An information processing method and device in a game, electronic equipment and storage medium

By detecting when the distance value of a virtual object meets the snapshot trigger condition, game data is recorded and replay scenes are loaded, solving the problem of excessively long replay times in action games and enabling instant replay and improved efficiency.

CN116407828BActive Publication Date: 2026-01-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111671522.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-31
Publication Date
2026-01-23
Estimated Expiration
2041-12-31

AI Technical Summary

Technical Problem

In existing action games, players have to wait for the current virtual game to end or for the player to be eliminated before they can replay a virtual battle. This results in excessive time consumption, increased server load, and reduced game efficiency.

Method used

By detecting whether the real-time distance between virtual objects meets the snapshot triggering conditions, a snapshot request is sent to the server to record game data. When the conditions are met, the replay scene is loaded, allowing players to replay directly while still alive, reducing waiting time.

Benefits of technology

It enables instant replay during virtual battles, reducing replay waiting time, improving game efficiency and realism, and allowing players to identify and correct mistakes during battles.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a game information processing method and device, electronic equipment and storage medium, comprising: detecting whether a real-time distance value between a first virtual object and a second virtual object in a virtual scene meets a snapshot trigger condition; if it is detected that the snapshot trigger condition is met, a snapshot request is sent to a server, so that the server records game data of the current virtual battle at the moment when the snapshot trigger condition is met in response to the snapshot request; in response to the terminal device meeting an interaction condition, a replay scene corresponding to the moment when the snapshot trigger condition is met is loaded according to the game data; and the first virtual object is controlled to battle with the second virtual object in the replay scene. Through the application, the game parties can return to the game scene at the snapshot trigger moment at any time during the battle process to re-battle, without having to wait until the current virtual battle ends to replay, effectively reducing the time consumption of the players when replaying and reducing the operation load of the server.
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Description

Technical Field

[0001] This application relates to the field of electronic technology, and more specifically, to an information processing method, apparatus, electronic device, and storage medium for games. Background Technology

[0002] With the rapid development of online games, action games, as a mainstream type of online game, are becoming increasingly feature-rich.

[0003] For most action games, if players want to restart the current virtual game against the opposing team, they usually have to wait until the current virtual game ends before starting a new one, or they have to wait until the player is eliminated in the current virtual game before starting a new one.

[0004] The aforementioned replay method results in players spending too much time replaying, increasing the server load and reducing the game's operating efficiency. Summary of the Invention

[0005] The purpose of this application is to provide an information processing method, apparatus, electronic device, and storage medium in games to overcome at least one of the above-mentioned defects.

[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:

[0007] In a first aspect, embodiments of this application propose an information processing method for games. A graphical user interface (GUI) is provided through a terminal device, displaying a virtual scene of the current virtual battle. The information processing method includes: detecting whether the real-time distance between a first virtual object and a second virtual object located in the virtual scene satisfies a snapshot trigger condition, wherein the first virtual object is a virtual object controlled by the terminal device and is in an adversarial relationship with the second virtual object; if the snapshot trigger condition is detected, sending a snapshot request to a server, so that the server responds to the snapshot request and records the game data of the current virtual battle at the moment the snapshot trigger condition is met; responding to the terminal device meeting the interaction condition, loading a replay scene corresponding to the moment the snapshot trigger condition is met based on the recorded game data; and controlling the first virtual object to battle the second virtual object in the replay scene.

[0008] Optionally, the step of detecting whether the real-time distance value between the first virtual object and the second virtual object located in the virtual scene meets the snapshot triggering condition includes: sending an equipment configuration request to the server, the equipment configuration request being used to request the adversarial parameters of the second virtual object within the combat range of the first virtual object; comparing the real-time distance value between the first virtual object and the second virtual object with an adversarial triggering distance threshold, the adversarial triggering distance threshold being determined based on the adversarial parameters of the second virtual object and the adversarial parameters of the first virtual object; if the real-time distance value between the first virtual object and the second virtual object is not greater than the adversarial triggering distance threshold, then it is determined that the snapshot triggering condition is met; if the real-time distance value between the first virtual object and the second virtual object is greater than the adversarial triggering distance threshold, then it is determined that the snapshot triggering condition is not met.

[0009] Optionally, the confrontation parameters include the attack distance value of the furthest weapon among the weapons equipped by the virtual object, wherein the confrontation trigger distance threshold is determined by: calculating the first sum of the first furthest weapon attack distance value among the weapons equipped by the first virtual object, the second furthest weapon attack distance value among the weapons equipped by the second virtual object, and a first set value; and determining the first sum as the confrontation trigger distance threshold.

[0010] Optionally, the snapshot request includes the object identifier of the second virtual object and the first character state data of the first virtual object at the moment the snapshot triggering condition is met. The server records the game data in the following way: responding to the snapshot request, obtaining the second character state data of the second virtual object indicated by the object identifier at the moment the snapshot triggering condition is met, and the battle status data of the current virtual battle; forming a snapshot of the first character state data, the second character state data, and the battle status data, and storing it.

[0011] Optionally, the interaction conditions include: there is an interaction between the first virtual object and the second virtual object, the interaction including one of the first virtual object and the second virtual object launching an attack on the other; and both the first virtual object and the second virtual object confirming a replay.

[0012] Optionally, the server determines whether the first virtual object and the second virtual object have confirmed replaying by: responding to the detection of interaction between the first virtual object and the second virtual object, controlling the display of replay controls for triggering game replay on the graphical user interfaces corresponding to both the first and second virtual objects, displaying a first status indicator at the replay control, the first status indicator indicating that the virtual object is allowed to trigger replay; if the replay control corresponding to one of the first and second virtual objects is detected to be triggered, then it is determined that the virtual object has confirmed replaying; controlling the switching of the display status of the replay control corresponding to the other virtual object from the first status indicator to a second status indicator, the second status indicator indicating that the virtual object is allowed to trigger replaying and the virtual object has confirmed replaying; if the replay control corresponding to the other virtual object is detected to be triggered, then it is determined that the other virtual object has confirmed replaying.

[0013] Optionally, the step of loading the replay scene corresponding to the moment when the snapshot trigger condition is met based on the recorded game data includes: receiving from the server the battle status data of the current virtual battle and the first character status data of the first virtual object at the moment when the snapshot trigger condition is met; loading the battle scene of the current virtual battle at the moment when the snapshot trigger condition is met based on the battle status data; and loading the character status attributes of the first virtual object at the moment when the snapshot trigger condition is met based on the first character status data, so as to control the first virtual object to fight against the second virtual object in the battle scene with the character status attributes.

[0014] Optionally, the replay scene can be loaded in the following ways: in response to the terminal device meeting the interaction conditions, the replay scene corresponding to the moment when the snapshot trigger condition is met is directly loaded; or, in response to the terminal device meeting the interaction conditions, multiple process images are played in reverse chronological order, and after the multiple process images have finished playing, the replay scene corresponding to the moment when the snapshot trigger condition is met is loaded, wherein the multiple process images include multiple images used to reflect the virtual scene from the moment when the snapshot trigger condition is met to the moment when the interaction condition is met.

[0015] Optionally, after sending a snapshot request to the server, the information processing method further includes: detecting whether the real-time distance value between the first virtual object and the second virtual object meets the snapshot desnagging condition; if the snapshot desnagging condition is met, sending a snapshot desnagging request to the server so that the server responds to the snapshot desnagging request and deletes the recorded game data.

[0016] Optionally, the information processing method further includes: when the real-time distance value between the first virtual object and the second virtual object is detected to meet the snapshot condition, controlling the replay control on the graphical user interface corresponding to the first virtual object and the second virtual object to cancel the display.

[0017] Optionally, the real-time distance between the first virtual object and the second virtual object is detected to meet the snapshot removal condition by comparing the real-time distance between the first virtual object and the second virtual object with an adversarial revocation distance threshold, wherein the adversarial revocation distance threshold is determined based on the adversarial parameters of the second virtual object and the adversarial parameters of the first virtual object; if the real-time distance between the first virtual object and the second virtual object is not less than the adversarial revocation distance threshold, then the snapshot removal condition is determined to be met; if the real-time distance between the first virtual object and the second virtual object is less than the adversarial revocation distance threshold, then the snapshot removal condition is determined not to be met.

[0018] Optionally, the countermeasure withdrawal distance threshold is determined by: calculating the second sum of the first furthest weapon attack distance value among the weapons equipped by the first virtual object, the second furthest weapon attack distance value among the weapons equipped by the second virtual object, and a second set value, wherein the second set value is greater than the first set value; and determining the second sum as the countermeasure withdrawal distance threshold.

[0019] Optionally, the step of controlling the first virtual object to fight against the second virtual object in the replay scene includes: after loading the replay scene, starting a timer; if the timer reaches a time threshold, controlling the first virtual object to fight against the second virtual object in the replay scene.

[0020] Secondly, this application proposes an information processing method for a game, wherein the game includes a virtual scene of the current virtual battle. The information processing method includes: determining whether the real-time distance value between a first virtual object and a second virtual object located in the virtual scene meets a snapshot triggering condition, wherein the first virtual object is a virtual object controlled by a first terminal device, the second virtual object is a virtual object controlled by a second terminal device, and the first virtual object and the second virtual object are in an adversarial relationship; if it is determined that the snapshot triggering condition is met, then recording the game data of the current virtual battle at the time when the snapshot triggering condition is met; determining whether the first virtual object and the second virtual object meet an interaction condition; if the interaction condition is met, then sending the recorded game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device respectively load the replay scene corresponding to the time when the snapshot triggering condition is met, and control the virtual objects they control to fight in the replay scene.

[0021] Optionally, the step of determining whether the real-time distance value between the first virtual object and the second virtual object located in the virtual scene meets the snapshot triggering condition includes: detecting whether a snapshot request is received from one of the first terminal device and the second terminal device; if a snapshot request is received, it is determined that the snapshot triggering condition is met; if no snapshot request is received, it is determined that the snapshot triggering condition is not met; wherein, the snapshot request is generated by the terminal device in the following manner: sending an equipment configuration request to the server, the equipment configuration request being used to request the adversarial parameters of another virtual object within the combat range of the virtual object controlled by the terminal device; comparing the real-time distance value between the two virtual objects with an adversarial triggering distance threshold, the adversarial triggering distance threshold being determined based on the adversarial parameters of the two virtual objects; if the real-time distance value between the two virtual objects is not greater than the adversarial triggering distance threshold, a snapshot request is generated; if the real-time distance value between the two virtual objects is greater than the adversarial triggering distance threshold, a snapshot request is not generated.

[0022] Optionally, the step of recording the game data of this virtual battle at the moment when the snapshot trigger condition is met includes: responding to the snapshot request, obtaining the first character status data of the first virtual object, the second character status data of the second virtual object, and the battle status data of this virtual battle at the moment when the snapshot trigger condition is met; forming a snapshot of the first character status data, the second character status data, and the battle status data, and storing it.

[0023] Optionally, the interaction conditions include: there is an interaction between the first virtual object and the second virtual object, the interaction including one of the first virtual object and the second virtual object launching an attack on the other; and both the first virtual object and the second virtual object confirming a replay.

[0024] Optionally, the determination of whether the first virtual object and the second virtual object have confirmed replay is made in the following manner: Upon detecting an interaction between the first virtual object and the second virtual object, the graphical user interface of both the first and second terminal devices is controlled to display a replay control for triggering game replay. A first status indicator is displayed at the replay control, indicating that the virtual object is allowed to trigger replay. If the replay control corresponding to one of the first and second virtual objects is triggered, it is determined that the virtual object has confirmed replay. The display status of the replay control corresponding to the other virtual object is switched from the first status indicator to a second status indicator, indicating that the virtual object is allowed to trigger replay and the virtual object has confirmed replay. If the replay control corresponding to the other virtual object is triggered, it is determined that the other virtual object has confirmed replay.

[0025] Optionally, if the interaction conditions are met, the step of sending the recorded game data to the first terminal device and the second terminal device includes: if the interaction conditions are met, sending first game data to the first terminal device so that the first terminal device can load a replay scene based on the first game data, wherein the first game data includes the battle state data of the current virtual battle and the first character state data of the first virtual object at the time when the snapshot trigger condition is met; and simultaneously sending second game data to the second terminal device so that the second terminal device can load a replay scene based on the second game data, wherein the second game data includes the battle state data of the current virtual battle and the second character state data of the second virtual object at the time when the snapshot trigger condition is met.

[0026] Optionally, the information processing method further includes: after sending the recorded game data to the first terminal device and the second terminal device, starting a timer; if the timer reaches a time threshold, generating a replay start signal, and simultaneously sending the generated replay start signal to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device respond to the replay start signal to control their respective virtual objects to fight in the replay scene.

[0027] Thirdly, this application also proposes an information processing device for games, which provides a graphical user interface through a terminal device to display the virtual scene of the current virtual battle. The information processing device includes: a first snapshot triggering module, which detects whether the real-time distance value between a first virtual object and a second virtual object located in the virtual scene meets the snapshot triggering condition, wherein the first virtual object is a virtual object controlled by the terminal device and the second virtual object is in an adversarial relationship; a snapshot request module, which sends a snapshot request to a server if the snapshot triggering condition is detected, so that the server responds to the snapshot request and records the game data of the current virtual battle at the time when the snapshot triggering condition is met; a scene reproduction module, which loads the replay scene corresponding to the time when the snapshot triggering condition is met based on the recorded game data when the terminal device meets the interaction condition; and a battle control module, which controls the first virtual object to fight against the second virtual object in the replay scene.

[0028] Fourthly, this application also proposes an information processing device for a game, wherein the game includes a virtual scene of the current virtual battle. The information processing device includes: a second snapshot triggering module, which determines whether the real-time distance value between a first virtual object and a second virtual object located in the virtual scene meets the snapshot triggering condition, wherein the first virtual object is a virtual object controlled by a first terminal device, the second virtual object is a virtual object controlled by a second terminal device, and the first virtual object and the second virtual object are in an adversarial relationship; a snapshot recording module, which records the game data of the current virtual battle at the moment when the snapshot triggering condition is met if the snapshot triggering condition is met; an interaction triggering module, which determines whether the interaction condition between the first virtual object and the second virtual object is met; and a replay control module, which sends the recorded game data to the first terminal device and the second terminal device if the interaction condition is met, so that the first terminal device and the second terminal device respectively load the replay scene corresponding to the moment when the snapshot triggering condition is met, and control the virtual objects controlled by each device to fight in the replay scene.

[0029] Fifthly, embodiments of this application also propose an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus, and the machine-readable instructions are executed by the processor to perform the steps of the information processing method in the game described above.

[0030] Sixthly, embodiments of this application also propose a computer-readable storage medium storing a computer program, wherein the computer program, when run by a processor, executes the steps of the information processing method described above in the game.

[0031] The information processing method, apparatus, electronic device, and storage medium in the game according to the embodiments of this application provide an interactive method for replaying at any time in a battle game. Specifically, when the virtual objects controlled by both sides in the game meet the snapshot triggering conditions in the current virtual battle, the replay mechanism is activated. When the virtual objects controlled by both sides in the game meet the interaction conditions, the virtual objects are controlled to return to the pre-stored replay scene, so that both sides can re-enact the battle in the replay scene, avoiding the need to wait until the current virtual battle ends before replaying, effectively reducing the waiting time for replaying.

[0032] Furthermore, the above-mentioned approach allows players to replay the game based on mistakes made during the virtual battle, helping them find ways to avoid being killed or even to turn the tables.

[0033] Other features and advantages of this application will be set forth in the following description and will be apparent in part from the description or may be learned by practicing embodiments of this application. The objectives and other advantages of this application may be realized and obtained by means of the structures particularly pointed out in the written description, claims, and drawings. Attached Figure Description

[0034] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0035] Figure 1 The flowchart of the information processing method in the game provided in the embodiments of this application is shown. Figure 1 .

[0036] Figure 2 A flowchart illustrating the steps for determining snapshot triggering conditions provided in an embodiment of this application is shown.

[0037] Figure 3 A flowchart illustrating the steps for determining and replaying virtual objects as provided in an embodiment of this application is shown.

[0038] Figure 4 A flowchart illustrating the steps for loading and replaying a scene as provided in an embodiment of this application is shown.

[0039] Figure 5 A flowchart illustrating the steps for determining snapshot conditions provided in an embodiment of this application is shown.

[0040] Figure 6 The flowchart of the information processing method in the game provided in the embodiments of this application is shown. Figure 2 .

[0041] Figure 7 This application provides a schematic diagram of the structure of an information processing device for games, as illustrated in an embodiment of this application. Figure 1 .

[0042] Figure 8 This application provides a schematic diagram of the structure of an information processing device for games, as illustrated in an embodiment of this application. Figure 2 .

[0043] Figure 9 A schematic diagram of the structure of the electronic device provided in the embodiments of this application is shown. Detailed Implementation

[0044] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0045] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0046] It is worth noting that prior to this application, in multiplayer competitive games, it was possible to replay from the perspective of a single player. Artificial intelligence behavioral logic could control the execution order of game actions and the skill level of virtual characters other than the player's replay character, thus realistically recreating the skill level of these virtual characters in historical matches. However, in this case, players could only train the reaction and operational abilities of a specific character in specific situations during replays. Each replay was identical and repetitive, which could easily lead to players finding the repetitive practice of certain game moments tedious and lacking in unknown challenges. Furthermore, replays could only be initiated after the current virtual match had completely ended, or after the player's replay character had been eliminated in the current virtual match. This resulted in excessively long replay times, increasing server load and potentially leading to lower game efficiency.

[0047] To address the aforementioned issues, embodiments of this application provide an information processing method, apparatus, electronic device, and storage medium for games, achieving at least the following aspects: providing an interactive method for replaying a battle during the current virtual battle, without having to wait for the current virtual battle to end before replaying; allowing game players to return to the game scene at the snapshot trigger moment while still alive to replay the battle, without having to be in a dead state before replaying; and ensuring that the two sides battling in the replay scene are the same two sides participating in the current virtual battle, thereby improving the realism of the replay battle.

[0048] To facilitate understanding of this application, the following provides a detailed description of the information processing methods, apparatus, electronic devices, and storage media in games provided in the embodiments of this application.

[0049] Please see Figure 1 The flowchart of the information processing method in the game provided in the embodiments of this application is as follows. Figure 1 This method is applied to terminal devices. Specifically, the information processing method includes:

[0050] Step S100: Detect the real-time distance between the first virtual object and the second virtual object located in the virtual scene. Here, the first virtual object is a virtual object controlled by a terminal device, and the first and second virtual objects are in an adversarial relationship.

[0051] Step S200: Determine whether the detected real-time distance value meets the snapshot triggering conditions.

[0052] If the snapshot triggering condition is not met, return to step S100 to continue detecting the real-time distance value between the first virtual object and the second virtual object.

[0053] If the snapshot trigger condition is detected, then step S300 is executed: a snapshot request is sent to the server so that the server responds to the snapshot request and records the game data of this virtual battle at the moment the snapshot trigger condition is met.

[0054] Step S400: Determine whether the terminal device meets the interaction conditions.

[0055] If the interaction conditions are not met, proceed to step S400 to determine whether the terminal device meets the interaction conditions.

[0056] If the interaction conditions are met, then execute step S500: Load the replay scene corresponding to the moment when the snapshot trigger conditions are met based on the recorded game data.

[0057] Step S600: Control the first virtual object to fight against the second virtual object in the replay scene.

[0058] First, a brief introduction to the names involved in the embodiments of this application will be given.

[0059] In this embodiment of the application, a graphical user interface can be provided through a terminal device to display the virtual scene of the current virtual battle, wherein:

[0060] Terminal equipment:

[0061] The terminal device involved in this application embodiment mainly refers to an intelligent device used to provide the virtual scene for this virtual battle and to control virtual objects. The terminal device may include, but is not limited to, any of the following devices: smartphone, tablet computer, portable computer, desktop computer, game console, personal digital assistant (PDA), e-book reader, MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal device has an application installed and running that supports the virtual scene of the game, such as an application that supports a 3D game scene. The application may include, but is not limited to, any of the following: virtual reality application, 3D map application, military simulation application, MOBA game, multiplayer shooting survival game, third-person shooter (TPS) game. Optionally, the application may be a standalone application, such as a standalone 3D game application, or a network-based online application.

[0062] Graphical User Interface:

[0063] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the touchscreen of a touch terminal to select commands, launch programs, or perform other tasks. The graphical user interface here displays the virtual scene of this virtual battle.

[0064] Virtual scene:

[0065] A virtual scene is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server; that is, the scene used during normal gameplay. In other words, a virtual scene refers to virtual game controls that carry virtual objects during gameplay. These virtual objects can perform actions such as movement and skill release in the virtual scene based on the user's (i.e., the player's) commands to the terminal device. Optionally, a virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The virtual scene is the scene where the user controls the complete game logic of the virtual objects. Optionally, a virtual scene can also be used for virtual environment battles between at least two virtual objects, and the virtual scene has virtual resources available for use by at least two virtual objects. For example, a virtual scene can include any one or more of the following elements: game background elements, game virtual character elements, game item elements, etc.

[0066] Virtual objects:

[0067] This refers to both controlled and uncontrolled virtual objects within a virtual environment. Controlled virtual objects can be player-controlled virtual characters, including but not limited to at least one of virtual figures, virtual animals, and anime characters. Uncontrolled virtual objects can be non-player-controlled virtual characters (NPCs) or static objects within a virtual scene, such as virtual props, virtual quests, locations, terrain, houses, bridges, and vegetation. Static objects are often not directly controlled by the player but can respond to interactive behaviors (e.g., attacks, demolitions) within the virtual scene, exhibiting corresponding behaviors. For example, virtual objects can demolish, pick up, drag, and build structures. Optionally, virtual objects may not respond to interactive behaviors. For instance, virtual objects can be buildings, doors, windows, and vegetation within a virtual scene, but virtual objects cannot interact with them; for example, virtual objects cannot destroy or demolish windows. Optionally, when the virtual scene is a three-dimensional virtual environment, virtual characters can be three-dimensional virtual models. Each virtual character has its own shape and volume within the three-dimensional virtual environment, occupying a portion of the space within that environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model, and this application embodiment does not limit this.

[0068] Multiple controlled virtual objects can exist in a virtual scene. These controlled virtual objects can be virtual characters controlled by the player (i.e., characters controlled by the player through input devices) or artificial intelligence (AI) trained and set up for battle in the virtual environment. Optionally, the controlled virtual object is a virtual character competing in the virtual scene. Optionally, the number of controlled virtual objects in the virtual scene battle is preset or dynamically determined according to the number of terminal devices joining the virtual battle; this application embodiment does not limit this. In one possible implementation, the user can control the controlled virtual objects to move within the virtual scene, for example, controlling the controlled virtual objects to run, jump, crawl, etc., and can also control the controlled virtual objects to use skills, virtual items, etc. provided by the application to fight against other controlled virtual objects.

[0069] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game scene images, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0070] This application describes the applicable scenarios. It can be applied to the field of game technology, where multiple players participate in a virtual battle within the same game.

[0071] Before entering the virtual battle, players can choose different character attributes for their virtual characters, such as identity attributes. Assigning different character attributes determines different factions, allowing players to complete game-assigned tasks at different stages of the battle to win. For example, multiple virtual characters with character attribute A can win by eliminating virtual characters with character attribute B during a match. Alternatively, character attributes can be randomly assigned to each virtual character upon entering the virtual battle.

[0072] An implementation environment provided in one embodiment of this application may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the game server to achieve data communication. In this embodiment, the first terminal device and the second terminal device are each equipped with an application program that executes the information processing method in the game provided in this application, and the game server is the server-side component that executes the information processing method in the game provided in this application. Through the application program, the first terminal device and the second terminal device can communicate with the game server respectively.

[0073] Taking a first terminal device as an example, the first terminal device establishes communication with the game server by running an application. In an optional implementation, the game server establishes the virtual battle based on the game request from the application. The parameters of this virtual battle can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels. When the first terminal device receives a response from the game server, it displays the virtual scene corresponding to this virtual battle through its graphical user interface. In an optional implementation, the game server determines the virtual battle for the application from among multiple established virtual battles based on the application's game request. When the first terminal device receives a response from the game server, it displays the virtual scene corresponding to this virtual battle through its graphical user interface. The first terminal device is a device controlled by a first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user (i.e., the first virtual object). The first user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0074] Taking a second terminal device as an example, the second terminal device establishes communication with the game server by running an application. In one optional implementation, the game server establishes the virtual battle based on the game request from the application. The parameters of this virtual battle can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels. When the second terminal device receives a response from the game server, it displays the virtual scene corresponding to this virtual battle through its graphical user interface. In another optional implementation, the game server determines the virtual battle for the application from among multiple established virtual battles based on the application's game request. When the second terminal device receives a response from the game server, it displays the virtual scene corresponding to this virtual battle through its graphical user interface. The second terminal device is a device controlled by a second user. The virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user (i.e., the second virtual object). The second user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0075] The game server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual object according to the synchronized data sent by the game server.

[0076] In this embodiment, the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device are virtual objects in the same virtual battle. The first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device may have the same role attributes or different role attributes, and the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device are in an adversarial relationship.

[0077] It should be noted that the virtual objects in this virtual battle can include two or more virtual objects, and different virtual objects can correspond to different terminal devices. In other words, in this virtual battle, there are two or more terminal devices that send and synchronize game data with the game server.

[0078] This application provides an information processing method, apparatus, electronic device, and storage medium for games, which can provide a replay function in combat games. Specifically, when the virtual characters controlled by both players meet the conditions for enabling the replay function in the current virtual battle, the replay function is enabled. The terminal device can respond to the replay trigger command and restore the virtual objects controlled by both players involved in the replay trigger command to the time corresponding to the pre-stored replay scene. This allows both players to fight again in the replay scene, thereby finding ways to avoid being killed or even counter-killing. This allows players to restart the game battle if they make a mistake during the current virtual battle, thus meeting the needs of game players.

[0079] The following description uses the application of the above method to a first terminal device for manipulating a first virtual object as an example to illustrate the exemplary steps provided in the embodiments of this application. It should be understood that the information processing method in the game according to the embodiments of this application can also be executed on a second terminal device, and this application will not elaborate on this part.

[0080] In step S100, during the virtual battle (i.e., from the start of the virtual battle to the end of the virtual battle), the distance between the first virtual object and the second virtual object is determined in real time.

[0081] Here, the virtual battle includes a virtual scene, and a first virtual object and a second virtual object within the virtual scene. The first virtual object is the virtual object controlled by the player using the first terminal device, and the second virtual object can be a virtual object controlled by other players playing the same game in this virtual battle, or it can be a virtual character not controlled by a player. The first virtual object and the second virtual object are in an adversarial relationship.

[0082] In a preferred embodiment, the condition for triggering step S100 may include: the existence of only two virtual objects, the first virtual object and the second virtual object, within the target range. Here, in this application, the focus is on replaying the battle between the first and second virtual objects. Therefore, the condition for triggering the replay mechanism may refer to the target range including only the two virtual objects requiring a replay, excluding other virtual objects in the virtual scene (including controlled virtual objects and NPCs). For example, the target range may be no less than the battle range, field of view, and attack range of the virtual objects. Preferably, the definition of the target range may be selected to include the first and second virtual objects, and within a predetermined time, other virtual objects cannot move from the boundary of the target range into the battle range.

[0083] In other words, the game replay mechanism in this application is for "localized battle replay", that is, only the battle between the first virtual object and the second virtual object is replayed, rather than time reversal for the entire game scene.

[0084] In the embodiments of this application, the real-time distance value between the first virtual object and the second virtual object can be determined by at least one of the following methods.

[0085] In the first embodiment, the real-time distance value between the first virtual object and the second virtual object can be determined by the first terminal device.

[0086] For example, detecting whether a second virtual object exists within the battle range of the first virtual object. For instance, the battle range can be the range corresponding to the virtual scene displayed by the graphical user interface, that is, the range corresponding to the virtual scene that can be displayed to the first user in the graphical user interface of the first terminal device.

[0087] If a second virtual object is detected, a first distance request is generated and sent to the server. This distance request carries the second object identifier of the second virtual object. In response to the first distance request, the server obtains the second coordinate position of the second virtual object indicated by the second object identifier in the virtual scene of this virtual battle, and sends the second coordinate position to the first terminal device.

[0088] The first terminal device determines the real-time distance between the first virtual object and the second virtual object based on the first coordinate position of the first virtual object in the virtual scene of this virtual battle and the second coordinate position of the second virtual object in the virtual scene of this virtual battle.

[0089] Here, the first terminal device can record and store the first coordinate position of the first virtual object in the virtual scene of this virtual battle in real time. When it is necessary to calculate the aforementioned real-time distance value, the first coordinate position can be directly retrieved from local storage. Alternatively, the first terminal device can also carry the first object identifier of the first virtual object in the first distance request, so that the server responds to the first distance request, obtains the first coordinate position of the first virtual object indicated by the first object identifier in the virtual scene of this virtual battle, obtains the second coordinate position of the second virtual object indicated by the second object identifier in the virtual scene of this virtual battle, and sends the first coordinate position and the second coordinate position to the first terminal device.

[0090] In the second embodiment, the server can determine the real-time distance value between the first virtual object and the second virtual object.

[0091] For example, the first terminal device detects whether a second virtual object exists within the combat range of the first virtual object. If a second virtual object is detected, a first distance request is generated and sent to the server. This distance request carries a first object identifier of the first virtual object and a second object identifier of the second virtual object. In response to the first distance request, the server determines the real-time distance value between the first virtual object indicated by the first object identifier and the second virtual object indicated by the second object identifier, and feeds back the determined real-time distance value to the first terminal device.

[0092] In step S200, the snapshot trigger condition refers to the condition used to determine whether to trigger the server to store a snapshot. In other words, the snapshot trigger condition can also refer to the condition used to determine whether to enable the replay function in this virtual battle.

[0093] In a preferred embodiment, an adversarial triggering distance threshold can be determined based on the adversarial parameters of the first virtual object and the second virtual object, and whether the snapshot triggering condition is met can be determined based on the comparison result between the real-time distance value between the first virtual object and the second virtual object and the adversarial triggering distance threshold.

[0094] The following reference Figure 2 This section describes the specific process for determining whether the real-time distance between the first and second virtual objects meets the snapshot triggering conditions. It should be understood that... Figure 2 The method shown for determining snapshot trigger conditions is only a preferred example. This application is not limited to this, and other methods can also be used for determination.

[0095] Figure 2 A flowchart illustrating the steps for determining snapshot triggering conditions provided in an embodiment of this application is shown.

[0096] Reference Figure 2 Step S101: Send an equipment configuration request to the server.

[0097] Here, the aforementioned equipment configuration request can be used to request the combat parameters of a second virtual object that is within the combat range of the first virtual object.

[0098] For example, the adversarial parameters may include the maximum weapon attack range value among the weapons equipped by the virtual object. That is, based on the above equipment configuration request, the server can be requested to specify the maximum weapon attack range value among the weapons equipped by the second virtual object.

[0099] Step S102: Receive the adversarial parameters of the second virtual object from the server.

[0100] For example, taking the attack distance value of the furthest weapon among the weapons equipped by the virtual object as the adversarial parameter, the above equipment configuration request can carry the second object identifier of the second virtual object. At this time, the server can obtain the adversarial parameter of the second virtual object in the following way: in response to the equipment configuration request, it iterates through all the weapons equipped by the second virtual object indicated by the second object identifier, determines the attack distance value of each equipped weapon, determines the furthest weapon attack distance value, and feeds back the furthest weapon attack distance value as the adversarial parameter of the second virtual object to the first terminal device.

[0101] Step S103: Determine whether the real-time distance value between the first virtual object and the second virtual object is greater than the adversarial triggering distance threshold, that is, compare the real-time distance value between the first virtual object and the second virtual object with the adversarial triggering distance threshold.

[0102] For example, the adversarial trigger distance threshold can be determined based on the adversarial parameters of the second virtual object and the first virtual object, that is, it can be determined based on the attack distance value of the longest weapon among the weapons equipped by the second virtual object and the first virtual object respectively.

[0103] In an optional embodiment, the confrontation trigger distance threshold can be determined by: calculating the first maximum weapon attack distance value among the weapons equipped by the first virtual object, the second maximum weapon attack distance value among the weapons equipped by the second virtual object, and the first sum value of the first set value, and determining the calculated first sum value as the confrontation trigger distance threshold.

[0104] Here, the adversarial parameters of the first virtual object can be determined in the same way as those for obtaining the adversarial parameters of the second virtual object, i.e., by receiving the adversarial parameters of the first virtual object from the server. Alternatively, the adversarial parameters of the first virtual object can be determined by the first terminal device, for example, by iterating through all the weapons equipped by the first virtual object and determining the attack range value of each weapon, and then determining the attack range value of the farthest weapon.

[0105] For example, the first set value can be a constant greater than zero. The sum of the first furthest weapon attack distance value among the weapons equipped by the first virtual object and the second furthest weapon attack distance value among the weapons equipped by the second virtual object is the limit of the effective furthest weapon attack distance between the first and second virtual objects. If the distance between the first and second virtual objects is less than this limit of the effective distance, it indicates that both are within the weapon attack range. If a replay is triggered and they return to this position, one of the virtual objects may be killed instantly. Therefore, to avoid this result, the distance between the two virtual objects needs to be greater than the furthest weapon attack range. This application introduces a first set value to ensure that the first and second virtual objects can return to a safe position after a replay is triggered, and are not killed instantly by the other party.

[0106] If the real-time distance between the first virtual object and the second virtual object is not greater than (less than or equal to) the adversarial trigger distance threshold, then proceed to step S104: determine if the snapshot trigger condition is met.

[0107] Here, when it is determined that the real-time distance between the first virtual object and the second virtual object is not greater than the confrontation triggering distance threshold, it indicates that the first virtual object and the second virtual object are both within the attack range of the farthest weapon of both parties and confrontation may occur at any time. Therefore, when the real-time distance between the first virtual object and the second virtual object just changes to not greater than the confrontation triggering distance threshold, a snapshot of the first virtual object and the second virtual object should be recorded, that is, the snapshot triggering condition is met.

[0108] If the real-time distance between the first virtual object and the second virtual object is greater than the adversarial triggering distance threshold, then step S105: determine that the snapshot triggering condition is not met.

[0109] Here, when it is determined that the real-time distance between the first virtual object and the second virtual object is greater than the adversarial trigger distance threshold, that is, when the real-time distance between the first virtual object and the second virtual object is greater than the sum of the furthest weapon attack distances between the virtual objects, then there is no need to record a snapshot, that is, it is determined that the snapshot trigger condition is not met.

[0110] return Figure 1 In step S300, the snapshot request may include the object identifier of the second virtual object (i.e., the second object identifier) ​​and the first role status data of the first virtual object at the time the snapshot triggering condition is met. For example, the object identifier of the second virtual object may be the identity identifier of the second virtual object.

[0111] In an optional embodiment, the server can record the game data of the current virtual battle at the moment when the snapshot triggering condition is met by responding to the snapshot request, obtaining the second character state data of the second virtual object indicated by the object identifier at the moment when the snapshot triggering condition is met, obtaining the battle state data of the current virtual battle, forming a snapshot of the first character state data, the second character state data, and the battle state data, and storing it.

[0112] Here, character status data can refer to parameters used to characterize the status attributes of virtual objects controlled by the player. For example, character status data may include, but is not limited to, at least one of the following: character attributes used by the virtual object, the virtual object's geographical location in the game scene, the virtual object's health, the virtual object's equipment, and the virtual object's inventory.

[0113] Battle status data can refer to parameters used to describe the battle scene of this virtual battle. That is, it can include all battle scene factors and / or battle environment factors that can affect the battle. For example, battle status data can include at least one of the following: map attributes, current field of view. Battle status data does not change with the combat behavior of virtual objects in this virtual battle. In other words, the battle status data of this virtual battle is consistent with the battle status data in the replay virtual scene when the replay is triggered. When the replay scene is triggered, each virtual object will return to the environment of the battle status data recorded in the snapshot.

[0114] In other words, the process by which the server responds to a snapshot request and records the game data of the current virtual battle at the moment the snapshot triggering conditions are met is as follows: After receiving the snapshot request, the server parses the snapshot request to obtain the first character status data of the first virtual object at the moment the snapshot triggering conditions are met. It can also obtain the second character status data based on the object identifier of the second virtual object. Furthermore, it can determine the current virtual battle in which the second object is located based on the object identifier of the second virtual object and obtain the battle status data of the current virtual battle at the moment the snapshot triggering conditions are met. After obtaining this data, the first character status data, the second character status data, and the battle status data are compressed and serialized to generate data snapshots corresponding to the first virtual character and the second virtual character respectively, and the data snapshots are stored in the database.

[0115] In step S400, the interaction conditions may include: there is an interaction between the first virtual object and the second virtual object; both the first virtual object and the second virtual object confirm to replay.

[0116] In this embodiment of the application, the interaction condition may include only the second condition mentioned above, that is, both the first virtual object and the second virtual object confirm to replay. Alternatively, the interaction condition may include both conditions mentioned above at the same time, that is, while there is an interaction between the first virtual object and the second virtual object, both the first virtual object and the second virtual object confirm to replay.

[0117] Here, the interactive behavior can include one of the first virtual object and the second virtual object launching an attack on the other. For example, launching an attack could include one virtual object releasing a virtual attack skill or using a virtual item on the other virtual object.

[0118] In an optional embodiment, for cases where the interaction conditions include the two conditions mentioned above, determining whether there is an interaction between the first virtual object and the second virtual object can serve as a prerequisite for determining whether both the first virtual object and the second virtual object have confirmed a replay. For example, it can be first determined whether there is an interaction between the first virtual object and the second virtual object. If there is an interaction, it can be further determined whether both have confirmed a replay. If there is no interaction, it is not necessary to determine whether both have confirmed a replay.

[0119] In this case, the replay scenario will only be triggered when there is interaction between the first virtual object and the second virtual object, and both the first virtual object and the second virtual object confirm that they will replay.

[0120] In addition, for cases where the second virtual object is an NPC, the interaction conditions may include: the number of times the replay mechanism is triggered has not reached the set number, and / or, the skill cooldown time of the skill used to trigger the replay mechanism has reached the set time. For example, the above-mentioned set number of times can be set according to actual needs, and the set number of times can also be limited by the amount of virtual electronic currency used to purchase the above-mentioned skills.

[0121] In a preferred embodiment, whether the first virtual object and the second virtual object need to replay can be determined by the server, as described below. Figure 3 This section describes the process by which the server determines whether the first and second virtual objects should be replayed.

[0122] Figure 3 A flowchart illustrating the steps for determining and replaying virtual objects as provided in an embodiment of this application is shown.

[0123] Reference Figure 3 Step S401: In response to the detection of interaction between the first virtual object and the second virtual object, control the display of a replay control for triggering game replay on the graphical user interface corresponding to both the first virtual object and the second virtual object.

[0124] For example, a first state identifier can be displayed at the replay control on the graphical user interface corresponding to the first and second virtual objects. Here, the first state identifier indicates that the virtual object is allowed to trigger replay, that is, the player is allowed to operate the replay control used to trigger game replay.

[0125] In other words, when an interaction is detected between the first virtual object and the second virtual object, the server can control the display of a replay control on the graphical user interface corresponding to both the first and second virtual objects to trigger a replay of the game, and both players can operate on the replay control.

[0126] Step S402: Detect whether the replay control corresponding to one of the virtual objects in the first virtual object and the second virtual object has been triggered. Taking the first virtual object as an example, at this time, it can be detected whether the first replay control corresponding to the first virtual object has been triggered.

[0127] Here, if the server detects that the replay control corresponding to one of the first and second virtual objects has been triggered, specifically, one of the players can click the replay control on the corresponding graphical interface to determine the virtual object they are controlling and replay it.

[0128] If it is detected that the replay control corresponding to one of the virtual objects in the first virtual object and the second virtual object has not been triggered, then step S402 is repeated to continue the detection.

[0129] If the replay control corresponding to one of the first and second virtual objects is detected to be triggered, for example, if the first replay control is detected to be triggered, then step S403 is executed: determine if one of the first and second virtual objects confirms replay. For example, taking the detection of whether the first replay control is triggered as an example, at this time, it is determined that the first virtual object confirms replay.

[0130] Step S404: Control the display state of the replay control corresponding to another virtual object in the first virtual object and the second virtual object to switch from the first state identifier to the second state identifier. For example, when the first replay control is detected to be triggered, the display state of the second replay control can be controlled to switch from the first state identifier to the second state identifier.

[0131] Here, the second status flag is used to indicate that the virtual object is allowed to trigger a replay, and that one of the virtual objects, the first virtual object and the second virtual object, has confirmed that the replay has been completed.

[0132] For example, after the server receives a trigger operation for the first replay control corresponding to the first virtual object, it controls the display state of the second replay control corresponding to the second virtual object to switch from the first state identifier to the second state identifier. In other words, the second state identifier can be used to confirm that the first virtual object has triggered a replay operation.

[0133] Step S404: Detect whether the replay control corresponding to the other virtual object in the first virtual object and the second virtual object has been triggered. Taking the above virtual object as the first virtual object as an example, at this time, it is possible to detect whether the second replay control corresponding to the second virtual object has been triggered.

[0134] If it is detected that the replay control corresponding to another virtual object has not been triggered, for example, if it is detected that the second replay control has not been triggered, then step S405 is repeated to continue to detect whether the second replay control has been triggered.

[0135] If the replay control corresponding to another virtual object is detected to be triggered, then step S406 is executed: determine that another virtual object confirms replay. For example, if the second replay control is detected to be triggered, then determine that the second virtual object confirms replay.

[0136] In one specific embodiment, after the display state of the second replay control corresponding to the second virtual object changes to the second state identifier, the player corresponding to the second virtual object can trigger the replay control, thereby confirming that the second virtual object has also confirmed the replay.

[0137] Specifically, players can confirm that the second virtual object also agrees to replay by clicking the second replay control displayed as the second status indicator. In this application, the replay scene can only be entered after both virtual objects confirm the replay. If either party does not trigger the replay control, the replay operation will not be performed.

[0138] return Figure 1 In step S500, when the interaction conditions are met, a snapshot of the current virtual battle is obtained from the server to load the replay scene.

[0139] In this embodiment of the application, the replay scene is the scene in the current virtual battle, which is the battle scene of the current virtual battle at the moment when the snapshot triggering condition is met.

[0140] In one scenario, the scene is loaded and replayed directly.

[0141] For example, in response to the terminal device meeting the interaction conditions, the replay scene corresponding to the moment when the snapshot trigger condition is met can be directly loaded.

[0142] In another scenario, after playing the entire rewind process, the scene is reloaded and replayed.

[0143] For example, in response to the terminal device meeting the interaction conditions, multiple process images are played in reverse chronological order, and after the multiple process images have finished playing, the replay scene corresponding to the moment when the snapshot trigger condition is met is loaded.

[0144] Here, the multiple process images include multiple images used to reflect the virtual scene from the moment the snapshot trigger condition is met to the moment the interaction condition is met. For example, after determining that the moment the snapshot trigger condition is met, images of the virtual scene displayed by the graphical user interface of the terminal device can be stored in chronological order at predetermined intervals, and the stored images can be identified as process images. Before loading the replay scene, the stored multiple process images can be played in the reverse order of the above chronological order to play the complete rewind process.

[0145] The following reference Figure 4 This section describes the process of loading and replaying the scene corresponding to the moment when the snapshot trigger conditions are met, based on the recorded game data.

[0146] Figure 4 A flowchart illustrating the steps for loading and replaying a scene as provided in an embodiment of this application is shown.

[0147] Reference Figure 4 Step S501: Receive from the server the battle status data of this virtual battle and the first character status data of the first virtual object at the moment when the snapshot triggering condition is met.

[0148] Here, when both the first virtual object and the second virtual object confirm replaying, the server retrieves the snapshot stored at the moment the snapshot trigger condition is met, and forms first game data and second game data based on the stored snapshot. The server sends the first game data to the first terminal device and the second game data to the second terminal device. Here, the first game data includes the battle status data of this virtual battle at the moment the snapshot trigger condition is met and the first character status data of the first virtual object. The second game data includes the battle status data of this virtual battle at the moment the snapshot trigger condition is met and the second character status data of the second virtual object.

[0149] In other words, the first terminal device can obtain the first game data from the server, and at the same time, the second terminal device can obtain the second game data from the server.

[0150] Step S502: Based on the battle status data, load the battle scene of this virtual battle at the moment when the snapshot trigger condition is met.

[0151] For example, after receiving the first game data, the first terminal device can generate a replayable battle scene based on the battle status data of this virtual battle and load it in the graphical user interface. Here, the starting scene of the battle scene is the scene in the virtual scene of this virtual battle that corresponds to the moment when the snapshot trigger condition is met.

[0152] Step S503: Based on the first character state data, load the character state attributes of the first virtual object at the moment when the snapshot triggering condition is met.

[0153] For example, after receiving the first game data, the first terminal device can determine the character status attributes of the first virtual object at the moment when the snapshot trigger condition is met based on the first character status data of this virtual battle, and load it in the graphical user interface.

[0154] At the same time, the second terminal device can also load the battle scene of this virtual battle at the moment when the snapshot triggering condition is met, based on the battle status data, and load the character status attributes of the second virtual object at the moment when the snapshot triggering condition is met, based on the second character status data.

[0155] Step S504: Control the first virtual object to fight against the second virtual object in the battle scene with the character's status attributes.

[0156] At this time, the second terminal device can also use the second virtual object to fight against the first virtual object in the battle scene with the loaded character status attributes.

[0157] In other words, based on the battle status data, the battle scene of this virtual battle at the moment when the snapshot trigger condition is met is loaded, and the virtual object that triggers the replay control is restored to the battle scene of this virtual battle at the moment when the snapshot trigger condition is met. Based on the first character status data and the second character status data, the first virtual object and the second virtual object are respectively controlled to restore their character status attributes at the moment when the snapshot trigger condition is met. For example, the first virtual object and the second virtual object are respectively controlled to restore their respective positions, health, and backpack resources at the moment when the snapshot trigger condition is met.

[0158] In step S600, in a preferred embodiment, the first virtual object can be controlled to fight against the second virtual object in the replay scene in the following way:

[0159] After loading the replay scene, start the timer. If the timer reaches the time threshold, control the first virtual object to fight against the second virtual object in the replay scene.

[0160] Here, after loading the corresponding replay scene, in order to prevent the virtual objects from being instantly killed by each other when they return to the corresponding replay scene, the virtual objects need to be in a static state for a certain period of time, that is, frozen for a period of time, such as 2 seconds. When the timer reaches 2 seconds, the static state of the virtual objects is released, and the players can control their respective virtual objects to continue the game.

[0161] In a preferred embodiment, after sending a snapshot request to the server, the information processing method may further include:

[0162] The system checks whether the real-time distance between the first and second virtual objects meets the snapshot desnap condition. If the snapshot desnap condition is met, a snapshot desnap request is sent to the server, causing the server to delete the recorded game data. If the snapshot desnap condition is not met, no snapshot desnap request is sent to the server.

[0163] The following reference Figure 5 This section describes the steps involved in determining whether the real-time distance between the first virtual object and the second virtual object meets the snapshot resolution conditions.

[0164] Figure 5 A flowchart illustrating the steps for determining snapshot conditions provided in an embodiment of this application is shown.

[0165] Reference Figure 5 Step S700: Determine whether the real-time distance value between the first virtual object and the second virtual object is less than the adversarial withdrawal distance threshold, that is, compare the real-time distance value between the first virtual object and the second virtual object with the adversarial withdrawal distance threshold.

[0166] Here, the anti-revocation distance threshold is used to determine whether to delete the snapshot after the snapshot triggering conditions are met, that is, after the server has recorded the battle status data of this virtual battle and the corresponding character status data of each virtual object and generated a snapshot. If the real-time distance between the two objects is far enough, it is necessary to determine whether to delete the snapshot.

[0167] For example, the adversarial revocation distance threshold is determined based on the adversarial parameters of the second virtual object and the first virtual object. Specifically, the adversarial revocation distance threshold can be determined in the following way:

[0168] Calculate the first maximum weapon attack distance value among the weapons equipped by the first virtual object, the second maximum weapon attack distance value among the weapons equipped by the second virtual object, and the second sum value of the second set value.

[0169] Here, the second setting value can be a constant greater than zero, and the second setting value is greater than the first setting value. The second sum is the sum of the first furthest weapon attack distance value among the weapons equipped by the first virtual object, the second furthest weapon attack distance value among the weapons equipped by the second virtual object, and the second setting value. This means that the distance between the first virtual object and the second virtual object is outside the range of the furthest weapon attack distance of each party and is much greater than the range of the furthest weapon attack distance of each party. This second sum is the confrontation cancellation distance threshold.

[0170] If the real-time distance between the first virtual object and the second virtual object is less than the anti-revocation distance threshold, then proceed to step S800: determine that the snapshot deslicing condition is not met.

[0171] Here, if the real-time distance between the first virtual object and the second virtual object is less than the adversarial undo distance threshold, the snapshot desnagging condition is not met. At this time, the game data recorded by the server at the snapshot trigger time will not be modified until the snapshot desnagging condition is met.

[0172] If the real-time distance between the first virtual object and the second virtual object is not less than (greater than or equal to) the anti-revocation distance threshold, then step S900 is executed: determine that the snapshot desnap condition is met, and at this time send a snapshot desnap request to the server so that the server responds to the snapshot desnap request and deletes the game data recorded at the snapshot trigger time.

[0173] Here, when the real-time distance between the first virtual object and the second virtual object is far enough, that is, when the real-time distance between the first virtual object and the second virtual object is not less than the adversarial cancellation distance threshold, it is determined that the snapshot desnagging condition is met. After the server responds to the snapshot desnagging request and deletes the game data recorded at the snapshot trigger time, it also includes: controlling the replay control on the graphical user interface corresponding to the first virtual object and the second virtual object to cancel the display.

[0174] In another preferred embodiment, the snapshot desnagging condition may also be: the virtual battle has ended, that is, when the end of the virtual battle is detected, the snapshot desnagging condition is met, and the server responds to the snapshot desnagging request to delete the game data recorded at the snapshot trigger time.

[0175] The above Figure 1 For information processing methods in a game that are executed on a terminal device, the corresponding information processing methods are executed on a server that interacts with the terminal device. Please refer to [link to relevant documentation]. Figure 6 The flowchart of an information processing method in a game provided in this application embodiment. Figure 2 The game includes the virtual scenarios of this virtual battle, and the information processing methods include:

[0176] Step S1000: Detect the real-time distance between the first virtual object and the second virtual object located in the virtual scene.

[0177] Here, the first virtual object is controlled by the first terminal device, and the second virtual object is controlled by the second terminal device. The first virtual object and the second virtual object are in an adversarial relationship.

[0178] Step S2000: Determine whether the real-time distance value between the first virtual object and the second virtual object meets the snapshot triggering condition.

[0179] If the snapshot triggering condition is determined to be met, then step S3000 is executed: record the game data of this virtual battle at the moment the snapshot triggering condition is met.

[0180] If the snapshot triggering condition is not met, return to step S1000 to continue detecting whether the real-time distance value between the first virtual object and the second virtual object meets the snapshot triggering condition.

[0181] Step S4000: Determine whether the interaction conditions are met.

[0182] If the interaction conditions are not met, continue with step S3000.

[0183] If the interaction conditions are met, then step S5000 is executed: the recorded game data is sent to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device respectively load the replay scene corresponding to the moment when the snapshot trigger condition is met, and control the virtual objects they control to fight in the replay scene.

[0184] In step S2000, the real-time distance value between the first virtual object and the second virtual object located in the virtual scene is determined to meet the snapshot triggering condition in the following way:

[0185] Detect whether a snapshot request has been received from one of the first and second terminal devices.

[0186] In a preferred embodiment, the snapshot request is generated by a terminal device in the following manner:

[0187] A device configuration request is sent to the server. The real-time distance between two virtual objects is compared with the adversarial trigger distance threshold. If the real-time distance between the two virtual objects is not greater than the adversarial trigger distance threshold, a snapshot request is generated. If the real-time distance between the two virtual objects is greater than the adversarial trigger distance threshold, no snapshot request is generated.

[0188] Specifically, when the first terminal device initiates a snapshot request, the second terminal device can also initiate a snapshot request. As long as the real-time distance between the two virtual objects is not greater than the adversarial triggering distance threshold, the terminal devices can initiate a snapshot request.

[0189] Here, the method of generating snapshot requests in the above embodiments of this application is the same as... Figure 2 The steps S111 to S114 shown are similar, so the repeated parts will not be described again.

[0190] If a snapshot request is received, it is determined that the snapshot triggering conditions are met; if no snapshot request is received, it is determined that the snapshot triggering conditions are not met.

[0191] Here, if the server receives a snapshot request from a second terminal device after receiving a snapshot request from a first terminal device, the snapshot request from the second terminal device can be ignored. After receiving the snapshot request, the server determines that the snapshot triggering condition is met; otherwise, it determines that the snapshot triggering condition is not met.

[0192] In step S3000, the step of recording the game data of this virtual battle at the moment when the snapshot trigger condition is met includes:

[0193] In response to the snapshot request, obtain the first character status data of the first virtual object, the second character status data of the second virtual object, and the battle status data of the current virtual battle at the moment when the snapshot triggering conditions are met.

[0194] The system takes snapshots of the first character's status data, the second character's status data, and the battle situation data, and stores them.

[0195] Here, the method by which the server records game data in the above embodiments of this application is the same as... Figure 1 The steps S300 shown are similar, so the repeated parts will not be described again.

[0196] In step S4000, the server needs to determine whether the interaction conditions are met. The interaction conditions include:

[0197] There is an interaction between the first virtual object and the second virtual object. The interaction includes one of the first virtual object and the second virtual object launching an attack on the other.

[0198] Both the first and second virtual objects are confirmed to be replayed.

[0199] The determination of whether the first and second virtual objects need to replay is made using the following methods:

[0200] Upon detecting an interaction between the first virtual object and the second virtual object, the system controls the graphical user interface of both the first and second terminal devices to display a replay control for triggering a replay of the game. A first status indicator is displayed at the replay control, indicating that the virtual object is allowed to trigger a replay.

[0201] If the replay control corresponding to one of the first and second virtual objects is triggered, then a virtual object is confirmed to replay.

[0202] The display state of the replay control corresponding to the first virtual object and another virtual object in the second virtual object is switched from the first state identifier to the second state identifier. The second state identifier is used to indicate that the virtual object is allowed to trigger replay and that a virtual object has been confirmed to replay.

[0203] If the replay control corresponding to another virtual object is detected to be triggered, then it is determined that the other virtual object has confirmed the replay.

[0204] Here, the embodiment of step S4000 above in this application is similar to... Figure 1 The steps S400 shown are similar, so the repeated parts will not be described again.

[0205] In step S5000, if the interaction conditions are met, the recorded game data is sent to the first terminal device and the second terminal device in the following manner:

[0206] If the interaction conditions are met, the first game data is sent to the first terminal device so that the first terminal device can load the replay scene based on the first game data.

[0207] Here, the first game data includes the battle state data of the current virtual battle at the moment when the snapshot trigger condition is met, and the first character state data of the first virtual object. Specifically, if the server detects that the interaction condition is met, the server retrieves the previously stored snapshot data from the database based on the first virtual object identifier and the second virtual object identifier. At this time, the first game data needs to be deserialized and decompressed to obtain the first game data corresponding to the first virtual object and the second game data corresponding to the second virtual object. The first game data is then sent to the first terminal device so that the first terminal device can load the replay scene based on the first game data. The first game data includes the battle state data of the current virtual battle at the moment when the snapshot trigger condition is met, and the second character state data of the first virtual object.

[0208] Simultaneously, second game data is sent to the second terminal device so that the second terminal device can load the replay scene based on the second game data. The second game data includes the battle status data of this virtual battle at the moment when the snapshot trigger condition is met, and the second character status data of the second virtual object.

[0209] The information processing method described in this embodiment also includes:

[0210] After sending the recorded game data to the first terminal device and the second terminal device, the timer is started.

[0211] Here, after sending the recorded game data to the first terminal device and the second terminal device, in order to prevent the virtual objects from being killed by each other the moment they are restored to the corresponding replay scene, it is necessary to keep the virtual objects in a static state for a certain period of time. Therefore, it is necessary to start a timer to count the duration of the static state.

[0212] If the timeout period reaches the time threshold, a replay start signal is generated and simultaneously sent to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device respond to the replay start signal and control their respective virtual objects to fight in the replay scene.

[0213] Here, if the server obtains the timer and the time threshold is reached, a replay start signal is generated and sent to both the first terminal device and the second terminal device. This replay start signal releases the static state of the virtual object, allowing the first terminal device and the second terminal device to respond to the replay start signal and control their respective virtual objects to fight in the replay scene.

[0214] Based on the same application concept, this application also provides an information processing device 700 in the game corresponding to the method provided in the above embodiments. Since the principle of the device in this application to solve the problem is similar to the information processing method in the game in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0215] Please see Figure 7 , Figure 7 A schematic diagram of the structure of an information processing device for a game provided in this application embodiment. Figure 1 The game includes the virtual scene of this virtual battle and the first virtual object located in the virtual scene, such as... Figure 7 As shown, the information processing device 700 in the game includes:

[0216] The first snapshot triggering module 701 detects whether the real-time distance value between the first virtual object and the second virtual object located in the virtual scene meets the snapshot triggering condition. The first virtual object is a virtual object controlled by a terminal device, and the second virtual object is in an adversarial relationship.

[0217] If the snapshot triggering condition is detected, the snapshot request module 702 sends a snapshot request to the server so that the server responds to the snapshot request and records the game data of this virtual battle at the moment when the snapshot triggering condition is met.

[0218] The scene reproduction module 703, in response to the terminal device meeting the interaction conditions, loads the replay scene corresponding to the moment when the snapshot trigger conditions are met based on the recorded game data;

[0219] The battle control module 704 controls the first virtual object to battle against the second virtual object in the replay scene.

[0220] Optionally, the first snapshot triggering module 701 is used to detect whether the real-time distance value between the first virtual object and the second virtual object located in the virtual scene meets the snapshot triggering condition by: sending an equipment configuration request to the server, the equipment configuration request being used to request the adversarial parameters of the second virtual object within the combat range of the first virtual object; comparing the real-time distance value between the first virtual object and the second virtual object with an adversarial triggering distance threshold, the adversarial triggering distance threshold being determined based on the adversarial parameters of the second virtual object and the adversarial parameters of the first virtual object; if the real-time distance value between the first virtual object and the second virtual object is not greater than the adversarial triggering distance threshold, then it is determined that the snapshot triggering condition is met; if the real-time distance value between the first virtual object and the second virtual object is greater than the adversarial triggering distance threshold, then it is determined that the snapshot triggering condition is not met.

[0221] Optionally, the adversarial parameters include the attack range value of the furthest weapon among the weapons equipped by the virtual object, wherein the first snapshot triggering module 701 is used to determine the adversarial triggering distance threshold in the following manner:

[0222] Calculate the first maximum weapon attack distance value among the weapons equipped by the first virtual object, the second maximum weapon attack distance value among the weapons equipped by the second virtual object, and the first set value; determine the first sum value as the confrontation trigger distance threshold.

[0223] Optionally, the snapshot request includes the object identifier of the second virtual object and the first character state data of the first virtual object at the moment the snapshot triggering condition is met. The server can record game data in the following ways: respond to the snapshot request, obtain the second character state data of the second virtual object indicated by the object identifier at the moment the snapshot triggering condition is met, and the battle status data of this virtual battle; form a snapshot of the first character state data, the second character state data, and the battle status data, and store it.

[0224] Optionally, the interaction conditions include: there is an interaction between the first virtual object and the second virtual object, the interaction including one of the first virtual object and the second virtual object launching an attack on the other; and both the first virtual object and the second virtual object confirming a replay.

[0225] Optionally, the scene reproduction module 703 is also used to determine whether the first virtual object and the second virtual object are confirmed to replay by:

[0226] Upon detecting an interaction between the first and second virtual objects, the system controls the display of replay controls for triggering game replay on the graphical user interfaces corresponding to both the first and second virtual objects. A first status indicator is displayed at the replay control, indicating that the virtual object is allowed to trigger replay. If the replay control corresponding to one of the first and second virtual objects is triggered, it is determined that one virtual object has confirmed replay. The system then switches the display status of the replay control corresponding to the other virtual object from the first status indicator to the second status indicator, indicating that the virtual object is allowed to trigger replay and that one virtual object has confirmed replay. If the replay control corresponding to the other virtual object is triggered, it is determined that the other virtual object has confirmed replay.

[0227] Optionally, the scene reproduction module 703 is also used to load the replay scene corresponding to the moment when the snapshot triggering condition is met, based on the recorded game data, in the following manner:

[0228] Receive the battle status data of this virtual battle and the first character status data of the first virtual object at the moment when the snapshot trigger condition is met from the server; based on the battle status data, load the battle scene of this virtual battle at the moment when the snapshot trigger condition is met, and based on the first character status data, load the character status attributes of the first virtual object at the moment when the snapshot trigger condition is met, so as to control the first virtual object to fight against the second virtual object in the battle scene with the character status attributes.

[0229] Optionally, the information processing device 700 may further include a snapshot descaling module (not shown in the figure). After sending a snapshot request to the server, the snapshot descaling module is used to: detect whether the real-time distance value between the first virtual object and the second virtual object meets the snapshot descaling conditions; if the snapshot descaling conditions are met, send a snapshot descaling request to the server so that the server responds to the snapshot descaling request and deletes the recorded game data.

[0230] Optionally, the snapshot descaling module may further include: when it is detected that the real-time distance value between the first virtual object and the second virtual object meets the snapshot descaling condition, controlling the replay controls on the graphical user interface corresponding to the first virtual object and the second virtual object respectively to be canceled.

[0231] Optionally, the snapshot descaling module is also used to detect whether the real-time distance value between the first virtual object and the second virtual object meets the snapshot descaling conditions in the following manner:

[0232] The real-time distance between the first virtual object and the second virtual object is compared with the adversarial revocation distance threshold, which is determined based on the adversarial parameters of the second virtual object and the first virtual object. If the real-time distance between the first virtual object and the second virtual object is not less than the adversarial revocation distance threshold, the snapshot deslicing condition is determined to be met. If the real-time distance between the first virtual object and the second virtual object is less than the adversarial revocation distance threshold, the snapshot deslicing condition is determined to be unmet.

[0233] Optionally, the snapshot descaling module is also used to determine the anti-countermeasure withdrawal distance threshold by: calculating a second sum of the first furthest weapon attack distance value among the weapons equipped by the first virtual object, the second furthest weapon attack distance value among the weapons equipped by the second virtual object, and a second set value, wherein the second set value is greater than the first set value; and determining the second sum as the anti-countermeasure withdrawal distance threshold.

[0234] Optionally, the replay control module 704 is also used to control the first virtual object to fight against the second virtual object in the replay scene in the following way: after loading the replay scene, start a timer; if the timer reaches a time threshold, control the first virtual object to fight against the second virtual object in the replay scene.

[0235] Please see Figure 8 , Figure 8 A schematic diagram of the structure of an information processing device for a game provided in this application embodiment. Figure 2 The game includes virtual scenarios from this virtual battle, such as... Figure 8 As shown, another information processing device 800 also includes:

[0236] The second snapshot triggering module 801 determines whether the real-time distance value between the first virtual object and the second virtual object located in the virtual scene meets the snapshot triggering condition. The first virtual object is controlled by the first terminal device, the second virtual object is controlled by the second terminal device, and the first virtual object and the second virtual object are in an adversarial relationship.

[0237] The snapshot recording module 802 records the game data of the current virtual battle at the moment when the snapshot triggering condition is met if it is determined that the snapshot triggering condition is met.

[0238] Interaction trigger module 803 determines whether the interaction conditions are met;

[0239] If the interaction conditions are met, the replay control module 804 sends the recorded game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device respectively load the replay scene corresponding to the moment when the snapshot trigger condition is met, and control the virtual objects they control to fight in the replay scene.

[0240] Optionally, the second snapshot triggering module 801 is further configured to determine whether the real-time distance value between the first virtual object and the second virtual object located in the virtual scene meets the snapshot triggering condition by means of the following:

[0241] Detect whether a snapshot request has been received from one of the first and second terminal devices; if a snapshot request has been received, determine that the snapshot triggering condition is met; if no snapshot request has been received, determine that the snapshot triggering condition is not met.

[0242] The snapshot request is generated by a terminal device in the following way:

[0243] A configuration request is sent to the server. This request requests the adversarial parameters of another virtual object within the combat range of a virtual object controlled by a terminal device. The real-time distance between the two virtual objects is compared with an adversarial trigger distance threshold, which is determined based on the adversarial parameters of the two virtual objects. If the real-time distance between the two virtual objects is not greater than the adversarial trigger distance threshold, a snapshot request is generated. If the real-time distance between the two virtual objects is greater than the adversarial trigger distance threshold, no snapshot request is generated.

[0244] Optionally, the snapshot recording module 802 is also used to record the game data of this virtual battle at the moment when the snapshot triggering condition is met in the following ways:

[0245] In response to the snapshot request, acquire the first character status data of the first virtual object, the second character status data of the second virtual object, and the battle status data of the current virtual battle at the moment when the snapshot triggering conditions are met; form a snapshot of the first character status data, the second character status data, and the battle status data, and store it.

[0246] Optionally, the interaction conditions include: there is an interaction between the first virtual object and the second virtual object, the interaction includes one of the first virtual object and the second virtual object launching an attack on the other of the first virtual object and the second virtual object; and both the first virtual object and the second virtual object confirm replay.

[0247] Optionally, the replay control module 804 determines whether the first virtual object and the second virtual object confirm replay by means of the following:

[0248] Upon detecting an interaction between the first and second virtual objects, the system controls the graphical user interfaces of both the first and second terminal devices to display a replay control for triggering a replay of the game. A first status indicator is displayed at the replay control, indicating that the virtual object is allowed to trigger a replay. If the replay control corresponding to one of the first and second virtual objects is triggered, it is determined that one virtual object has confirmed a replay. The system then switches the display status of the replay control corresponding to the other virtual object from the first status indicator to a second status indicator, indicating that the virtual object is allowed to trigger a replay and that one virtual object has confirmed a replay. If the replay control corresponding to the other virtual object is triggered, it is determined that the other virtual object has confirmed a replay.

[0249] Optionally, the replay control module 804 is further configured to, if the interaction conditions are met, send the recorded game data to the first terminal device and the second terminal device in the following manner:

[0250] If the interaction conditions are met, first game data is sent to the first terminal device so that the first terminal device can load the replay scene based on the first game data. The first game data includes the battle status data of the current virtual battle and the first character status data of the first virtual object at the time when the snapshot trigger condition is met. At the same time, second game data is sent to the second terminal device so that the second terminal device can load the replay scene based on the second game data. The second game data includes the battle status data of the current virtual battle and the second character status data of the second virtual object at the time when the snapshot trigger condition is met.

[0251] The replay control module 804 is also used to: start a timer after sending the recorded game data to the first terminal device and the second terminal device; if the timer reaches the time threshold, generate a replay start signal and send the generated replay start signal to the first terminal device and the second terminal device at the same time, so that the first terminal device and the second terminal device respond to the replay start signal and control the virtual objects they control to fight in the replay scene.

[0252] Please see Figure 9 , Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 9 As shown, the electronic device 900 includes a processor 901, a memory 902, and a bus 903.

[0253] The memory stores machine-readable instructions that can be executed by the processor. When the electronic device is running, the processor and the memory communicate via a bus. The machine-readable instructions are executed by the processor to perform the steps of the information processing method in the game as described in any of the above embodiments. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0254] This application also provides a computer-readable storage medium storing a computer program. When the computer program is run by a processor, it can execute the steps of the information processing method in the game as described in any of the above embodiments. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0255] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0256] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0257] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0258] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0259] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable memory. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a memory and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned memory includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0260] Finally, it should be noted that the above embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application 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 still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the technical scope disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. An information processing method in a game, characterized in that, The information processing method includes: providing a graphical user interface through a terminal device, displaying the virtual scene of the current virtual battle in the graphical user interface; and providing the information processing method through: A configuration request is sent to the server. The configuration request requests the adversarial parameters of a second virtual object that is within the combat range of a first virtual object. The first virtual object is a virtual object controlled by the terminal device and is hostile to the second virtual object. The real-time distance between the first and second virtual objects is compared with an adversarial trigger distance threshold, which is determined based on the adversarial parameters of the second and first virtual objects. If the real-time distance between the first virtual object and the second virtual object is not greater than the adversarial triggering distance threshold, then the snapshot triggering condition is determined to be met. If the snapshot triggering condition is detected, a snapshot request is sent to the server so that the server responds to the snapshot request and records the game data of this virtual battle at the moment the snapshot triggering condition is met; In response to the terminal device meeting the interaction conditions, the replay scene corresponding to the moment when the snapshot trigger condition is met is loaded according to the recorded game data. The interaction conditions include both the first virtual object and the second virtual object confirming the replay. Control the first virtual object to fight against the second virtual object in the replay scene.

2. The information processing method according to claim 1, characterized in that, Also includes: If the real-time distance between the first virtual object and the second virtual object is greater than the adversarial trigger distance threshold, then the snapshot trigger condition is determined not to be met.

3. The information processing method according to claim 2, characterized in that, The adversarial parameters include the attack range of the furthest weapon among the weapons equipped by the virtual object. The adversarial trigger distance threshold is determined in the following way: Calculate the first maximum weapon attack range value among the weapons equipped by the first virtual object, the second maximum weapon attack range value among the weapons equipped by the second virtual object, and the first sum value of the first set value; The first sum is determined as the adversarial trigger distance threshold.

4. The information processing method according to claim 1, characterized in that, The snapshot request includes the object identifier of the second virtual object and the first role status data of the first virtual object at the moment the snapshot triggering condition is met. The server records the game data in the following ways: In response to the snapshot request, obtain the second role status data of the second virtual object indicated by the object identifier at the moment when the snapshot triggering condition is met, as well as the battle status data of this virtual battle; The first character's status data, the second character's status data, and the battle situation status data are captured in a snapshot and stored.

5. The information processing method according to claim 1, characterized in that, The interaction conditions also include: There is an interactive behavior between the first virtual object and the second virtual object, the interactive behavior including one of the first virtual object and the second virtual object launching an attack on the other of the first virtual object and the second virtual object.

6. The information processing method according to claim 5, characterized in that, Whether the first and second virtual objects are confirmed to be replayed is determined by the server using the following methods: Upon detecting an interaction between the first virtual object and the second virtual object, the system controls the display of a replay control for triggering a replay on the graphical user interface corresponding to each of the first and second virtual objects. A first status indicator is displayed at the replay control, which indicates that the virtual object is allowed to trigger a replay. If the replay control corresponding to one of the first and second virtual objects is triggered, then it is determined that the virtual object is confirmed to replay. The display state of the replay control corresponding to the first virtual object and another virtual object in the second virtual object is switched from the first state identifier to the second state identifier. The second state identifier is used to indicate that the virtual object is allowed to trigger replay and that the virtual object has confirmed replay. If the replay control corresponding to the other virtual object is detected to be triggered, then it is determined that the other virtual object has confirmed replay.

7. The information processing method according to claim 1 or 4, characterized in that, The steps for loading the replay scene corresponding to the moment when the snapshot trigger conditions are met, based on the recorded game data, include: Receive from the server the battle status data of this virtual battle and the first character status data of the first virtual object at the moment when the snapshot triggering conditions are met; Based on the battle situation data, the battle scene of this virtual battle at the moment when the snapshot trigger condition is met is loaded. Based on the first character status data, the character status attributes of the first virtual object at the moment when the snapshot trigger condition is met are loaded, so as to control the first virtual object to fight against the second virtual object in the battle scene with the character status attributes.

8. The information processing method according to claim 7, characterized in that, Load replay scenes in the following ways: In response to the terminal device meeting the interaction conditions, the replay scene corresponding to the moment when the snapshot trigger condition is met is directly loaded; or, In response to the terminal device meeting the interaction conditions, multiple process images are played in reverse chronological order. After the multiple process images have finished playing, a replay scene corresponding to the moment when the snapshot trigger condition is met is loaded. The multiple process images include multiple images used to reflect the virtual scene from the moment when the snapshot trigger condition is met to the moment when the interaction condition is met.

9. The information processing method according to claim 1, characterized in that, After sending a snapshot request to the server, the information processing method further includes: Detect whether the real-time distance between the first virtual object and the second virtual object satisfies the snapshot resolution condition; If the snapshot conditions are met, a snapshot request is sent to the server so that the server responds to the snapshot request and deletes the recorded game data.

10. The information processing method according to claim 6, characterized in that, The information processing method further includes: When the real-time distance between the first virtual object and the second virtual object is detected to meet the snapshot desnagging condition, the replay controls on the graphical user interface corresponding to the first virtual object and the second virtual object are de-displayed.

11. The information processing method according to claim 9 or 10, characterized in that, The following method is used to detect whether the real-time distance between the first virtual object and the second virtual object meets the snapshot desnagging condition: The real-time distance value between the first virtual object and the second virtual object is compared with the adversarial withdrawal distance threshold, which is determined based on the adversarial parameters of the second virtual object and the adversarial parameters of the first virtual object. If the real-time distance between the first virtual object and the second virtual object is not less than the anti-revocation distance threshold, then the snapshot solution condition is satisfied. If the real-time distance between the first virtual object and the second virtual object is less than the anti-revocation distance threshold, then the snapshot deslicing condition is determined not to be met.

12. The information processing method according to claim 11, characterized in that, The adversarial revocation distance threshold is determined in the following way: Calculate the second sum of the first maximum weapon attack distance value among the weapons equipped by the first virtual object, the second maximum weapon attack distance value among the weapons equipped by the second virtual object, and a second set value, wherein the second set value is greater than the first set value; The second sum is determined as the anti-revocation distance threshold.

13. The information processing method according to claim 1, characterized in that, The steps for controlling the first virtual object to fight against the second virtual object in the replay scene include: After loading the replay scene, start the timer; If the timeout reaches the time threshold, the first virtual object is controlled to fight against the second virtual object in the replay scene.

14. An information processing method in a game, characterized in that, The game includes the virtual scene of this virtual battle, and the information processing method includes: Determine whether the real-time distance value between the first virtual object and the second virtual object located in the virtual scene meets the snapshot triggering condition, wherein the first virtual object is a virtual object controlled by the first terminal device, the second virtual object is a virtual object controlled by the second terminal device, and the first virtual object and the second virtual object are in an adversarial relationship; The step of determining whether the real-time distance value between a first virtual object and a second virtual object located in the virtual scene meets the snapshot triggering condition includes: detecting whether a snapshot request is received from one of the first terminal device and the second terminal device; if a snapshot request is received, it is determined that the snapshot triggering condition is met; wherein, the snapshot request is generated by the terminal device in the following manner: sending an equipment configuration request to the server, the equipment configuration request being used to request the adversarial parameters of another virtual object within the combat range of the virtual object controlled by the terminal device; comparing the real-time distance value between the two virtual objects with an adversarial triggering distance threshold, the adversarial triggering distance threshold being determined based on the adversarial parameters of the two virtual objects; if the real-time distance value between the two virtual objects is not greater than the adversarial triggering distance threshold, a snapshot request is generated; if the real-time distance value between the two virtual objects is greater than the adversarial triggering distance threshold, no snapshot request is generated; If the snapshot triggering conditions are met, then record the game data of this virtual battle at the moment the snapshot triggering conditions are met; Determine whether the interaction conditions are met, including that both the first virtual object and the second virtual object confirm that they will replay. If the interaction conditions are met, the recorded game data is sent to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device respectively load the replay scene corresponding to the moment when the snapshot trigger condition is met, and control the virtual objects they control to fight in the replay scene.

15. The information processing method according to claim 14, characterized in that, The step of determining whether the real-time distance value between the first virtual object and the second virtual object located in the virtual scene meets the snapshot triggering condition further includes: If no snapshot request is received, it is determined that the snapshot triggering conditions are not met.

16. The information processing method according to claim 15, characterized in that, The steps for recording the game data of this virtual battle at the moment the snapshot trigger conditions are met include: In response to the snapshot request, obtain the first character state data of the first virtual object, the second character state data of the second virtual object, and the battle status data of the current virtual battle at the moment when the snapshot triggering conditions are met; The system takes snapshots of the first character's status data, the second character's status data, and the battle situation data, and stores them.

17. The information processing method according to claim 14, characterized in that, The interaction conditions also include: There is an interactive behavior between the first virtual object and the second virtual object, the interactive behavior including one of the first virtual object and the second virtual object launching an attack on the other of the first virtual object and the second virtual object.

18. The information processing method according to claim 17, characterized in that, The following methods are used to determine whether the first and second virtual objects need to be replayed: Upon detecting an interaction between the first virtual object and the second virtual object, the system controls the graphical user interface of both the first and second terminal devices to display a replay control for triggering a replay of the game. A first status indicator is displayed at the replay control, which indicates that the virtual object is allowed to trigger a replay. If the replay control corresponding to one of the first and second virtual objects is triggered, then it is determined that the virtual object is confirmed to replay. The display state of the replay control corresponding to the first virtual object and another virtual object in the second virtual object is switched from the first state identifier to the second state identifier. The second state identifier is used to indicate that the virtual object is allowed to trigger replay and that the virtual object has confirmed replay. If the replay control corresponding to the other virtual object is detected to be triggered, then it is determined that the other virtual object has confirmed replay.

19. The information processing method according to claim 14, characterized in that, If the interaction conditions are met, the steps for sending the recorded game data to the first terminal device and the second terminal device include: If the interaction conditions are met, the first game data is sent to the first terminal device so that the first terminal device can load the replay scene according to the first game data. The first game data includes the battle status data of this virtual battle at the moment when the snapshot triggering conditions are met and the first character status data of the first virtual object. Simultaneously, second game data is sent to the second terminal device so that the second terminal device can load the replay scene based on the second game data. The second game data includes the battle status data of this virtual battle at the moment when the snapshot trigger condition is met, and the second character status data of the second virtual object.

20. The information processing method according to claim 14, characterized in that, The information processing method further includes: After sending the recorded game data to the first terminal device and the second terminal device, the timer is started; If the timeout period reaches the time threshold, a replay start signal is generated and simultaneously sent to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device respond to the replay start signal and control the virtual objects they control to fight in the replay scene.

21. An information processing device for games, characterized in that, A graphical user interface is provided through a terminal device, displaying the virtual scene of the current virtual battle. The information processing device includes: The first snapshot triggering module sends an equipment configuration request to the server. The equipment configuration request is used to request the adversarial parameters of a second virtual object within the combat range of a first virtual object. The first virtual object is a virtual object controlled by the terminal device and is hostile to the second virtual object. The module compares the real-time distance between the first and second virtual objects with an adversarial triggering distance threshold, which is determined based on the adversarial parameters of the second and first virtual objects. If the real-time distance between the first and second virtual objects is not greater than the adversarial triggering distance threshold, then the snapshot triggering condition is determined to be met. If the snapshot request module detects that the snapshot triggering condition is met, it sends a snapshot request to the server so that the server responds to the snapshot request and records the game data of this virtual battle at the moment the snapshot triggering condition is met. The scene reproduction module, in response to the terminal device meeting the interaction conditions, loads the replay scene corresponding to the moment when the snapshot trigger condition is met based on the recorded game data. The interaction conditions include both the first virtual object and the second virtual object confirming the replay. The battle control module controls the first virtual object to battle against the second virtual object in the replay scene.

22. An information processing device for games, characterized in that, The game includes the virtual scene of this virtual battle, and the information processing device includes: The second snapshot triggering module determines whether the real-time distance value between the first virtual object and the second virtual object located in the virtual scene meets the snapshot triggering condition. The first virtual object is a virtual object controlled by the first terminal device, and the second virtual object is a virtual object controlled by the second terminal device. The first virtual object and the second virtual object are in an adversarial relationship. The second snapshot triggering module is further configured to determine whether the real-time distance value between the first virtual object and the second virtual object in the virtual scene meets the snapshot triggering condition by: detecting whether a snapshot request is received from one of the first terminal device and the second terminal device; if a snapshot request is received, it is determined that the snapshot triggering condition is met; wherein, the snapshot request is generated by the terminal device by: sending an equipment configuration request to the server, the equipment configuration request being used to request the adversarial parameters of another virtual object within the combat range of the virtual object controlled by the terminal device; comparing the real-time distance value between the two virtual objects with an adversarial triggering distance threshold, the adversarial triggering distance threshold being determined based on the adversarial parameters of the two virtual objects; if the real-time distance value between the two virtual objects is not greater than the adversarial triggering distance threshold, a snapshot request is generated; if the real-time distance value between the two virtual objects is greater than the adversarial triggering distance threshold, no snapshot request is generated; The snapshot recording module records the game data of the virtual battle at the moment when the snapshot triggering conditions are met, if it is determined that the snapshot triggering conditions are met. The interaction trigger module determines whether the interaction conditions are met, including the confirmation that both the first virtual object and the second virtual object have confirmed to replay. If the interaction conditions are met, the replay control module sends the recorded game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device respectively load the replay scene corresponding to the moment when the snapshot trigger condition is met, and control the virtual objects they control to fight in the replay scene.

23. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the machine-readable instructions are executed by the processor to perform the steps of the information processing method in the game as claimed in any one of claims 1 to 20.

24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the information processing method in the game as described in any one of claims 1 to 20.

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