Scene event playback method and apparatus, device, and storage medium

By acquiring full and incremental game data for scene event replay, the problem of high computational complexity in existing technologies has been solved, enabling efficient and flexible replay of game highlight moments.

CN116212400BActive Publication Date: 2025-12-12BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Application Number
CN202310142875.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-14
Publication Date
2025-12-12
Estimated Expiration
2043-02-14

AI Technical Summary

Technical Problem

In existing technologies, after a game ends, all data is edited to replay the highlights, which is computationally complex, consumes computing resources, and is not flexible enough.

Method used

By responding to scene event replay commands, the start and end times of replay are determined, and full and incremental game data are obtained. Based on this data, scene events are determined and replayed, reducing computational load and data transmission.

Benefits of technology

It improves the efficiency and flexibility of scene event playback, reduces cache pressure, saves computing resources, and enhances playback quality.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a scene event playback method and device, equipment and storage medium, wherein the method comprises: in response to a scene event playback instruction, determining a playback start time and a playback end time of a scene event to be played back; obtaining full game data and incremental game data associated with the playback start time and the playback end time; the full game data comprises scene global snapshot information, and the incremental game data comprises uplink and downlink communication information; the uplink and downlink communication information comprises data associated with scene content change between the playback start time and the playback end time; determining the playback game data corresponding to the scene event based on the full game data and the incremental game data; and playing back the scene event based on the playback game data.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of data processing, and in particular, to a scene event playback method and device, equipment and a storage medium. BACKGROUND

[0002] After a game match ends, a client can request to playback a highlight moment in the game match. In the related art, all data in the game match is usually recorded, and the recorded data is edited to obtain highlight moment data. Then, the client can playback the highlight moment based on the highlight moment data.

[0003] However, this playback method needs to edit all data in the game match, which has high computational complexity and consumes a large amount of computing resources. SUMMARY

[0004] The present disclosure provides at least a scene event playback method, device, equipment and a storage medium.

[0005] In a first aspect, the present disclosure provides a scene event playback method, which includes: in response to a scene event playback instruction, determining a playback start time and a playback end time of a scene event to be played back; obtaining full game data and incremental game data associated with the playback start time and the playback end time; the full game data includes scene global snapshot information, and the incremental game data includes uplink and downlink communication information; the uplink and downlink communication information includes data associated with a change in scene content between the playback start time and the playback end time; determining playback game data corresponding to the scene event based on the full game data and the incremental game data; and playing back the scene event based on the playback game data.

[0006] In an optional implementation, the uplink and downlink communication information includes at least one of the following types of data: attribute synchronization data, remote procedure call RPC data, object creation data, and object destruction data.

[0007] In an optional implementation, the playing back the scene event based on the playback game data includes: determining a main game character corresponding to the scene event; the main game character is a game character corresponding to a client currently performing the playback or another game character selected by the client; extracting target game data within a target scene range corresponding to the main game character from the playback game data, and playing back the scene event based on the target game data.

[0008] In an optional implementation, the extracting, from the playback game data, target game data within a target scene range corresponding to the main game character, and playing back the scene event based on the target game data comprises: caching the playback game data, and creating character images of respective game characters based on model data of the respective game characters associated in the target game data within the target scene range; calling the full amount of game data of the target game data from the cached playback game data, displaying a first frame of game scene picture of the playback, and calling the incremental game data of the target game data to drive respective character images to perform game interaction in a playback time period between the playback start time and the playback end time.

[0009] In an optional implementation, the playing back the scene event based on the playback game data comprises: in response to a selection operation on a virtual character, determining at least one target virtual character selected by the client; selecting, from the playback game data, playback game data associated with the target virtual character, and playing back the scene event based on the selected playback game data associated with the target virtual character.

[0010] In a second aspect, the embodiments of the present disclosure provide another scene event playback method, which comprises: in response to receiving a scene event playback instruction of a client, determining a playback start time and a playback end time corresponding to a scene event to be played back; determining, from pre-stored global snapshot information corresponding to a plurality of recording times, global snapshot information in which a recording time is closest to the playback start time; determining full amount of game data corresponding to the playback start time based on the global snapshot information in which the recording time is closest to the playback start time and incremental game data in a time period between the recording time and the playback start time; and feeding back, to the client, the full amount of game data and the incremental game data in a playback time period between the playback start time and the playback end time, so as to play back the scene event in the playback time period at the client.

[0011] In an optional implementation, the method further comprises: recording global snapshot information of a target game according to a preset time interval, and recording incremental game data in each preset time interval.

[0012] In an optional implementation, the determining, in response to receiving the scene event playback instruction of the client, of the playback start time and the playback end time corresponding to the scene event to be played back includes: determining, in response to receiving the scene event playback instruction of the client, an event trigger time corresponding to the scene event to be played back; determining, based on the event trigger time and a preset forward extension time length, the playback start time corresponding to the scene event to be played back, and determining, based on the event trigger time and a preset backward extension time length, the playback end time corresponding to the scene event to be played back.

[0013] In an optional implementation, the scene event playback instruction is a playback instruction of an event in which a target type achievement is obtained by a main game character; the main game character is a game character corresponding to a client currently performing playback or another game character selected by the client; and the scene event to be played back is determined according to the following manner: determining priorities of respective events in which the target type achievement is obtained by the main game character according to achievement information corresponding to the respective events; and determining the scene event to be played back from the respective events according to the priorities.

[0014] In a third aspect, the embodiments of the present disclosure further provide a scene event playback apparatus, which includes: a first response unit configured to determine, in response to a scene event playback instruction, a playback start time and a playback end time of a scene event to be played back; an acquisition unit configured to acquire full game data and incremental game data associated with the playback start time and the playback end time; the full game data including scene global snapshot information, and the incremental game data including uplink and downlink communication information; the uplink and downlink communication information including data associated with a change in scene content between the playback start time and the playback end time; a first determination unit configured to determine, based on the full game data and the incremental game data, playback game data corresponding to the scene event; and a playback unit configured to play back the scene event based on the playback game data.

[0015] In a fourth aspect, the embodiments of the present disclosure further provide another scenario event playback apparatus, which comprises: a second response unit configured to, in response to receiving a scenario event playback instruction of a client, determine a playback start time and a playback end time corresponding to a scenario event to be played back; a second determination unit configured to determine, from a plurality of global snapshot information corresponding to recording times stored in advance, global snapshot information in which a recording time is closest to the playback start time; a third determination unit configured to determine, based on the global snapshot information in which the recording time is closest to the playback start time and incremental game data in a time period between the recording time and the playback start time, full game data corresponding to the playback start time; and a feedback unit configured to feed back, to the client, the full game data and incremental game data in a playback time period between the playback start time and the playback end time, so as to play back the scenario event in the playback time period at the client.

[0016] In a fifth aspect, the embodiments of the present disclosure further provide a computer device, which comprises a processor, a memory and a bus, the memory stores machine readable instructions executable by the processor, when the computer device is running, the processor and the memory communicate through the bus, the machine readable instructions are executed by the processor to perform the steps of the first aspect or any possible implementation manner of the first aspect, or perform the steps of the second aspect or any possible implementation manner of the second aspect.

[0017] In a sixth aspect, the embodiments of the present disclosure further provide a computer readable storage medium, which stores a computer program, when the computer program is run by a processor, the steps of the first aspect or any possible implementation manner of the first aspect are performed, or the steps of the second aspect or any possible implementation manner of the second aspect are performed.

[0018] Based on the above embodiments, the server only needs to record full snapshots of the game battlefield at intervals, and then, when scenario event playback is needed, the global snapshot information in which the recording time is closest to the playback start time corresponding to the scenario event to be played back is found from a plurality of global snapshot information corresponding to recording times, and then, based on the global snapshot information and incremental game data in a time period between the recording time corresponding to the global snapshot information and the playback start time, full game data corresponding to the playback start time is determined, so that the full game data is not needed to be calculated based on incremental game data between the game start and the playback start time, the calculation amount of the full game data corresponding to the playback start time can be reduced, and the calculation efficiency is improved.

[0019] Further, by feeding the full quantity of game data at the playback starting time and the incremental game data in the playback time period to the client, the entire data of the target game can be avoided from being sent to the client, so as to reduce the data transmission amount and improve the response speed of the scene event playback instruction.

[0020] Correspondingly, after receiving the full quantity of game data at the playback starting time and the incremental game data in the playback time period, the client can acquire the corresponding playback game data according to the data demand of the scene event to be played back, so as to play back the scene event based on the playback game data, which can reduce the cache pressure of the cached game data in the client and improve the cache efficiency. Meanwhile, the scene event can be played back based on the playback game data, which can reduce the data calculation amount of the scene event playback in the game, save the computing resources, and improve the playback efficiency.

[0021] In order to make the above objectives, features and advantages of the present disclosure more apparent, the following will specifically describe a preferred embodiment in conjunction with the accompanying drawings, and make a detailed description as follows. BRIEF DESCRIPTION OF DRAWINGS

[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings needed to be used in the embodiments. The drawings herein are incorporated into the description and form a part of the description, which show the embodiments consistent with the present disclosure, and are used to explain the technical solutions of the present disclosure together with the description. It should be understood that the following drawings only show some embodiments of the present disclosure, and therefore should not be considered as a limitation to the scope, and for those skilled in the art, other related drawings can also be obtained without creative labor.

[0023] Figure 1 A flow chart of a scene event playback method provided by some embodiments of the present disclosure is shown;

[0024] Figure 2 A schematic diagram of determining a main game role corresponding to a scene event provided by some embodiments of the present disclosure is shown;

[0025] Figure 3 A flow chart of another scene event playback method provided by some embodiments of the present disclosure is shown;

[0026] Figure 4 A schematic diagram of determining a global snapshot information closest to a playback starting time provided by some embodiments of the present disclosure is shown;

[0027] Figure 5 A schematic diagram of a scene event playback device provided by some embodiments of the present disclosure is shown;

[0028] Figure 6 FIG. 6 shows a schematic diagram of another scenario event playback device according to some embodiments of the present disclosure;

[0029] Figure 7 FIG. 7 shows a schematic diagram of a computer device according to some embodiments of the present disclosure;

[0030] Figure 8 FIG. 8 shows a schematic diagram of another computer device according to some embodiments of the present disclosure. DETAILED DESCRIPTION

[0031] In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure clearer, the following will be combined with the accompanying drawings for the embodiments of the present disclosure to make a clear and complete description of the technical solutions of the embodiments of the present disclosure. Obviously, the described embodiments are only a part of the embodiments of the present disclosure, but not all the embodiments. The components of the embodiments of the present disclosure described and shown in the accompanying drawings can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but only represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative work fall within the scope of protection of the present disclosure.

[0032] It should be noted that: similar reference numerals and letters represent similar items in the following drawings, therefore, once an item is defined in one drawing, it does not need to be further defined and explained in the subsequent drawings.

[0033] The term “and / or” in the present disclosure is only used to describe an association relationship, which means that there can be three relationships, for example, A and / or B can mean that A exists alone, A and B exist together, and B exists alone. In addition, the term “at least one” in the present disclosure means any one of multiple or any combination of at least two of multiple, for example, including at least one of A, B and C can mean including any one or more elements selected from the set consisting of A, B and C.

[0034] It can be understood that, before using the technical solutions disclosed in the embodiments of the present disclosure, the type of personal information involved in the present disclosure, the use range, the use scenario and the like should be informed to the user and the authorization of the user should be obtained according to relevant laws and regulations.

[0035] It is found through research that after the game match ends, the client can request to replay the highlight moment in the game match process. In the related art, all data in the game match process is usually recorded, and the highlight moment data is obtained by editing all recorded data. Then, the client can replay the highlight moment based on the highlight moment data. The recorded all data can be all video data recorded from the beginning of the game match to the end of the game match. At this time, the highlight moment video data corresponding to the highlight moment can be determined from the all video data, and the highlight moment video data is processed to obtain the highlight moment data. Alternatively, the recorded all data can be all incremental game data recorded from the beginning of the game match to the end of the game match. At this time, all full game data can be obtained based on the all incremental game data, and then the all full game data is processed to obtain the highlight moment data.

[0036] The above-mentioned replay method of the highlight moment needs to edit all data in the game match process, which has high computational complexity and consumes a lot of computing resources. In addition, the scene event replay by video recording and editing is not flexible enough. After obtaining the video data of the scene event to be replayed, only video replay under the corresponding view angle with a specific role as the main character can be performed.

[0037] Based on the above research, the present disclosure provides a scene event replay method, device, equipment and storage medium. In the embodiment of the present disclosure, the replay start time and the replay end time of the scene event to be replayed can be determined in response to a scene event replay instruction. Then, the full game data and the incremental game data associated with the replay start time and the replay end time can be obtained. Next, the replay game data corresponding to the scene event can be determined based on the full game data and the incremental game data, and the scene event can be replayed based on the replay game data.

[0038] In the above-mentioned embodiment, the corresponding replay game data can be obtained according to the data demand of the scene event to be replayed in the corresponding replay time period, so as to replay the scene event based on the replay game data, which can reduce the cache pressure of the cached game data in the client and improve the cache efficiency. At the same time, the scene event can be replayed through the replay game data, which can reduce the data calculation amount of the scene event replay in the game, save the computing resources, and improve the replay efficiency.

[0039] To facilitate the understanding of the present embodiment, first, a scenario event playback method disclosed by the present embodiment is introduced in detail, the execution subject of the scenario event playback method provided by the present embodiment is generally a computer device with certain computing capability, specifically, the computer device can be a server for executing data recording and issuing in a game battlefield, and can be a client for executing game scenario event playback.

[0040] Referring to Figure 1 As shown in the flowchart of the scenario event playback method provided by the present embodiment, the method can be applied in a client, and the method includes steps S101-S107, wherein:

[0041] S101: In response to a scenario event playback instruction, determining a playback start time and a playback end time of a scenario event to be played back.

[0042] In the present embodiment, the scenario event playback instruction can be understood as an instruction for playing back a scenario event in a game, for example, the scenario event playback instruction can be a highlight playback instruction, or a death playback instruction, etc.

[0043] Among them, the highlight moment playback instruction can be understood as an instruction for playing back a highlight event (an event for achieving a certain achievement) in a game, wherein the highlight event can include one sub-event, or can include multiple sub-events. For example, the highlight event can be a first kill event in the game, at this time, the highlight event includes one sub-event. Or, the highlight event can also be a defeat event of a highest-score game character in a game session, at this time, the defeat event can correspond to each defeat sub-event of the highest-score game character, for example, the number of defeat sub-events can be 1, or can be 5, etc.

[0044] In the present embodiment, at least one scenario event playback instruction identifier can be set in the display interface of the client, the scenario event playback identifier can be associated with the scenario event to be played back. At this time, a trigger operation for the scenario event playback instruction identifier can be detected, and after detecting the trigger operation, the scenario event to be played back corresponding to the scenario event playback instruction can be determined.

[0045] After that, the playback start time and the playback end time of the scenario event to be played back can be determined based on the event type of the scenario event to be played back.

[0046] For example, the event trigger time corresponding to the scene event to be replayed can be determined first, and the playback start time and playback end time of the scene event to be replayed can be determined based on the event trigger time. For instance, a preset forward expansion duration and a preset backward expansion duration corresponding to the event type of the scene event to be replayed can be determined, and the playback start time and the playback end time can be determined based on the preset forward expansion duration and the event trigger time.

[0047] S103: Obtain full game data and incremental game data associated with the replay start time and the replay end time; the full game data includes scene global snapshot information, and the incremental game data includes uplink and downlink communication information; the uplink and downlink communication information includes data associated with changes in scene content between the replay start time and the replay end time.

[0048] Here, the full game data associated with the replay start time and replay end time can be understood as being determined based on the global snapshot information whose recording time is closest to the replay start time, and the incremental game data within the time period between the recording time and the replay start time. Specifically, if the recording time and the replay start time are the same, then the global snapshot information corresponding to that recording time is also the aforementioned full game data.

[0049] The recording time can be determined based on the game start time and the recording interval (i.e., a preset interval) of global snapshot information. For example, if the game start time is 0 seconds and the recording interval is 10 seconds, the first recording time can be the 10th second, the 20th second, the 30th second, etc. In this case, the first recording time closest to the replay start time can be determined from these multiple first recording times as the aforementioned recording time.

[0050] Here, incremental game data associated with the replay start time and replay end time can indicate the uplink and downlink communication information between the client and server during the replay period between the replay start time and replay end time.

[0051] One possible implementation, such as Figure 4 As shown, the uplink and downlink communication information may include at least one of the following data types: attribute synchronization data, remote procedure call (RPC) data (i.e., Figure 4 This includes RPC data, object creation data, object destruction data, etc.

[0052] S105: Determine the replay game data corresponding to the scene event based on the full game data and incremental game data.

[0053] In the embodiments of the present disclosure, the playback game data can be determined based on the full game data corresponding to the playback start time and the incremental game data in the playback time period between the playback start time and the playback end time. At this time, the full game data at any time in the playback time period between the playback start time and the playback end time can be determined based on the full game data in the playback game data and the incremental game data, that is, the full game data at the any time is obtained by “full game data” + “incremental game data between the any time and the playback start time”, so as to restore the game picture corresponding to the scene event to be played back.

[0054] S107: playing back the scene event based on the playback game data.

[0055] In the embodiments of the present disclosure, when playing back the scene event based on the playback game data, the full game data at each time in the playback time period can be obtained by performing summation operation on the full game data corresponding to the playback start time and the incremental game data in the playback time period, and the scene event can be played back based on the full game data at each time in the playback time period.

[0056] It should be noted that, in the case that the playback time period between the playback start time and the playback end time (not including the playback start time) contains other global snapshot information, the other global snapshot information can be ignored, that is, only the incremental game data in this time period can be used.

[0057] In another possible implementation, after obtaining the full game data corresponding to the playback start time, each game character contained in the full game data can be cleared to obtain initial full game data. Then, the game characters to be displayed that meet the display requirement in the playback time period can be determined based on the incremental game data in the playback time period, and the role image corresponding to the game character to be displayed can be created. At this time, the initial full game data can be used as the first frame of game picture, and the role image can be driven to interact in the playback time period, so as to realize the playback of the scene event.

[0058] The game character to be displayed is at least partially the same as each game character contained in the full game data.

[0059] In this implementation, the game character to be displayed in the playback picture of the customized scene event is defined, so that the flexibility and diversity of the playback of the scene event can be improved. Then, the role image corresponding to the game character to be displayed can be driven to interact, so as to play back the scene event, and the game character in the playback picture of the scene event is more clear, and the playback quality of the scene event is improved.

[0060] In the embodiments of the present disclosure, in response to a scene event playback instruction, a playback start time and a playback end time of a scene event to be played back can be determined, then full game data and incremental game data associated with the playback start time and the playback end time can be acquired, and then the playback game data corresponding to the scene event can be determined based on the full game data and the incremental game data, and the scene event can be played back based on the playback game data.

[0061] In the above embodiments, the corresponding playback game data can be acquired according to the data demand of the scene event to be played back in the playback time period, so that the scene event can be played back based on the playback game data, which can reduce the cache pressure of the cached game data in the client and improve the cache efficiency. Meanwhile, the scene event can be played back through the playback game data, which can reduce the data calculation amount of the scene event playback in the game, save the computing resources, and improve the playback efficiency.

[0062] In an optional embodiment, for S103: playing back the scene event based on the playback game data, the following steps are included:

[0063] S21: determining a main game character corresponding to the scene event; the main game character is a game character corresponding to a client currently performing playback or another game character selected by the client;

[0064] S22: extracting target game data in a target scene range corresponding to the main game character from the playback game data, and playing back the scene event based on the target game data.

[0065] Here, the main game character can correspond to the scene event playback instruction. For example, in the case that the scene event playback instruction is a highlight playback instruction, the game character indicated by the highlight playback instruction for playback can be determined, and the game character indicated for playback is determined as the main game character corresponding to the scene event. For example, the highlight playback instruction can indicate the game character corresponding to the client currently performing playback, for example, in the case that the game character corresponding to the client performing playback is game character A, the main game character can be determined as game character A.

[0066] Here, the number of main game characters can be one or more.

[0067] For example, the scene event playback instruction can be a death playback instruction, and the death playback instruction can be understood as an instruction for playing back a death process of a game character corresponding to a client performing playback. In this case, the game character that killed the game character corresponding to the client performing playback and the game character corresponding to the client performing playback can be both determined as the main game character. For example, the game character corresponding to the client performing playback is game character A, and the game character A is killed by game character B in the game. In this case, the main game character can be determined as the game character A and the game character B.

[0068] In another possible implementation, at least one game character corresponding to the scene event playback instruction can be displayed after the scene event playback instruction is detected, and the game character selected by a selection operation on the at least one game character can be determined as the main game character corresponding to the scene event.

[0069] This implementation can customize the main game character corresponding to the scene event, enrich the use range of the scene event playback method, and improve the flexibility and diversity of the scene event playback method.

[0070] In the embodiments of the present disclosure, after the main game character corresponding to the scene event is determined, target game data in a target scene range corresponding to the main game character can be extracted from the playback game data.

[0071] The target game data can include at least the following data: target game character data and target game background data.

[0072] When the target game character data in the target scene range corresponding to the main game character is determined, first, a role information set of each game character in a game scene picture can be obtained. In this case, the role information set can indicate role attribute information of each game character in the game scene picture, for example, the role information set can include a role name, a role position, a role blood volume, and the like. The role information set is determined based on full game data and incremental game data.

[0073] Then, based on the role position of each game character in the role information set, a target game character in a target scene range corresponding to the main game character can be determined, where the target scene range can be understood as an AOI (area of interest) range corresponding to the main game character.

[0074] Here, the AOI range corresponding to the main game character can refer to the entire game scene or a portion of it. When the AOI range refers to a portion of the game scene, the area within the game scene that meets a preset distance requirement from the main game character can be defined as this AOI range. This preset distance requirement can be less than or equal to a preset distance; for example, it could be 0m or 5m. If the preset distance is 0m, it means that the only target game character within the target scene range corresponding to the main game character is the main game character.

[0075] Assuming, such as Figure 2 As shown, based on this set of character information, the game characters in the game scene are determined, and the positions of each game character are as follows: Figure 2 The game characters shown are A, B, C, D, and E.

[0076] So, assuming the main game character corresponding to the identified scene event is game character A, then the target scene range for game character A can be defined as range 1. In this case, the target game characters within range 1 can be identified as game character A, game character C, and game character D. Assuming the main game character corresponding to the identified scene event is game character B, then the target scene range for game character B can be defined as range 2. In this case, the target game characters within range 2 can be identified as game character B and game character D.

[0077] At this point, the data associated with the target game character in the character information set can be identified as the target game character data.

[0078] When determining the target game background data within the target scene range corresponding to the main game character, the data corresponding to each game character can be removed from the full game data, and the data within the target scene range after removal can be determined as the target game background data.

[0079] In this embodiment of the disclosure, after the target game data is extracted, the scene event can be replayed based on the target game data. This allows data that is not closely related to the main game character to be cropped out, resulting in a scene replay that better meets the user's needs, thereby improving the replay quality of the scene event.

[0080] In a specific implementation, one optional implementation method includes the following steps for step S22: extracting target game data within the target scene range corresponding to the main game character from the replay game data, and replaying the scene events based on the target game data:

[0081] Step S31: caching the playback game data, and creating a role image of each game role associated with the model data in the target game data in the target scene range.

[0082] Step S32: calling the full game data of the target game data from the cached playback game data, displaying a first frame of game scene picture of the playback, and calling the incremental game data of the target game data to drive each role image to interact in the playback time period between the playback start time and the playback end time.

[0083] In the embodiments of the present disclosure, after detecting the event playback instruction and determining the playback game data, the playback game data can be cached, so that in the case of triggering multiple event playback instructions, the process of the client obtaining game data from the server multiple times (or repeatedly) can be avoided, thereby reducing the data interaction between the client and the server, saving time and improving efficiency.

[0084] In the embodiments of the present disclosure, after caching the playback game data, the role image of each game role can be created based on the model data of each game role associated with the target game data in the target scene range corresponding to the main game role in the playback game data.

[0085] The model data can include at least the following information: attribute information (such as blood information, skill cooling information, etc.) of the game role, appearance information (such as appearance information, hairstyle information, clothing information, etc.) of the game role.

[0086] In the embodiments of the present disclosure, each game role associated with the target game data is the target game role described above.

[0087] In the embodiments of the present disclosure, when creating the role image of each game role, any of the following methods can be used:

[0088] Method one:

[0089] In the case where the target scene range corresponding to the main game role indicates the entire range of the game scene picture, the target game role is all game roles in the game scene picture, and at this time, the data in the role information set of each game role can be directly used to create the role image of each game role.

[0090] Method two:

[0091] In a case where the target game scene range corresponding to the main game character indicates a partial range of the game scene picture, the target game character is a partial game character in the game scene picture, and at this time, the character image of the partial game character can be created by calling the bd.regRecordAttention function.

[0092] For example, in a case where the target game character is the target game character in the range 1 corresponding to the game character A shown in the above Figure 2 In this case, the character images of the game character A, the game character C and the game character D in the range 1 can be created by bd.regRecordAttention({EntityA.id,}).

[0093] Or, in a case where the target game character is only the game character A and the game character B, the character images of the game character A and the game character B can be created by bd.regRecordAttention({EntityA.id,EntityB.id}, false).

[0094] In the embodiment of the present disclosure, after the character images of the target game characters associated with the target game data are created based on the model data of the game characters, the full game data of the target game data can be called from the cached replay game data, the first frame of the replay game scene picture is displayed, and the incremental game data of the target game data is called to drive the game interaction of the character images in the replay time period between the replay start time and the replay end time.

[0095] In the implementation, the calling interfaces corresponding to various types of data included in the incremental game data can be set, and the corresponding incremental game data can be called through the calling interfaces to realize the game interaction of the character images.

[0096] In the above embodiment, the character images of the target game characters associated with the target game data are created, and after the first frame of the game scene picture is determined, the game interaction of the character images is driven to realize the replay of the scene event, so that the game scene picture can be restored more clearly and accurately by driving the game interaction of the character images, the display quality of the game scene picture is improved, and the browsing experience of the user is improved.

[0097] In the embodiment of the present disclosure, after the scene event is replayed, the replay control instruction of the client currently performing the replay can be detected, and after the replay control instruction is detected, the replay operation corresponding to the replay control instruction is performed.

[0098] For example, the playback control instruction can be a playback end instruction, and in response to the playback end instruction, the playback process of the scene event can be closed.

[0099] For another example, the playback control instruction can be a playback time jump instruction, and in response to the playback time jump instruction, a playback jump time corresponding to the playback time jump instruction can be determined, and the scene event can be played back from the playback jump time.

[0100] In an optional implementation, in a case where the scene event is played back based on the playback game data, in response to a selection operation on a virtual role, at least one target virtual role selected by the client can be determined, and in this case, playback game data associated with the target virtual role can be selected from the playback game data, and the scene event can be played back based on the selected playback game data associated with the target virtual role.

[0101] Here, the virtual role can be understood as a game role contained in the playback game data.

[0102] In the embodiments of the present disclosure, in response to a selection operation on a virtual role, at least one target virtual role selected by the client can be determined, and in this case, the game role displayed in a playback time period in which the scene event is played back can be determined in response to the selection operation of the client, so that the control of the playback picture can be further implemented, and the flexibility and diversity of the scene event playback can be further improved, and the playability of the scene event playback can be improved.

[0103] Referring to Figure 3 FIG. 3 shows a flowchart of another method for playing back a scene event provided by the embodiments of the present disclosure, which is applied to a server corresponding to a client currently performing playback. After the server detects that the client initiates a scene event playback instruction in a target game or after the target game ends, the following steps S301-S307 can be performed. Wherein:

[0104] S301: In response to receiving the scene event playback instruction of the client, a playback start time and a playback end time corresponding to the scene event to be played back are determined.

[0105] In the embodiments of the present disclosure, a plurality of types of events to be played back can be pre-set, and a corresponding forward extension time and a backward extension time are pre-set for each type of event to be played back. The forward extension time and the backward extension time corresponding to each type of event to be played back can be the same or different.

[0106] Based on this, in the embodiments of the present disclosure, in response to receiving a scene event playback instruction of a client, the event trigger time corresponding to the scene event to be played back is determined, and based on the event trigger time and a preset forward extension duration, the playback start time corresponding to the scene event to be played back is determined, and based on the event trigger time and a preset backward extension duration, the playback end time corresponding to the scene event to be played back is determined.

[0107] Here, the preset forward extension duration can indicate a duration located before the event trigger time, and the preset backward extension duration can indicate a duration located after the event trigger time.

[0108] For example, in a case where it is determined that the preset forward extension duration of the event to be played back is 10 seconds and the preset backward extension duration is 2 seconds, assuming that the event trigger time of the event to be played back is 6 minutes and 30 seconds, then the playback start time corresponding to the event to be played back can be determined as 6 minutes and 20 seconds, and the playback end time corresponding to the event to be played back can be determined as 6 minutes and 32 seconds.

[0109] In a case where, in response to receiving a scene event playback instruction of a client, it is determined that the scene event to be played back contains multiple sub-events, then the sub-event trigger time corresponding to each sub-event can be determined, and the preset forward extension duration and the preset backward extension duration of each sub-event are determined, and based on the sub-event trigger time corresponding to each sub-event and the preset forward extension duration and the preset backward extension duration of each sub-event, the sub-playback start time and the sub-playback end time corresponding to each sub-event are determined. Then, the sub-playback start time and the sub-playback end time can be spliced in chronological order, and the playback start time and the playback end time corresponding to the event to be played back are obtained after splicing.

[0110] In the above embodiments, the playback start time and the playback end time of the scene event to be played back can be calculated by the event trigger time and the preset forward extension duration and the preset backward extension duration, thereby improving the accuracy of the obtained playback start time and playback end time, and ensuring that the playback start time and the playback end time corresponding to the scene event to be played back are the same in a case where the scene event is played back multiple times, thereby improving the accuracy of the scene event playback.

[0111] S303: From the pre-stored global snapshot information corresponding to multiple recording times, the global snapshot information closest to the playback start time is determined.

[0112] In this embodiment of the disclosure, the recording time can be understood as at least one point in time determined based on the game start time and a preset time interval. In this case, the aforementioned multiple recording times can be determined starting from the game start time, with a recording time determined every preset time interval until the game ends; thus, multiple recording times can be obtained.

[0113] For example, if the game starts at time 0 and the preset time interval is 10 seconds, then the multiple recorded times can be the 10th second, the 20th second, the 30th second, etc.

[0114] In this embodiment of the disclosure, after the target game starts, a recording module can be activated to record global snapshot information of the target game at preset time intervals, and incremental game data within each preset time interval can also be recorded. Subsequently, the global snapshot information corresponding to multiple recording times, as well as the incremental game data within each preset time interval, can be stored.

[0115] At this point, upon receiving the scene event replay command from the client, the system can determine the global snapshot whose recording time is closest to the replay start time from among multiple pre-stored global snapshots corresponding to recording times. The recording time is defined as the time preceding the replay start time. Therefore, receiving the scene event replay command from the client can occur either before or after the end of the target game.

[0116] For example, such as Figure 4 As shown, if the playback start time is 25 seconds, then the recording time closest to the playback start time is 20 seconds, and the global snapshot information recorded at 20 seconds is determined as the global snapshot information whose recording time is closest to the playback start time.

[0117] S305: Based on the global snapshot information that is closest to the recording time and the playback start time, and the incremental game data within the time period between the recording time and the playback start time, determine the full game data corresponding to the playback start time.

[0118] In practice, the absolute value of the difference between the recording time and the replay start time can be determined first. If the absolute value of the difference is greater than 0, the global snapshot information corresponding to the recording time is summed with the incremental game data within the time period between the recording time and the replay start time to obtain the full game data.

[0119] If the absolute value of the difference between the recording time and the replay start time is determined to be 0, then the global snapshot information corresponding to the recording time can be determined as the full game data corresponding to the replay start time.

[0120] For example, as shown in FIG. 1 1, it is assumed that, in a case where the playback start time is the 25th second and the record time closest to the playback start time is the 20th second, the full amount of game data corresponding to the playback start time can be determined based on the global snapshot information at the record time of the 20th second and the incremental game data between the 20th second and the 25th second, for example, the global snapshot information at the 20th second and the incremental game data between the 20th second and the 25th second can be summed up to obtain the full amount of game data corresponding to the playback start time. Figure 4 As described above, the server only needs to record a full snapshot of the game battlefield every certain period of time, and then, when a scene event needs to be played back, the full amount of game data corresponding to the playback start time of the scene event to be played back can be found from the global snapshot information corresponding to multiple record times, and then, the full amount of game data corresponding to the playback start time can be determined based on the global snapshot information and the incremental game data in the time period from the record time to the playback start time, so that the full amount of game data does not need to be calculated based on the incremental game data from the start of the game to the playback start time, the calculation amount of the full amount of game data corresponding to the playback start time can be reduced, and the calculation efficiency is improved.

[0121] S307: feeding back the full amount of game data and the incremental game data in the playback time period from the playback start time to the playback end time to the client, so that the client plays back the scene event in the playback time period.

[0122] After the client receives the full amount of game data and the incremental game data in the playback time period from the playback start time to the playback end time, the client can play back the game scene picture in the playback time period according to the steps of S101-S103.

[0123] In the above embodiment, by feeding back the full amount of game data at the playback start time and the incremental game data in the playback time period to the client, the entire data of the target game can be avoided from being sent to the client, so that the data cache pressure can be reduced and the response speed of the scene event playback instruction can be improved.

[0124] In an optional embodiment, the scene event playback instruction is a playback instruction for an event of obtaining a target type achievement by a main game character; the main game character is a game character corresponding to the client currently performing playback or another game character selected by the client. At this time, the scene event to be played back can be determined in the following manner.

[0125] In an optional embodiment, the scene event playback instruction is a playback instruction for an event of obtaining a target type achievement by a main game character; the main game character is a game character corresponding to the client currently performing playback or another game character selected by the client. At this time, the scene event to be played back can be determined in the following manner.

[0126] Firstly, according to the achievement information corresponding to each event of the target type achievement of the main game character, the priority of the each event is determined;

[0127] Then, according to the priority, the scene event to be played back is determined from the each event.

[0128] Here, the target type achievement can be a kill achievement, a control time limit achievement, an injury resistance achievement, etc. Each target type achievement can correspond to at least one sub-achievement, for example, a kill achievement can correspond to a three-kill achievement, a five-kill achievement, etc., and an injury resistance achievement can correspond to injury resistance 50%, injury resistance 60%, injury resistance 70%, etc. At this time, each sub-achievement can correspond to an event.

[0129] In the embodiment of the present disclosure, the achievement information corresponding to each event under the target type achievement can indicate the content of the sub-achievement under the target type achievement, for example, in the case that the target type achievement is a kill achievement and the event of the kill achievement is a three-kill event, the achievement information corresponding to the three-kill event can be three-kill.

[0130] In the embodiment of the present disclosure, the priority order of the achievement information corresponding to each event under the target type achievement can be preset, for example, in the case that the target type achievement is an injury resistance achievement and the multiple events under the injury resistance achievement are: injury resistance 50%, injury resistance 60%, injury resistance 70%, and injury resistance 80%, the priority order can be set as: injury resistance 50%<injury resistance 60%<injury resistance 70%<injury resistance 80%.

[0131] At this time, in the case that it is determined that there are multiple events under the target achievement type corresponding to the scene event playback instruction of the client, the priority order preset for the achievement information corresponding to each event under the target type achievement can be obtained, and the scene event to be played back in each event of the main game character obtaining the target type achievement is determined based on the priority order.

[0132] For example, the event with the highest priority in each event is determined as the scene event to be played back, or at least part of each event can be determined as the scene event to be played back, and each event is played back in the order of the priority of each event.

[0133] Or, in the case that it is determined that there are multiple target achievement types corresponding to the scene event playback instruction of the client, the target achievement type matching the scene event playback instruction can be determined from the target achievement types based on the priority order of each target achievement type, and the event under the matching target achievement type is determined as the scene event to be played back.

[0134] In the embodiments of the present disclosure, a quantity threshold of events to be played back can also be preset, and based on the quantity threshold and the priority of each event of the target type achievement, the scene event to be played back is determined.

[0135] In the above embodiments, in a case where it is determined that there are many events corresponding to the scene event playback instruction of the client, the scene event to be played back that is more expected can be determined from the multiple events according to the priority, so that the accuracy of the obtained scene event to be played back can be improved, and the performance of the scene event playback can be improved.

[0136] Those skilled in the art can understand that in the above method of the specific embodiments, the writing order of each step does not mean a strict execution order and does not constitute any limitation on the implementation process, and the specific execution order of each step should be determined according to its function and possible internal logic.

[0137] Based on the same inventive concept, the embodiments of the present disclosure also provide a scene event playback device corresponding to the scene event playback method. Since the principle of solving problems of the device in the embodiments of the present disclosure is similar to the above-mentioned scene event playback method of the embodiments of the present disclosure, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described herein.

[0138] Referring to Figure 5 FIG. 1 shows a schematic diagram of a scene event playback device provided by the embodiments of the present disclosure, which is applied to a client, and the device comprises a first response unit 51, an acquisition unit 52, a first determination unit 53, and a playback unit 54.

[0139] The first response unit 51 is configured to determine a playback start time and a playback end time of a scene event to be played back in response to a scene event playback instruction.

[0140] The acquisition unit 52 is configured to acquire full game data and incremental game data associated with the playback start time and the playback end time. The full game data comprises scene global snapshot information, and the incremental game data comprises uplink and downlink communication data. The uplink and downlink communication data comprises various data that causes changes in scene content generated between the playback start time and the playback end time.

[0141] The first determination unit 53 is configured to determine playback game data corresponding to the scene event based on the full game data and the incremental game data.

[0142] The playback unit 54 is configured to play back the scene event based on the playback game data.

[0143] In the embodiments of the present disclosure, in response to a scene event playback instruction, a playback start time and a playback end time of a scene event to be played back can be determined, then full game data and incremental game data associated with the playback start time and the playback end time can be acquired, and then the playback game data corresponding to the scene event can be determined based on the full game data and the incremental game data, and the scene event can be played back based on the playback game data.

[0144] In the above embodiments, the corresponding playback game data can be acquired according to the data demand amount of the scene event to be played back in the playback time period, the scene event can be played back based on the playback game data, the cache pressure of the cached game data in the client can be reduced, and the cache efficiency can be improved. Meanwhile, the scene event can be played back through the playback game data, the data calculation amount of the scene event playback in the game can be reduced, the computing resources can be saved, and the playback efficiency can be improved.

[0145] In a possible implementation, the uplink and downlink communication information includes at least one of the following types of data: attribute synchronization data, remote procedure call (RPC) data, object creation data, and object destruction data.

[0146] In a possible implementation, the playback unit 54 is further configured to: determine a main game character corresponding to the scene event; the main game character is a game character corresponding to a client currently performing playback or another game character selected by the client; extract target game data in a target scene range corresponding to the main game character from the playback game data, and play back the scene event based on the target game data.

[0147] In a possible implementation, the playback unit 54 is further configured to: cache the playback game data, and create character images of each game character based on model data associated with the game character in the target game data in the target scene range; call the full game data of the target game data from the cached playback game data, display a first frame of game scene picture of the playback, and call the incremental game data of the target game data, to drive each of the character images to perform game interaction in a playback time period between the playback start time and the playback end time.

[0148] In a possible implementation, the playback unit 54 is further configured to: in response to a selection operation on a virtual character, determine at least one target virtual character selected by the client; select playback game data associated with the target virtual character from the playback game data, and play back the scene event based on the selected playback game data associated with the target virtual character.

[0149] ReferenceFigure 6 Fig. 2 shows a schematic diagram of another scenario event playback device provided by an embodiment of the present disclosure, which is applied to a server, and the device comprises a second response unit 61, a second determination unit 62, a third determination unit 63, and a feedback unit 64.

[0150] The second response unit 61 is configured to, in response to receiving a scenario event playback instruction from a client, determine a playback start time and a playback end time corresponding to a scenario event to be played back.

[0151] The second determination unit 62 is configured to determine, from a plurality of global snapshot information corresponding to a plurality of recording times that are stored in advance, global snapshot information in which a recording time is closest to the playback start time.

[0152] The third determination unit 63 is configured to determine, based on the global snapshot information in which the recording time is closest to the playback start time and incremental game data in a time period between the recording time and the playback start time, full game data corresponding to the playback start time.

[0153] The feedback unit 64 is configured to feed back, to the client, the full game data corresponding to the playback start time and incremental game data in a playback time period between the playback start time and the playback end time, so as to play back the scenario event in the playback time period on the client.

[0154] In the above embodiment, the global snapshot information corresponding to a plurality of recording times can be used to quickly locate the full game data closest to the playback start time, and then the global snapshot information and the incremental game data in a time period between the recording time and the playback start time are used to determine the full game data corresponding to the playback start time, so that the calculation amount of the full game data corresponding to the playback start time can be reduced, and the calculation efficiency is improved.

[0155] Further, by feeding back the full game data corresponding to the playback start time and the incremental game data in the playback time period to the client, the entire data of the target game can be avoided from being sent to the client, so that the data cache pressure can be reduced, and the response speed of the scenario event playback instruction is improved.

[0156] In a possible implementation, the device is further configured to record global snapshot information of the target game according to preset time intervals, and record incremental game data in each of the preset time intervals.

[0157] In a possible implementation, the response unit 61 is further configured to: in response to receiving the scene event playback instruction of the client, determine an event trigger time corresponding to the scene event to be played back; determine a playback start time corresponding to the scene event to be played back based on the event trigger time and a preset forward extension time duration, and determine a playback end time corresponding to the scene event to be played back based on the event trigger time and a preset backward extension time duration.

[0158] In a possible implementation, the apparatus is further configured to: in a case where the scene event playback instruction is a playback instruction of an event for which a target type achievement is acquired by a main game character, and the main game character is a game character corresponding to a client currently performing playback or another game character selected by the client, determine priorities of respective events for which the target type achievement is acquired by the main game character according to achievement information corresponding to the respective events; and determine the scene event to be played back from the respective events according to the priorities.

[0159] The processing procedure of each module in the apparatus and the interaction procedure between the modules can refer to the related descriptions in the foregoing method embodiments, and will not be described in detail here.

[0160] Corresponding to the scene event playback method in Figure 1 , the embodiment of the disclosure further provides a computer device 700, as shown in Figure 7 , a structural schematic diagram of the computer device 700 provided by the embodiment of the disclosure, which comprises:

[0161] a processor 71, a memory 72, and a bus 73; the memory 72 is configured to store execution instructions, including an internal memory 721 and an external memory 722; the internal memory 721 is also referred to as an internal storage, and is configured to temporarily store operation data in the processor 71 and data exchanged with the external memory 722 such as a hard disk; the processor 71 exchanges data with the external memory 722 through the internal memory 721; when the computer device 700 is running, the processor 71 and the memory 72 communicate through the bus 73, so that the processor 71 executes the following instructions:

[0162] in response to a scene event playback instruction, determining a playback start time and a playback end time of a scene event to be played back;

[0163] obtaining full game data and incremental game data associated with the playback start time and the playback end time; the full game data includes scene global snapshot information, and the incremental game data includes uplink and downlink communication information; the uplink and downlink communication information includes data associated with a change in scene content between the playback start time and the playback end time;

[0164] determine the playback game data corresponding to the scene event based on the full game data and the incremental game data;

[0165] playback the scene event based on the playback game data.

[0166] corresponding to Figure 3 The scene event playback method in the method embodiment, and the computer device 800 provided by the method embodiment of the present disclosure is shown in the following. Figure 8 The computer device 800 provided by the method embodiment of the present disclosure is shown in the following.

[0167] The processor 81, the memory 82, and the bus 83; the memory 82 is used to store the execution instructions, including the internal memory 821 and the external memory 822; the internal memory 821 is also called the internal memory, which is used to temporarily store the operation data in the processor 81 and exchange the data with the external memory 822 such as the hard disk, the processor 81 exchanges the data with the external memory 822 through the internal memory 821, and when the computer device 800 runs, the processor 81 and the memory 82 communicate through the bus 83, so that the processor 81 executes the following instructions:

[0168] In response to receiving the scene event playback instruction of the client, determine the playback start time and the playback end time corresponding to the scene event to be played back;

[0169] From the pre-stored global snapshot information corresponding to a plurality of recording times, determine the global snapshot information closest to the playback start time in recording time;

[0170] Based on the global snapshot information closest to the playback start time in recording time and the incremental game data in the time period between the recording time and the playback start time, determine the full game data corresponding to the playback start time;

[0171] Feed back the full game data and the incremental game data in the playback time period from the playback start time to the playback end time to the client, so as to play back the scene event in the playback time period on the client.

[0172] The present disclosure also provides a computer readable storage medium, which stores a computer program, and the computer program is run by a processor to execute the steps of the scene event playback method in the above method embodiments. The storage medium can be a volatile or non-volatile computer readable storage medium.

[0173] The embodiment of the present disclosure further provides a computer program product carrying program codes, the program codes comprising instructions for executing steps of the scenario event playback method described in the above method embodiments, which can be specifically referred to the above method embodiments and will not be repeated here.

[0174] The computer program product can be specifically implemented by means of hardware, software or combination thereof. In an optional embodiment, the computer program product is embodied as a computer storage medium. In another optional embodiment, the computer program product is embodied as a software product, such as a software development kit (SDK) or the like.

[0175] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the above-described system and device can refer to the corresponding process in the above method embodiments, which will not be repeated here. In several embodiments provided by the present disclosure, it should be understood that the disclosed system, device and method can be implemented by other means. The above-described device embodiments are only schematic, for example, the division of the units is only a logical function division, and actual implementation can have another division manner, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units shown or discussed can be indirect coupling or communication connection through some communication interface, device or unit, which can be electrical, mechanical or other forms.

[0176] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, i.e. can be located in one place or distributed on multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the present embodiment.

[0177] In addition, each functional unit in each embodiment of the present disclosure can be integrated in one processing unit, or each unit can be physically present separately, or two or more units can be integrated in one unit.

[0178] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a nonvolatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present disclosure essentially or the part that contributes to the prior art or part of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a magnetic disk or an optical disk, and various media that can store program codes.

[0179] Finally, it should be noted that: the above-described embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and not to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed by the present disclosure, or make equivalent replacements to some of the technical features. The modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method of scenario event playback, the method comprising: The method comprises the following steps: determining a playback start time and a playback end time of a scene event to be played back in response to a scene event playback instruction; obtaining full game data and incremental game data associated with the playback start time and the playback end time; the full game data comprises scene global snapshot information, and the incremental game data comprises uplink and downlink communication information; the uplink and downlink communication information comprises data associated with a change in scene content between the playback start time and the playback end time; determining playback game data corresponding to the scene event based on the full game data and the incremental game data; playing back the scene event based on the playback game data. The full game data is determined based on a global snapshot information with a recording time closest to the playback start time among a plurality of global snapshot information and incremental game data within a time period between the recording time of the closest global snapshot information and the playback start time.

2. The method of claim 1, wherein, The uplink and downlink communication information comprises at least one of the following types of data: attribute synchronization data, remote procedure call RPC data, object creation data, and object destruction data.

3. The method of claim 1, wherein, The playing back of the scene event based on the playback game data comprises the following steps: determining a main game character corresponding to the scene event; the main game character is a game character corresponding to a client currently performing playback or another game character selected by the client; extracting target game data within a target scene range corresponding to the main game character from the playback game data, and playing back the scene event based on the target game data.

4. The method of claim 3, wherein, The extracting of the target game data within the target scene range corresponding to the main game character from the playback game data and the playing back of the scene event based on the target game data comprise the following steps: caching the playback game data, and creating role images of respective game characters based on model data of the respective game characters associated in the target game data within the target scene range; calling the full game data of the target game data from the cached playback game data to display a first frame of game scene picture of playback, and calling the incremental game data of the target game data to drive the respective role images to perform game interaction within a playback time period between the playback start time and the playback end time.

5. The method of claim 1, wherein, The playing back of the scene event based on the playback game data comprises the following steps: determining at least one target virtual character selected by a client in response to a selection operation on a virtual character; selecting playback game data associated with the target virtual character from the playback game data, and playing back the scene event based on the selected playback game data associated with the target virtual character.

6. A method of scene event playback, characterized by, The method comprises the following steps: determining a playback start time and a playback end time of a scene event to be played back in response to a scene event playback instruction received from a client; determining a global snapshot information with a recording time closest to the playback start time from a plurality of global snapshot information with respective recording times stored in advance; determine, based on the global snapshot information closest in time to the playback start time and the incremental game data in the time period between the recording time and the playback start time, full game data corresponding to the playback start time; feed the full game data and the incremental game data in a playback time period between the playback start time and a playback end time to the client to play back the scene event in the playback time period at the client.

7. The method of claim 6, wherein, The method further comprises: recording global snapshot information of the target game according to preset time intervals, and recording incremental game data in each of the preset time intervals.

8. The method of claim 6, wherein, The method further comprises: determining, in response to receiving the scene event playback instruction of the client, a playback start time and a playback end time corresponding to the scene event to be played back. determining, in response to receiving the scene event playback instruction of the client, an event trigger time corresponding to the scene event to be played back; 9. The method of claim 6, wherein, determining, based on the event trigger time and a preset forward extension duration, the playback start time corresponding to the scene event to be played back, and determining, based on the event trigger time and a preset backward extension duration, the playback end time corresponding to the scene event to be played back. The scene event playback instruction is a playback instruction of an event in which a target type achievement is obtained by a main game character; the main game character is a game character corresponding to the client currently performing playback or another game character selected by the client. The scene event to be played back is determined in the following manner: determining priorities of the events in which the target type achievement is obtained by the main game character according to achievement information corresponding to the events respectively; 10. A scene event playback apparatus characterized by comprising: determining the scene event to be played back from the events according to the priorities. The method further comprises: a first response unit configured to determine, in response to a scene event playback instruction, a playback start time and a playback end time of a scene event to be played back; a obtaining unit configured to obtain full game data and incremental game data associated with the playback start time and the playback end time; the full game data includes scene global snapshot information, and the incremental game data includes uplink and downlink communication information; the uplink and downlink communication information includes data associated with a change in scene content between the playback start time and the playback end time; a first determination unit configured to determine, based on the full game data and the incremental game data, playback game data corresponding to the scene event; a playback unit configured to play back the scene event based on the playback game data.

11. A scene event playback apparatus characterized by comprising: The full game data is determined based on global snapshot information closest in time to the playback start time among a plurality of global snapshot information, and incremental game data in a time period between the recording time of the closest global snapshot information and the playback start time. The method further comprises: a second response unit configured to determine, in response to receiving a scene event playback instruction of a client, a playback start time and a playback end time corresponding to a scene event to be played back. The second determining unit is configured to determine global snapshot information closest to the playback start time from a plurality of pieces of global snapshot information corresponding to a plurality of recording times stored in advance; The third determining unit is configured to determine full game data corresponding to the playback start time based on the global snapshot information closest to the recording time and the playback start time and incremental game data in a time period between the recording time and the playback start time; The feedback unit is configured to feed the full game data and incremental game data in a playback time period from the playback start time to the playback end time to the client, so that the client plays back the scene event in the playback time period.

12. A computer device, comprising: The computer readable storage medium stores a computer program, and the computer program is executed by the processor to perform the steps of the scene event playback method according to any one of claims 1 to 5, or the steps of the scene event playback method according to any one of claims 6 to 9. The computer readable storage medium stores a computer program, and the computer program is executed by the processor to perform the steps of the scene event playback method according to any one of claims 1 to 5, or the steps of the scene event playback method according to any one of claims 6 to 9.

13. A computer-readable storage medium, characterized in that, ​

Citation Information

Patent Citations

  • Game battle data display method and device, equipment and medium

    CN113908539A