Virtual resource management method and device, computer device and storage medium

CN116510315BActive Publication Date: 2026-09-22BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Application Number
CN202310538935.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-05-12
Publication Date
2026-09-22
Estimated Expiration
2043-05-12

AI Technical Summary

Technical Problem

[0006]有鉴于此,本公开提供了一种虚拟资源的管理方法、装置、计算机设备及存储介质,以解决相关技术中在将原始美术资源转换为game ready资源,整个转换过程会费时较高,给后台服务器带来较大的处理压力,增高原有的游戏研发成本的问题

Benefits of technology

[0012]在本公开实施例中,若根据目标用户访问目标文件的触发指令加载出了目标文件中的目标标识,即可获取到经过预设处理后的虚拟资源,即目标虚拟资源,然后加载目标虚拟资源到本地进行后续的管理或使用,这样以目标标识替换原始虚拟资源,根据不同职能需求在原始虚拟资源和目标标识之间互转,以大幅度减少了用户本地由于大量下载数据导致的耗时和磁盘占用,游戏编辑器打开项目无需游戏项目完备的原始虚拟资源或目标虚拟资源,只需要目标标识所表达的原始虚拟资源就可以启动,编辑器开发效率高,大幅度减少了服务器分发的游戏资源数量,降低了服务器的压力,进而解决了相关技术中在将原始美术资源转换为game ready资源,整个转换过程会费时较高,给后台服务器带来较大的处理压力,增高原有的游戏研发成本的问题。

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Abstract

The present disclosure relates to the technical field of computers, and discloses a virtual resource management method and device, a computer device and a storage medium. The method comprises the following steps: obtaining a trigger instruction for a target user to access a target file of an original virtual resource; loading a target identifier of the target file according to the trigger instruction; obtaining a corresponding target virtual resource by using the target identifier, wherein the target virtual resource is a virtual resource after a preset processing; and loading the target virtual resource. The method solves the problem that in related technologies, when the original art resource is converted into a game ready resource, the whole conversion process is time-consuming and high, which brings a large processing pressure to the background server and increases the original game development cost.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and specifically to methods, apparatus, computer equipment, and storage media for managing virtual resources. Background Technology

[0002] In game development resource management, it is usually divided into two phases: the development phase and the operation phase.

[0003] During the development phase, game developers need to manage a large number of original art assets and development tools, including 3D models, textures, sound effects, scenes, script code, etc. To facilitate the management of these assets, game developers typically use asset management software. This software helps developers achieve code version management, file sharing, collaborative development, and other functions, ensuring that the work of developers does not conflict with each other, and allowing for easy rollback to previous versions.

[0004] During runtime, the game requires pre-processed "game-ready" resources, including optimized models, textures, sound effects, and scenes. These resources are managed through the game engine's built-in resource management system and are typically processed and optimized during game compilation or packaging to improve game performance and loading speed. Game engines usually also support "hot updates," allowing the game to download and update resources at runtime to enhance playability and sustainability.

[0005] In existing game project resource workflows, the entire project is typically downloaded directly from the resource management repository that manages the original art assets to the local machine. Since original art assets usually consume a significant amount of memory, each update of game resources takes a very long time, resulting in a large amount of local disk space being occupied. Furthermore, when opening the game editor locally using the game engine, the original art assets need to be converted into game-ready assets processed for the current platform. This conversion process is time-consuming, placing a significant processing load on the backend server and increasing existing game development costs. Summary of the Invention

[0006] In view of this, this disclosure provides a method, apparatus, computer equipment, and storage medium for managing virtual resources, in order to solve the problem in related technologies that the conversion of original art resources into game-ready resources is time-consuming, puts a lot of processing pressure on the backend server, and increases the original game development costs.

[0007] Firstly, this disclosure provides a method for managing virtual resources, the method comprising:

[0008] Obtain the trigger command for the target user to access the target file of the original virtual resource;

[0009] The target identifier of the target file is loaded according to the trigger command;

[0010] Obtain the corresponding target virtual resource using the target identifier, where the target virtual resource is a virtual resource that has undergone preset processing;

[0011] Load the target virtual resource.

[0012] In this embodiment, if the target identifier in the target file is loaded according to the trigger instruction of the target user accessing the target file, the virtual resource after preset processing, i.e., the target virtual resource, can be obtained. Then, the target virtual resource is loaded locally for subsequent management or use. In this way, the original virtual resource is replaced by the target identifier, and the conversion between the original virtual resource and the target identifier is carried out according to different functional needs. This greatly reduces the time consumption and disk occupation caused by the user's local download of a large amount of data. The game editor does not need the complete original virtual resource or target virtual resource of the game project to open the project. It only needs the original virtual resource represented by the target identifier to start. The editor has high development efficiency, greatly reduces the number of game resources distributed by the server, reduces the server pressure, and solves the problem in related technologies that the conversion of original art resources into game ready resources is time-consuming, brings great processing pressure to the backend server, and increases the original game development cost.

[0013] In one optional implementation, obtaining the corresponding target virtual resource using the target identifier includes:

[0014] Obtain the dependency relationship between the original virtual resources stored in the target file and the target identifier;

[0015] Based on the dependencies, a unique identifier representing the target virtual resource is obtained;

[0016] Obtain the corresponding target virtual resource based on the unique identifier.

[0017] In this embodiment of the disclosure, based on the dependency relationship between the original virtual resource and the target identifier, a unique target virtual resource can be obtained from the target file. In this way, game developers only need to store game resources that are strongly related to their own work content locally, and the target virtual resource can be automatically loaded as needed during the game development process, saving the time and disk space occupied by downloading data.

[0018] In one optional implementation, loading the target identifier of the target file according to the trigger instruction includes:

[0019] The storage location of the target file is determined based on the trigger command;

[0020] Retrieve the target file from the storage location;

[0021] Read the target identifier set at the preset location in the target file.

[0022] In this embodiment of the disclosure, the target file can be obtained according to the trigger command, and then the target identifier set at the preset position of the target file can be read. The preset position can be set in advance according to actual needs to achieve the purpose of flexible setting.

[0023] In one alternative implementation, the method further includes:

[0024] Upon receiving an instruction to edit any original virtual resource, a locking operation is performed on the original virtual resource;

[0025] Determine the editing logic to be executed on the original virtual resources;

[0026] After performing the editing operations corresponding to the editing logic on the original virtual resource, the unlocking operation is performed on the original virtual resource.

[0027] In this embodiment of the disclosure, when editing the original virtual resource, locking can be used to ensure that only one game developer can modify the original virtual resource, and multiple people are not allowed to modify it at the same time. This avoids the modification content of other developers being affected when multiple people modify it.

[0028] In one alternative implementation, determining the editing logic to be performed on the original virtual resource includes:

[0029] Determine whether the file corresponding to the original virtual resource stored locally contains a target identifier;

[0030] If the target identifier is not contained in the file corresponding to the original virtual resource, change the status of the original virtual resource to edit status and perform the preset editing operation on the original virtual resource.

[0031] In this embodiment of the disclosure, if the file corresponding to the original virtual resource does not contain the target identifier, the original virtual resource can be directly edited without any other conversion.

[0032] In an optional implementation, after determining whether a target identifier is present in the file corresponding to the original virtual resource stored locally, the method further includes:

[0033] If the target identifier is contained in the file corresponding to the original virtual resource, the target virtual resource is determined using the target identifier.

[0034] Determine the corresponding original virtual resources based on the target virtual resources;

[0035] Change the state of the original virtual resource to edit state and perform preset editing operations on the original virtual resource.

[0036] In this embodiment of the disclosure, if the file corresponding to the original virtual resource contains a target identifier, it is necessary to first find the corresponding original virtual resource based on the target identifier, and then edit the original virtual resource. In this way, it is only necessary to download the original virtual resource based on the target identifier according to the current needs, thereby improving the development efficiency of the editor.

[0037] In one optional implementation, after performing the editing operations corresponding to the editing logic on the original virtual resource, the method further includes:

[0038] If it is detected that the original virtual resource has been edited, the original virtual resource after the preset editing operation will be updated to the virtual resource management library;

[0039] Based on the updated original virtual resources in the virtual resource management library, generate the latest target virtual resources and update the target virtual resource management library with the latest target virtual resources.

[0040] In this embodiment of the disclosure, after the original virtual resource is edited, the corresponding target virtual resource can be updated to the latest resource at the same time. This keeps the target virtual resource in the target virtual resource management library up-to-date, ensuring normal game preview and the realization of game scenes.

[0041] Secondly, this disclosure provides a virtual resource management device, the device comprising:

[0042] The first acquisition module is used to acquire the trigger command for the target user to access the target file of the original virtual resource;

[0043] The first loading module is used to load the target identifier of the target file according to the trigger command;

[0044] The second acquisition module is used to acquire the corresponding target virtual resource using the target identifier, wherein the target virtual resource is a virtual resource that has undergone preset processing;

[0045] The second loading module is used to load the target virtual resources.

[0046] Thirdly, this disclosure provides a computer device, including: a memory and a processor, which are communicatively connected to each other. The memory stores computer instructions, and the processor executes the computer instructions to perform the method described in the first aspect or any corresponding embodiment thereof.

[0047] Fourthly, this disclosure provides a computer-readable storage medium storing computer instructions for causing a computer to perform the method described in the first aspect or any corresponding embodiment thereof. Attached Figure Description

[0048] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0049] Figure 1 This is a flowchart illustrating a method for managing virtual resources according to some embodiments of this disclosure;

[0050] Figure 2 This is a schematic diagram comparing the original local game project folder hierarchy with the local game project folder hierarchy of the present disclosure embodiment.

[0051] Figure 3 This is a schematic diagram of a game project resource workflow provided according to some embodiments of this disclosure;

[0052] Figure 4 These are schematic diagrams illustrating the editing of original virtual resources according to some embodiments of this disclosure;

[0053] Figure 5 This is a schematic diagram of the implementation architecture of a game engine editor provided according to some embodiments of this disclosure;

[0054] Figure 6 This is a schematic diagram of the interface of a raw resource management system provided according to some embodiments of this disclosure;

[0055] Figure 7 This is a structural block diagram of a virtual resource management device according to an embodiment of the present disclosure;

[0056] Figure 8 This is a schematic diagram of the hardware structure of a computer device according to an embodiment of the present disclosure. Detailed Implementation

[0057] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0058] Existing game project resource workflows rely on having complete game project resources locally (organized either by original art assets or game-ready assets). For large-scale game development, the numerous and large game scenes require fetching a huge amount of project resources by default, consuming a significant amount of local storage. Furthermore, the massive scale of later stages of game projects often poses significant challenges to game version control servers.

[0059] To address the problems mentioned above in the related technologies, this disclosure proposes a method for managing virtual resources, such as... Figure 1 As shown, this method can be applied to a backend server, and the method includes:

[0060] Step S101: Obtain the trigger command for the target user to access the target file of the original virtual resource.

[0061] This disclosure embodiment sets the following different resource data:

[0062] Meta files include data used for retrieval functions, such as resource ID, name, resource type, and resource thumbnail. They are small in size but frequently accessed. In this embodiment, the meta file is referred to as the target file.

[0063] Game-ready resources contain data compressed and converted to runtime read-only format for different target platforms. The data volume is moderate, and the access frequency is moderate. In this embodiment, game-ready resources are referred to as target virtual resources.

[0064] Original art resources, also known as raw art assets, are data that can be used for resource editing. They are large in volume but accessed infrequently. In this embodiment, original art resources are referred to as raw virtual resources.

[0065] During project initialization, all meta files of the original virtual resources are downloaded for quick local retrieval. During normal project operation, when a request to read a target file (i.e., a meta file) within the project occurs, the server receives the trigger instruction from the target user accessing the target file of the original virtual resource.

[0066] Step S102: Load the target identifier of the target file according to the trigger command.

[0067] Optionally, based on the trigger command for the target file, the target identifier contained within the target file is searched. This target identifier can be an asset identifier (AssetID), which is the hash value of the original virtual resource.

[0068] like Figure 2 As shown, the original local game project had the following folder hierarchy: textures, models, audio, animations, scripts, shaders, mapping tables, and meta files. The current local game project in this disclosure has the following folder hierarchy: audio, scripts, meta files with AssetIDs, and shaders. Therefore, this disclosure omits many original virtual resources, such as animations and scripts, replacing them with AssetIDs.

[0069] Step S103: Obtain the corresponding target virtual resource using the target identifier, wherein the target virtual resource is a virtual resource that has undergone preset processing.

[0070] Optionally, in this embodiment of the disclosure, there is a one-to-one correspondence between the target identifier and the target virtual resource. For example... Figure 3 As shown, in this disclosure, all resources of the game project are hosted in a virtual asset management repository, including but not limited to: original art assets, scripts, audio, animations, and other game resources. Game developers pull these resources from the virtual asset management repository to their local workspaces. Modifications to game project resources made by the user can be submitted to the virtual asset management repository. The server (i.e., the target virtual asset management repository) stores the target virtual resources corresponding to the original virtual resources, i.e., the pre-processed game-ready resources.

[0071] Retrieve the corresponding target virtual resource based on the target identifier. For example... Figure 3 As shown, when a user opens and uses the game editor, the game engine will fetch game-ready resources from the server as needed to support the normal operation of various functions of the game editor. For example, when a user browses a folder for the first time in the editor, the game engine will use the AssetID of the meta file of that folder to load game-ready resources from the server.

[0072] Therefore, the resource workflow for game projects is extremely important, as it directly impacts game quality, development efficiency, and post-development maintenance. Among these, the efficiency of collaborative development is paramount. A good resource workflow helps developers work together, avoids conflicts and duplication of effort, and improves both development efficiency and quality.

[0073] Step S104: Load the target virtual resource to the local machine for resource management.

[0074] Optionally, game-ready resources are loaded to the user's local machine to ensure that the thumbnails display correctly. When the user opens a game scene or a play scene, game-ready resources are loaded to the user's local machine on demand according to the resources used in the current scene, so that the editor can preview and edit the game scene normally.

[0075] In this embodiment, if the target identifier in the target file is loaded according to the trigger instruction of the target user accessing the target file, the virtual resource after preset processing, i.e., the target virtual resource, can be obtained. Then, the target virtual resource is loaded locally for subsequent management or use. In this way, the original virtual resource is replaced by the target identifier, and the conversion between the original virtual resource and the target identifier is carried out according to different functional needs. This greatly reduces the time consumption and disk occupation caused by the user's local download of a large amount of data. The game editor does not need the complete original virtual resource or target virtual resource of the game project to open the project. It only needs the original virtual resource represented by the target identifier to start. The editor has high development efficiency, greatly reduces the number of game resources distributed by the server, reduces the server pressure, and solves the problem in related technologies that the conversion of original art resources into game ready resources is time-consuming, brings great processing pressure to the backend server, and increases the original game development cost.

[0076] In some optional implementations, the corresponding target virtual resource is obtained using the target identifier, including:

[0077] Obtain the dependency relationship between the original virtual resources stored in the target file and the target identifier;

[0078] Based on the dependencies, a unique identifier representing the target virtual resource is obtained;

[0079] Obtain the corresponding target virtual resource based on the unique identifier.

[0080] Optionally, in this embodiment, the meta file stores information related to engine resources, including unique identifiers, import settings, and dependencies. The dependencies are between the original virtual resource and the target identifier. Since the target identifier is the hash value of the target file of the original virtual resource, a key value can be obtained by calculating with the dependencies. This key value uniquely represents the target virtual resource, and the corresponding target virtual resource can then be found based on the key. Once the target virtual resource is available, the engine can function normally.

[0081] In this embodiment of the disclosure, based on the dependency relationship between the original virtual resource and the target identifier, a unique target virtual resource can be obtained from the target file. In this way, game developers only need to store game resources that are strongly related to their own work content locally, and the target virtual resource can be automatically loaded as needed during the game development process, saving the time and disk space occupied by downloading data.

[0082] In some optional implementations, loading the target identifier of the target file according to the triggering instruction includes:

[0083] The storage location of the target file is determined according to the triggering instruction;

[0084] Retrieve the target file from the storage location;

[0085] Read the target identifier set at a preset location in the target file.

[0086] Optionally, in this embodiment of the disclosure, the storage location of the target file can be determined based on the triggering instruction, and the target file can be obtained based on the storage location. In this embodiment of the disclosure, a target identifier is set in advance at a preset location in the target file, so the target identifier can be obtained simply by reading the preset location. It should be noted that as long as the meta file carries the target identifier AssetID, it does not matter where the AssetID is located in the preset location of the target file, such as the beginning or end of the target file.

[0087] In this embodiment of the disclosure, the target file can be obtained according to the trigger command, and then the target identifier set at the preset position of the target file can be read. The preset position can be set in advance according to actual needs to achieve the purpose of flexible setting.

[0088] In some alternative implementations, the method further includes:

[0089] Upon receiving an instruction to edit any original virtual resource, a locking operation is performed on the original virtual resource;

[0090] Determine the editing logic to be executed on the original virtual resources;

[0091] After performing the editing operations corresponding to the editing logic on the original virtual resource, the unlocking operation is performed on the original virtual resource.

[0092] Optionally, because a game project has a large number of developers, modifications to the original virtual resources (i.e., original art resources) are exclusive; that is, only one game developer can modify the resource, and multiple developers are not allowed to modify a single original art resource, such as a PNG image, simultaneously. Therefore, in this embodiment of the disclosure, the original virtual resources are locked during editing operations such as modification and deletion. The original virtual resource to be modified is locked, and then unlocked after modification.

[0093] like Figure 4 As shown, the target file of the original virtual resource A is locked. The original virtual resource of A is remotely pulled from the virtual resource management repository to the local machine. After the local game project is opened in the editor, different roles develop different game resources. After adding or deleting original virtual resources, a commit is triggered to the virtual resource management repository, and then the corresponding original virtual resource is automatically unlocked and the added, deleted, or modified original virtual resources are saved to the virtual resource management repository.

[0094] In this embodiment of the disclosure, when editing the original virtual resource, locking can be used to ensure that only one game developer can modify the original virtual resource, and multiple people are not allowed to modify it at the same time. This avoids the modification content of other developers being affected when multiple people modify it.

[0095] In some optional implementations, after performing the editing operations corresponding to the editing logic on the original virtual resource, the method further includes:

[0096] If it is detected that the original virtual resource has been edited, the original virtual resource after the preset editing operation will be updated to the virtual resource management library;

[0097] Based on the updated original virtual resources in the virtual resource management library, generate the latest target virtual resources and update the target virtual resource management library with the latest target virtual resources.

[0098] Optionally, after the original virtual resource is edited, the original virtual resource after the preset editing operation is performed is updated to the virtual resource management repository. After the resource changes, the latest target virtual resource is generated based on the updated original virtual resource, and the latest target virtual resource is updated to the target virtual resource management repository (i.e., the server repository).

[0099] like Figure 4 As shown, after a resource change, the automated pipeline task deployed on the server will detect the change and then automatically generate the latest target virtual resource and store it on the server. When a local game project is opened in the editor, if only the target identifier or the original virtual resource is available locally, but the target virtual resource is not yet available, it will attempt to retrieve a matching target virtual resource from the server.

[0100] In this embodiment of the disclosure, after the original virtual resource is edited, the corresponding target virtual resource can be updated to the latest resource at the same time. This keeps the target virtual resource in the target virtual resource management library up-to-date, ensuring normal game preview and the realization of game scenes.

[0101] In some alternative implementations, the editing logic to be performed on the original virtual resource is determined, including:

[0102] Determine whether the file corresponding to the original virtual resource stored locally contains a target identifier;

[0103] If the target identifier is not contained in the file corresponding to the original virtual resource, change the status of the original virtual resource to edit status and perform the preset editing operation on the original virtual resource.

[0104] Optionally, in this embodiment of the disclosure, since developers perform operations on the original virtual resources when editing virtual resources, it is necessary to check whether the corresponding file contains the target identifier AssetID when performing operations on the original virtual resources.

[0105] If AssetID is not included, the state of the original virtual resource will be changed to edit state, and the preset editing operation will be performed on the original virtual resource.

[0106] In this embodiment of the disclosure, if the file corresponding to the original virtual resource does not contain the target identifier, the original virtual resource can be directly edited without any other conversion.

[0107] In some optional implementations, after determining whether a target identifier is present in the file corresponding to the original virtual resource stored locally, the method further includes:

[0108] If the target identifier is contained in the file corresponding to the original virtual resource, the target virtual resource is determined using the target identifier.

[0109] Determine the corresponding original virtual resources based on the target virtual resources;

[0110] Change the state of the original virtual resource to edit state and perform preset editing operations on the original virtual resource.

[0111] Optionally, if the file corresponding to the original virtual resource contains the target identifier AssetID, the corresponding target virtual resource is obtained by referring to the method of obtaining the key value in the above embodiment. Then, since there is a pre-established mapping relationship between the target virtual resource and the original virtual resource, the corresponding original virtual resource can be determined based on the target virtual resource. Then, the state of the original virtual resource is changed to the edit state, and a preset editing operation is performed on the original virtual resource.

[0112] In this embodiment of the disclosure, if the file corresponding to the original virtual resource contains a target identifier, it is necessary to first find the corresponding original virtual resource based on the target identifier, and then edit the original virtual resource. In this way, it is only necessary to download the original virtual resource based on the target identifier according to the current needs, thereby improving the development efficiency of the editor.

[0113] In some alternative implementations, the implementation architecture of the game engine and editor is involved, such as... Figure 5 As shown, in Figure 5 It includes a resource version management operating system, a resource scanning and detection system, a raw resource management system, a resource conversion system, and a target virtual resource management system.

[0114] The resource version management operating system enables programmers and other game developers to enjoy efficient development with only game-ready resources, and also provides artists and other game developers with a core system that allows them to work without needing to understand or care about game-ready resources. This system supports editing operations such as adding, deleting, and modifying resources, as well as locking and unlocking operations. Within these operations, this disclosure includes built-in functions for backend conversion and version management of the original virtual resources represented by AssetID and the actual original virtual resources.

[0115] Since functions such as art only need to perform addition, deletion, and modification operations on the original art assets, and the system's basic resource version operations can handle various processes of conversion between original virtual assets represented by various AssetIDs and actual original virtual assets, developers do not need to worry about the AssetIDs and game-ready resources actually used locally. Based on the original virtual asset represented by the AssetID, a request is sent to the virtual resource management repository on the version server to download the original virtual asset to the local machine, and then the resource is locked. If the original virtual asset already exists locally, it is locked directly to prevent other users from modifying the resource at the same time.

[0116] Resource scanning and detection system: It is responsible for detecting whether there are any additions, deletions, or modifications to virtual resources in the directory where the local game project is located. When there is information about additions, deletions, or modifications, it will filter out which virtual resources have been added, deleted, or modified, and pass the information to the original resource management system and resource conversion system.

[0117] Additionally, when the editor triggers resource version management in the operating system, it will trigger a resource scanning and detection system to synchronize information about changes in virtual resources.

[0118] During resource checks, two scenarios need to be handled: A resource may have both the original virtual resource and a meta file locally, but lack AssetID information; a resource may only have a meta file containing the AssetID, which abstractly represents the original virtual resource. In the former case, it's necessary to check the matching between the meta file and the original virtual resource, including naming conventions and relative paths. The latter case, however, can express complete abstract information in a single file, eliminating the need for matching checks with the original virtual resource.

[0119] Original Resource Management System: The core system for maintaining and managing original resources. However, this system not only has the ability to directly manage original virtual resources, but also the ability to manage original virtual resources that only have AssetID representation.

[0120] The existence of AssetID allows the original resource management system to no longer care whether the original virtual resources are actually available locally, and maintains all information about original virtual resources that are not directly edited using the editor. This enables the game editor to perform basic functions such as program development, code debugging, scene preview, and resource thumbnails within the editor even without original virtual resources.

[0121] When the resource scanning and detection system receives information about additions, deletions, and modifications: For deleted resources, they will be directly deleted from the original resource management system.

[0122] like Figure 6 As shown, the original resource management system has interfaces for adding, deleting, and modifying original virtual resources. There are two processing methods for adding and modifying original virtual resources: (1) If the local meta file contains an AssetID, it means that the original virtual resource is not on the user's local machine. In this case, the original virtual resource represented by the new AssetID is added to the repository corresponding to the original virtual resource based on the virtual resource management interface with the target identifier (AssetID) as the core. (2) If the original virtual resource is available locally, the resource management system will store the path, hash, and other information of the original virtual resource in the corresponding data block for later access by the editor.

[0123] The system provides interfaces for accessing and operating on raw virtual resources, such as... Figure 6When a request for a raw virtual resource is generated, if the raw virtual resource exists locally, it will be accessed directly. If it does not exist locally, the resource version management operating system will be triggered, requesting the resource version management operating system's interface to load the raw virtual resource represented by the AssetID from the version server, and then return it to the upper layer.

[0124] Resource Conversion System: Its core function is to attempt to convert the original virtual resources into platform-specific game-ready resources and save them synchronously to the target virtual resource management system.

[0125] When the editor is opened for the first time, because most resources are represented by AssetID, the import workload of the resource conversion system is greatly reduced, which greatly improves the efficiency of opening the game editor.

[0126] The following illustrates an example of resource conversion: When only the original virtual resource represented by AssetID is available locally, and artists or other developers need to edit the original art resource, the resource conversion system will attempt to regenerate the game-ready resource through the resource version management operating system. If the resource is already in the target virtual resource management system, it will not be generated; otherwise, the latest game-ready resource will be generated.

[0127] The target virtual resource management system is responsible for managing all game-ready resources currently hosted on the user's local machine. This system has the capability to manage game-ready resources downloaded based on both the original local virtual resources and the local AssetID. It also feeds back the resource management results to the target virtual resource server.

[0128] Additionally, the system provides an interface for accessing game-ready resources. When the editor accesses a game-ready resource, if the resource is not present locally, it will attempt to download it from the server. Since most users only use a small portion of the game engine's resources, users do not need to store all game-ready resources locally.

[0129] It provides basic operations such as adding, deleting, and modifying game-ready resources. At this point, any addition of game-ready resources is triggered by accessing the API.

[0130] This disclosure supports replacing the original virtual resources with target identifiers. Driven by engine resource version management, it allows for conversion between the original virtual resources and target identifiers according to different functional requirements, significantly reducing the number of game resources distributed by the server, reducing the pressure on version management services, and improving game development efficiency. For example, it reduces local storage of game resources by 70%-80%, improves the efficiency of opening the game editor by 40%, and improves the efficiency of updating the remote virtual resource management repository by 30%.

[0131] This embodiment also provides a virtual resource management device for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0132] This embodiment provides a virtual resource management device, such as... Figure 7 As shown, it includes:

[0133] The first acquisition module 701 is used to acquire the trigger command of the target user to access the target file of the original virtual resource;

[0134] The first loading module 702 is used to load the target identifier of the target file according to the trigger instruction;

[0135] The second acquisition module 703 is used to acquire the corresponding target virtual resource using the target identifier, wherein the target virtual resource is a virtual resource that has undergone preset processing;

[0136] The second loading module 704 is used to load the target virtual resources.

[0137] In some optional implementations, the second acquisition module 703 includes:

[0138] The first acquisition unit is used to acquire the dependency relationship between the original virtual resources stored in the target file and the target identifier;

[0139] The first obtaining unit is used to obtain a unique identifier representing the target virtual resource based on the dependency relationship;

[0140] The second acquisition unit is used to acquire the corresponding target virtual resource based on the unique identifier.

[0141] In some alternative implementations, the first loading module 702 includes:

[0142] The first determining unit is used to determine the storage location of the target file according to the triggering instruction;

[0143] The third acquisition unit is used to acquire the target file from the storage location;

[0144] The reading unit is used to read the target identifier set at a preset location in the target file.

[0145] In some alternative embodiments, the device further includes:

[0146] The locking module is used to perform a locking operation on the original virtual resource when it receives an instruction to edit any original virtual resource;

[0147] The first determining module is used to determine the editing logic to be executed on the original virtual resource;

[0148] The unlock module is used to unlock the original virtual resource after the editing operation corresponding to the editing logic has been performed on the original virtual resource.

[0149] In some alternative implementations, the first determining module includes:

[0150] The second determining unit is used to determine whether the file corresponding to the original virtual resource stored locally contains a target identifier;

[0151] The execution unit is used to change the state of the original virtual resource to edit state and perform preset editing operations on the original virtual resource when the target identifier is not contained in the file corresponding to the original virtual resource.

[0152] In some alternative embodiments, the device further includes:

[0153] The second determining module is used to determine the corresponding target virtual resource by using the target identifier after determining whether the file corresponding to the original virtual resource in local storage contains a target identifier.

[0154] The third determining module is used to determine the corresponding original virtual resources based on the target virtual resources;

[0155] The execution module is used to change the state of the original virtual resource to the edit state and perform preset editing operations on the original virtual resource.

[0156] In some alternative embodiments, the device further includes:

[0157] The first update module is used to update the original virtual resource after performing the editing operation corresponding to the editing logic on the original virtual resource, and when it is detected that the original virtual resource has been edited, to the virtual resource management library after performing the preset editing operation.

[0158] The second update module is used to generate the latest target virtual resources based on the updated original virtual resources in the virtual resource management library, and update the target virtual resource management library with the latest target virtual resources.

[0159] In this embodiment, the virtual resource management device is presented in the form of a functional unit. Here, a unit refers to an ASIC circuit, a processor and memory that execute one or more software or fixed programs, and / or other devices that can provide the above functions.

[0160] Further functional descriptions of the above modules and units are the same as those in the corresponding embodiments described above, and will not be repeated here.

[0161] This disclosure also provides a computer device having the above-described features. Figure 7 The virtual resource management device shown.

[0162] Please see Figure 8 , Figure 8 This is a schematic diagram of the structure of a computer device provided in an optional embodiment of this disclosure, such as... Figure 8 As shown, the computer device includes one or more processors 10, memory 20, and interfaces for connecting the components, including high-speed interfaces and low-speed interfaces. The components communicate with each other via different buses and can be mounted on a common motherboard or otherwise installed as needed. The processors can process instructions executed within the computer device, including instructions stored in or on memory to display graphical information of a GUI on external input / output devices (such as display devices coupled to the interfaces). In some alternative implementations, multiple processors and / or multiple buses can be used with multiple memories and multiple memory modules, if desired. Similarly, multiple computer devices can be connected, each providing some of the necessary operations (e.g., as a server array, a group of blade servers, or a multiprocessor system). Figure 8 Take a processor 10 as an example.

[0163] Processor 10 may be a central processing unit, a network processor, or a combination thereof. Processor 10 may further include a hardware chip. The hardware chip may be an application-specific integrated circuit (ASIC), a programmable logic device (PLD), or a combination thereof. The programmable logic device may be a complex programmable logic device (CAMP), a field-programmable gate array (FPGA), a general-purpose array logic (GDA), or any combination thereof.

[0164] The memory 20 stores instructions executable by at least one processor 10 to cause at least one processor 10 to perform the method shown in the above embodiments.

[0165] The memory 20 may include a program storage area and a data storage area. The program storage area may store the operating system and applications required for at least one function; the data storage area may store data created based on the use of the computer device as shown by a landing page for an app. Furthermore, the memory 20 may include high-speed random access memory and may also include non-transitory memory, such as at least one disk storage device, flash memory device, or other non-transitory solid-state storage device. In some alternative embodiments, the memory 20 may optionally include memory remotely located relative to the processor 10, which can be connected to the computer device via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0166] The memory 20 may include volatile memory, such as random access memory; the memory may also include non-volatile memory, such as flash memory, hard disk or solid-state drive; the memory 20 may also include a combination of the above types of memory.

[0167] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium after being downloaded over a network. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium may be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code that, when accessed and executed by the computer, processor, or hardware, implements the methods shown in the above embodiments.

[0168] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.

Claims

1. A method for managing virtual resources, characterized in that, The method includes: Obtain the trigger command for the target user to access the target file of the original virtual resource, wherein the original virtual resource refers to the data used for resource editing; The target identifier of the target file is loaded according to the triggering instruction, and only the target identifier is stored locally, without storing the original virtual resource corresponding to the target identifier; The target identifier is used to obtain the corresponding target virtual resource, wherein the target virtual resource is a virtual resource that has undergone preset processing, and the target virtual resource refers to data that has been compressed and converted into runtime read-only data for different target platforms; Load the target virtual resource; Upon receiving an instruction to edit any of the original virtual resources, a locking operation is performed on the original virtual resource; Determining the editing logic to be performed on the original virtual resource includes: determining whether the target identifier is present in the file corresponding to the original virtual resource stored locally; if the target identifier is not present in the file corresponding to the original virtual resource, changing the state of the original virtual resource to edit state and performing a preset editing operation on the original virtual resource; if the target identifier is present in the file corresponding to the original virtual resource, determining the corresponding target virtual resource using the target identifier; determining the corresponding original virtual resource based on the target virtual resource; changing the state of the original virtual resource to edit state and performing a preset editing operation on the original virtual resource.

2. The method according to claim 1, characterized in that, The step of obtaining the corresponding target virtual resource using the target identifier includes: Obtain the dependency relationship between the original virtual resources stored in the target file and the target identifier; Based on the dependency relationship, a unique identifier representing the target virtual resource is obtained; The corresponding target virtual resource is obtained based on the unique identifier.

3. The method according to claim 1, characterized in that, The step of loading the target identifier of the target file according to the trigger instruction includes: The storage location of the target file is determined according to the triggering instruction; Retrieve the target file from the storage location; Read the target identifier set at a preset location in the target file.

4. The method according to claim 1, characterized in that, The method further includes: After performing the editing operations corresponding to the editing logic on the original virtual resource, the unlocking operation is performed on the original virtual resource.

5. The method according to claim 1, characterized in that, After performing the editing operations corresponding to the editing logic on the original virtual resource, the method further includes: If it is detected that the original virtual resource has been edited, the original virtual resource after the preset editing operation is performed will be updated to the virtual resource management library; Based on the updated original virtual resources in the virtual resource management library, generate the latest target virtual resources, and update the target virtual resource management library with the latest target virtual resources.

6. A virtual resource management device, characterized in that, The device includes: The first acquisition module is used to acquire the trigger command of the target user to access the target file of the original virtual resource, wherein the original virtual resource refers to the data used for resource editing. The first loading module is used to load the target identifier of the target file according to the triggering instruction, and only store the target identifier locally, without storing the original virtual resource corresponding to the target identifier; The second acquisition module is used to acquire the corresponding target virtual resource using the target identifier, wherein the target virtual resource is a virtual resource after preset processing, and the target virtual resource refers to data that is compressed and converted into runtime read-only data for different target platforms; The second loading module is used to load the target virtual resource; The locking module is used to perform a locking operation on the original virtual resource upon receiving an instruction to edit any of the original virtual resources. The first determining module is used to determine the editing logic to be executed on the original virtual resource, including: determining whether the target identifier is present in the file corresponding to the original virtual resource stored locally; if the target identifier is not present in the file corresponding to the original virtual resource, changing the state of the original virtual resource to an editing state and performing a preset editing operation on the original virtual resource; if the target identifier is present in the file corresponding to the original virtual resource, determining the corresponding target virtual resource using the target identifier; determining the corresponding original virtual resource based on the target virtual resource; changing the state of the original virtual resource to an editing state and performing a preset editing operation on the original virtual resource.

7. A computer device, characterized in that, include: A memory and a processor, the memory and the processor being communicatively connected to each other, the memory storing computer instructions, the processor executing the computer instructions to perform the method of any one of claims 1 to 5.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing a computer to perform the method of any one of claims 1 to 5.

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