Data processing method and device, storage medium and electronic device
By acquiring and utilizing target key values to determine the operation data of the second client, the game scene data of the first client is modified, thus solving the problem of low efficiency in game data processing and enabling rapid acquisition and editing of data from other clients.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-11-24
- Publication Date
- 2026-06-09
AI Technical Summary
In existing technologies, game data processing is inefficient, requiring manual input of game scene data from other clients into the local client for editing, which is complex and inefficient.
By obtaining the target key value in the data request instruction, the operation data of the corresponding second client is determined, and the original game scene data of the first client is modified based on this operation data, so as to quickly obtain the editing data of other clients.
It enables the rapid acquisition of operation data from other clients on the first client, improving the efficiency of game data processing and solving the problem of low processing efficiency.
Smart Images

Figure CN115779438B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computers, and more specifically, to a data processing method, apparatus, storage medium, and electronic device. Background Technology
[0002] In the design process of open-world games, there are extremely high requirements for the amount of gameplay content deployed and configured in the game scene.
[0003] In related technologies, it is necessary to manually input game scene data from other clients into the local client in order to obtain the results of other clients editing the game scene data. This process is relatively complicated, so this method still has the technical problem of low efficiency in processing game data.
[0004] There is currently no effective solution to the aforementioned technical problem of low efficiency in processing game data. Summary of the Invention
[0005] This disclosure provides at least some embodiments of a data processing method, apparatus, storage medium, and electronic device to at least address the technical problem of low processing efficiency for game data.
[0006] According to one embodiment of this disclosure, a data processing method is provided, comprising: acquiring a data request instruction from a first client; determining a target key value in the data request instruction; determining operation data of at least one second client corresponding to the target key value, wherein the operation data is data for editing original game scene data displayed in at least one second client, and the target key value is used to determine the storage location of the operation data; modifying the original game scene data displayed in the first client based on the operation data to obtain game scene data to be displayed in the first client.
[0007] Optionally, determining the operation data of at least one second client corresponding to the target key value includes: determining the data table named the target key value in the at least one second client as the target data table; and determining the operation data from the data in the target data table.
[0008] Optionally, the operation data of the client set is obtained, wherein the client set includes a first client and at least one second client; the operation data is stored in a data table, wherein the data table includes a target data table.
[0009] Optionally, the operation data for each client in the client set consists of operation data for at least one set of operation objects.
[0010] Optionally, the key value corresponding to the group of the operation object is determined as the name of the data table of the operation object, wherein the key value is used to represent the information of the group.
[0011] Optionally, the game scene data to be displayed can be sent to the first client for display.
[0012] Optionally, the game scene data to be displayed is sent to the first client for display, including: segmenting the map data in the game scene data to be displayed to determine the target game map data to be displayed under each game field of view; and sending the target game map data to be displayed under each game field of view to the first client for display.
[0013] Optionally, the game scene data to be displayed is sent to the first client for display, including: in response to a switching command, sending the game scene data to be displayed as indicated in the switching command to the first client for display.
[0014] Optionally, the game scene data to be displayed is sent to the first client for display, including: sending the game scene data to be displayed to the first client in the form of a three-dimensional image and / or a two-dimensional image for display.
[0015] Optionally, the movement trajectory data and heat map data of the virtual game object in the two-dimensional image are obtained; the movement trajectory data and heat map data are sent to the first client for display.
[0016] According to one embodiment of this disclosure, a data processing apparatus is also provided, comprising: an acquisition unit for acquiring a data request instruction from a first client; a first determination unit for determining a target key value in the data request instruction; a second determination unit for determining operation data of at least one second client corresponding to the target key value, wherein the operation data is data for editing original game scene data displayed in at least one second client, and the target key value is used to determine the storage location of the operation data; and a processing unit for modifying the original game scene data displayed in the first client based on the operation data to obtain game scene data to be displayed in the first client.
[0017] According to one embodiment of the present disclosure, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the data processing method described in any of the preceding claims when it is run.
[0018] According to one embodiment of this disclosure, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the data processing method described in any of the preceding claims.
[0019] In this embodiment, a data request instruction from a first client is obtained; a target key value in the data request instruction is determined; operation data from at least one second client corresponding to the target key value is determined, wherein the operation data is data used to edit the original game scene data displayed in the at least one second client, and the target key value is used to determine the storage location of the operation data; the original game scene data displayed in the first client is modified based on the operation data to obtain the game scene data to be displayed in the first client. In other words, during game editing in the first client, this disclosure can issue a data request instruction. In response to the issued data request instruction, operation data from at least one second client is determined based on the target key value in the data request instruction. This allows the operation data from at least one second client to be displayed in the first client, thereby achieving the goal of quickly obtaining data edited by other clients, thus improving the technical efficiency of game data processing and solving the technical problem of low game data processing efficiency. Attached Figure Description
[0020] The accompanying drawings, which are included to provide a further understanding of this disclosure and form part of this disclosure, illustrate exemplary embodiments of the present disclosure and are used to explain the disclosure, but do not constitute an undue limitation of the disclosure. In the drawings:
[0021] Figure 1 This is a hardware structure block diagram of a mobile terminal for a data processing method according to an embodiment of the present disclosure.
[0022] Figure 2 This is a flowchart of a data processing method according to one embodiment of the present disclosure;
[0023] Figure 3 This is a flowchart of an open-world, freely editable process according to one embodiment of this disclosure;
[0024] Figure 4 This is a flowchart of viewing a two-dimensional image according to one embodiment of the present disclosure;
[0025] Figure 5 This is a schematic diagram of a two-dimensional data window according to one embodiment of the present disclosure;
[0026] Figure 6 This is a schematic diagram of a two-dimensional map according to one embodiment of the present disclosure;
[0027] Figure 7 This is a flowchart illustrating the acquisition of player trajectory and heatmap data according to one embodiment of the present disclosure;
[0028] Figure 8 This is a flowchart of multi-person collaboration according to one embodiment of the present disclosure;
[0029] Figure 9 This is a structural block diagram of a data processing apparatus according to an embodiment of the present disclosure;
[0030] Figure 10 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Detailed Implementation
[0031] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0032] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0033] In one possible implementation, in the field of computer science, editing a game typically requires manually inputting game scene data from at least one second client into a first client (the local client) before obtaining the editing results from the second client. After practical experience and careful research, the inventors discovered that current technology still suffers from low efficiency in processing game data due to complex procedures. Therefore, this disclosure proposes a data processing method that uses an open, actual game scene as the game scene. The method involves: obtaining a data request instruction from a first client; determining a target key value in the data request instruction; determining operation data from at least one second client corresponding to the target key value, where the operation data is data used to edit the original game scene data displayed in at least one second client, and the target key value is used to determine the storage location of the operation data; modifying the original game scene data displayed in the first client based on the operation data to obtain the game scene data to be displayed in the first client. This achieves the goal of quickly obtaining operation data from other clients, improving the efficiency of game data processing, and solving the problem of low efficiency in game data processing.
[0034] According to one embodiment of this disclosure, an embodiment of a data processing method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0035] This method embodiment can be executed on a mobile terminal, computer terminal, or similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, iOS phone, etc.), tablet computer, PDA, mobile Internet Device (MID), PAD, game console, and other terminal devices. Figure 1 This is a hardware structure block diagram of a mobile terminal for a data processing method according to an embodiment of this disclosure. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1Only one is shown in the diagram. A processor 102 (which may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data are also shown. Optionally, the mobile terminal may further include a transmission device 106 for communication functions, an input / output device 108, and a display device 110. Those skilled in the art will understand that... Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0036] The memory 104 can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to the data processing method in this embodiment. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, thereby implementing the aforementioned data processing method. The memory 104 may include high-speed random access memory and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include memory remotely located relative to the processor 102, and these remote memories can be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.
[0037] The transmission device 106 is used to receive or send data via a network. Specific examples of the network described above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device 106 includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device 106 may be a Radio Frequency (RF) module used for wireless communication with the Internet.
[0038] The inputs in input / output device 108 can come from multiple human interface devices (HIDs). Examples include keyboards and mice, gamepads, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, and remote controls). Some HIDs, in addition to providing input functions, can also provide output functions, such as force feedback and vibration from gamepads, and audio output from controllers.
[0039] Display device 110 may be, for example, a head-up display (HUD), a touchscreen liquid crystal display (LCD), and a touch display (also referred to as a "touchscreen" or "touch display"). The LCD allows a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), which allows the user to interact with the GUI by touching and / or gesturing on a touch-sensitive surface. Optional human-computer interaction functions include: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, a call interface, playing digital video, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.
[0040] In one possible implementation, embodiments of this disclosure provide a data processing method. Figure 2 This is a flowchart of a data processing method according to one embodiment of the present disclosure, such as... Figure 2 As shown, the method may include the following steps:
[0041] Step S202: Obtain a data request instruction from the first client.
[0042] In the technical solution provided in step S202 of this disclosure, a data request instruction from a first client can be obtained. The first client can be a mobile terminal, such as a mobile client, a computer client, a game client, or a scene dynamic entity editor on a computer. This is merely an example and does not impose specific limitations on the first client. The data request instruction can be used to obtain data from other clients or the game server.
[0043] Step S204: Determine the target key value in the data request instruction.
[0044] In the technical solution provided by step S204 of this disclosure, a data request instruction from the first client is obtained, and the data request instruction can be processed to determine the target key value in the data request instruction. The target key value can be used to characterize the storage location of the data and can be identification information, such as an identifier.
[0045] Step S206: Determine the operation data of at least one second client corresponding to the target key value, wherein the operation data is the data for editing the original game scene data displayed in at least one second client, and the target key value is used to determine the storage location of the operation data.
[0046] In the technical solution provided in step S206 of this disclosure, the target key value in the data request instruction can be obtained, and the operation data corresponding to the target key value in the server can be determined to determine the operation data of at least one second client. The operation data can be data used to edit the original game scene data displayed in at least one second client. For example, it can be operations such as selection, movement, and rotation, or operations such as adding, modifying, and deleting game entities. This is just an example and does not impose specific limitations on the operation data. The second client can be a mobile terminal, such as a mobile client, a PC client, or a scene dynamic entity editor in a game client or PC client. The target key value can be used to determine the storage location of the operation data. The original game scene data can include default entities (prefabs), non-player characters (NPCs), invisible walls, traps, areas, buildings, camera parameters, and other data in the game scene.
[0047] For example, the operation data may include modifying the position, orientation, and size of default entities; modifying the number, type, subtype, and faction of non-player characters; modifying the type, display mode, and dimensions of invisible walls; modifying the position and radius of traps; modifying the orientation, height, identifier, and connection points of area points; modifying the combined edges, sub-component numbers, and affiliations of buildings; modifying camera modes, camera parameters, light type, color, intensity, depth of field, and focal length range; and modifying light number, type, color, intensity, range, radius, interior angle, and exterior angle. These are just examples and do not impose specific limitations on the operation data.
[0048] Optionally, the original game scene data is displayed in at least one second client. This second client can edit the original game scene data, and the operation data of editing the original game scene data by the second client is obtained, resulting in the operation data of the second client, which can be stored. A data request instruction from the first client is obtained, and the operation data in the stored operation data corresponding to the target key value in the data request instruction is determined.
[0049] Optionally, the classification conditions (Level) for the operation data can be preset in advance. For example, the data can be classified according to the gameplay, map area or data type, operation object, etc. The operation data with different classification results can correspond to different target key values.
[0050] For example, assuming the partitioning is based on the operation object, if all operation objects are members of group A, then the target key value corresponding to the operation data can be 01. When obtaining a data request instruction, if the target key value in the data request instruction is 01, then the operation data corresponding to the target key value in at least one second client can be the operation data of other members in group A.
[0051] For another example, assuming the division is based on the type of collected item, if the operation data all involve editing entity D in the original game scene data, then the target key value corresponding to the operation data can be 001. If the target key value in the data request instruction is 001, then the operation data corresponding to the target key value in at least one second client can be data that edits entity D.
[0052] It should be noted that the above classification conditions are only illustrative examples and do not impose specific restrictions on the way the operational data is divided into groups.
[0053] Step S208: Modify the original game scene data displayed in the first client based on the operation data to obtain the game scene data to be displayed in the first client.
[0054] In the technical solution provided by step S208 of this disclosure, obtaining operation data from at least one second client allows modification of the original game scene data displayed in the first client based on the operation data, resulting in game scene data to be displayed in the first client. The original game scene data displayed in the first client can be the same as that of the at least one second client, or it can be different. For example, initially, the first client and at least one second client display the same original game scene data. When the first client has modified the original game scene data, but the second client has not, obtaining the operation data results in the original game scene data displayed in the first client being the modified game scene data, which is different from the original game scene data displayed in the at least one second client.
[0055] Optionally, the first client displays the original game scene data. When the first client wants to obtain operation data from at least one second client, it can issue a data request command. By obtaining the data request command issued by the first client and determining the target key value in the data request command, the operation data corresponding to the target key value in the server can be determined, and the operation data of at least one second client can be obtained. Based on the operation data, the original game scene data displayed in the first client can be modified to obtain the game scene data to be displayed in the first client. The first client can then display the game scene data to be displayed in the display window and edit the game scene data to be displayed.
[0056] For example, to obtain operation data from at least one second client, the original game scene data in the first client can be modified based on the operation data to obtain the game scene data to be displayed in the first client. The game scene data to be displayed can be data from the editing process containing the operation data, or it can be the result of modifying the original game scene data. This is just an example and does not impose specific restrictions on the presentation format of the game scene data to be displayed.
[0057] In this embodiment, the first client can choose the save path for the real-time modifications and edits to the game scene data to be displayed on the display interface, depending on the actual situation. For example, it can be saved directly in the local data table, or it can be submitted to the version control system for saving. It can select a server and import the data into the data table, or it can perform hot updates to the game scene data according to the actual situation.
[0058] According to the embodiments disclosed herein, the method of storing modified data can be selected according to the actual situation. The data of the game scene to be displayed can be conveniently and quickly determined in an open game scene, or it can be applied to the first client in real time to view the effect, and can be uploaded to the version control system with one click, thereby improving the efficiency of data processing.
[0059] For example, the first client can edit the game scene data to be displayed on the display interface, thereby completing the game content editing process. It can export the edited game scene data and operation data and upload them to the server and / or version control system.
[0060] Through steps S202 to S208, a data request instruction from a first client is obtained; a target key value in the data request instruction is determined; operation data from at least one second client corresponding to the target key value is determined, wherein the operation data is data used to edit the original game scene data displayed in at least one second client, and the target key value is used to determine the storage location of the operation data; the original game scene data displayed in the first client is modified based on the operation data to obtain the game scene data to be displayed in the first client. In other words, during game editing in the first client, this disclosure can issue a data request instruction. In response to the issued data request instruction, operation data from at least one second client is determined based on the target key value in the data request instruction. This allows the operation data from at least one second client to be displayed in the first client, thereby achieving the goal of quickly obtaining data edited by other clients, thus improving the technical efficiency of game data processing and solving the technical problem of low game data processing efficiency.
[0061] The methods described above in the embodiments of this disclosure will be further described below.
[0062] As an optional embodiment, determining the operation data of at least one second client corresponding to the target key value includes: determining a data table named the target key value in at least one second client as the target data table; and determining the operation data from the data in the target data table.
[0063] In this embodiment, a data table named "target key value" can be identified in at least one second client. The data table named "target key value" can be identified as the target data table, and operation data can be obtained from the data stored in the target data table.
[0064] As an optional embodiment, operation data of a client set is obtained, wherein the client set includes a first client and at least one second client; the operation data is stored in a data table, wherein the data table includes a target data table.
[0065] In this embodiment, operation data from a set of clients can be acquired and stored in a data table, where the data table may include a target data table. The set of clients may include a first client and at least one second client.
[0066] Optionally, the system can acquire operation data from all clients in the client central repository, and store the operation data in the corresponding data table according to a pre-defined classification standard. This allows for quick and convenient identification of the required operation data, thereby improving the efficiency of data processing.
[0067] As an optional embodiment, the operation data for each client consists of operation data for at least one set of operation objects.
[0068] In this embodiment, when each client edits the original game scene data, multiple objects may be involved in editing the original game scene data displayed on the client. However, these objects may be members from different groups. For example, in the first client, members a and b from group A and member c from group B may be editing the original game scene data. In at least one second client, member d from group A may be editing the original game scene data. Therefore, the operation data for each client can be the operation data of at least one group of objects. The objects can be those that edit the original game scene, such as game designers.
[0069] Optionally, operation data of the client set can be obtained. The operation data of each client consists of operation data of at least one group of operation objects. The operation data of different groups of operation objects in each client can be stored in different data tables, which facilitates the confirmation and retrieval of data and allows operation objects of different clients to view the operation data of operation objects of other clients.
[0070] In this embodiment of the disclosure, the operation data of members in different groups in each client can be stored in different data tables. When the first client wants to determine the operation data of the same members in at least one second client, it issues a data request instruction. Based on the target key value in the data request instruction, the data table of members in the same group as the first client in at least one second client can be determined, and the target data table can be obtained. The operation data of members in at least one second client can be determined from the target data table. This allows the first client to conveniently view and edit the operation data of other members, and at the same time, the operation data can be stored in the corresponding data table for easy retrieval next time and to avoid data corruption.
[0071] As an optional embodiment, the key value corresponding to the group of the operation object is determined as the name of the data table of the operation object, wherein the key value is used to represent the information of the group.
[0072] In this embodiment, the key value corresponding to the group to which the operation object belongs can be determined. This key value can be used as the name of the operation object's data table. The key value can represent group information, and the group to which the operation object belongs can be determined based on the key value. The group to which the operation object belongs can be pre-defined. For example, operation object a can be pre-defined as belonging to group A, and operation object b can be pre-defined as belonging to group B; or, if both operation objects a and b are objects that modify map areas, then both operation objects a and b belong to the map modification group. It should be noted that no specific restrictions are placed on the conditions or methods for classifying the operation object into groups here.
[0073] For example, if we presuppose that the key value for group A is 01, the key value for group B is 101, and the key value for group C is 1010, and we want to retrieve operation data from clients E, F, and G, we can categorize the operation data based on the operation object. This will give us the operation data for group A and group B operations in client E, group A and group C operations in client F, and group B and group C operations in client G. We can then store the operation data of each operation object in its corresponding data table. Therefore, the name of the data table corresponding to the operation object in group A in client E is 01, the name of the data table corresponding to the operation object in group B in client F is also 01, the name of the data table corresponding to the operation object in group B in client E is 101, the name of the data table corresponding to the operation object in group B in client G is also 101, and the name of the data table corresponding to the operation object in group C in client F is 1010, and the name of the data table corresponding to the operation object in group C in client G is also 1010.
[0074] Optionally, the system can read operation data from the client's centralized database and store the operation data in a data table. The data table name can be saved in the editor using the group as the key value. A specified data table can be loaded, making it convenient to see the current editing content of other members in the same group.
[0075] Optionally, the client can edit the original game scene data, obtain the operation data in the client, and the newly added operation data can generate a unique incrementing serial number and write it into the editor, and also write it into the data table of the current operation object (e.g., the designer).
[0076] Optionally, the first client obtains operation data from at least one second client. If the first client modifies or deletes operation data of other members in the same group within the at least one second client, the location of the data table can be determined based on the key value (which could be a serial number) of the operation data, and the modified operation data can be stored in the data table, thus providing a fallback mechanism for data editing. Alternatively, the operation data from the client group can be stored in a master table. If the source of the modified operation data from the first client cannot be determined, the modified data can be stored in the master table, thereby preventing data loss.
[0077] In this implementation, the operation data (which can be edit data) of members in different groups within each client is stored in different data tables. The data tables are named using the key-value pairs corresponding to the groups. When a first client wants to obtain the modified data of members in the same group from at least one second client, it can issue a data request command. This data request command can contain a target key-value pair, which can directly determine the corresponding data table. This allows the client to obtain the operation data from the data table and update it in the first client, thereby improving the efficiency of data synchronization and further enhancing the technical effect of improving the processing efficiency of game data.
[0078] In the process of game editing, multi-person collaborative editing helps to improve the efficiency of data processing. This embodiment of the disclosure distinguishes the editing data of each group member by dividing the data into levels. There are multiple ways to divide the data, such as dividing the data according to gameplay, map area and data type. Only specific editing data can be loaded, or all editing data can be loaded. Each group member can see the current editing status of the same group member in other clients, thereby effectively avoiding editing duplication or conflict.
[0079] As an optional embodiment, the game scene data to be displayed is sent to the first client for display.
[0080] In this embodiment, operation data from at least one second client is obtained, and the game scene data of the first client is updated based on the operation data from at least one second client, so that the game scene data to be displayed is obtained and displayed on the first client.
[0081] Optionally, the game scene data to be displayed can be displayed according to the area of interest (Aoi) range, or the game scene data to be displayed in the game scene can be displayed according to the type selected by the first client.
[0082] For example, a Remote Procedure Call (RPC) can be used to connect the game content editing system and the first client for data exchange. Because the amount of data exchanged between the first client and the editor is large, the upper limit of game buffs that can be sent can be increased by modifying the communication settings of the RPC. Furthermore, to ensure that the first client does not lose connection with the game content editing system during editing, or that data errors or loss occur, a data pooling and frame-by-frame transmission method can be implemented, and a reconnection mechanism for disconnections can be added. Updated game scene data to be displayed in the editor can be transferred to the first client for display via RPC.
[0083] As an optional embodiment, sending the game scene data to be displayed to the first client for display includes: segmenting the map data in the game scene data to be displayed to determine the target game map data to be displayed corresponding to each game field of view; and sending the target game map data to be displayed corresponding to each game field of view to the first client for display.
[0084] In this embodiment, the map data in the game scene data to be displayed can be segmented to obtain the target game map data to be displayed corresponding to each game field of view. The target game map data to be displayed corresponding to each game field of view can be sent to the first client for display. The map data can be 3D scene data in the game scene to be displayed, which can be used to represent the 3D game scene. The target game map data can be a game scene area or a 2D map image.
[0085] In this embodiment, the map data in the game scene data to be displayed can be segmented to generate two-dimensional map images of different precision. These images can be displayed according to varying magnification. After segmenting the map data into blocks, only the target game map data within the field of view can be loaded, or specific game scene data can be displayed based on data type or label type. To alleviate display lag, multi-threaded asynchronous image loading can be used to display the target game map data.
[0086] Optionally, the target game map data to be displayed can be sent to the first client for display. Three viewing modes can be provided: follow mode, free mode, and top-down mode to observe the target game map data displayed in the first client. For example, in free mode, the camera can move freely in the game to observe, add, modify, and delete game scene data. Various types of data can be customized and modified according to data type.
[0087] Optionally, multiple keyboard shortcuts can be designed for the convenience of the user (designer). For shortcuts that conflict with those in the game, the pre-defined shortcuts can be used preferentially. Furthermore, multiple modes can be provided for editing different types of game scene data, each with customized requirements, facilitating data editing for designers. For example, elements that wouldn't normally appear in the game, such as invisible walls and traps, can be displayed, allowing designers to filter out content they don't need and load the necessary game scene data more quickly and conveniently.
[0088] As an optional embodiment, sending the game scene data to be displayed to the first client for display includes: in response to a switching command, sending the game scene data to be displayed as indicated in the switching command to the first client for display.
[0089] In this embodiment, the first client can issue a switching command, and in response to the switching command, the game scene data to be displayed indicated in the switching command can be sent to the first client for display. The switching command can be used to switch the game scene data to be displayed in the first client, and can be a scene switching command.
[0090] According to the embodiments of this disclosure, the display and hiding states of game scene data in the first client can be set based on the switching command, thereby achieving the purpose of selecting the game scene data to be displayed according to actual needs based on the switching command.
[0091] Optionally, the display and hiding status of game scene data in the first client can be set based on the switching command. In response to the switching command, the game scene data to be displayed as indicated in the switching command can be sent to the first client for display.
[0092] For example, the switching command can be used to show or hide the game scene data corresponding to the operation data of different operation objects in the same group. The switching command can show the operation data of operation object 'a' in group A and hide the operation data of operation object 'b'. Based on the operation data of operation object 'a', the game scene data to be displayed on the first client can be determined and sent to the first client for display.
[0093] In this embodiment, the first client can select the scene it wants to edit, click the scene switching control in the display interface to issue a switching command, and complete the scene switching in response to the switching command. In response to the first client's scene switching command, the corresponding data table for that scene can be obtained. Based on the operation data in the data table, the game scene data to be displayed is determined, and the game scene data to be displayed can be loaded into the first client for display.
[0094] As an optional embodiment, sending the game scene data to be displayed to the first client for display includes: sending the game scene data to be displayed to the first client in the form of a three-dimensional scene and / or a two-dimensional image for display.
[0095] In this embodiment, the game scene data to be displayed can be sent to the first client in the form of a three-dimensional scene or a two-dimensional image for display. The two-dimensional image can be displayed in a two-dimensional (2D) data window within the first client.
[0096] Because some game scene data cannot be displayed in a 3D scene but can be displayed on a 2D map, in this embodiment, the game scene data can be sent to the first client in the form of a 3D scene and / or a 2D image for display. The display of game scene data in the 3D scene and the 2D image is interconnected; that is, the 3D scene and the 2D image can be displayed synchronously, allowing for real-time editing and display of the game scene data in both. Specifically, in the 2D image, the game scene data can be zoomed in, zoomed out, dragged, and displayed at multiple levels of detail (LOD). This is merely an example and does not impose specific limitations on the display method.
[0097] For example, the map data in the game scene can be divided into 36 game scene regions, and these 36 regions can be used to generate 2D map images of different resolutions. As the map zoom level changes, different resolution 2D map images can be displayed. It should be noted that the number of game scene regions here is only an example; if the game areas change or other requirements arise, the data segmentation can be modified.
[0098] Optionally, the display area and tag information can be selected in the window (e.g., a 2D data window) of the first client (e.g., an editor) to facilitate viewing the position and density of gameplay tags. Tag data from the game scene can be automatically generated into a 2D image displayed in the 2D data window and saved to the data table of the first client. Furthermore, the game type of the icon data in the game scene data displayed in the 2D data window can be customized.
[0099] For example, different entity icons can be displayed in a two-dimensional data window according to their type. The grid width and the number of entities that can be displayed within the grid can be set, making it easier for the first client to view the density of the deployed entities, thereby improving the efficiency of game data processing.
[0100] For another example, selecting a virtual game object in a 2D image opens its data window, allowing you to focus the map on it. After selecting the virtual game object, you can move it to any location on the map by clicking on that coordinate. Once the object is selected, you can use the right-click function to add, edit, delete, and focus on it. Right-clicking anywhere on the large map allows you to determine the values on the coordinate axes (x and z axes), send a ray to the real scene, and use the first surface encountered as a reference to determine the y-axis value, directly placing the entity and thus adding a new object to the 2D image. All modifications to the 2D image in the first client are applied to the first client's window in real time.
[0101] In this embodiment, the two-dimensional data window can display specific data, data from specific areas, or display topline plots according to data type or label type, thereby enabling designers to conveniently view game data macroscopically and improving the efficiency of data editing.
[0102] In this embodiment of the disclosure, various data within the game can be viewed macroscopically through three-dimensional scenes and / or two-dimensional images, thereby gaining a better understanding of the data information in the game. Based on the displayed data, the game scene data can be planned, arranged, and displayed. Game mechanics, the location and density of entities can be set, thereby improving the accuracy of game data design and the efficiency of game data processing.
[0103] As an optional embodiment, the movement trajectory data and heat map data of the virtual game object in the two-dimensional image are obtained; the movement trajectory data and heat map data are sent to the first client for display.
[0104] In this embodiment, movement trajectory data and heatmap data of virtual game objects in a two-dimensional image can be acquired and sent to a first client for display. The movement trajectory data can characterize the movement trajectory of the virtual game object; it can include data such as username, scene number, coordinates, and time. The trajectory data can be divided and displayed according to time and scene, and the trajectory data specified in the first client is displayed. The heatmap data can represent the frequency of the virtual game object's appearance in a certain scene.
[0105] Considering that the first client needs to know the trajectory and heat map data of the virtual game objects to make a reference for the layout of the scene gameplay, this embodiment of the disclosure chooses to display the movement trajectory and heat map of the virtual game objects through a two-dimensional map.
[0106] In this embodiment, the editor can retrieve data from the server using data acquisition commands. Data can be retrieved by server name and date, parsed according to rules, and the game data on the server can be analyzed to obtain the trajectory data of virtual game objects and automatically uploaded to the version control system (Subversion, or SVN for short).
[0107] Optionally, the trajectory data can be processed into pixel data to obtain a data heatmap, which can then be displayed in a two-dimensional data window.
[0108] For example, 10 circles can be drawn using the Bresenham circle algorithm, with each pixel as the center. Each circle can be assigned a weight from 1 to 10. The weight value of each point on the image can be calculated, the highest value can be found, and all image data can be normalized. A color wheel can be generated in order from blue to red, with the position with the lowest weight assigned to blue and the position with the highest weight assigned to red. The color can be found in the color wheel according to the value of each point and drawn to determine the heatmap data. The heatmap data can then be sent to the first client for display.
[0109] In this embodiment of the disclosure, trajectory data and heat map data of virtual game objects can be automatically generated and played and viewed on the display interface of the first client, thereby facilitating designers to understand gameplay density information and providing convenience for arranging gameplay in the game scene.
[0110] In this embodiment of the disclosure, during the game editing process of the first client, a data request command can be issued. In response to the issued data request command, the operation data in at least one second client is determined based on the target key value in the data request command. The operation data of at least one second client can be displayed in the first client, thereby achieving the purpose of quickly obtaining the data edited by other clients, and thus realizing the technical effect of improving the processing efficiency of game data, solving the technical problem of low processing efficiency of game data.
[0111] The technical solutions of this disclosure will be further illustrated below with reference to preferred embodiments. Specifically, a game editing method using a scene dynamic entity editor for game editing will be further explained.
[0112] Currently, more and more companies are starting to develop open-world game projects. Open-world game projects have extremely high requirements for the deployment and configuration of gameplay content in the scene. Therefore, it is of great significance to design a convenient open-world game content editing tool that supports multi-person collaboration.
[0113] However, traditional methods of editing game content are quite complex, generally requiring three steps: viewing scene records in the game, filling out data tables, and importing the data into the game. This approach lacks a WYSIWYG (What You See Is What You Get) interface and makes it difficult to directly view data edited by other members within the same team, potentially leading to duplicate or conflicting edits. Furthermore, traditional methods cannot provide a macro-level view of the gameplay density and player behavior within the scene. Therefore, the inability to accurately design game scene data during editing results in low efficiency.
[0114] To address the aforementioned issues, this disclosure presents a method for editing game content. A multi-user collaborative game content editing system generates a large, planar map to display gameplay data. This system is configured to optimize gameplay content, providing a macro-level preview of game scene data based on pre-defined criteria. Real-time modifications are used to populate and adjust game content, enabling rapid identification of operational data from other clients during editing. This WYSIWYG (What You See Is What You Get) game editing process avoids difficulties in multi-user collaboration, solves the technical problem of low game data processing efficiency, and improves overall game data processing efficiency.
[0115] The embodiments of this disclosure will be further described below.
[0116] In game content editing systems that support multiplayer collaboration, open-world free editing is an essential feature. Figure 3 This is a flowchart of an open-world, freely editable process according to one embodiment of this disclosure, such as... Figure 3 As shown, the method may include the following steps.
[0117] Step S301: Connect the game content editing system and the game client.
[0118] In this embodiment, the game content editing system and the game client can be connected via remote procedure calls for data exchange. Furthermore, because the amount of data transmitted between the game client and the editor is large, the upper limit of game gains sent can be increased by modifying the communication settings of the remote procedure call. To ensure that the game client does not lose connection with the game content editing system during editing, or to prevent errors or loss of operation data, a data pool-based frame-by-frame transmission method is implemented, and a reconnection mechanism is added. The game content editing system can be a scene dynamic entity editor (hereinafter referred to as the editor), which can be used to edit game scene data.
[0119] In this embodiment, prefab data from the client can be sent to the editor via a remote procedure call. The editor receives and loads the data. The prefab can be a file stored in the game client, composed of various data such as model skeletons, or a pre-defined entity.
[0120] Optionally, the data of the prefab can be sent to the editor. The editor accepts and loads the data, and the prefab can be dragged and dropped directly into the editor.
[0121] For example, prefab data from the game client can be sent to an editor in a specific format for display. In the editor, the data can be dragged to the game client's window (display interface), and instructions to create the entity can be sent to the game window. The game client responds to the instructions and completes the construction of the entity.
[0122] Step S302: In response to the scene switching command from the game client, obtain the game scene data for that scene and load it into the game client.
[0123] In this embodiment, the game client can select the scene it wants to edit, and can switch scenes by clicking the scene switching control in the display interface. The editor, responding to the game client's scene switching command, can retrieve the corresponding data table for that scene and load it into the game client for display.
[0124] In this embodiment, game scene data can be displayed according to the field of view, or all game scene data in the game scene can be displayed according to the type selected by the game client. The game scene data may include default entities (prefabs), non-player characters, invisible walls, traps, areas, buildings, camera parameters, etc., within the game scene.
[0125] Because game scene data contains some data that cannot be displayed in a 3D scene but can be displayed on a 2D map, this disclosure also proposes a macroscopic preview method for game scene data. In this method, the display of game scene data in a 3D scene and in a 2D image is interconnected, and real-time editing and display of game scene data in both 3D scenes and 2D images are supported. Specifically, in the 2D image, game scene data can be zoomed in, zoomed out, dragged, and displayed at multiple levels of detail; this is merely an example and no specific limitations are imposed on the display method.
[0126] Figure 4 This is a flowchart of viewing a two-dimensional image according to one embodiment of the present disclosure, such as... Figure 4 As shown, viewing game scene data in a 2D image can include the following steps.
[0127] Step S401: Display scene maps with different levels of detail according to the zoom level.
[0128] In this embodiment, the game scene can be divided into multiple game scene areas, and two-dimensional map images of different precision can be generated for each game scene area. The two-dimensional map images of different precision can be displayed as the magnification of the two-dimensional images changes.
[0129] For example, the game scene can be divided into 36 game scene areas, and these 36 game scene areas can be used to generate 2D map images of different resolutions. As the map zoom level changes, different resolution 2D map images can be displayed. It should be noted that the number of game scene areas here is only for illustrative purposes. If the game scene areas change or other requirements arise, the segmentation data can be modified.
[0130] In this embodiment, after the game scene is segmented into blocks, only game scene data within the field of view can be loaded, or specific game scene data can be displayed according to data type or label type. To alleviate display lag, multi-threaded asynchronous image loading can be used to display 2D images.
[0131] For example, you can zoom in and out of an image using the mouse wheel, scale the grid proportionally, and drag a 2D image using the left mouse button.
[0132] Step S402: Load the display area, label, and icon data of the two-dimensional map image.
[0133] In this embodiment, the display area location and tag information can be selected in the editor window to facilitate viewing the location and density of gameplay tags. The tag data in the game scene can be automatically generated into the editor's two-dimensional (2D) data window for display and saved to the client's local data table.
[0134] Optionally, the game type of the icon data in the two-dimensional data window can be customized.
[0135] For example, different entity icons can be displayed in a two-dimensional data window according to their type. The grid width and the number of entities that can be displayed within the grid can be set, making it easier for the client to view the density of the deployed entities and thus improving the efficiency of game data processing.
[0136] Step S403: Read and display game scene data, supporting editing of game data and tags.
[0137] In this embodiment, the entity data displayed by the game client can be synchronously displayed in the two-dimensional data window of the editor, the selected game scene data can be read and synchronously displayed in the two-dimensional data window, and the game scene data displayed in the window can be edited.
[0138] For example, selecting an object in the game opens its data window, allowing you to focus the map on it. After selecting an object, you can move it to any location on the map by clicking on that coordinate. With the object selected, you can use the right mouse button to add, edit, delete, and focus on it. Alternatively, right-clicking on any location on the large map allows you to determine the values on the coordinate axes (x and z axes), send a ray to the real scene, and use the first surface encountered as a reference to determine the y-axis value. This allows you to directly place an entity at that location, thus adding a new object.
[0139] Optionally, all modifications can be applied to the game client window in real time.
[0140] Step S404: Display different types of data according to actual needs.
[0141] In this embodiment, the editor's two-dimensional data window can display specific data, data from specific areas, or display topline plots according to data type or label type, thereby enabling designers to conveniently view game data macroscopically and improving the efficiency of data editing.
[0142] In this embodiment of the disclosure, various data within the game can be viewed macroscopically, thereby gaining a better understanding of the data information in the game. Based on the data displayed in the data window, game scene data can be planned, arranged, and displayed. Game mechanics, entity positions, and densities can be set, thereby improving the accuracy of game data design and the efficiency of game data processing.
[0143] For example, Figure 5 This is a schematic diagram of a two-dimensional data window according to one embodiment of the present disclosure, such as... Figure 5 As shown, the editor's two-dimensional data window can include a switching display window 501, a gameplay tag setting window 502, a map window 503, a data editing window 504, and a game start button 505. Through the two-dimensional data window, you can view entity placement density, display various areas, height maps, player trajectories, etc., and export the map displayed in the two-dimensional data window. Figure 6 This is a schematic diagram of a two-dimensional map according to one embodiment of the present disclosure, such as... Figure 6As shown, by zooming in to display a map or region with higher precision, the number of entities, their trajectories, and trajectory heatmaps within the grid can be shown. This allows for a more accurate understanding of where players frequently spend time on the client, thereby achieving the goal of accurately designing the game and increasing user engagement.
[0144] Optionally, when the client needs to understand player trajectories and heatmap data to provide a reference for the layout of scene gameplay, it can choose to obtain player trajectories and heatmaps through a two-dimensional map. Figure 7 This is a flowchart illustrating the acquisition of player trajectory and heatmap data according to one embodiment of this disclosure, such as... Figure 7 As shown, player trajectory and heatmap data can be obtained through the following steps.
[0145] Step S701: Automatically retrieve and parse data.
[0146] In this embodiment, the editor can retrieve data from the server using data acquisition commands. Data can be retrieved by server name and date, parsed according to rules, and the player's trajectory data can be generated and automatically uploaded to the version control system (Subversion, or SVN for short).
[0147] Step S702 allows you to acquire and play various types of categorized data.
[0148] In this embodiment, the trajectory data may include data such as username, scene number, coordinate position and time. The trajectory data can be divided and displayed according to time and scene, and specific data of a specific user can be played.
[0149] Step S703: Display the data heatmap.
[0150] In this embodiment, trajectory data can be processed into pixel data to obtain a data heatmap, which is then displayed in a two-dimensional data window.
[0151] Optionally, 10 circles can be drawn using the Bresenham circle algorithm, with each pixel as the center. Each circle is assigned a weight from 1 to 10. The weight value of each point on the image is calculated, the highest value is found, and all image data is normalized. A color wheel can be generated in order from blue to red, with the position with the lowest weight assigned to blue and the position with the highest weight assigned to red. The color can be found in the color wheel and drawn according to the value of each point.
[0152] In this embodiment of the disclosure, player trajectory data can be automatically generated and played and viewed in the system, thereby facilitating designers' understanding of gameplay density information and providing convenience for arranging gameplay in the game scene.
[0153] Step S303: Freely edit game scene data.
[0154] In this embodiment, three observation modes can be provided: follow mode, free mode, and top-down mode. In free mode, the camera can move freely in the game to observe, add, modify, and delete game scene data. Various types of data can be customized and modified according to data type.
[0155] Optionally, the operation data may include modifying the position, orientation, and size of default entities; modifying the number, type, subtype, and faction of non-player characters; modifying the type, display mode, and dimensions of invisible walls; modifying the position and radius of traps; modifying the orientation, height, identifier, and connection points of area points; modifying the combined edges, sub-component numbers, and affiliations of buildings; modifying the camera mode, camera parameters, light type, color, intensity, depth of field, and focal length range; and modifying the number, type, color, intensity, range, radius, interior angle, and exterior angle of lights. These are merely illustrative examples and do not impose specific limitations on the operation data.
[0156] Optionally, multiple shortcut keys can be designed for the convenience of designers. For shortcut keys that conflict with those in the game, the system's shortcut keys will be used first.
[0157] Optionally, the system provides multiple modes for editing different types of data, each with customized requirements, making it convenient for designers to edit data.
[0158] Besides freely editing game content, avoiding repetitive work and saving time are crucial. Therefore, considering that members of the same group need to view the operation data of other group members in other clients, this disclosed embodiment can directly determine the corresponding data table based on key values, obtain the data in the data table and update it locally. The tool rereads the data and modifies the game data, thereby achieving the purpose of multi-person collaborative editing and further improving the efficiency of data synchronization processing.
[0159] Optionally, the operation data of members in different groups (Levels) in each client can be stored in different data tables. The data tables can be named according to the key-value pairs corresponding to the level. When a local client wants to obtain the operation data of the same group in other clients, it can send a data request. This data request can be a key-value pair. The corresponding data table can be directly determined based on the key-value pair, and the data in the data table can be obtained and updated locally. The tool rereads the data and modifies the game data, thereby achieving the purpose of multi-person collaborative editing and further improving the efficiency of data synchronization processing. Figure 8 This is a flowchart of multi-person collaboration according to one embodiment of the present disclosure, such as... Figure 8 As shown, a multi-person collaboration process may include the following steps.
[0160] Step S801: Divide the data into groups.
[0161] In this embodiment, the operation data of each member can be distinguished by dividing the data into groups.
[0162] It should be noted that levels can support multiple division methods, such as division according to gameplay, map region, or data type.
[0163] For example, levels can be categorized by the type of collected items, allowing multiple people to obtain and display their operational data on the collected items. This operational data can include actions such as deletion and addition.
[0164] Step S802: Obtain all game scene data and manage the data according to groups.
[0165] In this embodiment, a data exchange format (JavaScript Object Notation, or JSON for short) can be generated to save information such as settings, the last opened scene, and the last opened level to a file. All game scene data can be read and saved in the editor with level as the key. When the current level and the last opened level are opened, the data of that level will be loaded into the game by default. Specific levels can be loaded to make it easy to see the current editing content of all levels.
[0166] Step S803: Processing of operation data.
[0167] In this embodiment, newly added operation data can generate a unique, incremental serial number and write it into the editor, as well as into the current designer's level, and save it in the current designer's table; modifying or deleting other members' table data will find the corresponding table based on the serial number and save it to the corresponding table; the data editor provides a backup mechanism, and data whose source cannot be found will be written into the master table in sequence to ensure that the data is not lost or has a large displacement change in the table.
[0168] Step S804: View the data of other members.
[0169] In this embodiment, a show and hide state can be set, and the result of the switch can be applied to the game client for display.
[0170] For example, it can be used to show or hide game scene data within that level, allowing you to view other members' game scene data by switching the level of other members to show or hide them.
[0171] This embodiment of the disclosure demonstrates a collaborative editing process, where designers can easily view and edit the game data of other members, avoiding repetitive editing of game scene data. At the same time, all data edits are saved to the corresponding local table to prevent data corruption.
[0172] In this embodiment, the operation data of each member is distinguished by dividing the data into levels. Levels support multiple division methods, such as by gameplay, map region, or data type. Specific levels can be loaded, or all levels can be loaded. Each member can see the current editing status of all levels, avoiding duplicate or conflicting edits, thereby improving data editing efficiency.
[0173] Step S304: Save, hot update, and upload operation data.
[0174] In this embodiment, the real-time modified operation data (edit data) can be directly saved in a local table or submitted to the version control system. When saving data locally, it can be determined whether hot-updating the edit data is needed. If so, the data in the game client and the data on the server are hot-updated. At the same time, it can be determined whether data needs to be uploaded to the version control system. If so, the modified data can be submitted to the version control system for saving.
[0175] Optionally, you can select a server and export the table, or you can perform hot updates on the game scene data according to the actual situation. The game client and server can directly view the table export effect in the game.
[0176] Optionally, by using multiple storage methods for operation data, it is possible to conveniently and quickly generate operation data in open game scenarios, and the operation data can be applied to the game client in real time to view the effect, and can be uploaded to the version control system with one click.
[0177] For example, game content can be edited within the editor, game scene data can be exported, and uploaded to a server and / or version control system. The server for storing data can be pre-selected. Edited content can be saved in a local data table, and data needed for the game can be exported from the local table. Hot updates to the game client and server are possible, as is direct upload of game scene data to the version control system.
[0178] In this embodiment, game scene data is preloaded, and for editable content, bounding boxes and prominent names are loaded, providing convenient operations such as selection, movement, and rotation; it supports the free addition, modification, and deletion of game entity data, and all modifications will take effect immediately in the game; the scheme can be expanded according to the actual situation, so it can be applied to the configuration of various game types, such as non-client players, collectibles, invisible walls, traps, buildings, waypoints, and areas.
[0179] This disclosure can greatly improve the efficiency of game content editing, simplify the game content editing process, save designers' time and configuration costs, improve the quality of game content editing, and the system is easy to expand and maintain. It can be customized for different game types, optimize performance effects, and reduce editing difficulty.
[0180] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this disclosure.
[0181] This embodiment also provides a data processing apparatus for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "unit" can refer to a combination of software and / or hardware that performs a predetermined function. Although the apparatus described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0182] Figure 9 This is a structural block diagram of a data processing apparatus according to an embodiment of the present disclosure, such as... Figure 9 As shown, the data processing device may include: an acquisition unit 902, a first determination unit 904, a second determination unit 906, and a processing unit 908.
[0183] Acquisition unit 902 is used to acquire data request instructions from the first client;
[0184] The first determining unit 904 is used to determine the target key value in the data request instruction;
[0185] The second determining unit 906 is used to determine the operation data of at least one second client corresponding to the target key value, wherein the operation data is data for editing the original game scene data displayed in at least one second client, and the target key value is used to determine the storage location of the operation data;
[0186] The processing unit 908 is used to modify the original game scene data displayed in the first client based on the operation data to obtain the game scene data to be displayed in the first client.
[0187] In this embodiment, an acquisition unit acquires a data request instruction from a first client; a first determination unit determines a target key value in the data request instruction; a second determination unit determines operation data from at least one second client corresponding to the target key value, wherein the operation data is data for editing the original game scene data displayed in at least one second client, and the target key value is used to determine the storage location of the operation data; and a processing unit modifies the original game scene data displayed in the first client based on the operation data to obtain the game scene data to be displayed in the first client, thereby solving the technical problem of low processing efficiency of game data and achieving the technical effect of improving the processing efficiency of game data.
[0188] It should be noted that the above-mentioned units can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above-mentioned units are located in the same processor; or, the above-mentioned units are located in different processors in any combination.
[0189] Embodiments of this disclosure also provide a computer-readable storage medium storing a computer program configured to perform the steps in any of the above method embodiments when executed.
[0190] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0191] S1, Obtain the data request instruction from the first client;
[0192] S2, determine the target key value in the data request instruction;
[0193] S3, determine the operation data of at least one second client corresponding to the target key value, wherein the operation data is the data for editing the original game scene data displayed in at least one second client, and the target key value is used to determine the storage location of the operation data;
[0194] S4, based on the operation data, modify the original game scene data displayed in the first client to obtain the game scene data to be displayed in the first client.
[0195] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0196] Embodiments of this disclosure also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.
[0197] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.
[0198] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:
[0199] S1, Obtain the data request instruction from the first client;
[0200] S2, determine the target key value in the data request instruction;
[0201] S3, determine the operation data of at least one second client corresponding to the target key value, wherein the operation data is the data for editing the original game scene data displayed in at least one second client, and the target key value is used to determine the storage location of the operation data;
[0202] S4, based on the operation data, modify the original game scene data displayed in the first client to obtain the game scene data to be displayed in the first client.
[0203] Optionally, specific examples in this embodiment can refer to the examples described in the above embodiments and optional implementations, and will not be repeated here.
[0204] Figure 10 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Figure 10 As shown, the electronic device 1000 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments disclosed herein.
[0205] like Figure 10As shown, the electronic device 1000 is presented in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processor 910, at least one memory 1020, a bus 1030 connecting different system components (including memory 1020 and processor 1010), and a display 1040.
[0206] The memory 1020 stores program code that can be executed by the processor 1010, causing the processor 1010 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this disclosure.
[0207] The memory 1020 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 10201 and / or cache memory 10202, and may further include read-only memory (ROM) 10203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0208] In some instances, memory 1020 may also include programs / utilities 10204 having a set (at least one) of program modules 10205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1020 may further include memory remotely located relative to processor 1010, which can be connected to electronic device 1000 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0209] Bus 1030 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1010, or a local bus using any of the various bus structures.
[0210] The display 1040 may be, for example, a touch screen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1000.
[0211] Optionally, the electronic device 1000 can also communicate with one or more external devices 1400 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1000, and / or any device that enables the electronic device 1000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1050. Furthermore, the electronic device 1000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1060. Figure 10 As shown, network adapter 1060 communicates with other modules of electronic device 1000 via bus 1030. It should be understood that, although... Figure 10 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0212] The aforementioned electronic device 1000 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.
[0213] Those skilled in the art will understand that Figure 10 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, the electronic device 1000 may also include components that are more... Figure 10 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 1020 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the data processing method in this embodiment. The processor 1010 executes various functional applications and data processing by running the computer program stored in the memory 1020, thereby implementing the aforementioned data processing method.
[0214] The sequence numbers of the embodiments disclosed above are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0215] In the above embodiments of this disclosure, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0216] In the several embodiments provided in this disclosure, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, 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 interfaces; indirect couplings or communication connections between units or modules may be electrical or other forms.
[0217] 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 units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0218] Furthermore, the functional units in the various embodiments of this disclosure 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.
[0219] 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 medium. Based on this understanding, the technical solution of this disclosure, 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 storage medium 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 disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.
[0220] The above description is only a preferred embodiment of this disclosure. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principles of this disclosure, and these improvements and modifications should also be considered within the scope of protection of this disclosure.
Claims
1. A data processing method, characterized in that, include: Obtain the data request instruction from the first client; Determine the target key value in the data request instruction; Determine operation data for at least one second client corresponding to the target key value, wherein the operation data is data for editing the original game scene data displayed in the at least one second client, and the target key value is used to determine the storage location of the operation data; Based on the operation data, the original game scene data displayed in the first client is modified to obtain the game scene data to be displayed in the first client; The method further includes: pre-setting partitioning conditions for the operation data of at least one second client; and determining the key value corresponding to the operation data based on the partitioning conditions. The step of determining the operation data of at least one second client corresponding to the target key value includes: determining the operation data of the at least one second client whose key value is the same as the target key value as the operation data corresponding to the target key value.
2. The method according to claim 1, characterized in that, The step of determining the operation data in the operation data of the at least one second client that has the same key value as the target key value as the operation data corresponding to the target key value includes: In the at least one second client, the data table with the same name as the target key value is identified as the target data table, wherein the name of the data table is determined based on the key value; The operation data is determined from the data in the target data table.
3. The method according to claim 1, characterized in that, The method further includes: Obtain operation data for a client set, wherein the client set includes the first client and the at least one second client; The operational data is stored in a data table, wherein the data table includes a target data table.
4. The method according to claim 3, characterized in that, The operation data of each client in the client set consists of operation data of at least one set of operation objects.
5. The method according to claim 4, characterized in that, The method further includes: The key value corresponding to the group of the operation object is determined as the name of the data table of the operation object, wherein the key value is used to represent the information of the group.
6. The method according to claim 1, characterized in that, The method further includes: The game scene data to be displayed is sent to the first client for display.
7. The method according to claim 6, characterized in that, Sending the game scene data to be displayed to the first client for display includes: The map data in the game scene data to be displayed is segmented to determine the target game map data to be displayed under each game view; The target game map data corresponding to each game field of view is sent to the first client for display.
8. The method according to claim 1, characterized in that, Sending the game scene data to be displayed to the first client for display includes: In response to a switching command, the game scene data to be displayed, as indicated in the switching command, is sent to the first client for display.
9. The method according to claim 7, characterized in that, Sending the game scene data to be displayed to the first client for display includes: The game scene data to be displayed is sent to the first client in the form of a three-dimensional scene and / or a two-dimensional image for display.
10. The method according to claim 9, characterized in that, The method further includes: Obtain the movement trajectory data and heat map data of the virtual game objects in the two-dimensional image; The movement trajectory data and the heat map data are sent to the first client for display.
11. A data processing apparatus, characterized in that, include: The acquisition unit is used to acquire data request instructions from the first client; The first determining unit is used to determine the target key value in the data request instruction; The second determining unit is used to determine operation data of at least one second client corresponding to the target key value, wherein the operation data is data for editing the original game scene data displayed in the at least one second client, and the target key value is used to determine the storage location of the operation data; The processing unit is used to modify the original game scene data displayed in the first client based on the operation data to obtain the game scene data to be displayed in the first client; The device is further configured to: pre-set partitioning conditions for the operation data of at least one second client, and determine the key value corresponding to the operation data based on the partitioning conditions; The second determining unit is used to determine the operation data of at least one second client corresponding to the target key value through the following steps: determining the operation data of at least one client whose key value is the same as the target key value from the operation data of the at least one second client as the operation data corresponding to the target key value.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method described in any one of claims 1 to 10 when run by a processor.
13. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the method described in any one of claims 1 to 10.