Game editing method, game editing device, storage medium and electronic device

By initiating a synchronized editing invitation from the main game account, multiple game accounts can collaboratively edit game scenes, solving the problem of low editing efficiency for a single account, improving editing efficiency, reducing time costs, and decreasing server load.

CN117085335BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-09-20
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

Current technology has low efficiency in editing game scenes, and each game account requires a significant time investment for editing.

Method used

The game scene to be edited is created by the client of the main editing game account, and a synchronous editing invitation is sent. This allows multiple game accounts to enter the co-editing mode, and the editing commands are centrally executed by the client of the main editing game account, ensuring dominance and reducing server pressure.

Benefits of technology

It enables multiple game accounts to edit game scenes simultaneously, improving editing efficiency, reducing the time cost of a single account, ensuring the dominant position of the main editing game account, and reducing server pressure.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure provides a game editing method, apparatus, storage medium, and electronic device, relating to the fields of computer and human-computer interaction technology. The method includes: creating a game scene to be edited through a first client of a master editing game account; the game scene to be edited includes scene components; responding to a synchronous editing invitation instruction for the game scene to be edited through the first client, initiating a synchronous editing invitation to one or more first candidate game accounts, and controlling the first client to enter a co-editing mode; controlling a second client of at least one synchronous editing game account to enter the co-editing mode and displaying the game scene to be edited; controlling the first client to edit the game scene to be edited according to the received synchronous editing instructions; the synchronous editing instructions include instructions generated by the first client in response to received editing operations and instructions generated by the second client in response to received editing operations in the co-editing mode. This disclosure improves the efficiency of game scene editing.
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Description

Technical Field

[0001] This disclosure relates to the field of computer and human-computer interaction technology, and in particular to a game editing method, a game editing device, a computer-readable storage medium, and an electronic device. Background Technology

[0002] With the development of computer and human-computer interaction technologies, games have become an important form of daily leisure and entertainment. Some games allow users to edit the game scene. For example, users can add scene components and edit their position, size, and other settings to achieve the desired game scene layout.

[0003] In related technologies, the efficiency of editing game scenes is generally low, and the time cost required for users to edit game scenes is high. Summary of the Invention

[0004] This disclosure provides a game editing method, a game editing device, a computer-readable storage medium, and an electronic device to improve the efficiency of game scene editing to at least a certain extent.

[0005] According to a first aspect of this disclosure, a game editing method is provided, the method comprising: creating a game scene to be edited through a first client of a primary editing game account; the game scene to be edited includes a scene component, the scene component being a component set in the game scene to be edited in response to a scene component setting instruction, the scene component being configured to generate a corresponding virtual scene model in a game running scene; the first client responding to a synchronous editing invitation instruction for the game scene to be edited, initiating a synchronous editing invitation to one or more first candidate game accounts, and controlling the first client to enter a co-editing mode; controlling a second client of at least one synchronous editing game account to enter the co-editing mode and displaying the game scene to be edited; the synchronous editing game account being a game account among the one or more first candidate game accounts that accepts the synchronous editing invitation; and controlling the first client to edit the game scene to be edited according to a received synchronous editing instruction; the synchronous editing instruction includes an instruction generated by the first client in response to a received editing operation and an instruction generated by the second client in response to a received editing operation in the co-editing mode.

[0006] According to a second aspect of this disclosure, a game editing device is provided, the device comprising: a game scene creation module configured to create a game scene to be edited via a first client of a main editing game account; the game scene to be edited includes a scene component, the scene component being a component set in the game scene to be edited in response to a scene component setting instruction, the scene component being configured to generate a corresponding virtual scene model in a game running scene; an invitation processing module configured to initiate a synchronous editing invitation to one or more first candidate game accounts via the first client in response to a synchronous editing invitation instruction for the game scene to be edited, and control the first client to enter a co-editing mode; a second client control module configured to control a second client of at least one synchronous editing game account to enter the co-editing mode and display the game scene to be edited; the synchronous editing game account is a game account among the one or more first candidate game accounts that accepts the synchronous editing invitation; the first client control module is configured to control the first client to edit the game scene to be edited according to a received synchronous editing instruction; the synchronous editing instruction includes an instruction generated by the first client in response to a received editing operation and an instruction generated by the second client in response to a received editing operation in the co-editing mode.

[0007] According to a third aspect of this disclosure, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the game editing method of the first aspect described above and its possible implementations.

[0008] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game editing method of the first aspect and possible implementations thereof by executing the executable instructions.

[0009] The technical solution disclosed herein has the following beneficial effects: On the one hand, it enables multiple game accounts to collaboratively edit game scenes, improving editing efficiency and reducing the time cost for individual game accounts. On the other hand, it sets different permissions for the main editing game account creating the game scene to be edited and other participating synchronous editing game accounts. For example, the main editing game account can invite synchronous editing game accounts, and synchronous editing commands are centralized and executed on the main editing game account's first client. This ensures that the collaborative editing process is based on the game scene to be edited by the main editing game account, maintaining the main editing game account's dominant position, meeting the needs of game scene editing, and eliminating the need for server-side editing, thus reducing server load. Attached Figure Description

[0010] Figure 1 This illustration shows a system architecture diagram of an exemplary embodiment. Figure 2 A flowchart illustrating a game editing method in this exemplary embodiment is shown; Figure 3 This illustration shows a schematic diagram of a game scene to be edited in this exemplary embodiment; Figure 4A This diagram illustrates an interface for setting a viewpoint in this exemplary embodiment. Figure 4B A schematic diagram showing the viewing angle in this exemplary embodiment; Figure 4C A schematic diagram illustrating the game perspective in this exemplary embodiment is shown; Figure 5A This illustration shows a diagram of the main editor's game account initiating a synchronous editing invitation in this exemplary embodiment; Figure 5B This diagram illustrates the interface for selecting the first candidate game account in this exemplary embodiment. Figure 5C This illustration shows a schematic diagram of the synchronous editing invitation interface for the first candidate game account in this exemplary embodiment. Figure 6 This diagram illustrates the synchronization of the latest game scene to be edited in this exemplary embodiment; Figure 7 This example illustrates a flowchart of asynchronous editing. Figure 8 This diagram illustrates the editing overview area in this exemplary embodiment; Figure 9 This diagram illustrates the structure of a game editing device according to this exemplary embodiment. Figure 10 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0011] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0012] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0013] The inventors have discovered that in current games, users can only edit the game scenes they create, and the entire editing process must be completed by the user alone, which results in low editing efficiency.

[0014] In view of the above problems, the exemplary embodiments of this disclosure provide a game editing method.

[0015] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a first client 110, a second client 120, a third client 130, and a server 140. The first client 110, second client 120, and third client 130 are terminal devices that have installed and run the game client program. These terminal devices may be mobile phones, tablets, personal computers, smart wearable devices, game consoles, etc., and have display functions capable of displaying a graphical user interface, which may include the operating system interface or the application interface. The first client 110, second client 120, and third client 130 may be clients logged into different game accounts. For example, the first client 110 is the main client for editing the game account, the second client 120 is the client for synchronously editing the game account, and the third client 130 is the client for asynchronously editing the game account. The server 140 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 140 for performing server-side game data processing. The first client 110, the second client 120, the third client 130, and the server 140 can be connected via wired or wireless communication links to transmit data.

[0016] In one implementation, the game editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 140). The cloud gaming client (such as the aforementioned first client 110, second client 120, or third client 130) is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game or editing a game scene, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0017] The game editing method in this exemplary embodiment can be executed by any one or more of the first client 110, the second client 120, and the third client 130.

[0018] In one implementation, reference Figure 2 As shown, the game editing method may include the following steps S210 to S240: Step S210: Create a game scene to be edited through the first client of the main editing game account; the game scene to be edited includes scene components, which are components set in the game scene to be edited in response to scene component setting instructions, and the scene components are configured to generate corresponding virtual scene models in the game running scene; Step S220: The first client responds to the synchronous editing invitation command for the game scene to be edited, sends a synchronous editing invitation to one or more first candidate game accounts, and controls the first client to enter the co-editing mode; Step S230: Control at least one second client with a synchronously edited game account to enter the co-editing mode and display the game scene to be edited; the synchronously edited game account is the game account that accepted the synchronous editing invitation from one or more of the first candidate game accounts mentioned above. Step S240: Control the first client to edit the game scene to be edited according to the received synchronous editing instructions; the synchronous editing instructions include instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in the co-editing mode.

[0019] exist Figure 2 The method described above, on the one hand, enables multiple game accounts to collaboratively edit game scenes, improving editing efficiency and reducing the time cost for individual game accounts. On the other hand, different permissions are set for the main editing game account creating the game scene to be edited and other participating synchronous editing game accounts. For example, the main editing game account can invite synchronous editing game accounts, and synchronous editing commands are centralized and executed on the main editing game account's first client. This ensures that the collaborative editing process is based on the game scene to be edited by the main editing game account, guaranteeing the main editing game account's dominant position, meeting the needs of game scene editing, and eliminating the need for server-side editing, thus reducing server load.

[0020] The following is about Figure 2 Each step in the process will be explained in detail.

[0021] refer to Figure 2 In step S210, a game scene to be edited is created through the first client of the main editing game account; the game scene to be edited includes scene components, which are components set in the game scene to be edited in response to scene component setting instructions, and the scene components are configured to generate corresponding virtual scene models in the game running scene.

[0022] The game account that creates the game scene to be edited is the main editing game account for that game scene and has main editing privileges. In one implementation, the main editing game account for the game scene to be edited can be limited to only one to prevent command conflicts caused by multiple main editing game accounts.

[0023] The main game editing account can create a new game scene as the game scene to be edited, or select an existing game scene (usually one previously created by the main game editing account). The game scene to be edited can include a scene background and one or more pre-generated scene components. These components can be built into the game scene itself (e.g., the game program offers various preset game scenes with different styles, which users can choose to edit, and these preset scenes initially include scene components), or they can be scene components generated by the main game editing account. Scene components can be people, objects, or parts of people or objects in the game, such as NPCs (Non-Player Characters). After completing the game scene editing, when the game scene to be edited is loaded as the game's running scene, the scene components in the game scene can generate corresponding virtual scene models within the running game scene.

[0024] Scene components can be set in the game scene to be edited using scene component setting commands. In one implementation, when the game scene to be edited is displayed, one or more scene component selection controls can also be displayed in the graphical user interface, and the scene component setting commands are commands implemented through the scene component selection controls. Figure 3 The diagram illustrates the game scene to be edited and the scene component selection control. The scene component selection control can include controls such as "block component", "cylinder component", and "semi-cylinder component". Responding to the user's (such as the main editing game account) operation on the control, the corresponding scene component can be generated in the game scene to be edited. For example, if the user clicks the "block component" control, a block component can be generated in the game scene to be edited.

[0025] In one implementation, the game program may come with one or more scene components, such as scene components pre-configured and stored in the game program by artists, and may provide corresponding scene component selection controls, so that players can easily use these scene components to edit the game scene, such as adding scene components to the game scene to be edited with one click.

[0026] In one implementation, players can pre-configure scene components. Players can create scene components not originally present in the game program by modeling within the game scene to be edited or in other editing interfaces, or combine existing scene components to form composite scene components. For pre-configured scene components, corresponding scene component selection controls can also be provided. When pre-configuring scene components, one or more information such as size, position, orientation, color, texture, and shape can be configured. This allows users to directly access the configured information when using these scene components in the game scene to be edited, which is very convenient and efficient. Of course, users can also adjust the configured information in the scene components, such as adjusting one or more of the above information, to better suit their needs and preferences.

[0027] In one implementation, a virtual camera can be set up in the game scene to be edited. A virtual camera is a tool in the game program that simulates a real camera to capture game scene footage. It can be set up anywhere in the game scene to be edited, capturing the game scene from any angle; that is, the virtual camera can have any pose in the game scene, which can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game scene to be edited, and different virtual cameras can capture different game scene footage.

[0028] refer to Figure 4AAs shown, the game scene to be edited can be presented from two different perspectives: the observation perspective and the game perspective. Users can choose which perspective to use in the relevant settings interface of the game scene to be edited. The observation perspective refers to observing the game scene to be edited from a third-person perspective. Figure 4B As shown, from the observation perspective, the user can move the viewpoint directly by controlling the virtual camera (the virtual camera is not displayed) within the game scene to be edited, without controlling the game character. The game perspective refers to observing the game scene to be edited from a first-person viewpoint. (See reference...) Figure 4C As shown, from a game perspective, the user can control a game character within the game scene to be edited. This game character can be bound to a virtual camera, meaning the positional relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the virtual camera's focus point. When the user moves the game character, the virtual camera moves synchronously, thus moving the viewpoint. Of course, from an observation perspective, an invisible game character can also be set within the game scene to be edited, essentially making the game character invisible. Figure 4C The game character is hidden, but the user can move the virtual camera by moving the game character when changing the viewpoint. In both the observation and game perspectives, virtual joysticks, up / down controls, and other controls can be set in the game scene to be edited. Users can manipulate these controls to move the virtual camera or the game character.

[0029] Continue to refer to Figure 2 In step S220, the first client responds to the synchronous editing invitation instruction for the game scene to be edited, initiates a synchronous editing invitation to one or more first candidate game accounts, and controls the first client to enter the co-editing mode.

[0030] Synchronous editing refers to multiple clients simultaneously editing a game scene. During the editing process, the game scene displayed on different clients is identical; each client can see the editing progress of other clients. The main editing game account can input a synchronous editing invitation command for the game scene to be edited, inviting other game accounts to participate in the collaborative editing. The first candidate game account can be selected by the main editing game account or automatically determined by the game program. For example, when inputting the synchronous editing invitation command, the main editing game account can select one or more invited entities from its friend list, i.e., the first candidate game accounts. Alternatively, when the main editing game account inputs the synchronous editing invitation command, the game program can use game accounts that meet the criteria from its friend list as the first candidate game accounts. The first client responds to the synchronous editing invitation command by initiating a synchronous editing invitation to the first candidate game account. This synchronous editing invitation can reach the client of the first candidate game account through the server. The first candidate game account can choose whether to accept the invitation. If it accepts the invitation, it becomes the synchronous editing game account for the game scene to be edited and obtains synchronous editing permissions for the game scene to be edited.

[0031] This disclosure does not limit the timing of the first client entering the co-editing mode of the game scene to be edited. For example, before entering the synchronization invitation command, the main editing game account can first perform a co-editing trigger operation to trigger the first client to enter the co-editing mode. Alternatively, the first client enters the co-editing mode after initiating a synchronization invitation to the first candidate game account. Or, after the first client initiates a synchronization invitation to the first candidate game account, if a first candidate game account accepts the invitation, the first client enters the co-editing mode, and the first candidate game account that accepted the invitation (i.e., the synchronization editing game account) also enters the co-editing mode.

[0032] In one implementation, the above-mentioned method of initiating a synchronous editing invitation to one or more first candidate game accounts by responding to a synchronous editing invitation command for the game scene to be edited by the first client, and controlling the first client to enter the co-editing mode, may include the following steps: The first client responds to the synchronous editing invitation command for the game scene to be edited in single-player editing mode, sends synchronous editing invitations to one or more first candidate game accounts, and controls the first client to switch from single-player editing mode to collaborative editing mode.

[0033] The single-player editing mode allows only one game account to edit the game scene, typically only the creator of the game scene. For example, if the primary editing game account performs regular edits on the game scene, it enters single-player editing mode. In single-player mode, the primary editing game account can generate a synchronous editing invitation command. Upon sending a synchronous editing invitation to the first candidate game account, it can switch from single-player editing mode to collaborative editing mode. The switching process can be visualized, such as displaying a switching interface and relevant text information, such as "Entering collaborative editing mode." This allows the primary editing game account to easily send synchronous editing invitations and flexibly switch between single-player and collaborative editing modes.

[0034] The server can generate a process corresponding to the co-editing mode of the game scene to be edited, and handle the relevant data processing in the co-editing mode through this process. This process can be isolated from other processes to ensure data security and accuracy.

[0035] Continue to refer to Figure 2 In step S230, at least one second client with a synchronized editing game account is controlled to enter the co-editing mode and the game scene to be edited is displayed; the synchronized editing game account is the game account that has accepted the synchronized editing invitation from one or more of the first candidate game accounts.

[0036] Figure 5A The diagram illustrates the process of the main game editor account initiating a synchronized editing invitation. The main game editor account can select the "Member Management" option in the settings interface of the game scene to be edited, triggering the display of the member management interface. This interface shows the information of members currently editing the game scene. Since only the main game editor account is currently editing the game scene, only the main game editor account's avatar is displayed. The main game editor account can click the "+" sign in the member management interface to invite other users to participate in collaborative editing. If this is successful, the interface will display... Figure 5B The interface shown. Figure 5B The diagram shows the interface for selecting the first candidate game account, which displays invited friends. The main editor can select and confirm the game account from these options, thus determining the first candidate game account and sending a simultaneous editing invitation to it. Figure 5C The diagram illustrates the synchronized editing invitation interface for the first candidate game account. After the main editing game account sends a synchronized editing invitation to the first candidate game account, the first candidate game account can see the invitation information and choose to accept it. Figure 5C The "Confirm" option is shown, or the invitation is declined (i.e., the invitation is accepted). Figure 5CIf the user accepts the invitation (indicated by "Cancel"), the first candidate game account will become the synchronous editing game account for the game scene to be edited, and will be redirected to the game scene to be edited to enter the co-editing mode.

[0037] In one implementation, the process of controlling at least one second client to simultaneously edit a game account to enter a collaborative editing mode and display the game scene to be edited may include the following steps: The second client is controlled to enter the co-editing mode, obtain the latest game scene to be edited, and display it; the latest game scene to be edited is the game scene currently displayed by the first client.

[0038] In other words, when the second client enters the co-editing mode, the game scene to be edited displayed on the second client is synchronized with the game scene to be edited displayed on the first client. That is, the game scene to be edited displayed on the second client is kept synchronized with the first client, ensuring that the game scene to be edited seen by the main editing game account and the synchronized editing game account is consistent.

[0039] In one implementation, obtaining the latest game scene to be edited may include the following steps: Retrieve the game scene to be edited saved at the most recent save time, as well as the synchronous editing commands from the most recent save time to the current time; Based on the synchronized editing instructions from the most recent save time to the current time, edit the game scene to be edited saved at the most recent save time to obtain the latest game scene to be edited.

[0040] The server or the first client can periodically save the game scene to be edited, with each save point serving as a save time point. For example, the server saves the game scene every 30 seconds or 1 minute, which can be done as a snapshot, resulting in a save time point every 30 seconds or 1 minute. The second client can retrieve the game scene to be edited saved at the most recent save time point, which may not be the latest version. Considering that if the main editing game account or other synchronous editing game accounts perform editing operations in collaborative editing mode after the most recent save time point, it will change the game scene to be edited, it can also retrieve the synchronous editing instructions from the most recent save time point to the current time. These synchronous editing instructions are the editing instructions generated by the main editing game account or other synchronous editing game accounts during the collaborative editing mode within that period. The second client edits the game scene to be edited at the most recent save time point based on the synchronous editing instructions from the most recent save time point to the current time, essentially reproducing the synchronous editing instructions from the main editing game account or other synchronous editing game accounts during that period, resulting in the latest game scene to be edited. This solution ensures that the second client entering the co-edit mode receives the latest game scene to be edited, without needing to save the game scene in real time, thus reducing the pressure on saving.

[0041] In one implementation, after the second client enters the co-editing mode, acquiring the latest game scene to be edited may take some time. During this time, the game scene to be edited can be locked, i.e., set to an uneditable state, to prevent the second client from editing a game scene that is not the latest. Furthermore, during the editing process of the game scene saved at the most recent save time, based on the synchronous editing instructions from the most recent save time to the current time, an editing animation can be displayed, such as playing the editing animation at a faster-than-normal playback speed, to demonstrate the visual effect of the editing process catching up with the main editing game account and other synchronously editing game accounts. (Reference) Figure 6 As shown, during the playback of the editing animation, a mask can be added to the game scene to be edited to show that it is not editable.

[0042] In one implementation, when a second client, controlling at least one synchronously editing game account, enters a collaborative editing mode and displays the game scene to be edited, the game editing method may further include the following steps: If the game account being edited synchronously is viewed from the game's perspective, then the current position of the main editing game account in the game scene to be edited will be used as the initial position of the synchronous editing game account in the game scene to be edited; if the game account being edited synchronously is viewed from the observer's perspective, then the preset position will be used as the initial position of the synchronous editing game account in the game scene to be edited.

[0043] The current position of the main editor's game account within the game scene to be edited refers to the position of the virtual camera or controllable game character as seen from the perspective of the game scene to be edited on the first client. For example, it could be... Figure 4C The default position is the location of the game character within the game scene to be edited. This default position can be any specified location within the game scene, such as the origin of the world coordinate system of the game scene. When the second client enters co-edit mode, if the perspective of the co-editing game account is set to the game view, the current position of the primary editing game account will be used as the initial position within the game scene to be edited. This means that when the co-editing game account begins to see the game scene, its position and perspective will be consistent with the primary editing game account, allowing the co-editing game account to observe the game scene from the perspective of the primary editing game account and more easily see the current editing status. If the perspective of the co-editing game account is set to the observation view, the default position will be used as the initial position within the game scene to be edited, making it easier to see the overall situation of the game scene.

[0044] In one implementation, when the second client enters the co-editing mode, aside from restricting the initial position of the synchronous editing game account in the game scene to be edited, there are no restrictions on the subsequent movement of the synchronous editing game account. The synchronous editing game account can move freely in the game scene to be edited without needing to maintain the same position or viewpoint as the main editing game account. Of course, a viewpoint following option can also be set in the co-editing mode, which allows either the main editing game account or the synchronous editing game account to determine which game account's viewpoint to follow in the co-editing mode.

[0045] In one implementation, the game editing method may further include the following steps: The first client responds to the operation of removing any synchronously edited game account and requests the server to remove the synchronously edited game account. If the aforementioned game account being edited is removed, the second client controlling that game account will exit the co-editing mode.

[0046] In addition to inviting other game accounts to participate in the editorial process, the main editor's game account can also remove other game accounts that are also participating in the editorial process. Figure 5AThe member management interface shown allows the removal of any one or more synchronized editing game accounts. In this document, any synchronized editing game account is denoted as synchronized editing game account i. The first client responds to the operation of removing synchronized editing game account i by sending a removal request to the server. The server can verify the removal request, such as verifying whether the game account sending the removal request is the primary editing game account. After successful verification, the server sends a removal instruction to the second client of synchronized editing game account i, and the second client responds to this instruction by exiting the co-editing mode. After exiting the co-editing mode, the display of the game scene to be edited can be canceled, such as redirecting back to the interface where synchronized editing game account i was before accepting the synchronized editing invitation. This scheme allows the primary editing game account to flexibly manage synchronized editing game accounts to protect the game scene to be edited. For example, there might be a malicious synchronized editing game account that maliciously edits the game scene to be edited (such as deleting scene components already edited by the primary editing game account). The primary editing game account can promptly remove this malicious account, thus protecting the game scene to be edited.

[0047] Continue to refer to Figure 2 In step S240, the first client is controlled to edit the game scene to be edited according to the received synchronous editing instructions; the synchronous editing instructions include instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in the co-editing mode.

[0048] The synchronized editing commands received by the first client are generated from the editing operations of all game accounts in collaborative editing mode. These commands can be executed centrally on the first client to edit the game scene displayed there, allowing the primary editing account to see a summary of all game account edits. This ensures the collaborative editing process is based on the game scene on the first client, maintaining the primary editing account's dominance and reducing server load by eliminating the need for server-side editing.

[0049] In one implementation, the process of controlling the first client to edit the game scene to be edited according to the received synchronous editing instructions may include the following steps: The first client is controlled to edit the game scene to be edited according to the received synchronous editing instructions within each unit editing time.

[0050] The unit editing time is the periodic time for collecting and executing synchronous editing instructions. It can be 1 second, 5 seconds, etc., and its duration can be determined based on one or more factors such as experience, the complexity of the game scene to be edited, the number of game accounts being edited simultaneously, the network conditions between the first client, the second client, and the server, and the performance of the first client. The first client can execute synchronous editing instructions periodically based on the unit editing time. For example, it can collect synchronous editing instructions within each unit editing time and execute them at the end of the unit editing time. It can also merge synchronous editing instructions received within a unit editing time for execution; for example, if there are multiple movement instructions for the same scene component, only the last movement instruction can be executed after merging. Alternatively, the first client can execute synchronous editing instructions sequentially based on their reception or generation time. In one implementation, the server can summarize the synchronous editing instructions within each unit editing time and send them to the first client for execution. Executing synchronous editing instructions periodically based on unit editing time can reduce the load on one or more of the first client, second client, and server, improving efficiency.

[0051] In one implementation, the synchronous editing instructions received by the first client may include two parts: one is the synchronous editing instructions generated by the first client itself, that is, the synchronous editing instructions for the main editing game account to perform editing operations; the other is the synchronous editing instructions received by the first client from an external source (such as a server), that is, the synchronous editing instructions for the synchronous editing game account to perform editing operations.

[0052] In one implementation, after controlling the first client to edit the game scene to be edited according to the received synchronous editing instructions, the game editing method may further include the following steps: The system controls the second client to receive missing editing instructions from the second client, and edits the game scene to be edited based on the missing editing instructions and the instructions generated by the second client in response to the received editing operation in the co-editing mode; the missing editing instructions include the instructions generated by the first client in response to the received editing operation and / or other instructions generated by the second client in response to the received editing operation in the co-editing mode.

[0053] In this context, missing editing instructions refer to operation instructions that are not generated locally by the second client but originate from the first client and other second clients. After the first client executes the aggregated synchronous editing instructions, each second client can obtain the missing editing instructions from the server or the first client. For example, after the first client successfully executes the aggregated synchronous editing instructions, it can send feedback to the server. Upon receiving the feedback, the server sends the missing editing instructions to each second client. It should be understood that the missing editing instructions for each second client can be different. Each second client, combining the received missing editing instructions with locally generated instructions, is equivalent to the aggregated synchronous editing instructions. The second clients can then edit the game scene to be edited, ensuring consistency between the game scene on the first and second clients, thereby fulfilling the requirement of synchronous editing.

[0054] In one implementation, the game editing method may further include the following steps: By responding to the trial instructions in the co-editing mode by the first or second client, the first or second client is controlled to enter the trial state based on the currently displayed game scene to be edited. After the trial ends, the first or second client is controlled to edit the game scene to be edited according to the synchronous editing instructions from the start time of the trial to the current time. The synchronous editing instructions are the instructions generated by the client that has not entered the trial state in response to the received editing operation.

[0055] Playing the demo refers to entering the actual game scene based on the currently edited game scene. Users can control their game characters to play within this scene to test the editing effects. The main editing game account or concurrent editing game accounts can participate in the demo in co-editing mode. Taking concurrent editing game accounts as an example, the second client responds to the demo command in co-editing mode and enters the demo state based on the currently displayed game scene to be edited on that second client. In the demo state, the actual game scene is generated based on the currently displayed game scene to be edited, and the concurrent editing game account can play within this scene. During the demo, the main editing game account or other concurrent editing game accounts can still edit the game scene to be edited. If the main editing game account or other concurrent editing game accounts edit the game scene to be edited, the actual game scene in the demo will not change. After the trial ends, you can obtain the synchronous editing instructions from the start time of the trial to the current time. These instructions are generated by the client that has not entered the trial state (i.e., the first client and the second client of other synchronous editing game accounts) in response to the received editing operation. Based on the synchronous editing instructions for this time period, edit the game scene to be edited for the trial (i.e. the game scene to be edited locally on the second client of the trial) and synchronize it to the latest game scene to be edited.

[0056] In one implementation, during the synchronous editing of the game scene to be edited, from the start time of the trial to the current time, an editing animation can be displayed. This animation can be played at a faster-than-normal playback speed to demonstrate the visual effect of the editing process catching up with the latest game scene. During the playback of the editing animation, a mask can also be added to the game scene to be edited to indicate that it is not editable.

[0057] In one implementation, a time limit (e.g., 3 minutes) can be set for the trial process. When the trial time reaches the limit, the trial will be forcibly terminated to avoid the trial time being too long and too many synchronous editing instructions needing to be executed after the trial ends.

[0058] In one implementation, the creation of the game scene to be edited via the first client of the main editing game account may include the following steps: The local map file corresponding to the game scene to be edited is run through the first client of the main game account to generate the game scene to be edited; Accordingly, the aforementioned control of the first client to edit the game scene to be edited, based on the received synchronous editing instructions, may include the following steps: The first client controls the game scene to be edited according to the received synchronous editing instructions, and updates the local map file.

[0059] Game scenes can be saved as map files. Local map files can be stored in the cache or in non-volatile storage. When the first client creates a game scene to be edited, it can generate the corresponding local map file. The first client generates and displays the game scene to be edited by running and loading the local map file.

[0060] When editing a game scene, the first client can store the latest data of the game scene to be edited in the local map file to update the local map file so that it corresponds to the latest game scene to be edited.

[0061] In one implementation, the game editing method may further include the following steps: The system responds to the instruction to save the game scene to be edited in the co-edit mode via the first client, and saves the local map file based on the game scene to be edited currently displayed on the first client.

[0062] The command to save the game scene to be edited can be a command performed by the main editing game account. In collaborative editing mode, it can be configured so that only the main editing game account can save the game scene to be edited, or it can be configured so that both the main editing game account and the synchronous editing game accounts can save the game scene to be edited. The first client responds to the command to save the game scene to be edited and saves the local map file according to the game scene to be edited currently displayed on the first client (i.e., the latest game scene to be edited).

[0063] In one implementation, the first client can load a local map file stored in non-volatile storage into a cache (or other volatile storage). For ease of distinction, the local map file in non-volatile storage is referred to as the first local map file, and the local map file in the cache is referred to as the second local map file. The first client generates and displays the game scene to be edited by running the second local map file. When the first client is in co-edit mode, the data of the game scene to be edited can be saved to the second local map file in real time or periodically to update the second local map file. For example, the second local map file can be updated after each execution of a synchronous editing command. If the main editing game account issues a command to save the game scene to be edited in co-edit mode, the first client can write the second local map file back to non-volatile storage to overwrite the first local map file, thereby completing the update of the first local map file.

[0064] In one implementation, reference Figure 7 As shown, the game editing method may also include the following steps S710 to S730: Step S710: The first client responds to the asynchronous editing invitation command for the game scene to be edited and sends an asynchronous editing invitation to one or more second candidate game accounts.

[0065] Asynchronous editing refers to the ability of multiple game accounts to edit the same game scene, but only one game account is allowed to edit at a time. Asynchronous editing mode is a type of single-player editing mode; it can be understood as follows: if the game scene to be edited has an asynchronous editing game account, then the single-player editing mode of the game scene to be edited is asynchronous editing mode.

[0066] The main editing game account can input asynchronous editing invitation commands for the game scene to be edited, inviting other game accounts to participate in the asynchronous editing of the game scene. In one implementation, the main editing game account can input asynchronous editing invitation commands in the single-player editing mode of the game scene to be edited, or it can input asynchronous editing invitation commands for the game scene to be edited in the main editing game account's editing overview interface. The editing overview interface of a game account is used to provide an overview of the game scenes created or edited by that game account. In the editing overview interface, game scenes can be arranged and displayed in the form of icons, thumbnails, cover images, etc., and can also display some information about the game scene, such as the game scene number, name, information about the main editing game account, synchronous editing game account, asynchronous editing game account, editing time, etc. In the editing overview interface of the main editing game account, the main editing game account can input asynchronous editing invitation commands for the game scenes it created to be edited. For example, controls for adding or removing synchronous editing game accounts and asynchronous editing game accounts can be provided on or near the icon of the game scene component. The main editing game account can click the control to add an asynchronous editing game account to generate an asynchronous editing invitation command.

[0067] The second candidate game account can be selected by the main game editor account or automatically determined by the game program. For example, when the main game editor account enters the asynchronous editing invitation command, it can select one or more invited entities from its friend list, i.e., the second candidate game accounts. Alternatively, when the main game editor account enters the asynchronous editing invitation command, the game program can use game accounts that meet the criteria from its friend list as the second candidate game accounts. The first client responds to the asynchronous editing invitation command by initiating an asynchronous editing invitation to the second candidate game account. This invitation can reach the client of the second candidate game account through the server. The second candidate game account can choose whether to accept the invitation. If it accepts, it becomes the asynchronous editing game account for the game scene to be edited and gains asynchronous editing permissions for that scene.

[0068] In one implementation, the first client can respond to the operation of removing any asynchronous editing game account and request the server to revoke the asynchronous editing permission of the asynchronous editing game account; if the asynchronous editing permission is revoked, the third client of the asynchronous editing game account cannot enter the asynchronous editing mode of the game scene to be edited for editing.

[0069] In other words, the main editing game account can not only invite asynchronous editing game accounts, but also remove them. In this paper, any asynchronous editing game account is denoted as asynchronous editing game account j. The first client responds to the operation of removing asynchronous editing game account j by sending a removal request to the server. The server can verify the removal request, such as verifying whether the game account sending the removal request is the main editing game account. After successful verification, the server sends a removal instruction to the third client of asynchronous editing game account j. If the third client is in asynchronous editing mode of the game scene to be edited, it responds to the instruction to exit asynchronous editing mode. After exiting asynchronous editing mode, the game scene to be edited can be de-displayed. This scheme allows the main editing game account to flexibly manage asynchronous editing game accounts to protect the game scene to be edited. For example, there might be a malicious asynchronous editing game account that maliciously edits the game scene to be edited; the main editing game account can remove it in time to protect the game scene to be edited.

[0070] Step S720: The game scene to be edited is edited by a third client responding to the editing operation in asynchronous editing mode through at least one asynchronous editing game account, and asynchronous update information is generated; the asynchronous editing game account is the game account that accepted the asynchronous editing invitation from one or more second candidate game accounts; only one game account is allowed to edit the game scene to be edited in asynchronous editing mode at the same time between the main editing game account and the asynchronous editing game account.

[0071] It should be understood that when any asynchronous editing game account j is editing the game scene to be edited in asynchronous editing mode, the main editing game account and other asynchronous editing game accounts cannot enter the asynchronous editing mode of the game scene to be edited for editing. The third client of asynchronous editing game account j responds to its local editing operation, edits the game scene to be edited on the third client, and generates asynchronous update information.

[0072] When the main editing game account is editing the game scene to be edited in asynchronous editing mode, all other asynchronous editing game accounts will also be unable to enter the asynchronous editing mode of the game scene to be edited.

[0073] Step S730: The asynchronous update of the game scene to be edited is triggered by the response of the first client, and the local map file corresponding to the game scene to be edited is updated according to the received asynchronous update information.

[0074] The asynchronous update of the game scene to be edited can be triggered when at least one of the following conditions is met: ① Loading the game scene to be edited: When the main editing game account selects the game scene to be edited for asynchronous editing, the game scene to be edited needs to be loaded. At this time, the asynchronous update of the game scene to be edited is triggered, updating it to the latest state (i.e., the state after asynchronous editing by the third client). ② After any asynchronous editing game account j completes editing the game scene to be edited in asynchronous editing mode, it receives asynchronous update information. The asynchronous update information is sent from the third client to the server, and then sent from the server to the first client and other third clients. The first client can respond by receiving the asynchronous update information and triggering the asynchronous update of the game scene to be edited. ③ Reaching a predetermined update time: For example, it can be set to check whether the game scene to be edited has been asynchronously edited at regular intervals (e.g., every hour) or at a fixed time every day (e.g., 10 PM every day). If so, the asynchronous update of the game scene to be edited is triggered.

[0075] In one implementation, the asynchronous update information includes: the latest map file corresponding to the game scene to be edited, or an asynchronous editing command generated by a third client in response to an editing operation on the game scene to be edited in asynchronous editing mode. Accordingly, updating the local map file corresponding to the game scene to be edited based on the received asynchronous update information may include the following steps: The received latest map file overwrites the local map file; or, based on the received asynchronous editing instructions, the game scene to be edited is edited, and the local map file is updated.

[0076] Regardless of the method used, it can be ensured that the local map file on the first client corresponds to the latest game scene to be edited after the update.

[0077] In one implementation, other third clients that are not performing asynchronous editing can also respond to triggering an asynchronous update of the game scene to be edited, updating the local map file corresponding to the game scene to be edited based on the received asynchronous update information. This local map file is a map file stored locally on the third client, and is updated to correspond to the latest game scene to be edited.

[0078] Figure 7 The method shown provides a solution for asynchronous editing of game scenes by multiple game accounts, allowing different game accounts to edit game scenes at different times. This also improves the efficiency of game scene editing. Furthermore, asynchronous editing and synchronous editing are two different editing modes. This disclosure combines the two modes, allowing the main editing game account to choose the editing mode according to its own needs, thus improving the flexibility of game scene editing.

[0079] In one implementation, the first, second, and third clients can be configured to use only their own existing scene components during the editing process. Alternatively, they can be configured to share scene components during the editing process. For example, if the main editing game account has pre-configured custom scene components (such as a combination of scene components), it can use the corresponding scene component selection control to generate the scene component in the game scene to be edited during the editing process. However, if the synchronous and asynchronous editing game accounts have not pre-configured the scene component, they cannot use the corresponding scene component selection control to generate the scene component in the game scene to be edited.

[0080] In one implementation, the game editing method may further include the following steps: Information about the game scene to be edited is displayed in the overall editing interface of the asynchronous game account through a third client.

[0081] Since the asynchronous editing game account participates in the editing of the game scene to be edited, the information of the game scene to be edited can be displayed in the editing overview interface of the asynchronous editing game account, and the asynchronous editing game account can select the game scene to be edited from the editing overview interface to enter the asynchronous editing mode.

[0082] In one implementation, the editing overview interface includes a draft scene overview interface. Draft scenes refer to unreleased game scenes, and the draft scene overview interface can be a sub-interface within the editing overview interface, displaying information about all draft scenes for the game account. The aforementioned display of information about the game scene to be edited in the editing overview interface of an asynchronously edited game account via a third client includes: If the game scene to be edited is in an unpublished state, the information of the game scene to be edited will be displayed in the draft scene overview interface of the asynchronous game editing account through a third client.

[0083] This allows for a clearer view of the status of the game scene to be edited (published or unpublished), and enables asynchronous game editing accounts to also see this status information intuitively.

[0084] In one implementation, the game editing method may further include the following steps: The third client responds by deleting the game scene to be edited from the editing overview interface of the asynchronous game account and relinquishing the asynchronous editing permissions for the game scene to be edited.

[0085] Specifically, if an asynchronous editing game account deletes the game scene to be edited from the editing overview interface, it is considered to have relinquished the asynchronous editing permission for the game scene. In this case, the game account is no longer the asynchronous editing game account for the game scene to be edited and can no longer edit the game scene through asynchronous editing mode. Consequently, the game account will no longer be able to see the game scene to be edited in the editing overview interface. This grants asynchronous editing game accounts more freedom of operation.

[0086] In one implementation, the game editing method may further include the following steps: When any asynchronous editing game account j is editing the game scene to be edited in asynchronous editing mode, the first client controls the main editing game account to provide a request to exit the game scene to be edited in the editing overview interface, and responds to the triggering operation of the request to exit the control, initiating an exit editing request to the asynchronous editing game account j that is currently editing the game scene to be edited in asynchronous editing mode; and / or When the main editing game account or any asynchronous editing game account j is editing the game scene to be edited in asynchronous editing mode, the third client controlling other asynchronous editing game accounts provides a request exit control for the game scene to be edited in the editing overview interface of the other asynchronous editing game accounts, and responds to the trigger operation of the request exit control, and initiates an exit editing request to the main editing game account or asynchronous editing game account j that is editing the game scene to be edited in asynchronous editing mode.

[0087] The exit request control can be provided only for the main editing game account, or for both the main editing game account and the asynchronous editing game account. Responding to the triggering operation of the exit request control, an exit request can be initiated to the game account currently editing the game scene to be edited in asynchronous editing mode (this could be the main editing game account or a specific asynchronous editing game account j). This request is sent via the server to the client of that game account (either the first client or a third client of the asynchronous editing game account j). If the game account agrees to exit (e.g., by clicking "Confirm"), the current game scene to be edited can be automatically saved and the user exits. A feedback message can then be sent to the game account that initiated the exit request to inform it that it has exited, allowing the initiating game account to enter the asynchronous editing mode of the game scene to be edited. This provides a function to remind other game accounts to exit during asynchronous editing, improving the convenience of user editing.

[0088] In one implementation, the game editing method may further include the following steps: The collaborative editing mode is closed by either responding to a command to exit the collaborative editing mode from the first client or by the first client disconnecting from the server while in collaborative editing mode. Controls the second client to exit co-edit mode when co-edit mode is turned off.

[0089] In other words, if the first client exits the collaborative editing mode or disconnects from the server while in collaborative editing mode, the collaborative editing mode is closed, and the second client also exits collaborative editing mode accordingly. In fact, if the first client exits collaborative editing mode or disconnects from the server while in collaborative editing mode, it indicates that the collaborative editing session has ended. This ensures that the main editor's game account is always in collaborative editing mode, avoiding editing errors. In one implementation, if the server detects a disconnection from the first client, it can proactively close the collaborative editing mode, causing the second client to exit.

[0090] In one implementation, the game editing method may further include the following steps: If the first client exits the co-edit mode or disconnects from the server while in co-edit mode, the second client is controlled to obtain the local map file corresponding to the game scene to be edited on the first client, so as to overwrite the local map file corresponding to the game scene to be edited on the second client.

[0091] In other words, if the first client exits the co-editing mode or disconnects from the server while in co-editing mode, the co-editing mode is closed. Then, the local map file on the second client is updated based on the local map file saved on the first client. This ensures that the editing of the game scene is always based on and led by the main editor's game account, and that the local map files of the first and second clients are consistent. In one implementation, if the first client disconnects from the server while in co-editing mode, and the local map file cannot be synchronized, the server can synchronize the first client's local map file to the second client after the first client re-establishes a connection with the server.

[0092] In one implementation, the game editing method may further include the following steps: The first client responds to the release command for the game scene to be edited, and uploads the local map file corresponding to the game scene to the game map pool on the server so that other game accounts can use the local map file to play the game.

[0093] The server's game map pool can be a pool of game maps available for download to players. If the main editing game account publishes a game scene to be edited, the corresponding local map file is uploaded to the game map pool, and other game accounts can download this local map file to play the game. This enables rapid UGC (User Generated Content) functionality. It can be configured to allow only the main editing game account to publish game scenes to be edited, or it can be configured so that both the main editing game account and concurrent editing game accounts can publish game scenes to be edited.

[0094] In one implementation, the game editing method may further include the following steps: The first client responds to the undo / release command for the game scene to be edited and requests the server to remove the local map file from the game map pool.

[0095] The "Cancel Publish" command is the inverse of the aforementioned "Publish" command. It should be understood that once a game scene to be edited has been published, its publication can be revoked. If the primary editing game account revokes the publication of the game scene to be edited, the first client requests the server to remove the local map file from the game map pool, thus preventing other game accounts from downloading that local map file from the game map pool. It can be configured to allow only the primary editing game account to revoke the publication of the game scene to be edited, or it can be configured so that both the primary editing game account and the concurrent editing game accounts can revoke the publication of the game scene to be edited.

[0096] In one implementation, the game editing method may further include the following steps: The first client responds to the instruction to identify the co-creating game account among the synchronous editing game accounts of the game scene to be edited, and generates a list of creators for the game scene to be edited; the list of creators includes the main editing game account and the co-creating game accounts.

[0097] The main editor's game account can select co-creation game accounts from the concurrent editor's game accounts. For example, they can choose concurrent editor game accounts that have made significant contributions to editing the game scene to be edited. Alternatively, the game program can automatically determine the co-creation game accounts based on the contribution of each concurrent editor's game account (contribution can be calculated from indicators such as editing time, effective time, and editing actions). After determining the co-creation game accounts, a creator list including the main editor's game account and the co-creation game accounts is generated. This creator list can be displayed in the information of the game scene to be edited as a form of recognition.

[0098] In one implementation, the first client can respond to an instruction to select co-creating game accounts from the synchronous editing game accounts and / or asynchronous editing game accounts of the game scene to be edited, and generate a list of creators for the game scene to be edited. That is, the main editing game account can select co-creating game accounts from the synchronous editing game accounts, the asynchronous editing game accounts, or both synchronous and asynchronous editing game accounts.

[0099] In one implementation, the game editing method may further include the following steps: If a co-created game account has been selected, the first client controls the display of the co-created game account's information in the preview area of ​​the game scene to be edited in the main game account's editing overview interface; Without selecting a co-creating game account, the first client controls the display of the information of the synchronously edited game account in the preview area of ​​the game scene to be edited in the main game account's editing overview interface.

[0100] The main editor's game account's overview interface displays information about the game scene to be edited. Selecting a game scene will show a preview area, including the creator's information. If co-creating game accounts have been selected, the creators of the game scene to be edited include both the main editor's game account and the co-creating game accounts. If no co-creating game accounts have been selected, the creators of the game scene to be edited include both the main editor's game account and the concurrent editor's game account.

[0101] Figure 8 The diagram illustrates the overall editing interface of the main game editing account. When "My Maps" is selected, an overview of game scenes created by the main game editing account is displayed. Furthermore, this overview interface can include three sub-interfaces: Drafts, Published, and Recycle Bin, used to display unpublished game scenes (drafts if unpublished), published game scenes, and deleted game scenes, respectively. The right side of this overview interface is an information preview area. If the main game editing account selects the game scene to be edited, "Map P1," detailed information about "Map P1" will be displayed in the information preview area, which may include the map name, editing time, and information about the co-creators (i.e., synchronous editing game accounts, asynchronous editing game accounts, and co-creation game accounts). If a co-creation game account has been selected, the co-creator will be that account; otherwise, the co-creator will be the synchronous editing game account.

[0102] In one implementation, the first client can also be controlled to display the information of the asynchronously edited game account in the preview area of ​​the game scene to be edited in the main game account editing overview interface. For example, see [reference]. Figure 8 As shown, co-builders can be asynchronously edited game accounts.

[0103] In one implementation, the main editor's game account can perform an invitation operation in the editing overview interface to generate synchronous or asynchronous editing invitation instructions. For example... Figure 8 As shown, a maximum of 3 asynchronous game editing accounts can be invited. If the current number of asynchronous game editing accounts is less than 3, an invitation control can be provided in the information preview area of ​​the game scene to be edited (i.e., Figure 8 The "+" control shown can be clicked by the main editor (game account) to initiate an asynchronous editing invitation. Of course, this control can also be used to initiate a synchronous editing invitation.

[0104] In one implementation, the game editing method may further include the following steps: The first client responds to the instruction to copy the game scene to be edited, and adds the information of the co-creating game account to the newly generated game scene.

[0105] The instruction to copy the game scene to be edited can generate a new game scene that is identical to the game scene to be edited. This new game scene inherits the creator information of the game scene to be edited, including the information of the main editor game account and the co-creator game account. Therefore, the information of the co-creator game account can be added to the new game scene to clearly indicate the creator of the new game scene.

[0106] In one implementation, the game editing method may further include the following steps: If the game scene to be edited is already published, the second client controlling the co-created game account will display the information of the game scene to be edited in the published scene overview interface of the co-created game account.

[0107] The "Published Scenes Overview" interface provides an overview of all published game scenes for a game account. It can be a sub-interface of the "Edit Overview" interface, or a parallel interface to the "Draft Scenes Overview" interface mentioned above. If the game scene to be edited is already published (e.g., the main editing game account has published it, and a co-creating game account is the creator of that scene), the scene belongs to the co-creating game account's published game scenes. Therefore, the information of the game scene to be edited can be displayed in the "Published Scenes Overview" interface through a second client of the co-creating game account.

[0108] Exemplary embodiments of this disclosure also provide a game editing apparatus. (See reference...) Figure 9As shown, the game editing device 900 may include the following program modules: The game scene creation module 910 is configured to create a game scene to be edited through the first client of the main editing game account; the game scene to be edited includes scene components, which are components set in the game scene to be edited in response to scene component setting instructions, and the scene components are configured to generate corresponding virtual scene models in the game running scene; The invitation processing module 920 is configured to respond to the synchronous editing invitation command for the game scene to be edited through the first client, send synchronous editing invitations to one or more first candidate game accounts, and control the first client to enter the co-editing mode; The second client control module 930 is configured to control at least one second client of a synchronously editing game account to enter the co-editing mode and display the game scene to be edited; the synchronously editing game account is one or more first candidate game accounts that have accepted the synchronous editing invitation; The first client control module 940 is configured to control the first client to edit the game scene to be edited according to the received synchronous editing instructions; the synchronous editing instructions include instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in the co-editing mode.

[0109] In one implementation, creating a game scene to be edited via a first client of the main editor's game account includes: The local map file corresponding to the game scene to be edited is run through the first client of the main game account to generate the game scene to be edited; The first client is controlled to edit the game scene to be edited according to the received synchronous editing instructions, including: The first client controls the game scene to be edited according to the received synchronous editing instructions, and updates the local map file.

[0110] In one implementation, the first client control module 940 is further configured to: The system responds to the instruction to save the game scene to be edited in the co-edit mode via the first client, and saves the local map file based on the game scene to be edited currently displayed on the first client.

[0111] In one implementation, controlling at least one second client that is simultaneously editing a game account to enter a co-editing mode and displaying the game scene to be edited includes: The second client is controlled to enter the co-editing mode, obtain the latest game scene to be edited, and display it; the latest game scene to be edited is the game scene currently displayed by the first client.

[0112] In one implementation, obtaining the latest game scene to be edited includes: Retrieve the game scene to be edited saved at the most recent save time, as well as the synchronous editing commands from the most recent save time to the current time; Based on the synchronized editing instructions from the most recent save time to the current time, edit the game scene to be edited saved at the most recent save time to obtain the latest game scene to be edited.

[0113] In one implementation, the first client responds to a synchronous editing invitation command for the game scene to be edited, initiates a synchronous editing invitation to one or more first candidate game accounts, and controls the first client to enter a collaborative editing mode, including: The first client responds to the synchronous editing invitation command for the game scene to be edited in single-player editing mode, sends synchronous editing invitations to one or more first candidate game accounts, and controls the first client to switch from single-player editing mode to collaborative editing mode.

[0114] In one implementation, the first client control module 940 is further configured to: The first client responds to the operation of removing any synchronously edited game account and requests the server to remove the synchronously edited game account. The second client control module 930 is also configured as follows: If the aforementioned game account being edited is removed, the second client controlling that game account will exit the co-editing mode.

[0115] In one implementation, controlling the first client to edit the game scene to be edited according to the received synchronous editing instructions includes: The first client is controlled to edit the game scene to be edited according to the received synchronous editing instructions within each unit editing time.

[0116] In one implementation, the first client control module 940 is further configured to: After the first client edits the game scene to be edited according to the received synchronous editing instructions, the first client sends the missing editing instructions from the second client to the second client; the missing editing instructions include instructions generated by the first client in response to the received editing operation and / or instructions generated by other second clients in response to the received editing operation in co-editing mode; The second client control module 930 is also configured as follows: The second client is controlled to edit the game scene to be edited based on the received missing editing instructions and the instructions generated by the second client in response to the received editing operations in the co-edit mode.

[0117] In one implementation, the second client control module 930 is further configured to: When a second client, controlling at least one synchronously editing game account, enters the co-editing mode and displays the game scene to be edited, if the synchronously editing game account adopts the game perspective, the current position of the main editing game account in the game scene to be edited will be used as the initial position of the synchronously editing game account in the game scene to be edited; if the synchronously editing game account adopts the observation perspective, the preset position will be used as the initial position of the synchronously editing game account in the game scene to be edited.

[0118] In one implementation, the first client control module 940 or the second client control module 930 is further configured to: By responding to the trial instructions in the co-editing mode by the first or second client, the first or second client is controlled to enter the trial state based on the currently displayed game scene to be edited. After the trial ends, the first or second client is controlled to edit the game scene to be edited according to the synchronous editing instructions from the start time of the trial to the current time. The synchronous editing instructions are the instructions generated by the client that has not entered the trial state in response to the received editing operation.

[0119] In one implementation, the invitation processing module 920 is further configured to: By responding to the asynchronous editing invitation command for the game scene to be edited through the first client, an asynchronous editing invitation is sent to one or more second candidate game accounts; The game editing device 900 may also include a third client control module, configured as follows: The game scene to be edited is edited by responding to the editing operation of the game scene to be edited in asynchronous editing mode through at least one third client of asynchronous editing game account, and asynchronous update information is generated; the asynchronous editing game account is the game account that accepts the asynchronous editing invitation from one or more second candidate game accounts; only one game account is allowed to edit the game scene to be edited in asynchronous editing mode at the same time, between the main editing game account and the asynchronous editing game account; The first client control module 940 is also configured as follows: The first client response triggers an asynchronous update of the game scene to be edited, and the local map file corresponding to the game scene to be edited is updated according to the received asynchronous update information.

[0120] In one implementation, an asynchronous update of the game scene to be edited is triggered when at least one of the following conditions is met: Loading game scenes to be edited; After any asynchronous editing game account completes editing of the game scene to be edited in asynchronous editing mode, it receives asynchronous update information; The scheduled update time has arrived.

[0121] In one implementation, the asynchronous update information includes: the latest map file corresponding to the game scene to be edited, or an asynchronous editing command generated by a third client in response to an editing operation on the game scene to be edited in asynchronous editing mode. Updating the local map file corresponding to the game scene to be edited based on the received asynchronous update information includes: The received latest map file overwrites the local map file; or, based on the received asynchronous editing instructions, the game scene to be edited is edited, and the local map file is updated.

[0122] In one implementation, the third client control module is further configured as follows: Information about the game scene to be edited is displayed in the overall editing interface of the asynchronous game account through a third client.

[0123] In one implementation, the third client control module is further configured as follows: The third client responds by deleting the game scene to be edited from the editing overview interface of the asynchronous game account and relinquishing the asynchronous editing permissions for the game scene to be edited.

[0124] In one implementation, the editing overview interface includes a draft scene overview interface; information about the game scene to be edited is displayed in the editing overview interface of the asynchronously edited game account via a third client, including: If the game scene to be edited is in an unpublished state, the information of the game scene to be edited will be displayed in the draft scene overview interface of the asynchronous game editing account through a third client.

[0125] In one implementation, the first client control module 940 is further configured to: When any asynchronous editing game account is editing the game scene to be edited in asynchronous editing mode, the first client controls the exit control for the game scene to be edited in the editing overview interface of the main editing game account, and responds to the trigger operation of the exit control to initiate an exit editing request to the asynchronous editing game account that is editing the game scene to be edited in asynchronous editing mode; In one implementation, the third client control module is further configured as follows: When the main editing game account or any asynchronous editing game account is editing the game scene to be edited in asynchronous editing mode, the third client controlling other asynchronous editing game accounts provides a request exit control for the game scene to be edited in the editing overview interface of the other asynchronous editing game account, and responds to the trigger operation of the request exit control, and initiates an exit editing request to the main editing game account or asynchronous editing game account that is editing the game scene to be edited in asynchronous editing mode.

[0126] In one implementation, the first client control module 940 is further configured to: The collaborative editing mode is closed by either responding to a command to exit the collaborative editing mode from the first client or by the first client disconnecting from the server while in collaborative editing mode. The second client control module 930 is also configured as follows: Controls the second client to exit co-edit mode when co-edit mode is turned off.

[0127] In one implementation, the second client control module 930 is further configured to: If the first client exits the co-edit mode or disconnects from the server while in co-edit mode, the second client is controlled to obtain the local map file corresponding to the game scene to be edited on the first client, so as to overwrite the local map file corresponding to the game scene to be edited on the second client.

[0128] In one implementation, the first client control module 940 is further configured to: The first client responds to the release command for the game scene to be edited, and uploads the local map file corresponding to the game scene to the game map pool on the server so that other game accounts can use the local map file to play the game.

[0129] In one implementation, the first client control module 940 is further configured to: The first client responds to the undo / release command for the game scene to be edited and requests the server to remove the local map file from the game map pool.

[0130] In one implementation, the first client control module 940 is further configured to: The first client responds to the instruction to select co-creating game accounts in the synchronous editing game account of the game scene to be edited, and generates a list of creators for the game scene to be edited; the list of creators includes the main editing game account and the co-creating game accounts.

[0131] In one implementation, the first client control module 940 is further configured to: If a co-created game account has been selected, the first client controls the display of the co-created game account's information in the preview area of ​​the game scene to be edited in the main game account's editing overview interface; Without selecting a co-creating game account, the first client controls the display of the information of the synchronously edited game account in the preview area of ​​the game scene to be edited in the main game account's editing overview interface.

[0132] In one implementation, the first client control module 940 is further configured to: The first client responds to the instruction to copy the game scene to be edited, and adds the information of the co-creating game account to the newly generated game scene.

[0133] In one implementation, the second client control module 930 is further configured to: If the game scene to be edited is already published, the second client controlling the co-created game account will display the information of the game scene to be edited in the published scene overview interface of the co-created game account.

[0134] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0135] Exemplary embodiments of this disclosure also provide a computer-readable storage medium that can be implemented as a program product including program code, which, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) including program code and can run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0136] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0137] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0138] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0139] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0140] Exemplary embodiments of this disclosure also provide an electronic device, such as the first client 110, the second client 120, or the third client 130 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the methods of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0141] The following is for reference. Figure 10 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 10 The electronic device 1000 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0142] like Figure 10 As shown, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.

[0143] The memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and may also include non-volatile memory, such as ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1024 may include the modules described above.

[0144] The processor 1010 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0145] The processor 1010 can be used to execute executable instructions stored in the memory 1020, such as performing any one or more method steps in this exemplary embodiment.

[0146] Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.

[0147] Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I / O interface 1040.

[0148] Electronic device 1000 can communicate with one or more networks via network adapter 1050. For example, network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.

[0149] The electronic device 1000 can display a graphical user interface via a display 1060, such as displaying a game scene to be edited, related editing interfaces, or settings interfaces.

[0150] although Figure 10 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0151] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0152] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0153] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A game editing method characterized by comprising: The method includes: A game scene to be edited is created through the first client of the main editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene; By responding to the synchronous editing invitation command for the game scene to be edited by the first client, a synchronous editing invitation is sent to one or more first candidate game accounts, and the first client is controlled to enter the co-editing mode; A second client, controlling at least one game account to simultaneously edit, enters the co-editing mode and displays the game scene to be edited; the game account to simultaneously edit is one of the one or more first candidate game accounts that has accepted the simultaneous editing invitation; The first client is controlled to edit the game scene to be edited according to the received synchronous editing instructions; the synchronous editing instructions include instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in the co-editing mode; The method further includes, after controlling the first client to edit the game scene to be edited according to the received synchronous editing instructions: The system controls the second client to receive missing editing instructions from the second client, and edits the game scene to be edited according to the missing editing instructions and the instructions generated by the second client in response to the received editing operation in the co-editing mode; the missing editing instructions include the instructions generated by the first client in response to the received editing operation and / or other instructions generated by the second client in response to the received editing operation in the co-editing mode.

2. The method of claim 1, wherein, The process of creating a game scene to be edited through the first client of the main editor's game account includes: The local map file corresponding to the game scene to be edited is run through the first client of the main editing game account to generate the game scene to be edited; The control of the first client to edit the game scene to be edited according to the received synchronous editing instructions includes: The first client is controlled to edit the game scene to be edited according to the received synchronous editing instructions, and to update the local map file.

3. The method of claim 2, wherein, The method further includes: The first client responds to the instruction to save the game scene to be edited in the co-edit mode, and saves the local map file according to the game scene to be edited currently displayed by the first client.

4. The method of claim 1, wherein, The control of at least one second client that simultaneously edits a game account to enter the co-editing mode and display the game scene to be edited includes: The second client is controlled to enter the co-editing mode, obtain the latest game scene to be edited, and display it; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.

5. The method of claim 4, wherein, The process of obtaining the latest version of the game scene to be edited includes: Retrieve the game scene to be edited saved at the most recent save time, and the synchronous editing instructions from the most recent save time to the current time; Based on the synchronized editing instructions from the most recent save time to the current time, the game scene to be edited saved at the most recent save time is edited to obtain the latest game scene to be edited.

6. The method of claim 1, wherein, The step of responding to a synchronous editing invitation command for the game scene to be edited via the first client, initiating a synchronous editing invitation to one or more first candidate game accounts, and controlling the first client to enter the co-editing mode includes: By responding to the synchronous editing invitation command for the game scene to be edited in single-player editing mode, the first client sends a synchronous editing invitation to one or more first candidate game accounts and controls the first client to switch from single-player editing mode to collaborative editing mode.

7. The method of claim 1, wherein, The method further includes: By responding to the first client's operation to remove any synchronously edited game account, a request is sent to the server to remove the arbitrary synchronously edited game account. If any of the synchronously edited game accounts is removed, the second client controlling that synchronously edited game account exits the co-editing mode.

8. The method of claim 1, wherein, The control of the first client to edit the game scene to be edited according to the received synchronous editing instructions includes: The first client is controlled to edit the game scene to be edited according to the received synchronous editing instructions within each unit editing time.

9. The method of claim 1, wherein, After the first client successfully executes the aggregated synchronous editing instructions, it sends feedback to the server. Upon receiving the feedback, the server sends the missing editing instructions to each of the second clients.

10. The method of claim 1, wherein, When a second client, controlling at least one synchronously editing game account, enters the co-editing mode and displays the game scene to be edited, the method further includes: If the synchronously edited game account adopts a game perspective, then the current position of the main editing game account in the game scene to be edited is taken as the initial position of the synchronously edited game account in the game scene to be edited; if the synchronously edited game account adopts an observation perspective, then the preset position is taken as the initial position of the synchronously edited game account in the game scene to be edited.

11. The method of claim 1, wherein, The method further includes: By responding to the trial instruction in the co-editing mode by the first client or the second client, the first client or the second client is controlled to enter the trial state based on the currently displayed game scene to be edited. After the trial ends, the first client or the second client is controlled to edit the game scene to be edited according to the synchronous editing instruction from the start time of the trial to the current time. The synchronous editing instruction is an instruction generated by the client that has not entered the trial state in response to the received editing operation.

12. The method of claim 1, wherein, The method further includes: By responding to the asynchronous editing invitation command for the game scene to be edited through the first client, an asynchronous editing invitation is sent to one or more second candidate game accounts; The game scene to be edited is edited by a third client responding to the editing operation in asynchronous editing mode through at least one asynchronous editing game account, and asynchronous update information is generated; the asynchronous editing game account is the game account among the one or more second candidate game accounts that accepts the asynchronous editing invitation; only one game account among the main editing game account and the asynchronous editing game account is allowed to edit the game scene to be edited in asynchronous editing mode at the same time; The first client response triggers an asynchronous update of the game scene to be edited, and the local map file corresponding to the game scene to be edited is updated according to the received asynchronous update information.

13. The method of claim 12, wherein, An asynchronous update of the game scene to be edited is triggered when at least one of the following conditions is met: Load the game scene to be edited; After any asynchronous editing game account completes editing of the game scene to be edited in the asynchronous editing mode, the asynchronous update information is received; The scheduled update time has arrived.

14. The method of claim 12, wherein, The asynchronous update information includes: the latest map file corresponding to the game scene to be edited, or the asynchronous editing command generated by the third client in response to the editing operation of the game scene to be edited in the asynchronous editing mode; updating the local map file corresponding to the game scene to be edited according to the received asynchronous update information includes: The received latest map file overwrites the local map file; or, according to the received asynchronous editing instruction, the game scene to be edited is edited, and the local map file is updated.

15. The method of claim 12, wherein, The method further includes: The third client displays information about the game scene to be edited in the overall editing interface of the asynchronously edited game account.

16. The method of claim 15, wherein, The method further includes: The third client responds by deleting the game scene to be edited from the editing overview interface of the asynchronously edited game account, and relinquishing the asynchronous editing permissions for the game scene to be edited.

17. The method of claim 15, wherein, The editing overview interface includes a draft scene overview interface; The process of displaying the information of the game scene to be edited in the editing overview interface of the asynchronously edited game account through the third client includes: If the game scene to be edited is in an unpublished state, the information of the game scene to be edited will be displayed in the draft scene overview interface of the asynchronous game editing account through the third client.

18. The method of claim 12, wherein, The method further includes: When any asynchronous editing game account edits the game scene to be edited in the asynchronous editing mode, the first client is controlled to provide a request exit control for the game scene to be edited in the editing overview interface of the main editing game account, and responds to the triggering operation of the request exit control to initiate an exit editing request to the asynchronous editing game account that is editing the game scene to be edited in the asynchronous editing mode; and / or When the main editing game account or any asynchronous editing game account edits the game scene to be edited in the asynchronous editing mode, a third client controlling other asynchronous editing game accounts provides a request exit control for the game scene to be edited in the editing overview interface of the other asynchronous editing game accounts, and responds to the trigger operation of the request exit control to initiate an exit editing request to the main editing game account or asynchronous editing game account that is editing the game scene to be edited in the asynchronous editing mode.

19. The method of claim 1, wherein, The method further includes: The co-editing mode is closed by the first client responding to an instruction to exit the co-editing mode or by the first client disconnecting from the server in the co-editing mode. Control the second client to exit the co-editing mode when the co-editing mode is turned off.

20. The method of claim 1, wherein, The method further includes: If the first client exits the co-editing mode or the first client disconnects from the server in the co-editing mode, the second client is controlled to obtain the local map file corresponding to the game scene to be edited on the first client, so as to overwrite the local map file corresponding to the game scene to be edited on the second client.

21. The method of claim 1, wherein, The method further includes: The first client responds to the release command for the game scene to be edited, and uploads the local map file corresponding to the game scene to the game map pool on the server, so that other game accounts can use the local map file to play the game.

22. The method of claim 21, wherein, The method further includes: The first client responds to the undo / release command for the game scene to be edited and requests the server to remove the local map file from the game map pool.

23. The method of claim 1, wherein, The method further includes: The first client responds to the instruction to select a co-creating game account among the synchronous editing game accounts of the game scene to be edited, and generates a list of creators for the game scene to be edited; the list of creators includes the main editing game account and the co-creating game account.

24. The method of claim 23, wherein, The method further includes: If the co-created game account has been selected, the first client is controlled to display the information of the co-created game account in the information preview area of ​​the game scene to be edited in the editing overview interface of the main editing game account; If the co-created game account is not selected, the first client is controlled to display the information of the synchronously edited game account in the information preview area of ​​the game scene to be edited in the editing overview interface of the main editing game account.

25. The method of claim 23, wherein, The method further includes: The first client responds to the instruction to copy the game scene to be edited, and adds the information of the co-created game account to the newly generated game scene.

26. The method of claim 23, wherein, The method further includes: If the game scene to be edited is already published, the second client controlling the co-created game account displays the information of the game scene to be edited in the published scene overview interface of the co-created game account.

27. A game editing apparatus characterized by comprising: The device includes: The game scene creation module is configured to create a game scene to be edited through the first client of the main editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene; The invitation processing module is configured to respond to the synchronous editing invitation command for the game scene to be edited through the first client, initiate synchronous editing invitations to one or more first candidate game accounts, and control the first client to enter the co-editing mode; The second client control module is configured to control at least one second client of a synchronously editing game account to enter the co-editing mode and display the game scene to be edited; the synchronously editing game account is the game account among the one or more first candidate game accounts that has accepted the synchronous editing invitation; The first client control module is configured to control the first client to edit the game scene to be edited according to the received synchronous editing instructions; the synchronous editing instructions include instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in the co-editing mode; The second client control module is further configured to: after the first client control module controls the first client to edit the game scene to be edited according to the received synchronous editing instructions, control the second client to receive the missing editing instructions from the second client, and edit the game scene to be edited according to the missing editing instructions and the instructions generated by the second client in response to the received editing operation in the co-editing mode; the missing editing instructions include the instructions generated by the first client in response to the received editing operation and / or other instructions generated by the second client in response to the received editing operation in the co-editing mode.

28. A computer readable storage medium having stored thereon a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 26.

29. An electronic device, comprising: include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 26 by executing the executable instructions.