Live broadcast room game interaction method, device, system and equipment with separated front-end and back-end

By calculating the position status data of game objects on the server side and rendering it on the client side, the problem of client data being easily cracked is solved, and security and efficiency are improved.

CN116347176BActive Publication Date: 2025-09-09GUANGZHOU FANGGUI INFORMATION TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202310343332.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-03-31
Publication Date
2025-09-09
Estimated Expiration
2043-03-31

AI Technical Summary

Technical Problem

In the existing technology, the simulation calculation of the position status data of the game object, such as movement, rotation and collision, is run together with the game rendering on the client, which is easily cracked and tampered by malicious users, increasing the complexity and workload of client development.

Method used

A live broadcast room game interaction method with separated front-end and back-end is adopted. The server calculates the position status data of the game object and sends it to the client for rendering. The client only renders the game, avoiding data processing and analysis.

Benefits of technology

Prevent malicious users from cracking and tampering with location status data, reduce the complexity and workload of client development, and improve the security and efficiency of the system.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiments of the present application relate to the field of online live broadcasting, and provide a method, device, system and equipment for game interaction in a live broadcast room with separated front-end and back-end. The method includes: a server responds to a live broadcast room game interaction start instruction, parses the game interaction start instruction to obtain a user identifier, and sends game page data to a target client corresponding to the user identifier; the target client displays the game interaction page on the live broadcast room page according to the game page data; the target client sends game event data corresponding to the interactive operation on the game interaction page to the server; the server calculates the position status data of each game object based on the game event data and sends it to the target client; the target client updates the rendered game interaction page based on the game screen data and the game position status data of each game object. The embodiments of the present application can prevent malicious users from cracking and tampering with the position status data, thereby reducing the development complexity and workload of the client.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of network live broadcast technology, and in particular to a method, device, system, storage medium, and electronic device for game interaction in a live broadcast room with separated front-end and back-end. Background Art

[0002] Live streaming refers to a technology that allows hosts to share live audio and video streams with viewers online via a live streaming platform. Open and shared live streaming platforms allow people to more easily showcase their talents. During talent shows, viewers can express their love for the hosts by participating in live interactions. Hosts who are well-received by the audience can earn a share of the platform's revenue, generating a certain amount of income. Since live streaming is not limited by the host's education level or the venue, it allows ordinary people to find employment through live streaming, effectively driving social employment.

[0003] In the gaming industry, to provide users with a realistic physical experience, simulations are often performed based on game event data to obtain the actual motion, rotation, and collision positional data of each game object. In related technologies, this simulation and calculation of each game object's motion, rotation, and collision positional data runs alongside the game rendering on the client. This approach is susceptible to malicious users hacking and data tampering, especially when incorporating game interactions into live webcasts. This increases the complexity and workload of client-side development. Summary of the Invention

[0004] In order to overcome the problems existing in the related art, the present application provides a live broadcast room game interaction method, device, system, storage medium and electronic device with separated front-end and back-end to prevent malicious users from cracking and tampering with location status data, and reduce the development complexity and workload of the client.

[0005] According to a first aspect of an embodiment of the present application, a method for live broadcast room game interaction with front-end and back-end separation is provided, comprising the following steps:

[0006] The server responds to the live broadcast room game interaction start instruction, parses the game interaction start instruction to obtain the user ID, and sends game page data to the target client corresponding to the user ID; the game page data includes game object data and game screen data;

[0007] The target client renders and displays the game interactive page in the preset area of ​​the live broadcast room page based on the game page data;

[0008] The target client responds to the interactive operation on the game interactive page and sends the game event data corresponding to the interactive operation to the server;

[0009] The server calculates the position status data of each game object based on the game event data, and sends the position status data of each game object to the target client;

[0010] The target client updates and renders the game interactive page based on the game screen data and the game position status data of each game object.

[0011] According to a second aspect of an embodiment of the present application, a method for live broadcast room game interaction with front-end and back-end separation is provided, comprising the following steps:

[0012] In response to a live broadcast room game interaction start instruction, the game interaction start instruction is parsed to obtain a user identifier, and game page data is sent to a target client corresponding to the user identifier; the game page data includes game object data and game screen data;

[0013] Receive game event data fed back by the target client; wherein the game event data is event data corresponding to the interactive operation received by the target client on the game interactive page rendered and displayed in the preset area of ​​the live broadcast room page based on the game page data;

[0014] Based on the game event data, the position status data of each game object is calculated and sent to the target client, so that the target client updates the rendering of the game interaction page based on the game screen data and the game position status data of each game object.

[0015] According to a third aspect of an embodiment of the present application, a live broadcast room game interactive system with separated front-end and back-end is provided, comprising a server and a target client;

[0016] The server responds to the live broadcast room game interaction start instruction, parses the game interaction start instruction to obtain the user ID, and sends game page data to the target client corresponding to the user ID; the game page data includes game object data and game screen data;

[0017] The target client renders and displays the game interactive page in the preset area of ​​the live broadcast room page based on the game page data;

[0018] The target client responds to the interactive operation on the game interactive page and sends the game event data corresponding to the interactive operation to the server;

[0019] The server calculates the position status data of each game object based on the game event data, and sends the position status data of each game object to the target client;

[0020] The target client updates and renders the game interactive page based on the game screen data and the game position status data of each game object.

[0021] According to a fourth aspect of an embodiment of the present application, a live broadcast room game interaction device with separated front-end and back-end is provided, comprising:

[0022] A game page data acquisition module is used to respond to a live broadcast room game interaction start instruction, parse the game interaction start instruction to obtain a user identifier, and send game page data to the target client corresponding to the user identifier; the game page data includes game object data and game screen data;

[0023] A game event data receiving module is configured to receive game event data fed back by a target client; wherein the game event data is event data corresponding to an interactive operation received by the target client on a game interactive page rendered and displayed in a preset area of ​​a live broadcast room page based on the game page data;

[0024] The position status data calculation module is used to calculate the position status data of each game object based on the game event data, and send the position status data of each game object to the target client so that the target client can update and render the game interactive page based on the game screen data and the game position status data of each game object.

[0025] According to the fifth aspect of the embodiment of the present application, an electronic device is provided, including: a processor, a memory, and a computer program stored in the memory and runnable on the processor, and when the processor executes the computer program, a live broadcast room game interaction method with front-end and back-end separation as described above is implemented.

[0026] According to the sixth aspect of the embodiment of the present application, a computer-readable storage medium is provided, on which a computer program is stored, characterized in that when the computer program is executed by a processor, the live broadcast room game interaction method with front-end and back-end separation as described above is implemented.

[0027] In an embodiment of the present application, a server responds to a live broadcast room game interaction start instruction, parses the game interaction start instruction to obtain a user identifier, and sends game page data to a target client corresponding to the user identifier; the game page data includes game object data and game screen data; the target client renders and displays the game interaction page in a preset area of ​​the live broadcast room page based on the game page data; the target client responds to the interactive operation on the game interaction page and sends the game event data corresponding to the interactive operation to the server; the server calculates the position status data of each game object based on the game event data, and sends the position status data of each game object to the target client; the target client updates and renders the game interaction page based on the game screen data and the game position status data of each game object, thereby placing the simulated calculation of the position status data such as the movement, rotation and collision of each game object on the server for processing, and only the game rendering needs to be performed on the client, realizing the separation of back-end data processing and front-end data rendering, which can prevent malicious users from cracking and tampering with the position status data. The client does not need to perform data processing and data analysis, nor does it need to adapt to problems such as changes in game logic. It only needs to perform data rendering, reducing the development complexity and workload of the client.

[0028] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present application.

[0029] For better understanding and implementation, the present invention is described in detail below with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0030] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the embodiments or the description of the prior art. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0031] Figure 1 A schematic block diagram of the application environment of the live broadcast room game interaction method with front-end and back-end separation provided in an embodiment of the present application;

[0032] Figure 2 A flowchart of a live broadcast room game interaction method with front-end and back-end separation provided in the first embodiment of the present application;

[0033] Figure 3 A schematic diagram of a live broadcast room interface provided in an embodiment of the present application;

[0034] Figure 4 A schematic diagram of the display of the game interaction interface provided in an embodiment of the present application;

[0035] Figure 5 A flowchart of a live broadcast room game interaction method with front-end and back-end separation provided in the second embodiment of the present application;

[0036] Figure 6 A schematic block diagram of a live broadcast room game interaction device with separated front-end and back-end provided in the fourth embodiment of the present application;

[0037] Figure 7 This is a schematic block diagram of the structure of an electronic device provided in the fifth embodiment of the present application. DETAILED DESCRIPTION

[0038] In order to make the objectives, technical solutions and advantages of the present application clearer, the embodiments of the present application will be described in further detail below with reference to the accompanying drawings.

[0039] It should be clear that the embodiments described are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments of the present application, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of the embodiments of the present application.

[0040] When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. In the description of this application, it should be understood that the terms "first", "second", "third", etc. are only used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence, nor can they be understood as indicating or implying relative importance. For those of ordinary skill in the art, the specific meanings of the above terms in this application can be understood according to the specific circumstances. The singular forms of "a", "said" and "the" used in this application and the appended claims are also intended to include the plural forms, unless the context clearly indicates other meanings. The words "if" / "if" used herein can be interpreted as "at the time of" or "when" or "in response to determination".

[0041] In addition, in this application, unless otherwise specified, "plurality" refers to two or more. "And / or" describes the relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.

[0042] Those skilled in the art will appreciate that the terms "client," "terminal," and "terminal device" as used herein include devices with wireless signal transmitters, which are devices with only transmitting capabilities, and devices with wireless signal receivers, which are devices with only receiving capabilities, as well as devices with receiving and transmitting hardware, which are devices with receiving and transmitting hardware capable of two-way communication over a two-way communication link. Such devices may include: cellular or other communication devices such as personal computers and tablet computers, which have single-line displays, multi-line displays, or cellular or other communication devices without multi-line displays; PCS (Personal Communications Service), which may combine voice, data processing, fax, and / or data communication capabilities; PDA (Personal Digital Assistant), which may include a radio frequency receiver, a pager, Internet / Intranet access, a web browser, a notepad, a calendar, and / or a GPS (Global Positioning System) receiver; and conventional laptop and / or palmtop computers or other devices, which have and / or include a radio frequency receiver. As used herein, the terms "client," "terminal," or "terminal device" may be portable, transportable, or installed in a vehicle (air, sea, and / or land), or may be adapted and / or configured to operate locally and / or in a distributed manner at any other location on Earth and / or in space. As used herein, the terms "client," "terminal," or "terminal device" may also refer to a communication terminal, an Internet terminal, or a music / video playback terminal, such as a PDA, an MID (Mobile Internet Device), and / or a mobile phone with music / video playback capabilities, or may include a smart TV, a set-top box, or other device.

[0043] The hardware referred to by names such as "server", "client", and "service node" in this application is essentially a computer device with capabilities equivalent to those of a personal computer. It is a hardware device that has the necessary components revealed by the von Neumann principle, such as a central processing unit (including an arithmetic unit and a controller), a memory, an input device, and an output device. Computer programs are stored in its memory, and the central processing unit loads the program stored in the external memory into the internal memory for execution, executes the instructions in the program, and interacts with the input and output devices to complete specific functions.

[0044] It should be noted that the concept of "server" referred to in this application can also be extended to server clusters. Based on the network deployment principles understood by those skilled in the art, each server should be logically divided. In physical space, these servers can be independent of each other but callable through interfaces, or integrated into a single physical computer or a computer cluster. Those skilled in the art should understand this flexibility and should not use it to restrict the implementation of the network deployment method of this application.

[0045] See also Figure 1 , Figure 1 A schematic diagram of an application scenario of a live broadcast room game interaction method with front-end and back-end separation provided in an embodiment of the present application, wherein the application scenario includes an anchor client 110, an audience client 120 and a server 130.

[0046] The host client 110 and the viewer client 120 interact with each other through the server 130. Specifically, both the host client 110 and the viewer client 120 can access the Internet through a network access method and establish a data communication link with the server 130. The network can be any type of communication medium that enables communication between the host client 110 and the server 130, and between the viewer client 120 and the server 130, such as a wired communication link, a wireless communication link, or a fiber optic cable, etc., which is not limited in this application.

[0047] It should be noted that the client proposed in the embodiment of the present application includes an anchor client 110 and an audience client 120.

[0048] It should be noted that in the prior art, there are multiple understandings of the concept of "client", for example, it can be understood as an application installed in a computer device, or it can also be understood as a hardware device corresponding to a server.

[0049] In the embodiments of the present application, the so-called "client" refers to a hardware device corresponding to a server, and more specifically, refers to a computer device, such as a smart phone, a smart interactive tablet, and a personal computer.

[0050] When the client is a mobile device such as a smartphone or smart interactive tablet, the user can install the matching mobile application on the client or access the web application on the client.

[0051] When the client is a non-mobile device such as a personal computer (PC), the user can install a matching PC application on the client, and can also access the Web application on the client.

[0052] Among them, mobile applications refer to applications that can be installed on mobile devices, PC applications refer to applications that can be installed on non-mobile devices, and Web applications refer to applications that need to be accessed through a browser.

[0053] Specifically, web applications can be divided into mobile versions and PC versions based on the differences in client types. The page layout methods and available server support of the two may be different.

[0054] In the embodiment of the present application, the types of live broadcast applications provided to users are divided into mobile live broadcast applications, PC live broadcast applications and Web live broadcast applications. Users can choose the way to participate in the live broadcast based on the type of client they use.

[0055] This application categorizes clients into host clients 110 and viewer clients 130 based on the identity of the client entering the live broadcast room. It should be noted that, in practice, the same client can perform the functions of viewer client 120 and host client 110 at different times. Therefore, the same client can function as viewer client 120 when watching a live broadcast and as host client 110 when publishing a live video.

[0056] The host client 110 refers to the end that sends the live broadcast video, and is generally the client used by the host user in the live broadcast. The hardware pointed to by the host client 110 is essentially a computer device, specifically, Figure 1 As shown, it can be a computer device of the type of a smart phone, a smart interactive tablet, a personal computer, etc.

[0057] The viewer client 120 is a terminal for receiving and viewing live webcast videos. Generally speaking, it is a client used by the viewer user who views the video during live webcast. The hardware pointed to by the viewer client 120 is essentially a computer device, specifically, Figure 1 As shown, it can be a computer device of the type of a smart phone, a smart interactive tablet, a personal computer, etc.

[0058] The server 130 can be used as a service server, which can be responsible for further connecting related audio data servers, video streaming servers and other servers that provide related support, so as to form a logically related service cluster to serve related terminal devices, such as Figure 1 The host client 110 and the audience client 120 shown in FIG. 1 provide services.

[0059] In the embodiment of the present application, the host client 110 and the viewer client 120 can join the same live broadcast room (i.e., live broadcast channel). The live broadcast room is a chat room implemented by Internet technology and server 130, which usually has audio and video broadcast control functions. The host user broadcasts live in the live broadcast room through the host client 110, and the viewer user of the viewer client 120 can log in to the server 130 to enter the live broadcast room and watch the live broadcast.

[0060] In the live broadcast room, the host user and the audience users can interact with each other through well-known online interactive methods such as voice, video, and text. Generally, the host user performs for the audience users in the form of audio and video streams. At the same time, the audience users can interact with the host user through text or by giving virtual gifts, and economic transactions can also be generated during the interaction. Of course, the application form of the live broadcast room is not limited to online entertainment, but can also be extended to other related scenarios.

[0061] Specifically, the process of audience users watching live broadcasts is as follows: audience users can click to access the live broadcast application installed on the audience client 120, and choose to enter any live broadcast room, triggering the audience client 120 to load the live broadcast room interface for the audience user. The live broadcast room interface includes several interactive components, such as: video components, virtual gift bar components, and public screen components. By loading these interactive components, audience users can watch live broadcasts in the live broadcast room and conduct various online interactions. The online interaction methods include but are not limited to giving virtual gifts, participating in live broadcast activities, and speaking and chatting on the public screen.

[0062] It is worth mentioning that Figure 1 The application scenario in the embodiment is only an exemplary application scenario and is not intended to limit the solution of the present invention. The solution of the present invention can also be applied to other forms of network live broadcast application scenarios, which will not be described one by one.

[0063] In the gaming industry, to provide users with a realistic physical experience, simulations are often performed based on game event data to obtain the actual motion, rotation, and collision positional data of each game object. In related technologies, this simulation and calculation of each game object's motion, rotation, and collision positional data runs alongside the game rendering on the client. This approach is susceptible to malicious users hacking and data tampering, especially when incorporating game interactions into live webcasts. This increases the complexity and workload of client-side development.

[0064] Based on the above problems, the first embodiment of this application provides a live broadcast room game interaction method with front-end and back-end separation. Figure 2 , Figure 2This is a flow chart of a method for interactive gaming in a live broadcast room with front-end and back-end separation provided in the first embodiment of the present application. The method for interactive gaming in a live broadcast room with front-end and back-end separation provided in the first embodiment of the present application can be executed by the audience client and the server as the execution entities, and the method includes the following steps:

[0065] Step S101: The server responds to the live broadcast room game interaction start instruction, parses the game interaction start instruction to obtain the user ID, and sends the game page data to the target client corresponding to the user ID; the game page data includes game object data and game screen data.

[0066] like Figure 3 As shown, the live broadcast room interface 10 of the live broadcast room client displays a game interaction start control 11, and the user can trigger the game interaction through the game interaction start control 11. After the live broadcast room client monitors the user triggering the game start control 11, it obtains the user ID; generates a game interaction start instruction based on the user ID, and sends the game interaction start instruction to the server.

[0067] In an optional embodiment, the user identifier can be a viewer user identifier. The viewer user triggers the game start instruction through the game interaction start control on the viewer client where he is located, and then displays the game interaction page in the live broadcast room where the viewer client is located, so that the viewer user can watch the live broadcast while interacting with the game.

[0068] In another optional embodiment, the user identifier may be an anchor user identifier, and the anchor user triggers a game start instruction through a game interaction start control on the anchor client where the anchor user is located, thereby displaying a game interaction page in the live broadcast room where the anchor client is located, so that the anchor user can interact with the game while broadcasting live.

[0069] It is understandable that the anchor user can also broadcast his game interactive page live so that users who enter the anchor's live broadcast room can watch the anchor's game interactive page.

[0070] In another optional embodiment, the user identifier can be several user identifiers of connected microphone hosts, and the server can also establish a connected microphone session connection for the hosts who trigger the game interaction start control at the same time, so that each connected microphone host can interact in the game, and synchronize the game interaction page to the live broadcast room of each connected microphone host, so that users who enter each connected microphone host room can watch the game interaction between the connected microphone hosts.

[0071] It can be understood that the game page data is the data required for generating the game interactive page. Specifically, the game page data includes game object data and game screen data.

[0072] The game objects in the embodiment of the present application refer to objects that can be selected or seen in the game interactive page. Specifically, the game object data includes but is not limited to the following data: object identification, object type, object position data, object rotation data, and object speed data.

[0073] The game screen data in the embodiments of the present application includes game texture data. Game textures are used to create visual effects for game models. Game textures can display a variety of colors / textures and describe the surface material of game objects. It is understood that game texture data refers to data used to describe the visual effects of game models.

[0074] Step S102: The target client renders and displays the game interactive page in a preset area of ​​the live broadcast room page based on the game page data.

[0075] Among them, the target client determines the position status of each game object in the game map corresponding to the game map data based on the game object data, thereby rendering and displaying the game interactive page.

[0076] It should be noted that the server only sends the game object data and game screen data to the target client when it detects the target client triggering the game interaction start command for the first time. The target client then saves the game screen data. Subsequently, during interactions between the server and the target client, or when the game interaction start command is triggered again, the server only transmits the game object data, not the game screen data, thereby improving data transmission efficiency.

[0077] It should be understood that the game interaction page and the live broadcast room page can be independent pages. In an optional embodiment, the game interaction page and the live broadcast room page are superimposed on each other, such as Figure 4 As shown, the game interaction page 20 can be suspended in the lower right part of the live broadcast room page 10. In another optional embodiment, the game interaction page overlaps and overlaps with the live broadcast room page, for example, the live broadcast room page is located on the upper side of the display page, and the game interaction page is located on the lower side of the display page.

[0078] It is understandable that the display position and display size of the game interactive page can be fixed or flexible. When the display position and display size of the game interactive page are flexible, the user can drag the game interactive page to adjust the display position and display size of the game interactive page according to actual needs.

[0079] Step S103: The target client sends game event data corresponding to the interactive operation to the server in response to the interactive operation on the game interactive page.

[0080] It is understandable that a number of game interaction controls are provided on the game interaction page, and users can interact with the game through the game interaction controls.

[0081] The target client generates corresponding game event data based on the user's triggering operation on the game interactive control and sends it to the server.

[0082] Among them, an event refers to an activity or a series of activities of game players, which can be divided into instantaneous activities and non-instantaneous activities.

[0083] Instantaneous activities are activities that can be completed the moment the player issues a command. For example, when a player buys a bottle of potion, after the player issues this command, the player's money decreases and the potion is obtained. All of this is completed instantly after the player issues the command, and can be understood as being presented through a frame of data.

[0084] Non-instantaneous actions are those that take time to complete after a player issues a command. For example, if a player clicks a location on the map, the game character will automatically move to the clicked location. This movement process is non-instantaneous; it takes a certain amount of time, which is perceptible to the player and can be understood as the number of frames of data required to be displayed.

[0085] Game event data refers to the data used to indicate the event. It is understandable that different events have different corresponding game event data. For example, for the event of a player purchasing a bottle of potion, the player may trigger a control to purchase the potion, and the game event data includes the control identifier; for the event of a player clicking a certain place on the map to make the game player automatically walk to the clicked place, the game event data includes the player's click operation identifier and the location identifier of the click on the map, etc.

[0086] Step S104: The server calculates the position status data of each game object based on the game event data, and sends the position status data of each game object to the target client.

[0087] It can be understood that the position state data of the game object is used to indicate the real state data such as the movement and rotation of the simulated game object.

[0088] It may include but is not limited to one or more of the following: game object identification, game object type, game object position data, and game object rotation data.

[0089] The server simulates and calculates the position status of each game object in the game page based on the game event data, which can be achieved by a physics engine or other data calculation models.

[0090] The term "physics engine" refers to a method for simulating and calculating motion, rotation, and collision responses by assigning realistic physical properties to objects. Specifically, the physics engine in the embodiments of the present application may be any physics engine that can implement the methods of the present application, such as Bullet (a physics simulation engine), Havok (Havok Game Dynamics SDK), and PhysX. This application is not limited thereto.

[0091] It is understandable that, since the physics engine is set in the server, the position state data of each game object can be calculated by modifying or replacing the physics engine as needed.

[0092] It should be understood that for game event data, in addition to simulating and calculating the position status of each game object on the game page, game logic data can also be calculated based on game logic services. Game logic services refer to the game design logic, for example, when a player moves to a certain location, a corresponding special effect will be generated.

[0093] The server can use the physics engine to simulate and calculate the position and state data of each game object based on the game event data, calculate the game logic data through the game logic service, and then send the position and state data and game logic data of each game object to the target client. The server can also use the game logic service to calculate the game logic data based on the game event data, and then input the game logic data and game event data into the physics engine to simulate and calculate the position and state data of each game object.

[0094] Among them, since the physics engine does not involve the gameplay logic, if various gameplay logics are to be synchronized, the calculation efficiency of the physics engine will be affected. Therefore, this application can also use asynchronous event triggering to realize the interaction between the physics engine and the game logic service, ensuring that the physics engine is not affected by the game logic processing.

[0095] Step S105: The target client updates and renders the game interactive page based on the game screen data and the game position status data of each game object.

[0096] It is understandable that the target client stores the game screen data. After the target client receives the game position status data of each game object, it only needs to render and display each game object based on the game screen data and according to the game position status data of each game object, so as to quickly update the game interaction page.

[0097] In an embodiment of the present application, a server responds to a live broadcast room game interaction start instruction, parses the game interaction start instruction to obtain a user identifier, and sends game page data to a target client corresponding to the user identifier; the game page data includes game object data and game screen data; the target client renders and displays the game interaction page in a preset area of ​​the live broadcast room page based on the game page data; the target client responds to the interactive operation on the game interaction page and sends the game event data corresponding to the interactive operation to the server; the server calculates the position status data of each game object based on the game event data, and sends the position status data of each game object to the target client; the target client updates and renders the game interaction page based on the game screen data and the game position status data of each game object, thereby placing the simulated calculation of the position status data such as the movement, rotation and collision of each game object on the server for processing, and only the game rendering needs to be performed on the client, realizing the separation of back-end data processing and front-end data rendering, which can prevent malicious users from cracking and tampering with the position status data. The client does not need to perform data processing and data analysis, nor does it need to adapt to problems such as changes in game logic. It only needs to perform data rendering, reducing the development complexity and workload of the client.

[0098] In an optional embodiment, the server is provided with a physics engine service cluster; the physics engine service cluster includes a plurality of physics engines; the step of the server calculating the position state data of each game object based on the game event data and sending the position state data of each game object to the target client in step S104 includes:

[0099] Step S1041: The server determines one of the physics engines in the physics engine service cluster as the master physics engine according to a preset master selection method.

[0100] The preset leader election method may be a voting method using Zookeeper (distributed coordination service) or a voting method using Redis (Remote Dictionary Server). In the embodiment of the present application, the voting method using Zookeeper is used to elect a leader, which can make the entire physics engine service cluster stable and highly available.

[0101] Step S1042: The server establishes an association relationship between the main physics engine and the target client, calculates the position status data of each game object corresponding to the game event data through the main physics engine, and sends the position status data of each game object to the target client corresponding to the association relationship.

[0102] It can be understood that in single-player game interaction, each target client corresponds to a main physics engine, and services are provided to the target client through this main physics engine; in multiplayer game interaction, target clients in the same game correspond to the same main physics engine, and services are provided to multiple target clients through this main physics engine.

[0103] It should be understood that after the server establishes an association between the main physics engine and the target client, if a new target client initiates a game interaction start instruction, the server will re-determine a new main physics engine from the slave physics engine according to the preset master selection method, and provide services to the new target client through the new physics engine; wherein, the slave physics engine is one of the physics engines in the physics engine cluster except the main physics engine.

[0104] The embodiment of the present application sets up a physics engine cluster on the server and determines the main physics engine to provide services to the target client by selecting a master, thereby reducing the development complexity and workload of the client and improving the stability and high availability of the physics engine.

[0105] In an optional embodiment, after the step S102 in which the target client renders and displays the game interactive page in a preset area of ​​the live broadcast room page according to the game page data, the method includes:

[0106] Step S1021: The server sends the updated game object data to the target client at a preset time interval;

[0107] Step S1022: The target client updates and renders the game interactive page based on the game object data and the game screen data.

[0108] It should be understood that in order to achieve real-time dynamic effects of game interaction, after displaying the game interaction page, the server will generate the various game object data of the game interaction page in real time according to the game logic service, and then send the game object data to the target client, so that the target client can perform real-time rendering based on the game object data and game screen data, thereby improving the dynamic authenticity of the game interaction.

[0109] In an optional embodiment, in step S1042, the server establishes an association relationship between the main physics engine and the target client, calculates position state data of each game object corresponding to the game event data by the main physics engine, and sends the position state data of each game object to the target client corresponding to the association relationship, including:

[0110] Step S10421: The server establishes a message storage queue corresponding to the main physics engine, stores the position status data of each game object calculated by the main physics engine through the message storage queue, and sends the position status data of each game object to the target client through the message storage queue.

[0111] Among them, each main physics engine corresponds to a message storage queue. The main physics engine stores the calculated position status data of each game object in the message storage queue in sequence for consumption by the target client.

[0112] The embodiment of the present application stores the position status data of each game object calculated by the main physics engine through the message storage queue, and sends the position status data of each game object to the target client through the message storage queue, which can improve the throughput of the server and improve the reliability of message storage.

[0113] Furthermore, after step S10421, the method further includes:

[0114] Step S10422: When the main physics engine fails and the main physics engine switches to the slave physics engine to serve the target client, the connection between the main physics engine and the message storage queue is disconnected, and the connection between the slave physics engine and the message storage queue is established. The position status data of each game object is calculated by the slave physics engine and stored in the message storage queue; wherein, the slave physics engine is one of the physics engines in the physics engine cluster except the main physics engine.

[0115] In the embodiment of the present application, when the main physical engine fails, when the main physical engine switches to the slave physical engine to serve the target client, since the message storage queue provides services to the target client, only the server is aware of the physical engine switch, and the external target client is unaware of it, thereby improving the stability and reliability of the server.

[0116] Furthermore, to ensure the continuity of the position state data of each game object, the slave physics engine needs to load the data saved by the master physics engine before providing services. To this end, the embodiment of the present application is also provided with a database, which regularly stores the position state data of each game object generated by the master physics engine. When the master physics engine switches to the slave physics engine serving the target client, the slave physics engine obtains the position state data of each game object previously saved by the master physics engine from the database to ensure the continuity of the calculated data. The database is any database that can implement the method of the present application, such as a Redis database.

[0117] In an optional embodiment, the step of the server calculating the position state data of each game object based on the game event data and sending the position state data of each game object to the target client in step S104 includes:

[0118] Step S1043: The server calculates and saves the position state data of each game object based on the game event data;

[0119] Step S1044: When the server monitors that the stored position state data of each game object meets the frame aggregation condition, the server aggregates the stored position state data of each game object into a game data packet and sends it to the target client;

[0120] In step S105, the target client updates and renders the game interactive page based on the game screen data and the game position status data of each game object, including:

[0121] Step S1051: The target client decodes the game data packet, obtains position status data of multiple frames of game objects, renders the position status data of multiple frames of game objects, and updates the game interactive page.

[0122] Since the position state data of each game object calculated by the physics engine needs to be transmitted to the target client over the network, delay is an inevitable problem. In order to minimize the problem of network delay, the embodiment of the present application aggregates the position state data of multiple frames of game objects into a game data packet through frame aggregation, and then sends it to the target client. This allows the target client to have sufficient data for rendering when rendering, improves the rendering effect, and improves the fluency of the game.

[0123] In an optional embodiment, the live broadcast page displays a virtual gift giving control; the live broadcast room game interaction method with front-end and back-end separation further includes the following steps:

[0124] Step S1061: The target client sends a virtual gift giving request to the server in response to the triggering operation of the virtual gift giving control;

[0125] Step S1062: The server obtains the live broadcast room identifier of the target client and the virtual gift data triggered by the target client according to the virtual gift giving request; generates a virtual gift giving instruction based on the live broadcast room identifier and the virtual gift data and sends it to the target client;

[0126] Step S1063: The target client responds to the virtual gift giving instruction, reduces the display ratio of the game interactive page according to a preset adjustment method, and displays the virtual gift special effects corresponding to the virtual gift data on the live broadcast room page.

[0127] Step S1064: After the virtual gift special effects are displayed, the target client controls to restore the display ratio of the game interactive page.

[0128] In the embodiment of the present application, when a user triggers a virtual gift and then displays the virtual gift special effects, by adjusting the display size of the game interactive page, the user can fully view the virtual gift special effects, avoiding the game interactive page blocking the virtual gift special effects and affecting the viewing experience.

[0129] In an optional embodiment, the live broadcast room game interaction method with front-end and back-end separation further includes the following steps:

[0130] Step S1071: The target client monitors the live broadcast room user entry information;

[0131] Step S1072: If the target client monitors that the user entry information is the preset entry information, the target client reduces the display ratio of the game interaction page according to the preset adjustment method, and displays the user entry corresponding to the user entry information on the live broadcast room page.

[0132] Step S1073: When the display time of the user entry information reaches the preset display time, the target client controls to restore the display ratio of the game interactive page.

[0133] User entry information may include user identification, user level, and other information. Preset entry information may include a preset user level. When it is detected that the entry level of the currently entering user reaches the preset entry level, the target client reduces the display scale of the game interactive page according to a preset adjustment method and displays the user entry corresponding to the user entry information on the live broadcast room page.

[0134] When the embodiment of the present application monitors that the user entry information is the preset entry information, the display ratio of the game interaction page is reduced according to the preset adjustment method, and the user entry corresponding to the user entry information is displayed on the live broadcast room page, so as to avoid the game interaction page blocking the entry user information, avoid missing the attention of the audience users, and reduce the interaction between the anchor and the audience, and the audience and the audience.

[0135] See also Figure 5 The second embodiment of the present application provides a live broadcast room game interaction method with front-end and back-end separation, including the following steps:

[0136] Step S201: In response to the live broadcast room game interaction start instruction, parse the game interaction start instruction to obtain the user ID, and send game page data to the target client corresponding to the user ID; the game page data includes game object data and game screen data.

[0137] Step S202: Receive game event data fed back by the target client; wherein the game event data is event data corresponding to the interactive operation received by the target client on the game interactive page rendered and displayed in the preset area of ​​the live broadcast room page based on the game page data.

[0138] Step S203: Calculate the position status data of each game object based on the game event data, and send the position status data of each game object to the target client, so that the target client updates the rendering of the game interaction page based on the game screen data and the game position status data of each game object.

[0139] The second embodiment of the present application describes a live broadcast room game interaction method with the server as the execution subject, which has the same concept as the live broadcast room game interaction method with the front-end and back-end separated provided by the first embodiment of the present application. The implementation process is detailed in the method embodiment, which will not be repeated here.

[0140] The third embodiment of the present application further provides a live broadcast room game interactive system with separated front-end and back-end, including a server and a target client;

[0141] The server responds to the live broadcast room game interaction start instruction, parses the game interaction start instruction to obtain the user ID, and sends game page data to the target client corresponding to the user ID; the game page data includes game object data and game screen data;

[0142] The target client renders and displays the game interactive page in the preset area of ​​the live broadcast room page based on the game page data;

[0143] The target client responds to the interactive operation on the game interactive page and sends the game event data corresponding to the interactive operation to the server;

[0144] The server calculates the position status data of each game object based on the game event data, and sends the position status data of each game object to the target client;

[0145] The target client updates and renders the game interactive page based on the game screen data and the game position status data of each game object.

[0146] The live broadcast room game interaction system with separated front-end and back-end provided in the third embodiment of this application and the live broadcast room game interaction method with separated front-end and back-end provided in the first embodiment of this application belong to the same concept. The implementation process is detailed in the method embodiment and will not be repeated here.

[0147] See also Figure 6 The fourth embodiment of the present application further provides a live broadcast room game interaction device 300 with separated front-end and back-end, comprising:

[0148] The game page data acquisition module 301 is used to respond to the live broadcast room game interaction start instruction, parse the game interaction start instruction to obtain the user identifier, and send the game page data to the target client corresponding to the user identifier; the game page data includes game object data and game screen data;

[0149] The game event data receiving module 302 is used to receive game event data fed back by the target client; wherein the game event data is event data corresponding to the interactive operation received by the target client on the game interactive page rendered and displayed in the preset area of ​​the live broadcast room page according to the game page data;

[0150] The position status data calculation module 303 is used to calculate the position status data of each game object based on the game event data, and send the position status data of each game object to the target client, so that the target client updates the rendering of the game interaction page based on the game screen data and the game position status data of each game object.

[0151] It should be noted that the live broadcast room game interaction device with separated front-end and back-end provided by the present application only uses the division of the above-mentioned functional modules as an example when executing the live broadcast room game interaction method with separated front-end and back-end in the live broadcast. In actual application, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the live broadcast room game interaction device with separated front-end and back-end provided by the embodiment of the present application and the live broadcast room game interaction method with separated front-end and back-end in the first embodiment of the present application belong to the same concept. The implementation process thereof is detailed in the method embodiment and will not be repeated here.

[0152] The embodiment of the live broadcast room game interactive device with separated front and back ends of the embodiment of the present application can be applied to electronic devices, such as servers. The embodiment of the device can be implemented by software, or by hardware or a combination of software and hardware. Taking software implementation as an example, as a device in a logical sense, it is formed by the processor of the file processing in which it is located reading the corresponding computer program instructions in the non-volatile memory into the memory for execution. From the hardware level, the electronic device in which it is located may include a processor, a network interface, a memory and a non-volatile memory, which are interconnected through a data bus or other well-known methods.

[0153] See also Figure 7 , is a schematic diagram of the structure of an electronic device provided in the fifth embodiment of the present application. Figure 7 As shown, the electronic device 16 may include: a processor 160, a memory 161, and a computer program 162 stored in the memory 161 and capable of running on the processor 160, for example: an entry program for a live broadcast room game interaction method with front-end and back-end separation; when the processor 160 executes the computer program 162, the steps in the live broadcast room game interaction method with front-end and back-end separation in the above-mentioned embodiment are implemented.

[0154] The processor 160 may include one or more processing cores. The processor 160 utilizes various interfaces and lines to connect various parts within the electronic device 16. By running or executing instructions, programs, code sets, or instruction sets stored in the memory 161, and calling data in the memory 161, the processor 160 performs various functions of the electronic device 16 and processes data. Optionally, the processor 160 may be implemented in the form of at least one hardware of a digital signal processing (DSP), a field-programmable gate array (FPGA), or a programmable logic array (PLA). The processor 160 may integrate one or a combination of a central processing unit (CPU), a graphics processing unit (GPU), and a modem. The CPU primarily processes the operating system, user interface, and application programs; the GPU is responsible for rendering and drawing the content required to be displayed on the touch screen; and the modem is used to handle wireless communications. It is understandable that the above-mentioned modem may not be integrated into the processor 160 and may be implemented separately through a single chip.

[0155] Among them, the memory 161 may include a random access memory (RAM) or a read-only memory (Read-Only Memory). Optionally, the memory 161 includes a non-transitory computer-readable storage medium. The memory 161 can be used to store instructions, programs, codes, code sets or instruction sets. The memory 161 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as touch instructions, etc.), instructions for implementing the above-mentioned various method embodiments, etc.; the data storage area may store data involved in the above-mentioned various method embodiments, etc. The memory 161 may also be optionally at least one storage device located away from the aforementioned processor 160.

[0156] The sixth embodiment of the present application also provides a computer storage medium, which can store multiple instructions. The instructions are suitable for the processor to load and execute the method steps of the above embodiment. The specific execution process can be found in the specific description of the above embodiment, which will not be repeated here.

[0157] Those skilled in the art can clearly understand that, for the convenience and brevity of description, only the division of the above-mentioned functional units and modules is used as an example for illustration. In actual applications, the above-mentioned functions can be distributed and completed by different functional units and modules as needed, that is, the internal structure of the device can be divided into different functional units or modules to complete all or part of the functions described above. The functional units and modules in the embodiment can be integrated into one processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit. The above-mentioned integrated unit can be implemented in the form of hardware or in the form of software functional units. In addition, the specific names of the functional units and modules are only for the convenience of distinguishing each other, and are not used to limit the scope of protection of this application. The specific working process of the units and modules in the above-mentioned system can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0158] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described or recorded in detail in a certain embodiment, reference can be made to the relevant description of other embodiments.

[0159] Those skilled in the art will appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professionals and technicians can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of the present invention.

[0160] In the embodiments provided by the present invention, it should be understood that the disclosed devices / terminal equipment and methods can be implemented in other ways. For example, the device / terminal equipment embodiments described above are only schematic. For example, the division of modules or units is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0161] Units described as separate components may or may not be physically separate, and components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0162] In addition, the functional units in the various embodiments of the present invention may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0163] If the integrated module / unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the present invention can implement all or part of the processes in the above-mentioned embodiment method by instructing the relevant hardware through a computer program. The computer program can be stored in a computer-readable storage medium. When the computer program is executed by a processor, it can implement the steps of the above-mentioned various method embodiments. The computer program includes computer program code, which can be in source code form, object code form, executable file, or some intermediate form.

[0164] The present invention is not limited to the above-mentioned embodiments. If various changes or modifications of the present invention do not depart from the spirit and scope of the present invention, and if these changes and modifications fall within the scope of the claims of the present invention and equivalent technologies, the present invention is also intended to include these changes and modifications.

Claims

1. A live broadcast room game interaction method with front-end and back-end separation, characterized in that: The steps include: In response to the live broadcast room game interaction start instruction, the server parses the game interaction start instruction to obtain a user identifier, and sends game page data to a target client corresponding to the user identifier; the game page data includes game object data and game screen data; The target client renders and displays the game interactive page in a preset area of ​​the live broadcast room page according to the game page data; The target client sends game event data corresponding to the interactive operation to the server in response to the interactive operation on the game interactive page; The server is provided with a physics engine service cluster; the physics engine service cluster includes several physics engines and game logic services; The server determines one of the physics engines from the physics engine service cluster as a master physics engine according to a preset master selection method; establishes an association relationship between the master physics engine and the target client, simulates and calculates position state data of each game object through the master physics engine, and calculates game logic data through the game logic service; and sends the position state data of each game object and the game logic data to the target client respectively; The target client updates and renders the game interactive page based on the game screen data, the game position status data of each game object, and the game logic data.

2. The method for live broadcast room game interaction with front-end and back-end separation according to claim 1 is characterized by: The server establishes an association relationship between the main physics engine and the target client, calculates position state data of each game object corresponding to the game event data by the main physics engine, and sends the position state data of each game object to the target client corresponding to the association relationship, including the following steps: The server establishes a message storage queue corresponding to the main physics engine, stores the position status data of each game object calculated by the main physics engine through the message storage queue, and sends the position status data of each game object to the target client through the message storage queue.

3. The method for live broadcast room game interaction with front-end and back-end separation according to claim 2 is characterized in that: The method further comprises the steps of: When the main physics engine fails and the main physics engine switches to a slave physics engine to serve the target client, the connection between the main physics engine and the message storage queue is disconnected, and a connection between the slave physics engine and the message storage queue is established. The position status data of each game object is calculated by the slave physics engine and stored in the message storage queue; wherein, the slave physics engine is one of the physics engines in the physics engine cluster except the main physics engine.

4. The method for live broadcast room game interaction with front-end and back-end separation according to claim 1 is characterized in that: The server calculates the position state data of each game object based on the game event data, and sends the position state data of each game object to the target client, including: The server calculates and saves position state data of each game object based on the game event data; When the server monitors that the stored position state data of each game object meets the frame aggregation condition, the server aggregates the stored position state data of each game object into a game data packet and sends it to the target client; The target client updates and renders the game interactive page according to the game screen data and the game position status data of each game object, including: The target client decodes the game data packet, obtains position status data of multiple frames of game objects, renders the position status data of multiple frames of game objects, and updates the game interactive page.

5. The method for live broadcast room game interaction with front-end and back-end separation according to claim 1 is characterized in that: After the target client renders and displays the game interactive page in a preset area of ​​the live broadcast room page according to the game page data, the method includes: The server sends the updated game object data to the target client at a preset time interval; The target client updates and renders the game interaction page based on the game object data and the game screen data.

6. The method for live broadcast room game interaction with front-end and back-end separation according to any one of claims 1 to 5, characterized in that: The method further comprises: The live broadcast room page displays a virtual gift giving control; The target client sends a virtual gift giving request to the server in response to a triggering operation of the virtual gift giving control; The server obtains the live broadcast room identifier of the target client and the virtual gift data triggered by the target client according to the virtual gift giving request; generates a virtual gift giving instruction according to the live broadcast room identifier and the virtual gift data and sends it to the target client; The target client responds to the virtual gift giving instruction by reducing the display ratio of the game interactive page according to a preset adjustment method and displaying a virtual gift special effect corresponding to the virtual gift data on the live broadcast room page; After the virtual gift special effect is displayed, the target client controls to restore the display ratio of the game interactive page.

7. The method for live broadcast room game interaction with front-end and back-end separation according to any one of claims 1 to 5, characterized in that: The target client monitors the live broadcast room user entry information; If the target client detects that the user entry information is the preset entry information, the target client reduces the display ratio of the game interaction page according to a preset adjustment method, and displays the user entry corresponding to the user entry information on the live broadcast room page; When the display time of the user entry information reaches a preset display time, the target client controls to restore the display ratio of the game interactive page.

8. A live broadcast room game interaction method with front-end and back-end separation, characterized in that: The steps include: In response to a live broadcast room game interaction start instruction, parsing the game interaction start instruction to obtain a user identifier, and sending game page data to a target client corresponding to the user identifier; the game page data includes game object data and game screen data; Receive game event data fed back by the target client; wherein the game event data is event data corresponding to an interactive operation received by the target client on a game interactive page rendered and displayed in a preset area of ​​a live broadcast room page according to the game page data; According to the preset master selection method, one of the physics engines is determined as the main physics engine from the physics engine service cluster; an association relationship between the main physics engine and the target client is established, the position status data of each game object is simulated and calculated by the main physics engine, and the game logic data is calculated by the game logic service; the position status data of each game object and the game logic data are respectively sent to the target client, so that the target client updates and renders the game interaction page according to the game screen data, the game position status data of each game object and the game logic data.

9. A live broadcast room game interactive system with separated front-end and back-end, characterized in that: Includes server and target client; The server responds to the live broadcast room game interaction start instruction, parses the game interaction start instruction to obtain a user identifier, and sends game page data to the target client corresponding to the user identifier; the game page data includes game object data and game screen data; The target client renders and displays the game interactive page in a preset area of ​​the live broadcast room page according to the game page data; The target client sends game event data corresponding to the interactive operation to the server in response to the interactive operation on the game interactive page; The server is provided with a physics engine service cluster; the physics engine service cluster includes several physics engines and game logic services; The server determines one of the physics engines from the physics engine service cluster as a master physics engine according to a preset master selection method; establishes an association relationship between the master physics engine and the target client, simulates and calculates position state data of each game object through the master physics engine, and calculates game logic data through the game logic service; and sends the position state data of each game object and the game logic data to the target client respectively; The target client updates and renders the game interactive page based on the game screen data, the game position status data of each game object, and the game logic data.

10. A live broadcast room game interactive device with separated front and back ends, characterized in that: include: A game page data acquisition module is configured to respond to a live broadcast room game interaction start instruction, parse the game interaction start instruction to obtain a user identifier, and send game page data to a target client corresponding to the user identifier; the game page data includes game object data and game screen data; A game event data receiving module, configured to receive game event data fed back by the target client; wherein the game event data is event data corresponding to an interactive operation received by the target client on a game interactive page rendered and displayed in a preset area of ​​a live broadcast room page according to the game page data; A position status data calculation module is used to determine one of the physics engines in the physics engine service cluster as the main physics engine according to a preset master selection method; establish an association relationship between the main physics engine and the target client, simulate and calculate the position status data of each game object through the main physics engine, and calculate the game logic data through the game logic service; send the position status data of each game object and the game logic data to the target client respectively, so that the target client updates and renders the game interaction page according to the game screen data, the game position status data of each game object and the game logic data.

11. An electronic device comprising: A processor, a memory, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the method according to any one of claims 1 to 8 when executing the computer program.

12. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 8 are implemented.

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