Information processing method, device and equipment for turn-based game and medium
By introducing a voting mechanism into turn-based games, the server determines the duration of battle performance based on the voting ratio of the clients, which solves the problem of inaccurate server-side estimation of duration in turn-based games and improves player experience and system reliability.
Patent Information
- Application Number
- CN202310126896.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-02-10
- Publication Date
- 2026-02-27
- Estimated Expiration
- 2043-02-10
AI Technical Summary
In turn-based online games, the server has difficulty accurately estimating the duration of combat performance on the client, resulting in a poor player experience. Existing technologies cannot effectively solve the problem of duration discrepancies between the client and the server.
The server borrows from the voting mechanism, obtains the performance completion notification of clients with voting rights, determines the voting ratio, and judges whether to proceed to the next stage within the preset vote verification time window. A majority pass mechanism is used to assist in estimating the performance duration.
It simplifies the estimation of combat duration in turn-based games, improves the player's operating experience, reduces the problem of shorter overall game time caused by client lag, and improves the reliability and maintainability of the system.
Smart Images

Figure CN115999160B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of games, in particular to an information processing method for turn-based games, an information processing device for turn-based games, a corresponding electronic device and a corresponding nonvolatile computer readable storage medium. BACKGROUND
[0002] In a turn-based network game, it is shown that multiple players participate in a battle together. For each turn, it can be roughly divided into a start phase, an operation phase, a settlement phase, a performance phase and an end phase. The client usually spends a certain length of time in the performance phase to show the results of the battle in this turn, and the server needs to wait for the client to complete the performance before entering the next phase of this turn. At this time, the performance time of the server needs to be estimated to avoid affecting the experience of the players due to the estimation time being too long or too short.
[0003] In order to estimate the performance time of the battle of the turn-based game, in the related art, the client can estimate the performance time of the game battle to directly notify the server to enter the next phase when the client performance is completed, or the server can estimate the performance time required for the battle in this turn while settling the battle in this turn. However, whether the client or the server estimates the performance time, it cannot determine when the client ends the performance phase and enters the next phase, and the estimated performance time will have a large deviation. SUMMARY
[0004] In view of the above problems, the present application embodiments are proposed to provide an information processing method for turn-based games, an information processing device for turn-based games, a corresponding electronic device and a corresponding nonvolatile computer readable storage medium which overcome the above problems or at least partially solve the above problems.
[0005] The present application embodiments disclose an information processing method for turn-based games, applied to a server, the server being in communication connection with a client, and the method comprising:
[0006] The server acquires clients having voting rights for the game in this turn, and settles to generate a battle result according to battle operation instructions sent by the clients having voting rights;
[0007] The server sends the battle result to the client, and receives a performance completion notification of the battle result from the client having voting rights;
[0008] The server determines the voting proportion occupied by the voted clients within a preset vote checking time window according to the received performance completion notification;
[0009] The server enters an ending stage of the current round of the game in response to the voting proportion exceeding a preset proportion.
[0010] The embodiment of the application further discloses an information processing method for a round-based game, which is applied to a client having a voting right for a current round of the game.
[0011] The client sends a battle operation instruction to the server and receives a battle result settled by the server according to the battle operation instruction;
[0012] The client performs the battle result and generates a performance completion notification after the performance is completed, and sends the performance completion notification to the server; the performance completion notification is used to inform the server to determine a voting proportion of the client having voted within a preset vote checking time window according to the received performance completion notification, and enter an ending stage of the current round of the game in response to the voting proportion exceeding a preset proportion.
[0013] The embodiment of the application further discloses an information processing device for a round-based game, which is applied to a server and is in communication connection with a client.
[0014] A client obtaining module is configured to obtain a client having a voting right for a current round of the game, and settle a battle result according to a battle operation instruction sent by the client having the voting right;
[0015] A performance completion notification receiving module is configured to send the battle result to the client, and receive a performance completion notification of the client having the voting right for the battle result;
[0016] A voting proportion determining module is configured to determine a voting proportion of the client having voted within a preset vote checking time window according to the received performance completion notification;
[0017] An ending stage entering module is configured to enter an ending stage of the current round of the game in response to the voting proportion exceeding a preset proportion.
[0018] The embodiment of the application further discloses an information processing device for a round-based game, which is applied to a client having a voting right for a current round of the game.
[0019] A battle result receiving module is configured to send a battle operation instruction to the server, and receive a battle result settled by the server according to the battle operation instruction;
[0020] The performance completion notification sending module is configured to perform the battle result, generate a performance completion notification after the performance is completed, and send the performance completion notification to the server; the performance completion notification is used to inform the server to determine a voting proportion of the client that has voted within a preset vote checking time window according to the received performance completion notification, and enter an end stage of the current round of game in response to the voting proportion exceeding a preset proportion.
[0021] The embodiment of the present application further discloses an electronic device, comprising a processor, a memory, and a computer program stored in the memory and capable of running on the processor, and the computer program is executed by the processor to implement any of the information processing methods for the round-based game.
[0022] The embodiment of the present application further discloses a non-volatile computer readable storage medium, and the non-volatile computer readable storage medium stores a computer program, and the computer program is executed by a processor to implement any of the information processing methods for the round-based game.
[0023] The embodiment of the present application has the following advantages:
[0024] In the embodiment of the present application, the server can determine the client that has voted based on the performance completion notification of the client that has the voting right for the current round of game, and then determine the voting proportion of the client that has voted within a preset vote checking time window; when the voting proportion exceeds the preset proportion, it can be considered that the performance of all clients in the current round of game is completed, at this time, the server can enter the end stage of the current round of game, and indirectly complete the estimation of the performance time length of the round-based game battle. Based on the estimation of the performance time by the server, the voting mechanism is used to assist in estimating the performance time length, and the client is regarded as a voter. Since the majority voting mechanism is used, even if a small number of clients are lagging or backgrounded, it does not affect the battle experience of other players, and the majority voting mechanism can make the server enter the end stage of the current round of game. The problem that the server directly forces the next stage of the round without waiting for the performance of the client to be completed and ultimately leads to the operation time of the next round of the player being shorter is greatly reduced, the production difficulty of estimating the battle performance time length in the production process of the round-based game is greatly simplified, and the operation experience of the player is improved. BRIEF DESCRIPTION OF DRAWINGS
[0025] Figure 1 is a step flow chart of an embodiment of the information processing method for the round-based game of the present application;
[0026] Figure 2 is a step flow chart of another embodiment of the information processing method for the round-based game of the present application;
[0027] Figure 3is a schematic diagram of an application scenario of information processing for turn-based games provided by an embodiment of the present application;
[0028] Figure 4 is a schematic diagram of an information processing process for turn-based games provided by an embodiment of the present application;
[0029] Figure 5 is a structural block diagram of an embodiment of an information processing device for turn-based games of the present application;
[0030] Figure 6 is a structural block diagram of another embodiment of an information processing device for turn-based games of the present application. DETAILED DESCRIPTION
[0031] In order to make the above-mentioned objectives, features and advantages of the present application more apparent and easy to understand, the present application will be further described in detail below with reference to the accompanying drawings and specific embodiments.
[0032] In a turn-based network game, it is manifested that multiple players participate in a battle together. For each turn-based game, it can be roughly divided into a start phase, an operation phase, a settlement phase, a performance phase and an end phase.
[0033] Among them, the start phase can be manifested as a preparation phase for the game turn provided by the player, or a preparation phase for the game battle logic; the operation phase is mainly used for the phase of providing the player with input battle instructions; the settlement phase is mainly for settling the battle results of the turn; the performance phase is mainly used to show the battle results of the turn; the end phase is the last phase of a round of battle, and the completion of this phase indicates the end of the entire turn-based game, or the start of the next round.
[0034] In actual application, the communication process between the client and the server is involved. In the operation and settlement phases, the player inputs the battle operation instructions on the client, and after the server receives all the operation instructions input by all the clients, it can start to settle the battle results of the turn and send the battle results to the client, and then enter the performance phase; in the performance phase, the client will spend a certain period of time to show the battle results of the turn, and the server needs to wait for the completion of the performance of the client before entering the next phase of the turn, i.e. the end phase, at which time the battle performance time of the server needs to be estimated.
[0035] It should be noted that the estimation of the performance duration of the battle needs to be reasonable. If the estimated performance duration is too long, the server service of the performance stage will be stopped, and if the estimated performance duration is too short, the client will be busy with the performance of the last round of operations, resulting in too short operation time of the next round. Therefore, the estimation of the performance duration needs to avoid affecting the experience of the players due to the estimation of the performance duration being too long or too short.
[0036] In order to estimate the performance duration of the turn-based game battle, in the related art, the client can estimate the performance duration of the game battle to directly notify the server to perform the next stage when the client performance is completed, or the server can estimate the performance duration required by the current round of battle while settling the current round of battle.
[0037] However, in the manner of estimating the performance duration by the client, although it is theoretically more reasonable and reliable, since multiple players usually participate in a battle of the turn-based network game, the operation platforms, hardware conditions, network environments, art resources, technical implementations, etc. of the clients of various players may not be the same, and in addition, the game plug-in may be involved, it is difficult for the server to completely rely on the client to estimate the performance duration of the battle or completely rely on the client to determine when to end the performance stage and enter the next stage. In the manner of estimating the performance duration by the server, although there is no problem of inconsistent calculation environments encountered by the client in estimation, in the turn-based game battle, the server mainly focuses on the settlement of the battle logic rather than the performance of the battle, and does not have the actual battle performance environment possessed by the client. In the case that the battle performance logic becomes more and more complex, it is inevitable that there will be a large deviation between the performance duration calculated by the server and the actual performance duration required by the client.
[0038] That is, whether the client or the server estimates the performance duration, it is impossible to determine when the client ends the performance stage and enters the next stage, and the estimated performance duration will have a large deviation.
[0039] In order to provide a mechanism for estimating the performance time of a turn-based game with high reliability, maintainability and long duration, the core idea of the embodiment of the present application is to estimate the performance time on the basis of the server, and to assist in estimating the performance time by using the voting mechanism in reality. Mainly, the client who performs the battle result is regarded as a voter. After the client starts the countdown, the server is notified to obtain the voting right. After the client completes the performance, the server is notified that the client has completed the performance. Then, when the server reaches the polling time window, the polling can be performed. If the voting proportion exceeds the preset proportion, it is considered that the client has completed the overall performance to inform the server to enter the next stage, thereby indirectly completing the estimation of the performance time of the turn-based game, greatly simplifying the production difficulty of estimating the performance time of the turn-based game in the production process, and improving the operation experience of the player. Moreover, since the voting mechanism of majority is used, even if a small number of clients are lagging or backgrounded, it does not affect the battle experience of other players. Further, the design of the polling time window objectively tolerates the estimated performance time of the server to a certain extent, and the design of the end time of the polling window objectively tolerates the mechanism of the server responsible for the battle time estimation, so that the problem that the server directly enters the next stage of the turn without waiting for the client to complete the performance and ultimately causes the operation time of the next turn of the player to be short can be greatly reduced.
[0040] Reference Figure 1 A step flowchart of an embodiment of an information processing method for a turn-based game of the present application is shown, which is applied to a server, the server is in communication connection with a client, and specifically can include the following steps:
[0041] In step 101, the server obtains the client with voting right for the current game, and settles the battle result according to the battle operation instruction sent by the client with voting right;
[0042] In the embodiment of the present application, the client can be regarded as a voter on the basis of the estimated performance time of the server, and the voting mechanism is used to assist in estimating the performance time. Based on the voting mechanism of majority, it is considered that the client has completed the overall performance to inform the server to enter the next stage, thereby indirectly completing the estimation of the performance time of the turn-based game.
[0043] In an embodiment of the present application, the client can be regarded as a voter, which can be obtained by the client with voting right. The voting right of the client indicates that the client has completed the battle performance of the previous turn and has the right to start the operation and performance of the current turn. The client with voting right can be considered as a client participating in the current game.
[0044] The voting right of the client is for the performance stage of the current round of the game. Before the performance stage, for each round, the stage can be divided into a start stage, an operation stage, a settlement stage, and an end stage.
[0045] The start stage can be a preparation stage for the current round of the game provided by the player, or a preparation stage for the game battle logic. The operation stage is mainly used to provide the player with a stage for inputting battle instructions. The settlement stage is mainly used to settle the battle result of the round. The performance stage is mainly used to display the battle result of the round. The end stage is the last stage of a round of battle, and the completion of this stage indicates the end of the entire round of the game or the start of the next round.
[0046] It should be noted that for the server, each round can be divided into a start stage, an operation and settlement stage, a performance stage, and an end stage. For the client, each round only has a preparation stage (i.e., a start stage), an operation stage, and a performance stage.
[0047] Before the client enters the performance stage, the determination of the client with the voting right can be determined when the server enters the start stage. Specifically, the server can receive a countdown notification sent by the client, and the countdown notification is mainly generated based on the client participating in the current round of the game. At this time, the server can determine the client with the voting right for the current round of the game based on the received countdown notification. The timing of the start stage entered by the server can be at the start time of the battle for the current round of the game or at the completion time of the end stage of the previous round of the game.
[0048] In actual application, after the server enters the start stage of the current round of the game, the server will generate an operation panel display notification to notify the client to display the countdown for the current round of the game and the operation panel for the players participating in the current round of the game to perform battle operations. After receiving the operation panel display notification sent by the server, if the performance of the previous round of the game has not been completed, the client will delay processing the notification until the performance of the previous round of the game is completed. If the client receives the operation panel display notification when the performance of the previous round of the game has been completed, the client will immediately respond to the notification.
[0049] The response process of the client to the operation panel display notification specifically includes: first, controlling the client to enter an operation stage; then, displaying a countdown for the current round of the game and an operation panel for the players participating in the current round of the game to perform a battle operation; and finally, generating a read-second notification and sending the generated read-second notification to the server to notify the server that the read-second operation of the current round has started. After the server receives the read-second notification from the client, the server can mark the client as having obtained the voting right for the current round of the game, that is, the server can determine the client having the voting right for the current round of the game based on the received read-second notification.
[0050] The read-second operation can be mainly used to prompt the players to perform the operation in the operation stage, and the countdown read-second operation of the client can be mainly used to prompt the players to perform the battle operation in the current round of the game. The start of the read-second operation can notify the server of the voting right, which is also a signal indicating that the client has normally performed the previous round of the game. If the client does not send this signal, it can be indicated that the client may have a serious lag, background, or other phenomenon. In the case that a small number of clients have the foregoing phenomenon, it is unnecessary to make other normal clients wait for the performance of the small number of abnormal clients to improve the game experience of other players.
[0051] In addition, before the client enters the performance stage, after the client displays the countdown and the operation panel in response to the operation panel display notification, it can be indicated that the client enters the operation stage. At this time, the players can start the game operation based on the operation panel provided by the client, for example, send a battle operation instruction to attack the opponent. The server can also enter the operation and settlement stage, settle the battle result according to the battle operation instruction sent by the client having the voting right, specifically collect all the battle operation instructions sent by the client having the voting right, start to settle the battle of the current round of the game, and after the settlement is completed, send the battle result to the client, so that the client having the voting right can enter the performance stage to perform the received battle result.
[0052] In step 102, the server sends the battle result to the client and receives the performance completion notification of the client having the voting right for the battle result.
[0053] The server sends the battle result to the client, which can indicate that the server and the client having the voting right both enter the performance stage. At this time, the client can perform the received battle result, specifically, each client can immediately enter the performance stage after receiving the battle result, and then perform the battle result sent by the server.
[0054] After the performance of the client is completed, the client can generate a performance completion notification for the battle result and send the performance completion notification to the server to inform the server that the client has completed the performance of the battle result. It should be noted that due to the different operating system platforms, hardware systems, network environments, implementation manners, and the like of the clients participating in the game, in order to completely perform the battle result of the round, the actual performance time of each client will be different.
[0055] In step 103, the server determines a voting proportion of the voted clients within a preset vote checking time window according to the received performance completion notification.
[0056] Based on the different actual performance time of each client, after receiving the performance completion notification sent by each client, the server can regard the notification as a vote, so as to consider that the performance of the client is completed based on the majority voting mechanism, and indirectly estimate the performance time of the round game battle.
[0057] Specifically, the server can determine the voting proportion of the voted clients within a preset vote checking time window according to the received performance completion notification.
[0058] The successful sending of the performance completion notification can be used to indicate the completion of the voting operation of the client with voting right, the server can determine the number of the voted clients based on the client with voting right that completes the voting operation, and obtain the number of the clients with voting right, and then obtain the voting proportion by using the proportion of the number of the voted clients and the number of the clients with voting right within the preset vote checking time window.
[0059] In an embodiment of the application, the performance time of the client is the time required by the client to completely perform all the battle results, and each client can be different. In order to reduce the influence caused by the too fast voting of the client, the server only checks the votes within the vote checking time window. The vote checking time window indicates that the vote checking operation is performed only within the time period, and the vote checking is not performed before the time period, and the vote checking is forcibly ended when the time period is exceeded, that is, when the vote checking time window is exceeded, the vote checking time is considered to be timed out, and the performance phase of the round is forcibly ended.
[0060] Specifically, the server can determine the specific time of the vote checking time window by using the estimated performance time as a reference, and the determined specific time can include the start time of the vote checking time window and the end time of the vote checking time window.
[0061] The start time of the ticket checking time window can be determined based on the performance start time of the server, and specifically can be the time when the server enters the performance stage, which is different from the time when the client enters the performance stage. The end time of the ticket checking time window can be determined based on the estimated performance completion time of the server, which can be determined based on the performance start time of the server and the estimated performance duration of the server in the settlement stage of the current round of game.
[0062] The estimated performance completion time of the server can be calculated based on the sum of the performance start time of the server and the estimated performance duration of the server in the settlement stage of the current round of game, and the preset ticket checking time window can be determined based on the performance start time of the server as the start time and the estimated performance completion time of the server as the end time.
[0063] It should be noted that in the round-based game battle, the server mainly focuses on the settlement of the battle logic rather than the performance of the battle, and does not have the actual battle performance environment that the client has. In the case of increasingly complex battle performance logic, it is inevitable that there will be a large deviation between the performance duration calculated by the server and the actual performance duration required by the client. The estimated performance duration of the server in the settlement stage of the current round of game may not be accurate, and at this time, this time cannot be relied on alone.
[0064] In actual application, the design of the ticket checking time window objectively tolerates the estimated performance duration of the server to a certain extent, and the design of the end time of the ticket checking window objectively tolerates the regular server responsible for the battle duration estimation mechanism, which can greatly reduce the problem that the server directly enters the next stage of the round without waiting for the client to complete the performance, ultimately resulting in a shorter operation time for the next round of the player.
[0065] The fault-tolerant design of the ticket checking time window can be manifested as adding some constants to assist in determining the start time and end time of the ticket checking time window. Specifically, the start time of the time window is max (performance start time of the server + M, estimated performance completion time of the server - N), and the end time of the time window is estimated performance completion time of the server + K.
[0066] Wherein, M, N, K are some constants, M can be mainly used to prevent acceleration hanging, to prevent all clients from accelerating through the performance phase of this round when the battle performance time is relatively short; N and K can actually be the maximum error range of the server's estimated time, that is, even if the server overestimates the performance time by N seconds, it can still pass the vote in the correct time window and enter the next phase in advance, and even if the server underestimates the performance time by K seconds, the server can enter the next phase at most K seconds later.
[0067] Step 104, the server enters the end phase of this round of game in response to the voting ratio exceeding the preset ratio.
[0068] In actual application, even for the design of the vote checking time window, the server's estimated performance time is objectively fault-tolerant to a certain extent, but in order to improve the reliability and maintainability of the mechanism for estimating the battle performance time in round-based games, based on the server's estimated performance time, the majority-vote mechanism is used to control the server to enter the next phase, which indirectly estimates the battle performance time in round-based games.
[0069] Specifically, if the voting ratio exceeds the preset ratio within the preset vote checking time window, even if a small number of clients are lagging or backgrounded, it does not affect the battle experience of other players, so it can be considered that all clients have completed the performance in this round, and the server can enter the end phase of this round of game, and complete the estimation of the battle performance time in round-based games; if the voting ratio has not yet exceeded the preset ratio within the preset vote checking time window, it is considered as a whole timeout, and the server will directly enter the next phase of this round.
[0070] Wherein, the whole timeout situation may be caused by the following situations, for example, the server's estimated time is too short, the vote mechanism time window has made the best tolerance, but it is still not enough to perform, or the clients are lagging or backgrounded, no matter which one, it will cause the server to enter the next phase and the operation phase of the next round in advance, which will cause the operation time of the next round to be insufficient.
[0071] It should be noted that the determination of the preset ratio is difficult due to the diversity of actual skill settlement and client performance, and can only be determined by experience values.
[0072] In the embodiment of the present application, the server can determine the client that has voted based on the performance of the client that has the voting right for the current round of game, and then determine the voting proportion of the client that has voted within the preset vote checking time window. When the voting proportion exceeds the preset proportion, it can be considered that the performance of all clients for the current round of game is completed, at which time the server can enter the end phase of the current round of game, and indirectly estimate the performance time of the round-based game battle. Based on the server's estimation of the performance time, the method of using the voting mechanism to assist in estimating the performance time of the game, and regarding the client as a voter, since the majority voting mechanism is used, even if a small number of clients are lagging or backgrounded, it does not affect the battle experience of other players, and based on the majority voting mechanism, the server can enter the end phase of the current round of game, which greatly reduces the problem that the server directly forces the next phase of the round without waiting for the client to complete the performance, and ultimately leads to the shortening of the operation time of the next round of the player, greatly simplifies the production difficulty of estimating the performance time of the round-based game battle in the production process of the round-based game, and improves the operation experience of the player.
[0073] Referring to Figure 2 , another step flowchart of an embodiment of the information processing method for the round-based game of the present application is shown, which is applied to the client that has the voting right for the current round of game, and the client is in communication connection with the server, and can specifically include the following steps:
[0074] In step 201, the client sends the battle operation instruction to the server, and receives the battle result generated by the server according to the battle operation instruction;
[0075] In the embodiment of the present application, based on the server's estimation of the performance time, the method of using the voting mechanism to assist in estimating the performance time of the game, and regarding the client as a voter, based on the majority voting mechanism, it is considered that the overall performance of the client is completed to inform the server to enter the next phase, and indirectly estimate the performance time of the round-based game battle.
[0076] Before the client sends the battle operation instruction to the server, the client can receive the operation panel display notification sent by the server, which is mainly generated by the server after entering the start phase for the current round of game. After responding to the operation panel display notification, the client can display the countdown for the current round of game and the operation panel for the players participating in the current round of game to perform the battle operation. At this time, the second-reading notification can also be generated, and the second-reading notification is sent to the server to obtain the voting right for the current round of game.
[0077] When the client responds to the panel display notification to display the countdown and the operation panel, it can be indicated that the client enters the operation stage, at which time the player can start game operation based on the operation panel provided by the client, such as issuing a battle operation instruction to attack the opponent; the server can also enter the operation and settlement stage, and settle the battle result according to the battle operation instruction sent by the client with voting right, which is specifically represented as collecting all battle operation instructions sent by the client with voting right, starting to settle the battle of the current round of game, and after the settlement is completed, sending the battle result to the client, so that the client with voting right can enter the performance stage to perform the received battle result.
[0078] In step 202, the client performs the battle result, and generates a performance completion notification after the performance is completed, and sends the performance completion notification to the server.
[0079] After the client completes the performance, it can generate a performance completion notification for the battle result and send the performance completion notification to the server to inform the server that it has completed the performance of the battle result. It should be noted that due to the different operating system platforms, hardware systems, network environments, implementation manners, etc. of the clients participating in the current round of game, in order to completely perform the battle result of the current round, the specific time consumed by each player's client, i.e. the actual performance time, will be different.
[0080] Based on the different actual performance time of each client, after receiving the performance completion notification sent by each client, the server can regard the notification as a vote, and based on the majority voting mechanism, consider that the client has completed the overall performance to inform the server to enter the next stage, and indirectly complete the estimation of the performance time of the round-based game battle.
[0081] Among them, the sending of the performance completion notification can be used to indicate the completion of the voting operation of the client with voting right, and the server can determine the number of clients that have voted based on the client with voting right that has completed the voting operation, and obtain the number of clients with voting right, and then in a preset vote checking time window, the ratio of the number of clients that have voted to the number of clients with voting right is obtained to obtain the voting ratio.
[0082] In an embodiment of the present application, the performance time of the client is the time required for the client to completely perform all battle results, and each client can be different. In order to reduce the influence of the client voting too fast, the server will only check the votes in the vote checking time window.
[0083] Specifically, the server determines the specific time of the ticket checking time window based on the estimated performance duration, and the determined specific time can include the start time of the ticket checking time window and the end time of the ticket checking time window.
[0084] The start time of the ticket checking time window can be determined based on the performance start time of the server, and specifically can be the time when the server enters the performance stage, which is different from the time when the client enters the performance stage. The end time of the ticket checking time window can be determined based on the estimated performance completion time of the server, which can be determined based on the performance start time of the server and the estimated performance duration of the server in the settlement stage of the current round of game.
[0085] Among them, the estimated performance completion time of the server can be calculated by adding the performance start time of the server and the estimated performance duration of the server in the settlement stage of the current round of game, and the preset ticket checking time window can be determined based on the performance start time of the server as the starting time and the estimated performance completion time of the server as the end time.
[0086] It should be noted that in the round-based game battle, the server mainly focuses on the settlement of the battle logic rather than the battle performance, and does not have the actual battle performance environment that the client has. In the case that the battle performance logic becomes more and more complex, it is inevitable that there will be a large deviation between the performance duration calculated by the server and the actual performance duration required by the client. The estimated performance duration of the server in the settlement stage of the current round of game may not be accurate, and at this time, this time cannot be relied on alone.
[0087] In actual application, the design of the ticket checking time window objectively tolerates the estimated performance duration of the server to a certain extent, and the design of the end time of the ticket checking window objectively tolerates the regular server responsible for the battle duration estimation mechanism, so as to greatly reduce the problem that the server directly enters the next stage of the round without waiting for the client to complete the performance, and finally leads to the problem that the operation time of the next round of the player becomes shorter.
[0088] The fault-tolerant design of the ticket checking time window can be manifested as adding some constants to assist in determining the start time and end time of the ticket checking time window. Specifically, the starting time of the time window is max (performance start time of the server + M, estimated performance completion time of the server - N), and the end time of the time window is estimated performance completion time of the server + K.
[0089] Wherein, M, N, K are some constants, M can be mainly used to prevent acceleration hanging, to prevent all clients from accelerating through the performance phase of this round when the battle performance time is relatively short; N and K can actually be the maximum error range of the server's estimated time, that is, even if the server overestimates the performance time by N seconds, it can still pass the vote in the correct time window through the subsequent voting mechanism and enter the next phase in advance, and even if the server underestimates the performance time by K seconds, the server can enter the next phase at most K seconds later. It should be noted that the specific values of the constants M, N, and K need to be determined based on actual conditions, and the embodiments of the present application do not limit them.
[0090] In actual application, even for the design of the vote checking time window, the server's estimated performance time is objectively fault-tolerant to a certain extent, but in order to improve the high reliability and maintainability of the mechanism for estimating the battle performance time in turn-based games, on the basis of the server's estimated performance time, the voting mechanism is used to assist in estimating the performance time, and the majority voting mechanism is used to control the server to enter the next phase, which indirectly completes the estimation of the battle performance time in turn-based games.
[0091] Specifically, if the voting proportion exceeds the preset proportion within the preset vote checking time window, since the majority voting mechanism is used, even if a small number of clients are lagging or backgrounded, it does not affect the battle experience of other players, so the performance of all clients in this round can be considered to be completed, at this time the server can enter the end phase of this round of game and complete the estimation of the battle performance time in turn-based games; if the voting proportion has not yet exceeded the preset proportion within the preset vote checking time window, it is considered as a whole timeout, and the server will directly enter the next phase of this round. That is, on the basis of the server's estimated performance time, the voting mechanism is used to assist in estimating the performance time, and the majority voting mechanism is used to control the server to enter the next phase, which indirectly completes the estimation of the battle performance time in turn-based games.
[0092] In the embodiment of the present application, the server can determine the voted client based on the performance of the client having the voting right for the current round of game, and then determine the voting proportion of the voted client within the preset vote checking time window. When the voting proportion exceeds the preset proportion, it can be considered that the performance of all clients in the current round is completed, and the server can enter the end phase of the current round of game, thereby indirectly estimating the performance time of the round-based game battle. Based on the server's estimation of the performance time, the voting mechanism is used to assist in estimating the performance time, and the client is regarded as a voter. Since the majority voting mechanism is used, even if a small number of clients are lagging or backgrounded, it does not affect the battle experience of other players. Moreover, the majority voting mechanism can make the server enter the end phase of the current round of game, thereby greatly reducing the problem that the server directly forces the next phase of the round without waiting for the performance of the client to be completed, and ultimately shortening the operation time of the next round of the player. The production difficulty of estimating the battle performance time in the production process of the round-based game is greatly simplified, and the operation experience of the player is improved.
[0093] Referring to Figure 3 , an application scenario of information processing for a round-based game provided by the embodiment of the present application is shown, which involves a server 310 and a plurality of clients 311. The plurality of clients 311 involved may have different problems in operating system platforms, hardware systems, network environments, implementation manners, etc.
[0094] Suppose that three players participate in the same round-based game, and for the server 310, there is a communication connection with three clients 311. For the server, each round can be divided into a start phase, an operation and settlement phase, a performance phase, and an end phase. For the client, each round only has a preparation phase (i.e., a start phase), an operation phase, and a performance phase.
[0095] Referring to Figure 4 , a process diagram of information processing for a round-based game provided by the embodiment of the present application is shown, which specifically shows that after the server enters the start phase of the current round of game, it will generate an operation panel display notification to notify the client to display the countdown for the current round of game and the operation panel for the player participating in the current round of game to perform battle operation, and then the server will enter the operation and settlement phase.
[0096] After the client receives the operation panel display notification sent by the server, if the performance of the previous round of game has not been completed, the notification will be delayed until the performance of the previous round of game is completed; if the performance of the previous round of game has been completed when the client receives the operation panel display notification, the notification will be responded immediately. Exemplarily, assuming that there are 3 players participating in the current round of game for fighting, after player 1, player 2 and player 3 respond to the operation panel display notification to display the countdown and the operation panel, a reading second notification can be generated and sent to the server through the corresponding client of player 1, player 2 and player 3 to obtain the voting right for the current round of game, that is, the number of clients with voting right is 3.
[0097] After the client responds to the operation panel display notification to display the countdown and the operation panel, it can be indicated that the client enters the operation stage, at this time, the clients of player 1, player 2 and player 3 start reading seconds, and the players can start game operation based on the operation panel provided by the client, for example, issuing a fighting operation instruction to attack the opponent, which can be specifically manifested as the operation of player 1, player 2 and player 3; in the operation and settlement stage, the server can settle the fighting result according to the fighting operation instruction sent by the client with voting right, which is specifically manifested as collecting all the fighting operation instructions sent by the client with voting right, starting to settle the fighting of the current round of game, and after the settlement is completed, sending the fighting result of the current round to the client, so that the client with voting right can enter the performance stage to perform the received fighting result.
[0098] After the client completes the performance, it can generate a performance completion notification for the fighting result and send it to the server to inform the server that it has completed the performance of the fighting result.
[0099] The server can determine the voting proportion of the voted client within the preset ticket checking time window according to the received performance completion notification, and if the voting proportion exceeds the preset proportion within the preset ticket checking time window, it can be considered that all the clients of the current round have completed the performance. For example, assuming that there are three players, player 1 and player 2 have completed the performance and sent the performance completion notification to the server through the corresponding clients of player 1 and player 2, at this time, it can be indicated that the corresponding clients of player 1 and player 2 have voted for the current round of game, and the number of the voted clients is 2, and the proportion of the number of the voted clients to the number of the clients with voting right is 2 / 3 (i.e. the voting proportion), assuming that the preset proportion is 1 / 2, at this time, even if the client corresponding to player 3 has not completed the performance, it belongs to the phenomenon of a small number of clients freezing and backgrounding, in order not to affect the battle experience of other players, at this time, based on the principle that the voting proportion exceeds the preset proportion, it is considered that all the clients of the current round have completed the performance. At this time, it can be indicated that the performance stage of the server is completed, the server can enter the end stage of the current round of game, and the estimation of the performance duration of the round-based game battle is indirectly completed.
[0100] In the embodiment of the application, on the basis of the estimation of the performance time by the server, the voting mechanism in reality is used to assist in estimating the performance duration. Mainly, the client that performs the battle result is regarded as a voter, the client notifies the server to obtain the voting right after starting the countdown, and after the client completes the performance, the server is notified that the client has completed the performance. Then, when the server reaches the ticket checking time window, the polling and ticket checking can be performed, if the voting proportion exceeds the preset proportion, it can be considered that the overall performance of the client is completed to inform the server to enter the next stage, and the estimation of the performance duration of the round-based game battle is indirectly completed, which greatly simplifies the production difficulty of estimating the performance duration of the round-based game in the production process and improves the operation experience of the players. Moreover, since the voting mechanism of majority approval is adopted, even if a small number of clients freeze or background, it does not affect the battle experience of other players. Further, the design of the ticket checking time window objectively tolerates the estimated performance duration of the server to a certain extent, and the design of the end time of the ticket checking window objectively tolerates the mechanism of the regular server responsible for the battle duration estimation, so that the problem that the server directly forces to enter the next stage of the round before the client completes the performance and finally leads to the problem that the operation time of the next round of the player becomes shorter can be greatly reduced.
[0101] It should be noted that, for the method embodiments, for the sake of simple description, they are all described as a series of action combinations, but those skilled in the art should know that the embodiments of the present application are not limited by the action sequence described, because according to the embodiments of the present application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should know that the embodiments described in the specification are all preferred embodiments, and the actions involved are not necessarily necessary for the embodiments of the present application.
[0102] Referring to Figure 5 , a structural block diagram of an information processing device embodiment of the present application for turn-based games is shown, which is applied to a server, the server is in communication connection with a client, and can specifically include the following modules:
[0103] The client obtaining module 501 is configured to obtain a client having a voting right for the current round of games, and settle a battle result according to a battle operation instruction sent by the client having the voting right;
[0104] The performance completion notification receiving module 502 is configured to send the battle result to the client, and receive a performance completion notification of the client having the voting right for the battle result;
[0105] The voting ratio determining module 503 is configured to determine a voting ratio of the client having voted within a preset vote checking time window according to the received performance completion notification;
[0106] The end phase entering module 504 is configured to enter an end phase of the current round of games in response to the voting ratio exceeding a preset ratio.
[0107] In an embodiment of the present application, the client obtaining module 501 can include the following sub-modules:
[0108] The reading notification receiving sub-module is configured to receive a reading notification sent by the client; the reading notification is generated based on the client participating in the current round of games;
[0109] The client determining sub-module is configured to determine a client having a voting right for the current round of games based on the received reading notification.
[0110] In an embodiment of the present application, before the server receives the reading notification sent by the client, the device can further include the following modules:
[0111] The panel display notification module is configured to send an operation panel display notification to the client after entering a start phase for the current round of games; the operation panel display notification is used to notify the client to display a countdown for the current round of games, and display an operation panel for the players participating in the current round of games to perform a battle operation.
[0112] The read-second notification receiving submodule can include the following units:
[0113] The read-second notification receiving unit is configured to receive the read-second notification generated by the operation panel display notification generation unit in response to the client.
[0114] In an embodiment of the present application, the sending of the performance completion notification is configured to indicate the completion of the voting operation performed by the client with voting right; the voting ratio determination module 503 can include the following submodules:
[0115] The voted number obtaining submodule is configured to determine the number of the clients with voting right based on the completion of the voting operation, and obtain the number of the clients with voting right;
[0116] The voting ratio calculation submodule is configured to obtain a preset vote checking time window, and obtain the voting ratio by using the ratio of the number of the clients with voting right to the number of the clients with voting right within the preset vote checking time window.
[0117] In an embodiment of the present application, the voting ratio calculation submodule can include the following units:
[0118] The performance start time obtaining unit is configured to obtain the performance start time of the server, and the estimated performance duration of the server in the settlement stage of the current round of game;
[0119] The estimated performance completion time calculation unit is configured to calculate the estimated performance completion time of the server by using the performance start time of the server and the estimated performance duration of the server in the settlement stage of the current round of game.
[0120] The vote checking time window determination unit is configured to determine the preset vote checking time window by taking the performance start time of the server as the starting time and taking the estimated performance completion time of the server as the ending time.
[0121] In the embodiment of the present application, the server can determine the client that has voted based on the performance of the client that has the voting right for the current round of game, and then determine the voting proportion of the client that has voted within a preset vote checking time window. When the voting proportion exceeds the preset proportion, it can be considered that the performance of all clients in the current round is completed, at which time the server can enter the end phase of the current round of game, and indirectly estimate the performance time length of the round-based game battle. Based on the server's estimation of the performance time, the way of using the voting mechanism to assist in estimating the performance time length, and regarding the client as a voter, since the majority voting mechanism is adopted, even if a small number of clients are lagging or backgrounded, it does not affect the battle experience of other players, and the server can enter the end phase of the current round of game based on the majority voting mechanism. This greatly reduces the problem that the server directly forces the next phase of the round without waiting for the client to complete the performance, which ultimately leads to the shortening of the operation time of the next round of the player, greatly simplifies the production difficulty of estimating the battle performance time length in the production process of the round-based game, and improves the operation experience of the player.
[0122] Reference Figure 6 Another structure block diagram of an information processing device for a round-based game embodiment of the present application is shown, which is applied to a client that has the voting right for the current round of game, and the client is in communication connection with a server, and can specifically include the following modules:
[0123] The battle result receiving module 601 is used to send a battle operation instruction to the server, and receive a battle result generated by the server according to the battle operation instruction;
[0124] The performance completion notification sending module 602 is used to perform the battle result, generate a performance completion notification after the performance is completed, and send the performance completion notification to the server. The performance completion notification is used to inform the server to determine the voting proportion of the client that has voted within a preset vote checking time window according to the received performance completion notification, and respond to the voting proportion exceeding the preset proportion to enter the end phase of the current round of game.
[0125] In an embodiment of the present application, before the client sends a battle operation instruction to the server, the device can further include the following modules:
[0126] The operation panel display notification receiving module is used to receive the operation panel display notification sent by the server, and the operation panel display notification is generated by the server after entering the start phase of the current round of game;
[0127] The reading second notification generating module is used to display the countdown for the current round of game and the operation panel for the player participating in the current round of game to perform the battle operation in response to the operation panel display notification, and generate a reading second notification.
[0128] The voting right obtaining module is configured to send the second-countdown notification to the server to obtain the voting right for the current round of the game.
[0129] In the embodiment of the present application, the server can determine the client that has voted based on the performance completion notification of the client that has the voting right for the current round of the game, and then determine the voting proportion of the client that has voted within the preset vote-checking time window. When the voting proportion exceeds the preset proportion, it can be considered that the performance of all the clients for the current round of the game is completed, at which time the server can enter the ending stage of the current round of the game, thereby indirectly estimating the performance duration of the round-based game battle. Based on the estimation of the performance duration by the server, the clients are regarded as voters by using the voting mechanism to assist in estimating the performance duration. Since the voting mechanism is based on majority voting, even if a small number of clients are lagging or backgrounded, it does not affect the battle experience of other players. Moreover, the server can enter the ending stage of the current round of the game based on the majority voting mechanism, thereby greatly reducing the problem that the server directly forces the next stage of the round without waiting for the performance of all the clients to be completed, ultimately resulting in a shorter operation time for the next round of the game by the players. The production difficulty of estimating the performance duration of the battle in the production process of the round-based game is greatly simplified, and the operation experience of the players is improved.
[0130] For the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the related parts are described in the part of the method embodiment.
[0131] The embodiment of the present application also provides an electronic device, which comprises:
[0132] The electronic device comprises a processor, a memory, and a computer program stored on the memory and capable of running on the processor. When the computer program is executed by the processor, each process of the above-mentioned information processing method for the round-based game is realized, and the same technical effect is achieved. To avoid repetition, this will not be repeated here.
[0133] The embodiment of the present application also provides a non-volatile computer readable storage medium, which stores a computer program. When the computer program is executed by the processor, each process of the above-mentioned information processing method for the round-based game is realized, and the same technical effect is achieved. To avoid repetition, this will not be repeated here.
[0134] Each embodiment in the specification is described in a progressive manner, and each embodiment focuses on the difference from other embodiments. The same and similar parts of each embodiment can be referred to each other.
[0135] Those skilled in the art will appreciate that embodiments of the present application can be readily used as a method, apparatus, or computer program product. Accordingly, embodiments of the present application can take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present application can take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROMs, optical storage devices, and the like) embodying computer program instructions.
[0136] Embodiments of the present application are described herein with reference to the Figure 1 one or more processes and / or functions specified in flowchart block / flowchart blocks. Figure 1 means for performing the function specified by the flowchart block / flowchart blocks.
[0137] These computer program instructions can also be stored in a computer- readable memory that can direct a computer or other programmable data processing Figure 1 one or more processes and / or functions specified in flowchart block / flowchart blocks. Figure 1 means for performing the function specified by the flowchart block / flowchart blocks.
[0138] These computer program instructions can also be loaded onto a computer or other programmable data processing devices to cause a series of operational steps to be performed on the computer or other programmable devices to produce a computer implemented process such that the instructions which execute on the computer or other programmable devices provide steps for implementing the flowchart block / flowchart blocks. Figure 1 one or more processes and / or functions specified in flowchart block / flowchart blocks. Figure 1 means for performing the function specified by the flowchart block / flowchart blocks.
[0139] While preferred embodiments of the present application have been described, additional variations and modifications can be made to these embodiments by those skilled in the art once they have the benefit of the foregoing description. Therefore, the appended claims are intended to encompass within their scope all such variations and modifications as are included within the scope of the present application.
[0140] Finally, it is to be understood that the phraseology or terminology such as "first" and "second" etc. used herein is merely intended to differentiate one entity or operation from another entity or operation, without necessarily requiring or implying any actual such relationship or order between such entities or operations. Moreover, the terms "comprising", "including", or any other variation thereof are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but can include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element preceded by "comprises a" does not, without more constraints, foreclose the existence of additional identical elements in the process, method, article, or apparatus that comprises the recited element.
[0141] The above provides a kind of information processing method for round game, a kind of information processing device for round game, corresponding electronic equipment and corresponding nonvolatile computer readable storage medium provided by the present application are introduced in detail, the principle and implementation of the present application are described in this paper by applying specific examples, the above example is only for helping to understand the method of the present application and its core idea;For the general technical personnel in the art, according to the idea of the present application, there will be changes in specific implementation and application range, as described above, the content of the specification should not be understood as the limitation of the present application.
Claims
1. An information processing method for a turn-based game, characterized by, The method is applied to a server, the server is in communication connection with a client, and the method comprises: The server obtains clients having voting rights for the current round of the game, and settles a battle result according to a battle operation instruction sent by the clients having voting rights; The server sends the battle result to the client, and receives a performance completion notification of the clients having voting rights for the battle result; The server determines a voting proportion of the clients having voted within a preset vote checking time window according to the received performance completion notification; The server enters an ending stage of the current round of the game in response to the voting proportion exceeding a preset proportion.
2. The method of claim 1, wherein, The server obtains clients having voting rights for the current round of the game, comprising: The server receives a read-second notification sent by the client; the read-second notification is generated based on the clients participating in the current round of the game; The server determines the clients having voting rights for the current round of the game based on the received read-second notification.
3. The method of claim 2, wherein, Before the server receives the read-second notification sent by the client, further comprising: After the server enters a starting stage for the current round of the game, the server sends an operation panel display notification to the client; the operation panel display notification is used to notify the client to display a countdown for the current round of the game, and to display an operation panel for the players participating in the current round of the game to perform a battle operation; The server receives the read-second notification sent by the client, comprising: The server receives the read-second notification generated by the client in response to the operation panel display notification.
4. The method of claim 1, wherein, The sending of the performance completion notification is used to indicate the completion of a voting operation performed by the clients having voting rights; The server determines the number of the clients having voted based on the clients having voting rights having completed the voting operation, and obtains the number of the clients having voting rights; A preset vote checking time window is obtained, and a voting proportion is obtained by using the proportion of the number of the clients having voted to the number of the clients having voting rights within the preset vote checking time window. The obtaining of the preset vote checking time window comprises:
5. The method of claim 4, wherein, The server obtains a performance start time of the server, and an estimated performance duration of the server at a settlement stage for the current round of the game; The performance start time of the server and the estimated performance duration of the server at the settlement stage for the current round of the game are used to calculate an estimated performance completion time of the server; A preset vote checking time window is determined by taking the performance start time of the server as a starting time, and taking the estimated performance completion time of the server as an ending time. The method is applied to a client having voting rights for a current round of a game, the client is in communication connection with a server, and the method comprises:
6. An information processing method for a turn-based game, characterized by, The client sends a battle operation instruction to the server, and receives a battle result settled by the server according to the battle operation instruction; The client performs the battle result, and generates a performance completion notification after the performance is completed, and sends the performance completion notification to the server; the performance completion notification is used to inform the server to determine the voting proportion of the client that has voted within a preset ticket checking time window according to the received performance completion notification, and enter an end stage of the current round of game in response to the voting proportion exceeding a preset proportion.
7. The method of claim 6, wherein, Before the client sends the battle operation instruction to the server, the method further includes: The client receives an operation panel display notification sent by the server, and the operation panel display notification is generated by the server after entering the start stage of the current round of game; The client displays a countdown for the current round of game and an operation panel for the players participating in the current round of game to perform battle operation in response to the operation panel display notification, and generates a read second notification; The client sends the read second notification to the server to obtain the voting right for the current round of game.
8. An information processing device for turn-based games, characterized in that, The server is in communication connection with the client, and the device includes: A client obtaining module is configured to obtain the client having the voting right for the current round of game, and settle the battle result according to the battle operation instruction sent by the client having the voting right; A performance completion notification receiving module is configured to send the battle result to the client, and receive the performance completion notification of the client having the voting right for the battle result; A voting proportion determining module is configured to determine the voting proportion of the client that has voted within a preset ticket checking time window according to the received performance completion notification; An end stage entering module is configured to enter the end stage of the current round of game in response to the voting proportion exceeding a preset proportion.
9. An information processing device for turn-based games, characterized in that, The client having the voting right for the current round of game is in communication connection with the server, and the device includes: A battle result receiving module is configured to send the battle operation instruction to the server, and receive the battle result settled by the server according to the battle operation instruction; A performance completion notification sending module is configured to perform the battle result, and generate a performance completion notification after the performance is completed, and send the performance completion notification to the server; the performance completion notification is used to inform the server to determine the voting proportion of the client that has voted within a preset ticket checking time window according to the received performance completion notification, and enter an end stage of the current round of game in response to the voting proportion exceeding a preset proportion.
10. An electronic device, comprising: The device includes: A processor, a memory, and a computer program stored on the memory and capable of running on the processor, wherein the computer program is executed by the processor to implement the information processing method for the round-based game according to any one of claims 1 to 5 or claims 6 to 7.
11. A non-transitory computer readable storage medium, comprising: The non-volatile computer readable storage medium stores a computer program, and the computer program is executed by the processor to implement the information processing method for the round-based game according to any one of claims 1 to 5 or claims 6 to 7.
Citation Information
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