a screenshot of the cloud game running is captured and stored every minute. This provides testers with a relatively complete cloud game running scenario, making it easier for them to analyze the reasons why the cloud game stops running due to malfunctions.
[0078] The cloud gaming server captures the first frame of the game's runtime at the start of the cloud game. Starting from the capture time of this first frame, the server captures one frame at preset time intervals until the cloud game stops. The preset time intervals can be set according to the testers' needs, such as one-twelfth of a second or one second. To save storage space in the preset database and meet the testers' needs for analyzing cloud game malfunctions, the cloud game's runtime is divided into multiple time periods (each time period in which the server captures at least one frame). One frame is stored at the start of the cloud game; one frame is stored at the end of each time period during normal operation; and the last frame captured by the server is stored, which corresponds to the moment the cloud game stops running. The moment the cloud game stops can be any time within the last time period of the cloud game's runtime.
[0079] The cloud gaming server stores game images captured at the start time, end times of each normal running period, and stop time of the cloud game on an object storage server. Then, it sends data including the storage addresses of these game images to the PaaS system. The PaaS collection service sends the data to the Kafka service of the big data platform. Flink consumes the data from the Kafka service, parses it into table structures, and transmits the parsed data to a Hive data warehouse and a dedicated Kafka instance for storage.
[0080] When Flink parses data including the storage address of game images in the object storage server into a table structure, it adds a version field to the data to supplement the relevant information of the game images; and then transmits the table structure data with the version field to the Hive data warehouse and a dedicated Kafka for parsing and storage.
[0081] For example, the data Flink receives only contains the storage address of the game image. After parsing, the table structure data it sends out also includes the storage address of the game image, the capture time of the game image, the size of the game image, etc.
[0082] Flink's processing of real-time data streams is divided into receiving data, processing data, and outputting processing results. Receiving data involves receiving one or more data sources, with Kafka being the primary data source. Processing data involves executing several user-required transformation operators. Outputting processing results involves sending the parsed data, structured into tables, to a Hive data warehouse and a dedicated Kafka instance. The dedicated Kafka instance is used to back up the parsed data into tables; it also provides backup for testers to analyze data should data in the Hive data warehouse be lost.
[0083] The reporting platform queries the table structure data stored in the Hive data warehouse, retrieves the game images stored in the object storage server based on the retrieved table structure data, and displays the game images on the reporting platform.
[0084] When cloud gaming malfunctions and crashes, testers can quickly pinpoint the cause of the crash by looking at the game images displayed on the reporting platform. After analyzing the cause, the testers send the game images to the developers of the relevant module for modification.
[0085] Reference Figure 4 This document illustrates a game screen capture device according to an embodiment of this application. The device is a cloud gaming server and includes: a receiving unit 401 for receiving a cloud gaming launch request sent by a user device; a simulation unit 402 for simulating the cloud gaming running state of the user device; a screenshot unit 403 for capturing a first game image, which is a frame image corresponding to the moment when the cloud game stops running; and a storage unit 404 for storing the first game image in a preset database.
[0086] In one possible implementation, the screenshot unit 403 is further configured to capture a second game image, which is a frame image corresponding to the start time of the cloud game; the storage unit 404 is further configured to store the second game image in a preset database.
[0087] In one possible implementation, the screenshot unit 403 is further configured to, when the cloud game is running normally, take the screenshot time of the second game image as the starting time, and during the time period when the cloud game is running normally, capture game images at preset time intervals to obtain a third game image; wherein, the third game image includes at least one frame of game image; the storage unit 404 is further configured to store the third game image in a preset database.
[0088] In one possible implementation, the time period includes a first time period and a second time period; wherein, the third game image includes a first frame image and a second frame image, the first frame image being a frame image corresponding to the end time of the first time period, and the second frame image being a frame image corresponding to the end time of the second time period.
[0089] In one possible implementation, the cloud gaming operation time includes a third time period and a fourth time period. The third time period is the time period corresponding to the normal operation of the cloud game, and the fourth time period is the time period corresponding to the stop operation of the cloud game. The third time period is the time period before the fourth time period. The screenshot unit 403 is also used to capture a fourth game image, which is a frame image corresponding to the end time of the third time period; and to capture a fifth game image, which is a frame image corresponding to the stop operation time of the cloud game in the fourth time period. The storage unit 404 is also used to store the fourth game image and the fifth game image in a preset database.
[0090] In one possible implementation, the third time period and the fourth time period are either adjacent time periods or non-adjacent time periods.
[0091] In one possible implementation, the cloud gaming operation period includes a fifth time period, which is the time period corresponding to when the cloud gaming stops running, wherein the time when the cloud gaming stops running can be any time within the fifth time period.
[0092] In one possible implementation, after capturing the first game image, the simulation of the user device's cloud gaming operation is stopped.
[0093] It should be noted that the above embodiments of the apparatus are only illustrated by the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0094] Reference Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 5As shown, the electronic device 500 may include: at least one processor 501, at least one network interface 504, user interface 503, memory 505, and at least one communication bus 502.
[0095] The communication bus 502 is used to enable communication between these components.
[0096] The user interface 503 may include a display screen and a camera. Optionally, the user interface 503 may also include a standard wired interface and a wireless interface.
[0097] The network interface 504 may optionally include a standard wired interface or a wireless interface (such as a Wi-Fi interface).
[0098] The processor 501 may include one or more processing cores. The processor 501 connects to various parts of the server using various interfaces and lines, and performs various server functions and processes data by running or executing instructions, programs, code sets, or instruction sets stored in memory 505, and by calling data stored in memory 505. Optionally, the processor 501 may be implemented using at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), or Programmable Logic Array (PLA). The processor 501 may integrate one or a combination of several of the following: Central Processing Unit (CPU), Graphics Processing Unit (GPU), and modem. The CPU primarily handles the operating system, user interface, and applications; the GPU is responsible for rendering and drawing the content required for display; and the modem handles wireless communication. It is understood that the modem may also not be integrated into the processor 501 and may be implemented as a separate chip.
[0099] The memory 505 may include random access memory (RAM) or read-only memory. Optionally, the memory 505 may include a non-transitory computer-readable storage medium. The memory 505 can be used to store instructions, programs, code, code sets, or instruction sets. The memory 505 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as touch function, sound playback function, image playback function, etc.), instructions for implementing the above-described method embodiments, etc.; the data storage area may store data involved in the above-described method embodiments, etc. Optionally, the memory 505 may also be at least one storage device located remotely from the aforementioned processor 501. Figure 5 As shown, the memory 505, which serves as a computer storage medium, may include an operating system, a network communication module, a user interface module, and an application program for capturing game screens.
[0100] exist Figure 5 In the electronic device 500 shown, the user interface 503 is mainly used to provide an input interface for the user and to obtain the user input data; while the processor 501 can be used to call an application program stored in the memory 505 that describes a game screen capture method. When executed by one or more processors, the electronic device executes one or more of the methods described in the above embodiments.
[0101] An electronic device readable storage medium stores instructions that, when executed by one or more processors, cause the electronic device to perform one or more of the methods described in the above embodiments.
[0102] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.
[0103] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0104] In the several embodiments provided in this application, it should be understood that the disclosed apparatus can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some service interfaces; indirect couplings or communication connections between devices or units may be electrical or other forms.
[0105] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0106] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0107] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage device (CMD). Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a memory and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned memory includes various media capable of storing program code, such as USB flash drives, portable hard drives, magnetic disks, or optical disks.
[0108] The foregoing description is merely an exemplary embodiment of this disclosure and should not be construed as limiting the scope of this disclosure. Any equivalent changes and modifications made in accordance with the teachings of this disclosure shall still fall within the scope of this disclosure. Those skilled in the art will readily conceive of other embodiments of this disclosure upon considering the specification and the disclosure of practical truth. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not described in this disclosure. The specification and embodiments are considered exemplary only, and the scope and spirit of this disclosure are defined by the claims.
Claims
1. A method for capturing game screen footage, characterized in that, Applied to cloud gaming servers, the method includes: Receive a cloud game launch request sent by a user device and simulate the cloud game running state of the user device; Capture the first game image, which is a frame corresponding to the moment when the cloud game stops running; Store the first game image in a preset database; When the cloud game is running normally, taking the capture time of the second game image as the starting time, game images are captured at preset time intervals during the time period of normal operation of the cloud game to obtain the third game image; wherein, the third game image includes at least one game image, and the second game image is the image corresponding to the start time of the cloud game operation. The third game image is stored in the preset database; the cloud game's operating time period includes a third time period and a fourth time period, where the third time period corresponds to the period when the cloud game is running normally, the fourth time period corresponds to the period when the cloud game is not running, and the third time period is the period preceding the fourth time period; wherein... Capture a fourth game image, which is a frame corresponding to the end time of the third time period; A fifth game image is captured, which is a frame image corresponding to the moment when the cloud game stops running in the fourth time period; The fourth game image and the fifth game image are stored in the preset database.
2. The game screen capture method according to claim 1, characterized in that, The method further includes: Capture a second game image, which is a frame corresponding to the start time of the cloud game's operation; The second game image is stored in the preset database.
3. The game screen capture method according to claim 1, characterized in that, The time period includes a first time period and a second time period; wherein... The third game image includes a first frame image and a second frame image. The first frame image is a frame image corresponding to the end time of the first time period, and the second frame image is a frame image corresponding to the end time of the second time period.
4. The game screen capture method according to claim 1, characterized in that, The third time period and the fourth time period are either adjacent time periods or non-adjacent time periods.
5. The game screen capture method according to claim 1, characterized in that, The cloud game's operating time period includes a fifth time period, which is the time period corresponding to when the cloud game stops running. The cloud gaming service stops running at any time within the fifth time period.
6. The game screen capture method according to claim 1, characterized in that, After capturing the first game image, the simulation of the cloud gaming operation state of the user device is stopped.
7. A game screen capture device, used to implement the game screen capture method according to any one of claims 1 to 6, characterized in that, The device is a cloud gaming server, and the device includes: The receiving unit is used to receive cloud game launch requests sent by user devices; The simulation unit is used to simulate the cloud gaming operation state of the user device; The screenshot unit is used to capture a first game image, which is a frame image corresponding to the moment when the cloud game stops running. A storage unit is used to store the first game image in a preset database.
8. An electronic device, characterized in that, The device includes a processor, a memory, a user interface, and a network interface. The memory is used to store instructions, the user interface and the network interface are used to communicate with other devices, and the processor is used to execute the instructions stored in the memory to cause the electronic device to perform the method as described in any one of claims 1-6.
Citation Information
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