Method and apparatus for data interaction in game map
Patent Information
- Application Number
- CN202211447867.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-04-29
- Publication Date
- 2026-09-29
- Estimated Expiration
- 2042-04-29
AI Technical Summary
[0006]有鉴于此,本申请提供了一种游戏地图中数据交互的方法及装置,主要目的在于解决现有技术中使用游戏地图的坐标转换很难达到数据交互过程中游戏地图切换的无缝衔接效果
[0068]借由上述技术方案,本申请提供的一种游戏地图中数据交互的方法及装置,与目前现有方式中使用逻辑地图边缘模糊的方式来实现数据交互过程中拼接游戏地图切换的无缝衔接效果相比,本申请以原始游戏地图为基准划分单元格,并针对划分至每个游戏子地图中的单元格,确定单元格与相邻游戏子地图之间的关系,这里游戏子地图为原始游戏地图中拆分出的场景地块,每个游戏子地图对应原始游戏地图中的一个游戏场景,若单元格与相邻游戏子地图之间具有交互可见的关系,则建立所述单元格的镜像显示列表,当处于不同游戏子地图的玩家涉及数据交互时,使用单元格的镜像显示列表分别将发生在不同游戏子地图中的游戏数据同步至对方游戏子地图中,以使得不同游戏子地图中的玩家视觉上处于同一游戏子地图,实现了跨场景地块玩家的数据同步以及交互,支持各个游戏子地图之间可见,无需使用游戏地图的坐标转换即可实现数据交互过程中游戏地图切换的无缝衔接效果,便于游戏地图中的数据交互。
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Figure CN116966563B_ABST
Abstract
Description
[0001] This application is a divisional application of Chinese patent application filed on April 29, 2022, with application number 202210466807.9 and entitled "Method and apparatus for data interaction in game map". Technical Field
[0002] This application relates to the field of game design technology, and in particular to a method and apparatus for data interaction in a game map. Background Technology
[0003] With the rapid development of computer software and the increasing bandwidth of networks, online games have become a booming new industry. For many game players, good graphics, immersive atmosphere, diverse gameplay, and a realistic and open experience are all highly valued elements. Many existing online games feature numerous smaller maps. When in the open world, players need to interact with data between these different maps. If the seamless transitions between scenes within the game map are poor, it can lead to a subpar gaming experience.
[0004] Related technologies can be used to perform data interaction within the game map in the following ways. One method is to use a logical map edge blurring method to create the game map. When creating the logical map, the adjacent tiles on each map are designed to be identical. When players cross the logical map to perform data interaction, the screen display remains largely unchanged, thus achieving a seamless transition between game map transitions during data interaction. Another method is to use virtual technology to create an illusion of the player within the game map. This involves generating a virtual image when the game map loads to create a seamless transition between game map transitions during data interaction.
[0005] However, when performing data interaction within the game map using the above method, the spliced game map... Figure 1 Generally, these are rectangular or relatively regular shapes. This requires coordinate transformation of adjacent game maps during the splicing operation. The result of the coordinate transformation directly affects the accuracy of data interaction between the spliced game maps, making it difficult to achieve a seamless transition between game maps during the data interaction process. Summary of the Invention
[0006] In view of this, this application provides a method and apparatus for data interaction in a game map, the main purpose of which is to solve the problem that it is difficult to achieve a seamless transition effect between game maps during data interaction using coordinate transformation in the existing technology.
[0007] According to the first aspect of this application, a method for data interaction in a game map is provided, comprising:
[0008] The original game map is used as a reference to divide the cells, and for each cell in the game sub-map, the relationship between the cell and the adjacent game sub-map is determined. The game sub-map is a scene plot split from the original game map, and each game sub-map corresponds to a game scene in the original game map.
[0009] If the cell has an interactive visible relationship with the adjacent game sub-map, then a mirrored display list of the cell is created;
[0010] When players in different game sub-maps interact with each other, the mirrored display list of the cell is used to synchronize the game data occurring in the different game sub-maps to the other game sub-map, so that players in different game sub-maps are visually in the same game sub-map.
[0011] Furthermore, before dividing the game map into cells based on the original game map and determining the relationship between the cells divided into each game submap and their adjacent game submaps, the method further includes:
[0012] Obtain the scene function partitions in the original game map, and split the original game map into multiple game sub-maps applicable to different scene plots according to the scene function partitions. Each game sub-map corresponds to one scene plot, and the game sub-maps do not overlap.
[0013] The step of splitting the original game map into multiple game sub-maps applicable to different scene plots according to the scene functional partitioning includes:
[0014] Based on the scene function partitioning, plot areas suitable for different scene plots are separated from the original game map;
[0015] Polygons are used to represent the boundaries of different scene plots to obtain multiple game sub-maps that do not overlap between the plot areas.
[0016] Further, determining the relationship between a cell assigned to each game sub-map and its adjacent game sub-maps includes:
[0017] For each cell assigned to a game sub-map, if the cell is simultaneously in the current game sub-map and an adjacent game sub-map, then it is determined that the cell and the adjacent game sub-map have an interactive visibility relationship.
[0018] For each cell assigned to a game sub-map, if the cell is located within a 3x3 grid visible to the player in an adjacent game sub-map, then the cell is determined to have an interactive visibility relationship with the adjacent game sub-map.
[0019] Furthermore, the mirrored display list records a first list of cells mirrored in other game sub-maps and a second list of cells mirrored in other game sub-maps. The process of using the mirrored display list of the cells to synchronize game data occurring in different game sub-maps to the other game sub-map includes:
[0020] The first list of cells in other game submaps is used to mirror the cells in the cell to receive game data that occurs in cells in other game submaps;
[0021] Using a second list that mirrors the cell in the cell, game data occurring in the cell will be synchronized to cells in the other game submaps.
[0022] Furthermore, before synchronizing game data occurring in different game sub-maps to the other game sub-map using the mirrored display list of the cell when players in different game sub-maps interact, the method further includes:
[0023] Create a preset number of scene sub-lines for each game sub-map, and configure the interaction mapping relationship between scene sub-lines between different game sub-maps;
[0024] The method of using the mirrored display list of the cell to synchronize game data occurring in different game sub-maps to the other game sub-map includes:
[0025] The interaction mapping relationship is used to obtain the scene sub-lines of interaction between different game sub-maps, and the game data that occurs in the scene sub-lines of interaction is synchronized to the scene sub-lines of the other game sub-map using the mirror display list of the cell.
[0026] Furthermore, after creating a preset number of scene sub-lines for each game sub-map and configuring the interaction mapping relationship between scene sub-lines of different game sub-maps, the method further includes:
[0027] Obtain the number of players in each scene sub-line of the game sub-map, and assign scene sub-lines to newly joined players in the game sub-map based on the number of players in each scene sub-line.
[0028] Furthermore, the process of assigning scene lines to newly added players in the game sub-map based on the number of players in each scene line includes:
[0029] Iterate through the number of players in each scene branch and determine whether the number of players in each scene branch has reached the number of players that the game sub-map can support;
[0030] If the number of players in all scene sub-lines reaches the threshold of the number of players that the game sub-map can carry, then a new scene sub-line is created for the game sub-map, and the interaction mapping relationship between scene sub-lines in different game sub-maps is updated. Players newly added to the game sub-map are then assigned to the newly created scene sub-lines.
[0031] Otherwise, newly added players to the game sub-map will be assigned to scene sub-lines that have not reached the player number threshold.
[0032] Furthermore, after creating a preset number of scene sub-lines for each game sub-map and configuring the interaction mapping relationship between scene sub-lines of different game sub-maps, the method further includes:
[0033] The system iterates through and monitors the number of players in each scene sub-map of the game. If the number of players in a scene sub-map drops to zero, the scene sub-map is destroyed, and the interaction mapping relationship between scene sub-maps of different game sub-maps is updated.
[0034] Furthermore, when the game data interaction is strong interaction, after synchronizing the game data occurring in different game sub-maps to the other game sub-map using the mirrored display list of the cell, the method further includes:
[0035] For the current game sub-map, based on the game data of the players in the current game sub-map and the game data of the opponent's game sub-map synchronized to the current game sub-map, the strong interaction data of the players in the current game sub-map is calculated according to the time order of the received messages, and the strong interaction data is displayed on the client.
[0036] When the interaction of the game data is weak, after synchronizing the game data occurring in different game sub-maps to the other game sub-map using the mirrored display list of the cell, the method further includes:
[0037] For the current plot scenario, weak interaction data is obtained from the server based on the player's identity identifier in the other party's game sub-map, and the weak interaction data is displayed on the client.
[0038] According to a second aspect of this application, an apparatus for data interaction in a game map is provided, comprising:
[0039] The unit is defined as follows: it is used to divide cells based on the original game map, and for each cell divided into a game sub-map, it determines the relationship between the cell and the adjacent game sub-map. The game sub-map is a scene plot split from the original game map, and each game sub-map corresponds to a game scene in the original game map.
[0040] A cell is created to establish a mirrored display list of the cell if there is an interactive visible relationship between the cell and an adjacent game sub-map.
[0041] The synchronization unit is used to synchronize game data occurring in different game sub-maps to the other game sub-map using the mirrored display list of the cell when players in different game sub-maps are involved in data interaction, so that players in different game sub-maps are visually in the same game sub-map.
[0042] Furthermore, the device also includes:
[0043] The splitting unit is used to obtain scene function partitions in the original game map before dividing the original game map into cells based on the original game map and determining the relationship between the cells divided into each game sub-map and adjacent game sub-maps. Based on the scene function partitions, the original game map is split into multiple game sub-maps applicable to different scene plots. Each game sub-map corresponds to one scene plot, and the game sub-maps do not overlap.
[0044] The splitting unit includes:
[0045] The splitting module is used to split the original game map into plot areas suitable for different scene plots according to the scene functional partitions;
[0046] The acquisition module is used to represent the boundaries of different scene plots using polygons, so as to obtain multiple game sub-maps that do not overlap between the plot areas.
[0047] Furthermore, the determining unit is specifically used to determine, for each cell divided into each game sub-map, if the cell is simultaneously in the current game sub-map and an adjacent game sub-map, then determine that the cell and the adjacent game sub-map have an interactive visible relationship;
[0048] The determining unit is further configured to, for each cell in each game sub-map, determine if the cell is within a 3x3 grid visible to the player in an adjacent game sub-map, and then determine that the cell and the adjacent game sub-map have an interactive visibility relationship.
[0049] Furthermore, the mirrored display list records a first list of cells mirrored in other game sub-maps and a second list of cells mirrored in other game sub-maps. The synchronization unit includes:
[0050] The receiving module is used to receive game data occurring in cells of other game submaps using a first list of cells mirrored in the cell;
[0051] The sending module is used to synchronize game data occurring in the cell to cells in other game sub-maps using a second list that mirrors the cell in the cell.
[0052] Furthermore, the device also includes:
[0053] The configuration unit is used to create a preset number of scene sub-lines for each game sub-map and configure the interaction mapping relationship between scene sub-lines between different game sub-maps before the game data occurring in different game sub-maps is synchronized to the other game sub-map using the mirror display list of the cell when players in different game sub-maps are involved in data interaction.
[0054] The synchronization unit is also used to obtain the scene sub-lines of interaction between different game sub-maps using the interaction mapping relationship, and to synchronize the game data that occurs in the scene sub-lines of the interaction to the scene sub-lines of the other game sub-map using the mirror display list of the cell.
[0055] Furthermore, the device also includes:
[0056] The allocation unit is used to obtain the number of players in each scene line of the game sub-map after creating a preset number of scene lines for each game sub-map and configuring the interaction mapping relationship between scene lines between different game sub-maps, and to allocate scene lines to players newly added to the game sub-map according to the number of players in each scene line.
[0057] Furthermore, the allocation unit includes:
[0058] The judgment module is used to iterate through the number of players in each scene sub-line and determine whether the number of players in the scene sub-line has reached the number of players that the game sub-map can support;
[0059] A new module is created to create a new scene sub-line for the game sub-map if the number of players in all scene sub-lines reaches the threshold of the number of players that the game sub-map can carry. At the same time, the interaction mapping relationship between scene sub-lines in different game sub-maps is updated, and newly added players to the game sub-map are assigned to the newly created scene sub-lines.
[0060] The allocation module is used to otherwise assign newly added players to scene sub-maps where the player count has not reached the threshold.
[0061] Furthermore, the device also includes:
[0062] The destruction unit is used to, after creating a preset number of scene sub-lines for each game sub-map and configuring the interaction mapping relationship between scene sub-lines of different game sub-maps, traverse and monitor the number of players in each scene sub-line of the game sub-map. If the number of players in a scene sub-line drops to zero, the scene sub-line is destroyed, and the interaction mapping relationship between scene sub-lines of different game sub-maps is updated.
[0063] Furthermore, the device also includes:
[0064] The display unit is used to, when the interaction of the game data is strong interaction, after synchronizing the game data occurring in different game sub-maps to the other game sub-map using the mirror display list of the cell, calculate the strong interaction data of the players in the current game sub-map according to the game data of the players in the current game sub-map and the game data synchronized to the current game sub-map from the other game sub-map, according to the time order of receiving the messages, and display the strong interaction data on the client.
[0065] The display unit is further configured to, when the interaction of the game data is weak, after synchronizing the game data occurring in different game sub-maps to the other party's game sub-map using the mirror display list of the cell, obtain weak interaction data from the server based on the identity identifier of the player in the other party's game sub-map for the current plot scene, and display the weak interaction data on the client.
[0066] According to a third aspect of this application, a computer device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps of the method described in the first aspect above.
[0067] According to a fourth aspect of this application, a readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the steps of the method described in the first aspect above.
[0068] By utilizing the above technical solution, this application provides a method and apparatus for data interaction in a game map. Compared with the existing method of using logical map edge blurring to achieve seamless transitions between game maps during data interaction, this application divides the original game map into cells based on the original game map. For each cell in a game sub-map, the relationship between the cell and adjacent game sub-maps is determined. Here, a game sub-map is a scene plot split from the original game map, and each game sub-map corresponds to a game scene in the original game map. If a cell has an interactive visibility relationship with an adjacent game sub-map, a mirror display list of the cell is established. When players in different game sub-maps are involved in data interaction, the mirror display list of the cell is used to synchronize the game data occurring in different game sub-maps to the other game sub-map, so that players in different game sub-maps appear to be in the same game sub-map. This achieves data synchronization and interaction between players in different scene plots, supports visibility between game sub-maps, and achieves seamless transitions between game maps during data interaction without the need for coordinate transformation of the game map, thus facilitating data interaction in the game map.
[0069] The above description is only an overview of the technical solution of this application. In order to better understand the technical means of this application and to implement it in accordance with the contents of the specification, and to make the above and other objects, features and advantages of this application more obvious and understandable, the following are specific embodiments of this application. Attached Figure Description
[0070] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:
[0071] Figure 1 A flowchart illustrating a method for data interaction in a game map according to an embodiment of this application is shown;
[0072] Figure 2 A flowchart illustrating another method for data interaction in a game map provided in an embodiment of this application is shown;
[0073] Figure 3 This illustration shows a schematic diagram of the original game map partitioning results provided in an embodiment of this application;
[0074] Figure 4 This illustration shows a schematic diagram of data interaction between players in adjacent game sub-maps provided in an embodiment of this application;
[0075] Figure 5 A schematic diagram of the structure of a device for data interaction in a game map provided in an embodiment of this application is shown;
[0076] Figure 6 This illustration shows a structural schematic diagram of another device for data interaction in a game map provided in an embodiment of this application;
[0077] Figure 7 A schematic diagram of the device structure of a computer device provided in an embodiment of the present invention is shown. Detailed Implementation
[0078] The invention will now be discussed with reference to several exemplary embodiments. It should be understood that these embodiments are described merely to enable those skilled in the art to better understand and thus implement the invention, and are not intended to imply any limitation on the scope of the invention.
[0079] As used herein, the term "comprising" and its variations are to be interpreted as open-ended terms meaning "including but not limited to". The term "based on" is to be interpreted as "at least partially based on". The terms "one embodiment" and "an embodiment" are to be interpreted as "at least one embodiment". The term "another embodiment" is to be interpreted as "at least one other embodiment".
[0080] In the creation of game maps, related technologies can be used to create game maps using a logical map edge blurring method, thereby enabling data interaction within the game map. Specifically, when creating logical maps, the adjacent tiles on each map edge are designed to be identical. When players traverse the logical map to perform data interactions, the screen display remains largely unchanged, achieving a seamless transition between game map transitions during data interaction. However, spliced game maps... Figure 1 Generally, these are rectangular or relatively regular shapes. This requires coordinate transformation of adjacent game maps during the splicing operation. The result of the coordinate transformation directly affects the accuracy of data interaction between the spliced game maps, making it difficult to achieve a seamless transition between game maps during the data interaction process.
[0081] To address this issue, this embodiment provides a method for data interaction in a game map, such as... Figure 1 As shown, the method includes the following steps:
[0082] 101. Divide the original game map into cells, and for each cell divided into a game sub-map, determine the relationship between the cell and the adjacent game sub-maps.
[0083] The original game map is typically a large, rectangular or relatively regular-shaped map that represents different game scene areas. To differentiate between these scenes, the original game map can be divided into sub-maps based on functional zones. Each sub-map corresponds to a specific game scene within the original map. For example, the original map might include functional zones such as daily quest areas, training areas, and challenge areas. It can also be divided into sub-maps based on player levels, such as beginner areas, intermediate areas, advanced areas, and VIP areas. Understanding the diversity of scene elements within these sub-maps, further subdivision based on the element characteristics of each scene area can yield more granular sub-maps. For instance, the beginner area could be further subdivided into Moonlight Forest, Frostridge Mountains, and Stranglethorn Vale. Here, a game sub-map can be understood as a game instance set up for a specific game scene, separated from the original game map. This game instance is independent, and its presentation differs in different types of games. Through game instances, each player can experience the game content on their own, thereby solving the problem of resource allocation in the game.
[0084] Considering the inconsistent size and shape of the corresponding scene tiles in the game sub-maps, dividing the cells based on these scene tiles might result in inconsistent correspondences among cells at the edges of the game sub-maps, meaning cells at the edges of two game sub-maps could be misaligned. Therefore, we divide the cells based on the original game map. Specifically, during the cell division process, the map can be divided into multiple grids according to the size of the original game map, with each grid serving as a single cell of the same size, for example, 32*32.
[0085] Understandably, players follow a 3x3 grid visibility rule on the game map. This means that the player's current 3x3 grid is the central cell, and all surrounding cells within that grid are within the player's field of vision. Each player can see other players in their current cell, as well as players in the nine adjacent cells (upper left, lower left, upper right, lower right, and lower right). Based on this rule, the original game map can be divided into sub-maps representing different scene areas. Each sub-map contains a certain number of cells, which may belong to other sub-maps. These sub-map cells can be categorized into two types: those with no interactive visibility relationship with adjacent sub-maps (i.e., belonging entirely to a single sub-map) and those with interactive relationships. These cells may belong to multiple adjacent sub-maps (i.e., on the dividing lines of the sub-maps) or be located at the edge of a single sub-map (i.e., within the 3x3 grid of players in adjacent sub-maps and visible to them).
[0086] Specifically, the cells in each game sub-map can be categorized. If the cell belongs entirely to a single game sub-map, it is determined that the cell does not have an interactive visibility relationship with adjacent game sub-maps. If the cell also belongs to an adjacent game sub-map or is within the 3x3 grid of a player in an adjacent game sub-map, it is determined that the cell has an interactive visibility relationship with adjacent game sub-maps.
[0087] In this embodiment, the executing entity can be a data interaction device or equipment within the game map, which can be configured on the server side that creates the game map. Designers can split the original game map according to its functional partitions, representing the split sub-maps with polygons. Each sub-map becomes a scene tile, enabling edge visibility and interaction between tiles, achieving a seamless transition effect between game maps. This seamless transition means that players can move from one scene tile to another without switching game maps, making the entire game world appear as a unified landmass. Figure 1 This seamless connection enhances the player's gaming experience.
[0088] 102. If the cell has an interactive visibility relationship with the adjacent game sub-map, then a mirrored display list of the cell is created.
[0089] Understandably, if a cell has an interactive visibility relationship with its adjacent game submap, it means that the player in the cell can see the player in the related cell in the adjacent game submap, and can also be seen by the player in the related cell in the adjacent game submap. In order to make players in multiple adjacent game submaps appear to be in the same game submap, a mirrored display list of cells is created. Then, based on the mirrored display list of cells, game data occurring in the cells of each other's game submaps is exchanged, thereby achieving data synchronization in multiple adjacent game submaps.
[0090] In this embodiment, for each cell, basic information about the cell can be stored, such as the cell's number and coordinates in the game sub-map, as well as information about the player and non-player characters in the cell. A mirrored display list of the cell can also be stored. This mirrored display list can be a list of cells formed by the mirrored information of the cell. Here, the mirrored information of the cell can be indicated by the rows and columns of the list. Different lists can also be used to store the mirrored information of the cell according to the mirrored type.
[0091] As a storage method, the rows of a list can be used to indicate cell information in game sub-maps adjacent to the cell, and the lists of lists can indicate the mirror relationship between the two, including active mirroring and passive mirroring. For example, in the mirror display list of cell a1 in game sub-map A, game sub-maps B and C are both adjacent game sub-maps of game sub-map A. The mirror display list of cell a1 records the mirrored cells and the mirrored cells in game sub-maps B and C.
[0092] As another storage method, the mirrored display list records a first list of cells mirrored in other game sub-maps and a second list of cells mirrored by cells in other game sub-maps. The first list indicates which cells a cell mirrors, and can be used to receive game data occurring in cells in other game sub-maps. The second list indicates which cells a cell mirrors, and can be used to synchronize game data occurring in that cell to cells in other game sub-maps. Again, taking the mirrored display list of cell a1 in game sub-map A as an example, the first list can be used to store cells mirrored by cell a1 in game sub-maps B and C, and the second list can be used to store cells mirrored by cell a1 in game sub-maps B and C.
[0093] 103. When players in different game sub-maps are involved in data interaction, the mirrored display list of the cell is used to synchronize the game data occurring in different game sub-maps to the other game sub-map, so that players in different game sub-maps appear to be in the same game sub-map.
[0094] In a game scenario, player actions lead to data interaction between different game sub-maps. This interaction can include observation, position manipulation, and environmental interaction. Observation involves acquiring information from the visuals, similar to observation in a real environment. Examples include top-down / side-view perspectives common in 2D games, and first-person, third-person, or top-down perspectives common in 3D games. Position manipulation includes controlling the viewpoint / field of view and manipulating the character's coordinates. In 2D games, movement is possible up, down, left, and right; in 3D games, movement is possible forward, backward, left, and right, including third-dimensional movement such as flying and climbing. Environmental interaction can take the form of dialogue, triggered events, physics simulations, and movement points. Specifically, it can attract player attention to certain elements on the game map, prompting the player to move their character / viewpoint to trigger corresponding environmental interactions. For example, the interface might include elements designed to draw the user's attention, thus triggering player interaction with those elements.
[0095] Understandably, when players in different game submaps interact, each player's game data needs to be updated. For example, in adjacent game submaps A and B, if a player in submap A attacks a player in submap B, the player in submap A needs to calculate the damage based on the synchronized game data from submap B. Here, a mirrored list of cells can be used to synchronize the game data occurring in different game submaps to the other submap. This allows each game submap to aggregate the game data from players in each interacting submap and update the game data for its own players. At this point, players in different game submaps appear to be in the same scene, making them visually appear in the same game submap.
[0096] The data interaction method in the game map provided in this application embodiment, compared with the existing method of using logical map edge blurring to achieve a seamless connection effect of splicing game map switching during data interaction, divides the original game map into cells based on the original game map, and determines the relationship between the cell and adjacent game sub-maps for each cell in the game sub-map. Here, the game sub-map is a scene plot split from the original game map, and each game sub-map corresponds to a game scene in the original game map. If there is an interactive visibility relationship between the cell and the adjacent game sub-map, a mirror display list of the cell is established. When players in different game sub-maps are involved in data interaction, the mirror display list of the cell is used to synchronize the game data occurring in different game sub-maps to the other game sub-map, so that players in different game sub-maps are visually in the same game sub-map. This realizes data synchronization and interaction between players in different scene plots, supports visibility between various game sub-maps, and achieves a seamless connection effect of game map switching during data interaction without the need for game map coordinate transformation, which facilitates data interaction in the game map.
[0097] Furthermore, in the specific application scenario of large-scale games, the original game map can be divided into multiple game sub-maps, and each game sub-map can accommodate a large number of players. Considering that too many players in a game sub-map would cause excessive CPU pressure, and a single game sub-map cannot support all players, a certain number of scene sub-lines can be configured for each game sub-map. For example, if the number of players in a game sub-map reaches 100, a scene sub-line is created, which is equivalent to the game instance corresponding to the game sub-map. When players in the same game world enter game instances corresponding to different game sub-maps, the game data of players in different game sub-maps can be mirrored to the other game sub-map through the game instance, so that players in different game sub-maps are visually in the same game instance. Then, when data interaction occurs between players, the player data in different game instances can be updated based on the generated interaction data. For example, game instance A1 corresponding to game sub-map A and game instance B1 corresponding to game sub-map B are in the same game world. Player data in game instance A1 can be mirrored to game instance B1, and similarly, player data in game instance B1 can be mirrored to game instance A1. In this way, players in game instance A1 and players in game instance B1 are visually in the same game instance. Players can see the data changes that occur in each other's game instances. That is, players in game instance A1 can see the combat scenes of players in game instance B1. When there is data interaction between players in game instance A1 and players in game instance B1, the data changes can be synchronized to each other's game instances.
[0098] As a refinement and extension of the specific implementation of the above embodiments, and in order to fully illustrate the specific implementation process of this embodiment, this embodiment provides another method for data interaction in a game map, such as... Figure 2 As shown, the method includes:
[0099] 201. Obtain the scene function partitions in the original game map, and split the original game map into multiple game sub-maps applicable to different scene plots according to the scene function partitions.
[0100] The original game map is typically a large map, and a single scene generally runs on a single thread. When the number of players in a scene increases significantly, for example, when thousands of players enter simultaneously, it leads to increased CPU pressure and slower processing speed. To enable the game scene to accommodate more players, this embodiment of the invention achieves a seamless map by splitting the large map into multiple smaller maps. Each smaller map represents a scene tile, and switching between scene tiles allows for edge visibility and interaction between them. Specifically, based on scene functional partitions, tile areas suitable for different scene tiles can be separated from the original game map. Polygons are used to represent the boundaries of different scene tile areas, resulting in multiple non-overlapping game sub-maps.
[0101] Understandably, considering the smoothness of players switching between different game sub-maps, a smooth transition can be made when splitting up the land areas, thus achieving a seamless connection between game sub-maps.
[0102] In practical applications, the table structure of the original game map is shown in Table 1 below. For game scenario SN=100, the original game map is split into two sub-maps: region 3001 and region 3002. The table structure of the split sub-maps is shown in Table 2 below. Each region has its own polygon boundary. It is important to note that all region plots must not overlap, and the original game map must be completely split; that is, any point on the original game map must belong to only one plot, and must belong to only one plot. It should be noted that points located at the boundaries of two regional plots are common to both plots. However, in actual interactive applications, the boundaries of regional plots are defined by coordinates. The specific regional plot to which a point is assigned can be determined by traversing the array of regional plot boundaries according to agreed-upon rules. For example, the boundary points can be assigned to the first regional plot in the array traversal order, or to the last regional plot in the array traversal order. The agreed-upon rules are not limited here.
[0103] Table 1. Structure of the original game map
[0104] int String int[] String sn name blockSn asset Scene SN Remarks Includes all scene plot SN Corresponding resource name 100 Game Sub-Map 3001、3002 Map_00_1536
[0105] Table 2. Table structure of the split game sub-maps
[0106]
[0107]
[0108] 202. Divide the original game map into cells, and for each cell divided into a game sub-map, determine the relationship between the cell and the adjacent game sub-maps.
[0109] Understandably, for each cell assigned to a game submap, there are several possible types of relationships with adjacent game submaps: First, a cell belonging to only one game submap and not adjacent to other game submaps; second, a cell belonging to multiple game submaps, including the dividing lines of scene tiles; and third, a cell belonging to a single game submap, but visible to the player's grid in adjacent game submaps. For cells of the second and third types, they need to be visible to the player's grid in adjacent game submaps, and these cells have an interactive visibility relationship with adjacent game submaps. However, for cells of the first type, they are not within the player's grid visibility range in adjacent game submaps, and these cells do not have an interactive visibility relationship with adjacent game submaps.
[0110] Specifically, for each cell assigned to a game submap, if the cell is simultaneously located in the current game submap and an adjacent game submap, then the cell and the adjacent game submap are considered to have an interactive visibility relationship; for each cell assigned to a game submap, if the cell is located within a 3x3 grid visible to the player in an adjacent game submap, then the cell and the adjacent game submap are considered to have an interactive visibility relationship.
[0111] 203. If the cell has an interactive visibility relationship with the adjacent game sub-map, then a mirrored display list of the cell is created.
[0112] Since the second and third types of cells are within the player's field of vision in adjacent game submaps, a mirrored display list of cells needs to be established. This mirrored display list is equivalent to a mapping relationship between cells in adjacent game submaps. By establishing this mapping relationship, data changes occurring in cells within one game submap can be synchronized to cells in the other game submap, thus achieving data synchronization. For example, game data from player movement, combat, and other actions needs to be synchronized to the mirrored cells so that cells in the other game submap can display the data changes occurring in the mirrored cells.
[0113] In practical application scenarios, the specific results of dividing the original game map are as follows: Figure 3 As shown, A, B, and C are three game sub-maps split from the original game map, each suitable for different scene areas. Numbers 1 to 9 represent 9 cells. Cell 5 is the visible area centered on the player. The player's center can be changed according to the player's coordinates, and the corresponding 3x3 grid will also change accordingly. Cell 1 in the figure belongs to both game sub-map A and game sub-map B, so both game sub-map A and game sub-map B will have cell 1. Cell 4 in the figure is the player's 3x3 visible range in game sub-map B and game sub-map C. Therefore, mirrored cells need to be created in game sub-map B and game sub-map C to display the data changes that occurred in cell 4 in game sub-map B and game sub-map C.
[0114] by Figure 4 This example illustrates the data interaction process between players in adjacent game sub-maps. Figure 4 The two players are located in two adjacent game sub-maps. The straight line is the dividing line of the scene tiles. The two players belong to different scene tiles, but they are within the player's 3x3 grid field of vision. The player on the right can see the mirror image of the player on the left, as well as game data such as movement and combat. For the players, it is as if the two players are in the same scene tile.
[0115] 204. Create a preset number of scene sub-lines for each game sub-map, and configure the interaction mapping relationship between scene sub-lines between different game sub-maps.
[0116] Considering that game sub-maps, as scene modules, have limited capacity and cannot support a large number of players simultaneously, this puts significant performance pressure on the game server. For example, in the area where game sub-map A is located, a large number of players may converge on that area at the same time, causing excessive CPU pressure for a single scene and leading to message processing delays. Therefore, this embodiment of the invention supports a split-line mechanism, meaning that each game sub-map supports multiple scene splits, such as A1, A2, ..., An. The number of players that each game sub-map can support is set through game planner configuration. For example, if each game sub-map can support 100 players, then the scene split corresponding to that game sub-map can support 100 players.
[0117] It should be noted that while creating multiple scene lines for a game submap, multiple scene lines will exist in multiple adjacent game submaps. The cells at the edge of the game submap need to be interactively visible. This requires configuring the interactive mapping relationship between scene lines in different game submaps. For example, game submap A includes two scene lines A1 and A2, and game submap B includes three scene lines B1-B3. Specifically, before players interact in adjacent game submaps, the interactive mapping relationship between scene lines A1 and B1 can be pre-established. That is, the cells in scene line A1 need to have a one-to-one correspondence with scene line B1 in the adjacent game submap.
[0118] Understandably, since scene divisions change as the number of players increases, the interaction mapping relationships of newly added scene divisions also need to be adjusted accordingly. For example, for cells that need to be mirrored in a game sub-unit, they should all correspond to the scene division with the fewest players in the game sub-map where the cell is located.
[0119] In this embodiment of the invention, a preset number of scene sub-lines are created in the game sub-map of a single scene plot through a line splitting mechanism, which enables a large number of players to play the game in the scene plot at the same time. Theoretically, even if all players on the server are in the scene plot of the game sub-map, there will be no performance pressure.
[0120] 205. Obtain the number of players in each scene sub-line of the game sub-map, and assign scene sub-lines to newly added players to the game sub-map according to the number of players in each scene sub-line.
[0121] Specifically, when players enter a game sub-map, they can be evenly distributed across different scene lines based on the created scene lines. If the number of players in all scene lines reaches the threshold for capacity, a new scene line can be created and assigned to the players. This way, even with a large number of players in the game sub-map, the load can be handled by multiple scene lines. The number of scene lines can be adaptively adjusted based on the number of players in the game sub-map. For example, initially, a small number of scene lines can be created, and new scene lines can be created as the number of players increases.
[0122] Specifically, by iterating through the number of players in each scene sub-map, it can be determined whether the number of players in each scene sub-map has reached the player capacity of the game submap. If the number of players in all scene sub-maps reaches the player capacity threshold of the game submap, a new scene sub-map is created, and the interaction mapping relationship between scene sub-maps in different game submaps is updated. Newly added players are then assigned to the newly created scene sub-map. Otherwise, newly added players are assigned to scene sub-maps that have not reached the player capacity threshold. It's understandable that this update of the interaction mapping relationship between scene sub-maps mainly focuses on the mapping relationship between the newly created scene sub-map and scene sub-maps in adjacent game submaps. For other scene sub-maps in a game submap, the mapping relationship between them and scene sub-maps in adjacent game submaps remains unchanged.
[0123] Furthermore, considering the resource utilization of scene sub-maps, if the number of players in a scene sub-map decreases to zero, it indicates that all players have exited that scene sub-map, thus eliminating the need to reopen it and saving game resources. Specifically, this can be achieved by iterating through and monitoring the number of players in each scene sub-map of the game. If the number of players in a scene sub-map drops to zero, the scene sub-map is destroyed, and the interaction mapping relationship between scene sub-maps in different game sub-maps is updated. Similarly, this update of the interaction mapping relationship between scene sub-maps in different game sub-maps mainly focuses on the mapping relationship between destroyed scene sub-maps in a game sub-map and scene sub-maps in adjacent game sub-maps. For other scene sub-maps in a game sub-map, the mapping relationship between them and scene sub-maps in adjacent game sub-maps remains unchanged.
[0124] 206. When players in different game sub-maps are involved in data interaction, the interaction mapping relationship is used to obtain the scene sub-lines of interaction between different game sub-maps, and the game data occurring in the scene sub-lines of the interaction is synchronized to the scene sub-lines of the other game sub-map using the mirror display list of the cell.
[0125] In this embodiment of the invention, when two players are in adjacent scenes within different game submaps and are within each other's visible cells, data interaction may occur between them. This could include player attacks, player profile queries, or player communication. Different interaction data will be generated based on the content of the interaction. Game data interaction can be categorized into strong and weak interactions based on the content. Strong interactions typically involve dynamic player interactions, such as attacks and battles. Specifically, for the current game submap, strong interaction data can be calculated based on the player's game data in the current submap and the game data synchronized from the opponent's game submap, following the order of message reception, and then displayed on the client. Weak interactions typically involve static player interactions, such as trading or profile viewing. For the current scene, weak interaction data can be obtained from the server based on the player's identity in the opponent's game submap and then displayed on the client.
[0126] For example, in a strong interaction scenario, when player A attacks player B in combat, player A's game data and player B's mirrored data can be used to calculate player B's damage, and this result can be synchronized to the cell in player B's game submap as strong interaction data. Since player A and player B are likely in different scene segments, and other players may be attacking player B in the scene segment where player B is located or in other adjacent game submaps, the results can be processed according to the order in which player B receives the messages, ultimately obtaining player B's strong interaction data in the game submap. In a weak interaction scenario, when player A views player B's player profile, player A can retrieve player data from player B's game submap based on player B's ID, and then return this player data to the client as weak interaction data for display.
[0127] Furthermore, as Figure 1 and Figure 2 In terms of specific implementation, this application provides a device for data interaction in a game map, such as... Figure 5 As shown, the device includes: a determination unit 31, an establishment unit 32, and a synchronization unit 33.
[0128] The determining unit 31 can be used to divide cells based on the original game map, and for each cell divided into a game sub-map, determine the relationship between the cell and the adjacent game sub-map. The game sub-map is a scene plot split from the original game map, and each game sub-map corresponds to a game scene in the original game map.
[0129] Unit 32 can be used to create a mirrored display list of the cell if there is an interactive visible relationship between the cell and the adjacent game sub-map;
[0130] Synchronization unit 33 can be used to synchronize game data occurring in different game sub-maps to the other game sub-map using the mirrored display list of the cell when players in different game sub-maps are involved in data interaction, so that players in different game sub-maps are visually in the same game sub-map.
[0131] The device for data interaction in a game map provided in this invention, compared with the existing method of using logical map edge blurring to achieve seamless transitions between game maps during data interaction, divides the original game map into cells based on the original game map. For each cell in a game sub-map, the relationship between the cell and adjacent game sub-maps is determined. Here, a game sub-map is a scene plot split from the original game map, and each game sub-map corresponds to a game scene in the original game map. If a cell has an interactive visibility relationship with an adjacent game sub-map, a mirror display list of the cell is established. When players in different game sub-maps are involved in data interaction, the mirror display list of the cell is used to synchronize the game data occurring in different game sub-maps to the other game sub-map, so that players in different game sub-maps appear to be in the same game sub-map. This achieves data synchronization and interaction between players in different scene plots, supports visibility between game sub-maps, and achieves seamless transitions between game maps during data interaction without the need for coordinate transformation of the game map, thus facilitating data interaction in the game map.
[0132] In specific application scenarios, such as Figure 6 As shown, the device further includes:
[0133] The splitting unit 34 can be used to obtain scene function partitions in the original game map before dividing the cells based on the original game map and determining the relationship between the cells divided into each game sub-map and adjacent game sub-maps. Based on the scene function partitions, the original game map is split into multiple game sub-maps applicable to different scene plots. Each game sub-map corresponds to one scene plot, and the game sub-maps do not overlap.
[0134] The splitting unit 34 includes:
[0135] The splitting module 341 can be used to split out plot areas suitable for different scene plots in the original game map according to the scene functional partitions;
[0136] The acquisition module 342 can be used to represent the boundaries of different scene plots using polygons, so as to obtain multiple game sub-maps that do not overlap between the plot areas.
[0137] In a specific application scenario, the determining unit 31 can be used to determine, for each cell in each game sub-map, if the cell is simultaneously in the current game sub-map and an adjacent game sub-map, then determine that the cell and the adjacent game sub-map have an interactive visible relationship.
[0138] Specifically, the determining unit 31 can also be used to determine, for each cell in each game sub-map, if the cell is located within a 3x3 grid visible to the player in an adjacent game sub-map, then determine that the cell and the adjacent game sub-map have an interactive visibility relationship.
[0139] In specific application scenarios, such as Figure 6 As shown, the mirrored display list records a first list of cells mirrored in other game sub-maps and a second list of cells mirrored in other game sub-maps. The synchronization unit 33 includes:
[0140] The receiving module 331 can be used to receive game data occurring in cells of other game submaps using a first list of cells mirrored in other game submaps;
[0141] The sending module 332 can be used to synchronize game data occurring in the cell to cells in other game sub-maps using a second list that mirrors the cell in the cell.
[0142] In specific application scenarios, such as Figure 6 As shown, the device further includes:
[0143] The configuration unit 35 can be used to create a preset number of scene sub-lines for each game sub-map and configure the interaction mapping relationship between scene sub-lines between different game sub-maps before the game data occurring in different game sub-maps is synchronized to the other game sub-map using the mirror display list of the cell when players in different game sub-maps are involved in data interaction.
[0144] The synchronization unit 33 can also be used to obtain the scene sub-lines of interaction between different game sub-maps using the interaction mapping relationship, and use the mirror display list of the cell to synchronize the game data that occurs in the scene sub-lines of the interaction to the scene sub-lines of the other game sub-map respectively.
[0145] In specific application scenarios, such as Figure 6As shown, the device further includes:
[0146] The allocation unit 36 can be used to obtain the number of players in each scene line of the game sub-map after creating a preset number of scene lines for each game sub-map and configuring the interaction mapping relationship between scene lines of different game sub-maps, and to allocate scene lines to players newly added to the game sub-map according to the number of players in each scene line.
[0147] In specific application scenarios, such as Figure 6 As shown, the allocation unit 36 includes:
[0148] The judgment module 361 can be used to iterate through the number of players in each scene sub-line and determine whether the number of players in the scene sub-line has reached the number of players that the game sub-map can support.
[0149] The newly created module 362 can be used to create a new scene sub-line for the game sub-map if the number of players in all scene sub-lines reaches the threshold of the number of players that the game sub-map can carry. At the same time, it updates the interaction mapping relationship between scene sub-lines in different game sub-maps and assigns the newly added players to the newly created scene sub-lines.
[0150] The allocation module 363 can be used to otherwise allocate newly added players to the game sub-map to scene sub-lines that have not reached the player number threshold.
[0151] In specific application scenarios, such as Figure 6 As shown, the device further includes:
[0152] The destruction unit 37 can be used to traverse and monitor the number of players in each scene line of the game sub-map after creating a preset number of scene lines for each game sub-map and configuring the interaction mapping relationship between scene lines of different game sub-maps. If the number of players in a scene line drops to zero, the scene line is destroyed, and the interaction mapping relationship between scene lines of different game sub-maps is updated.
[0153] In specific application scenarios, such as Figure 6 As shown, the device further includes:
[0154] Display unit 38 can be used to calculate the strong interaction data of the players in the current game sub-map when the interaction of the game data is strong interaction, after the game data occurring in different game sub-maps is synchronized to the other game sub-map by using the mirror display list of the cell, for the current game sub-map, according to the game data of the players in the current game sub-map and the game data synchronized to the current game sub-map by the other game sub-map, according to the time order of receiving the message, and display the strong interaction data on the client.
[0155] The display unit 38 can also be used to retrieve weak interaction data from the server based on the identity identifier of the player in the other game sub-map when the interaction of the game data is weak, after synchronizing the game data occurring in different game sub-maps to the other game sub-map using the mirror display list of the cell, and displaying the weak interaction data on the client for the current plot scene according to the identity identifier of the player in the other game sub-map.
[0156] It should be noted that other corresponding descriptions of the functional units involved in the data interaction device in the game map provided in this embodiment can be found in [reference]. Figures 1-2 The corresponding descriptions in [the document] will not be repeated here.
[0157] Based on the above, Figures 1-2 Accordingly, this application embodiment also provides a storage medium storing a computer program thereon, which, when executed by a processor, implements the above-described method. Figures 1-2 The method of data interaction in the game map shown.
[0158] Based on this understanding, the technical solution of this application can be embodied in the form of a software product. This software product can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, or portable hard drive), and includes several instructions to cause a computer device (such as a personal computer, server, or network device) to execute the methods described in the various implementation scenarios of this application.
[0159] Based on the above, Figures 1-2 The method shown, and Figures 5-6 To achieve the above objectives, the virtual device embodiment shown in this application also provides a physical device for data interaction in a game map. Specifically, this physical device can be a computer, smartphone, tablet, smartwatch, server, or network device, etc. The physical device includes a storage medium and a processor; the storage medium stores a computer program; the processor executes the computer program to achieve the above-described... Figures 1-2 The method of data interaction in the game map shown.
[0160] Optionally, the physical device may also include a user interface, a network interface, a camera, radio frequency (RF) circuitry, sensors, audio circuitry, a Wi-Fi module, etc. The user interface may include a display screen, input units such as a keyboard, etc., and optional user interfaces may also include USB interfaces, card reader interfaces, etc. The network interface may optionally include standard wired interfaces, wireless interfaces (such as Wi-Fi interfaces), etc.
[0161] In an exemplary embodiment, see Figure 7 The aforementioned physical device includes a communication bus, a processor, a memory, and a communication interface. It may also include input / output interfaces and a display device. The various functional units can communicate with each other via the bus. The memory stores computer programs, and the processor executes the programs stored in the memory to perform the painting mounting method described in the above embodiments.
[0162] Those skilled in the art will understand that the physical device structure for data interaction in a game map provided in this embodiment does not constitute a limitation on the physical device, and may include more or fewer components, or combine certain components, or have different component arrangements.
[0163] The storage medium may also include an operating system and a network communication module. The operating system is a program that manages the hardware and software resources of the physical device for processing store search information, supporting the operation of the information processing program and other software and / or programs. The network communication module is used to enable communication between the various components within the storage medium, as well as communication with other hardware and software within the information processing physical device.
[0164] Through the above description of the embodiments, those skilled in the art can clearly understand that this application can be implemented using software plus necessary general-purpose hardware platforms, or it can be implemented through hardware. By applying the technical solution of this application, compared with the existing methods, this application uses a mirrored display list of cells to synchronize game data occurring in different game sub-maps to the other game sub-map, so that players in different game sub-maps appear to be in the same game sub-map. This achieves data synchronization and interaction between players in different scene tiles, supports visibility between various game sub-maps, and achieves seamless connection of game map switching during data interaction without the need for coordinate transformation of the game map, facilitating data interaction within the game map.
[0165] Those skilled in the art will understand that the accompanying drawings are merely schematic diagrams of a preferred embodiment, and the modules or processes shown in the drawings are not necessarily essential for implementing this application. Those skilled in the art will understand that the modules in the apparatus of the embodiment can be distributed within the apparatus of the embodiment as described, or can be modified to be located in one or more apparatuses different from this embodiment. The modules of the above-described embodiment can be combined into one module, or further divided into multiple sub-modules.
[0166] The serial numbers in this application are for descriptive purposes only and do not represent the superiority or inferiority of any particular implementation scenario. The above disclosures are merely a few specific implementation scenarios of this application; however, this application is not limited thereto, and any variations conceived by those skilled in the art should fall within the protection scope of this application.
Claims
1. A method for data interaction in a game map, characterized in that, include: The original game map is used as a reference to divide the cells, and for each cell in the game sub-map, the relationship between the cell and the adjacent game sub-map is determined. The game sub-map is a scene plot split from the original game map, and each game sub-map corresponds to a game scene in the original game map. If the cell has an interactive visibility relationship with an adjacent game sub-map, a mirrored display list of the cell is established. This mirrored display list is a list of cells formed by the mirrored information of the cell. The rows and columns of the list indicate the mirrored information of the cell. Specifically, the rows indicate the cell information in the adjacent game sub-map, and the columns indicate the mirrored relationship between the two, including active and passive mirroring. The mirrored display list records a first list of cells in other game sub-maps mirrored by the cell and a second list of cells in other game sub-maps mirrored by the cell. The process of using the mirrored display list to synchronize game data occurring in different game sub-maps to the other game sub-map includes: using the first list of cells in other game sub-maps mirrored by the cell to receive game data occurring in cells in other game sub-maps; and using the second list of cells in other game sub-maps mirrored by the cell to synchronize game data occurring in the cell to cells in other game sub-maps. The game data occurring within the cells of the other player's game submap is exchanged based on the mirrored display list of the cells.
2. The method according to claim 1, characterized in that, Before dividing the game map into cells based on the original game map and determining the relationship between the cells divided into each game submap and their adjacent game submaps, the method further includes: Obtain the scene function partitions in the original game map, and split the original game map into multiple game sub-maps applicable to different scene plots according to the scene function partitions. Each game sub-map corresponds to one scene plot, and the game sub-maps do not overlap. The step of splitting the original game map into multiple game sub-maps applicable to different scene plots according to the scene functional partitioning includes: Based on the scene function partitioning, plot areas suitable for different scene plots are separated from the original game map; Polygons are used to represent the boundaries of different scene plots to obtain multiple game sub-maps that do not overlap between the plot areas.
3. The method according to claim 1, characterized in that, The step of determining the relationship between a cell assigned to each game sub-map and its adjacent game sub-maps includes: For each cell assigned to a game sub-map, if the cell is simultaneously in the current game sub-map and an adjacent game sub-map, then it is determined that the cell and the adjacent game sub-map have an interactive visibility relationship. For each cell assigned to a game sub-map, if the cell is located within a 3x3 grid visible to the player in an adjacent game sub-map, then the cell is determined to have an interactive visibility relationship with the adjacent game sub-map. When players in different game sub-maps interact with each other, the mirrored display list of the cell is used to synchronize the game data occurring in the different game sub-maps to the other game sub-map, so that players in different game sub-maps are visually in the same game sub-map.
4. The method according to claim 1, characterized in that, The method of exchanging game data occurring within cells of the other player's game submap based on the mirrored display list of the cells includes: When players in different game sub-maps interact with each other, the mirrored display list of the cell is used to synchronize the game data occurring in the different game sub-maps to the other game sub-map, so that players in different game sub-maps are visually in the same game sub-map.
5. The method according to claim 1, characterized in that, Before synchronizing game data occurring in different game sub-maps to the other game sub-map using the mirrored display list of the cell when players in different game sub-maps interact, the method further includes: Create a preset number of scene sub-lines for each game sub-map, and configure the interaction mapping relationship between scene sub-lines between different game sub-maps; The method of using the mirrored display list of the cell to synchronize game data occurring in different game sub-maps to the other game sub-map includes: The interaction mapping relationship is used to obtain the scene sub-lines of interaction between different game sub-maps, and the game data that occurs in the scene sub-lines of interaction is synchronized to the scene sub-lines of the other game sub-map using the mirror display list of the cell.
6. The method according to claim 5, characterized in that, After creating a preset number of scene sub-lines for each game sub-map and configuring the interaction mapping relationship between scene sub-lines of different game sub-maps, the method further includes: Obtain the number of players in each scene sub-line of the game sub-map, and assign scene sub-lines to newly joined players in the game sub-map based on the number of players in each scene sub-line.
7. The method according to claim 6, characterized in that, The process of assigning scene lines to newly added players in the game sub-map based on the number of players in each scene line includes: Iterate through the number of players in each scene branch and determine whether the number of players in each scene branch has reached the number of players that the game sub-map can support; If the number of players in all scene sub-lines reaches the threshold of the number of players that the game sub-map can carry, then a new scene sub-line is created for the game sub-map, and the interaction mapping relationship between scene sub-lines in different game sub-maps is updated. Players newly added to the game sub-map are then assigned to the newly created scene sub-lines. Otherwise, newly added players to the game sub-map will be assigned to scene sub-lines that have not reached the player number threshold.
8. The method according to claim 5, characterized in that, After creating a preset number of scene sub-lines for each game sub-map and configuring the interaction mapping relationship between scene sub-lines of different game sub-maps, the method further includes: Iterate through and monitor the number of players in each scene sub-line of the game sub-map. If the number of players in a scene sub-line drops to zero, destroy the scene sub-line and update the interaction mapping relationship between scene sub-lines in different game sub-maps.
9. The method according to any one of claims 1-8, characterized in that, When the game data interaction is strong interaction, after synchronizing the game data occurring in different game sub-maps to the other game sub-map using the mirrored display list of the cell, the method further includes: For the current game sub-map, based on the game data of the players in the current game sub-map and the game data of the opponent's game sub-map synchronized to the current game sub-map, the strong interaction data of the players in the current game sub-map is calculated according to the time order of the received messages, and the strong interaction data is displayed on the client. When the interaction of the game data is weak, after synchronizing the game data occurring in different game sub-maps to the other game sub-map using the mirrored display list of the cell, the method further includes: For the current plot scenario, weak interaction data is obtained from the server based on the player's identity identifier in the other party's game sub-map, and the weak interaction data is displayed on the client.
10. A device for data interaction in a game map, characterized in that, include: The unit is defined as follows: it is used to divide cells based on the original game map, and for each cell divided into a game sub-map, it determines the relationship between the cell and the adjacent game sub-map. The game sub-map is a scene plot split from the original game map, and each game sub-map corresponds to a game scene in the original game map. A unit is established to create a mirrored display list for a cell if it has an interactively visible relationship with an adjacent game sub-map. This mirrored display list is a list of cells formed by the mirrored information of the cells. The rows and columns of the list indicate the mirrored information of the cells. Specifically, the rows indicate the cell information in the adjacent game sub-map, and the columns indicate the mirrored relationship between them, including active and passive mirroring. The mirrored display list records a first list of cells mirrored by the cell in other game sub-maps and a second list of cells mirrored by the cell in other game sub-maps. The process of using the mirrored display list to synchronize game data occurring in different game sub-maps to the other game sub-map includes: using the first list of cells mirrored by the cell in other game sub-maps to receive game data occurring in cells in other game sub-maps; and using the second list of cells mirrored by the cell in other game sub-maps to synchronize the game data occurring in the cell to cells in other game sub-maps. The synchronization unit is used to exchange game data occurring in cells of the other player's game submap based on the mirrored display list of the cells.
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