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

CN117101147BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311220305.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-09-20
Publication Date
2026-10-16
Estimated Expiration
2043-09-20

AI Technical Summary

Technical Problem

[0003]相关技术中,游戏场景的编辑效率普遍较低,用户编辑游戏场景所需的时间成本较高

Benefits of technology

一方面,实现了多个游戏账号共同对游戏场景进行编辑,提高了游戏场景的编辑效率,减少了单个游戏账号编辑游戏场景的时间成本。另一方面,对于创建待编辑游戏场景的主编辑游戏账号与其他参与共同编辑的同步编辑游戏账号设置不同的权限,如主编辑游戏账号能够邀请同步编辑游戏账号,并且以第一客户端上的待编辑游戏场景为基准保存本地地图文件,而非以服务器或第二客户端上的编辑游戏场景为基准,这样保证了同步编辑过程以主编辑游戏账号为主导,保证了本地地图文件的准确性,满足了游戏场景编辑的需求,并减少了第一客户端与服务器的交互次数,提高了处理效率。

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Abstract

The present disclosure provides a game editing method and device, a storage medium and an electronic device, and relates to the technical field of computers and human-computer interaction. The method comprises the following steps: creating a to-be-edited game scene through a first client of a main editing game account; responding to a synchronous editing invitation instruction for the to-be-edited game scene through the first client, initiating a synchronous editing invitation to a candidate game account, and controlling the first client to enter a common editing mode; controlling a second client of at least one synchronous editing game account to enter the common editing mode and displaying the to-be-edited game scene; controlling the first client to update the to-be-edited game scene according to received synchronous update information; and responding to a save instruction for the to-be-edited game scene through the first client, saving a local map file corresponding to the to-be-edited game scene according to the to-be-edited game scene currently displayed by the first client. The present disclosure improves the editing efficiency of the game scene and ensures the accuracy of the local map file.
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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 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 candidate game accounts that accepts the synchronous editing invitation; controlling the first client to update the game scene to be edited according to received synchronous update information; the synchronous update information including update information generated by the first client in response to a received editing operation and update information generated by the second client in response to a received editing operation in the co-editing mode; and the first client responding to a save instruction for the game scene to be edited, saving a local map file corresponding to the game scene to be edited according to the game scene currently displayed by the first client.

[0006] According to a second aspect of this disclosure, a game editing apparatus is provided, the apparatus comprising: a game scene creation module configured to create a game scene to be edited via a first client of a master 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 the game running scene; an invitation processing module configured to respond to a synchronous editing invitation instruction for the game scene to be edited via the first client, initiate a synchronous editing invitation to one or more candidate game accounts, and control the first client to enter a co-editing mode; and a second client control module configured to control a second client of at least one synchronous editing game account. The client enters the co-editing mode and displays the game scene to be edited; the game account for synchronous editing is the game account among the one or more candidate game accounts that accepted the synchronous editing invitation; the first client control module is configured to control the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information includes update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the co-editing mode; the first client, in response to the save command for the game scene to be edited, saves the local map file corresponding to the game scene to be edited according to the game scene currently displayed by the first client.

[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, 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 the local map file is saved based on the game scene to be edited on the first client, rather than on the game scene edited on the server or the second client. This ensures that the synchronous editing process is led by the main editing game account, guarantees the accuracy of the local map file, meets the needs of game scene editing, reduces the number of interactions between the first client and the server, and improves processing efficiency. 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 candidate game accounts in this exemplary embodiment. Figure 5C This diagram illustrates the synchronous editing invitation interface for candidate game accounts in this exemplary embodiment. Figure 6 This exemplary embodiment illustrates a flowchart for obtaining the latest game scene to be edited; Figure 7 This diagram illustrates the synchronization of a game scene to be edited in this exemplary embodiment. Figure 8A A schematic diagram illustrating an editing overview interface in this exemplary embodiment is shown; Figure 8B A schematic diagram illustrating another editing overview interface in this exemplary embodiment is shown; 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 1A 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, and a server 130. The first client 110 and the second client 120 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 and the second client 120 may be clients logged into different game accounts; for example, the first client 110 is the main client for editing the game account, and the second client 120 is the client for synchronously editing the game account. The server 130 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 130 to perform server-side game data processing. The first client 110, the second client 120, and the server 130 can be connected via wired or wireless communication links for data transmission.

[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 130). The cloud gaming client (such as the aforementioned first client 110 or second client 120) 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 and the second client 120.

[0018] In one implementation, reference Figure 2 As shown, the game editing method may include the following steps S210 to S250: 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 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 above candidate game accounts; Step S240: Control the first client to update the game scene to be edited according to the received synchronization update information; the synchronization update information includes the update information generated by the first client in response to the received editing operation and the update information generated by the second client in response to the received editing operation in the co-editing mode; Step S250: In response to the save command for the game scene to be edited by the first client, the local map file corresponding to the game scene to be edited is saved according to the game scene to be edited currently displayed by the first client.

[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 the local map file is saved based on the game scene to be edited on the first client, rather than on the game scene edited on the server or the second client. This ensures that the synchronous editing process is led by the main editing game account, guarantees the accuracy of the local map file, meets the needs of game scene editing, reduces the number of interactions between the first client and the server, and improves processing efficiency.

[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 4A As 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] 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 editing game account to generate the game scene to be edited.

[0030] 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.

[0031] Continue to refer to Figure 2 In step S220, the first client responds to the synchronous editing invitation command for the game scene to be edited, initiates a synchronous editing invitation to one or more candidate game accounts, and controls the first client to enter the co-editing mode.

[0032] 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. Candidate game accounts 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., 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 certain criteria from its friend list as candidate game accounts. The first client responds to the synchronous editing invitation command by initiating a synchronous editing invitation to the candidate game accounts. This synchronous editing invitation can reach the candidate game account's client through the server. The 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 gains synchronous editing permissions for the game scene to be edited.

[0033] 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 a candidate game account. Or, after the first client initiates a synchronization invitation to a candidate game account, if any candidate game account accepts the invitation, the first client enters the co-editing mode, and the candidate game account that accepted the invitation (i.e., the synchronization editing game account) also enters the co-editing mode.

[0034] In one implementation, the above-mentioned method of initiating a synchronous editing invitation to one or more 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 candidate game accounts, and controls the first client to switch from single-player editing mode to collaborative editing mode.

[0035] The single-player editing mode allows only one game account to edit the game scene, typically reserved for the scene's creator. For example, if the primary editing game account performs regular edits on the scene, it enters single-player editing mode. In this mode, the primary account can generate a synchronized editing invitation. Upon sending this invitation to a candidate game account, the account can switch from single-player to collaborative editing mode. This switching process can be visualized, such as displaying a switching interface with relevant text information like "Entering collaborative editing mode." This allows the primary editing game account to easily initiate synchronized editing invitations and flexibly switch between single-player and collaborative editing modes.

[0036] 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.

[0037] Continue to refer to Figure 2 In step S230, at least one second client with a synchronous editing game account is controlled to enter the co-editing mode and the game scene to be edited is displayed; the synchronous editing game account is the game account that has accepted the synchronous editing invitation from one or more of the above candidate game accounts.

[0038] Figure 5AThe 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 an interface for selecting candidate game accounts, which displays invited friends. The main editor can select and confirm the game accounts from these options, thereby determining the candidate game accounts and sending synchronous editing invitations to them. Figure 5C The diagram illustrates the interface for receiving a synchronized editing invitation from a candidate game account. After the main editing game account sends a synchronized editing invitation to a candidate game account, the 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 5C If the candidate game account accepts the invitation (indicated by "Cancel"), it will become the synchronous editing game account for the game scene to be edited, and will trigger a jump to the game scene to be edited, entering the co-editing mode.

[0039] 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.

[0040] 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 4CThe 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] Continue to refer to Figure 2 In step S240, the first client is controlled to update the game scene to be edited according to the received synchronization update information; the synchronization update information includes the update information generated by the first client in response to the received editing operation and the update information generated by the second client in response to the received editing operation in the co-editing mode.

[0045] In one implementation, the synchronized update information can be synchronized status information, including the status information of each scene component in the game scene to be edited. For example, the server can aggregate the update information from the first client and the second client, determine the latest status of each scene component in the game scene to be edited, generate synchronized status information, and send it to the first client. After receiving the synchronized status information, the first client can overwrite its saved original status information in the game scene to be edited, thereby updating the game scene to be edited.

[0046] In one implementation, the synchronized update information can be a synchronized editing instruction, including 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 co-editing mode; controlling the first client to update the game scene to be edited according to the received synchronized update information includes: The first client controls the game scene to be edited according to the received synchronous editing instructions, and updates the local map file.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] In one implementation, the first and second clients can be configured to use only their own existing scene components during the editing process. Alternatively, the first and second clients 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 editing game account has not pre-configured the scene component, it cannot use the corresponding scene component selection control to generate the scene component in the game scene to be edited.

[0056] Continue to refer to Figure 2 In step S250, the first client responds to the save command for the game scene to be edited and saves the local map file corresponding to the game scene to be edited based on the game scene currently displayed on the first client.

[0057] In collaborative editing mode, it can be configured so that only the primary editing game account can save 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 save the game scene to be edited. The first client responds to the save 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).

[0058] The command to save the game scene to be edited can be generated by the main editing game account performing a save operation, or it can be an automatically triggered command. For example, in the collaborative editing mode of the game scene to be edited, a save control can be provided, which the main editing game account can manually operate to trigger the generation of a save command. Alternatively, in the collaborative editing mode of the game scene to be edited, a save command can be automatically generated at regular intervals (e.g., every minute, or at the end of each editing unit) for automatic saving. Or, the first client can trigger an automatically generated save command each time it edits the game scene to be edited, causing changes to the game scene to be edited. Alternatively, the synchronous editing game account in the collaborative editing mode can be allowed to perform a save operation, which triggers a save request to the server. The server then sends a save command for the game scene to be edited to the first client, and the first client, upon receiving the save command, saves the local map file corresponding to the game scene to be edited.

[0059] The first client can write the information of the currently displayed game scene to be edited to a local map file to save the game scene to be edited. In one implementation, the local map file in step S250 can be a first local map file stored in the non-volatile storage of the first client. For example, if the information of the game scene to be edited is stored in a second local map file in the cache, the second local map file can overwrite the first local map file to complete the saving and updating of the first local map file.

[0060] The game scene currently displayed for editing on the first client is the latest version at that moment, ensuring that the local map file saved at that time contains the latest information about the game scene to be edited. Saving the local map file based on the game scene to be edited on the first client, rather than on the server or a second client, ensures that the synchronous editing process is led by the primary editing game account, guaranteeing the accuracy of the local map file. It also reduces the number of interactions between the first client and the server, improving processing efficiency.

[0061] In one implementation, after saving the local map file corresponding to the game scene to be edited based on the game scene currently displayed on the first client, the game editing method may further include the following steps: Control the first client to synchronize local map files to the server; The second client responds to trigger a synchronous update of the game scene to be edited, and retrieves the local map file from the server.

[0062] This involves synchronizing the local map files saved by the first client to the server, which facilitates further synchronization of these files to the second or other clients. Storing copies of the local map files on the server enhances data security; for example, if the local map files on the first client are accidentally deleted or corrupted, recovery can be achieved using the locally stored files on the server. In one implementation, the server can store local map files saved and synchronized by the first client at different points in time, essentially backing up the game scene to be edited at different points in time. This allows the first client to revert the game scene to a specific point in time, further improving the ease of editing for users.

[0063] The second client responds to trigger the synchronous update of the game scene to be edited. It can obtain a local map file from the server and save it locally. If the second client originally has a local map file corresponding to the scene to be edited, it can overwrite the original local map file with the local map file obtained from the server to ensure that the game scene to be edited is consistent with the first client.

[0064] In one implementation, the synchronous update of the game scene to be edited is triggered when one or more of the following conditions are met: ① The co-editing mode is closed. For example, if the main editing game account exits the co-editing mode or the first client disconnects from the server while in co-editing mode, the co-editing mode is closed, and the second client will exit the co-editing mode. At this time, the synchronous update of the game scene to be edited can be triggered, allowing the second client to obtain local map files from the server. Thus, the game scene to be edited saved by the first client and the second client when exiting the co-editing mode is consistent. ② The second client enters the co-editing mode. For example, if a candidate game account accepts the synchronous editing invitation, the second client enters the co-editing mode. At this time, the synchronous update of the game scene to be edited can be triggered, allowing the second client to obtain local map files from the server. Thus, the game scene to be edited recorded and displayed by the second client in the co-editing mode is consistent with that of the first client. ③ The second client receives an update or save command for the game scene to be edited. This command can be manually generated by the synchronous editing game account, or automatically generated by the second client or server. For example, the synchronous editing game account can generate the command by manipulating update or save controls in co-editing mode. Alternatively, the second client or server can periodically or automatically generate the command in response to specific events (such as detecting network fluctuations) to trigger the second client to retrieve local map files, thus updating or saving the game scene to be edited. ④ Upon reaching a predetermined update time, such as every certain interval (e.g., every 3 minutes in co-editing mode) or a fixed time each day (e.g., 10 PM daily), the local map file is retrieved from the server to update the data of the game scene to be edited on the second client's local machine.

[0065] 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.

[0066] 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.

[0067] In one implementation, reference Figure 6 As shown, obtaining the latest game scene to be edited may include the following steps S610 and S620: Step S610: Obtain 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; Step S620: 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.

[0068] The server or the first client can periodically save the game scene to be edited, and the time point at which the saving occurs is called the save time point. For example, the server saves the game scene to be edited every 30 seconds or 1 minute, which can be done as a snapshot, thus there is a save time point every 30 seconds or 1 minute. In one implementation, the save time point can be the time point when the first client responds to the save command and saves the local map file in step S250. The local map file saved by the first client is uploaded to the server. When the game account that is synchronously editing enters the co-editing mode of the game scene to be edited, the second client obtains the most recent local map file from the server, that is, it obtains the game scene to be edited saved at the most recent save time point.

[0069] The game scene to be edited saved at the most recent save time may not be the latest game scene to be edited. Considering that if the main editing game account or other synchronous editing game accounts perform editing operations in co-edit mode after the most recent save time, it will change the game scene to be edited. Therefore, it is also possible to obtain synchronous editing instructions from the most recent save time 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 time period in co-edit mode. The second client edits the game scene to be edited at the most recent save time based on the synchronous editing instructions from the most recent save time to the current time. This is equivalent to reproducing the synchronous editing instructions of the main editing game account or other synchronous editing game accounts during this period, resulting in the latest game scene to be edited. This solution ensures that the second client entering co-edit mode obtains the latest game scene to be edited without needing to save the game scene to be edited in real time, reducing the pressure on saving.

[0070] In one implementation, during the process of editing a game scene saved at the most recent save time according to a synchronized editing instruction from the most recent save time to the current time, the game editing method may further include the following steps: Set the game scene to be edited to not allow simultaneous editing by game accounts.

[0071] In one implementation, after the second client enters the collaborative 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 prevent simultaneous editing by other game accounts, thus preventing the second client from editing a 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 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 simultaneously editing game accounts. (Reference) Figure 7 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] In one implementation, the game editing method may further include the following steps: The first client responds to enter the editing overview interface of the main game account, which displays information about the game scene to be edited.

[0077] The editing overview interface for a specific game account provides an overview of the game scenes created or edited by that account. In the editing overview interface, game scenes can be arranged and displayed in the form of icons, thumbnails, cover images, etc. It can also display some information about the game scene, such as the game scene number, name, information of the main editing game account and the synchronous editing game accounts, and the editing time.

[0078] Since the game scene to be edited is created by the main editing game account, its information can be displayed in the main editing game account's overall editing interface. Furthermore, the first client can respond to preset operations related to the information of the game scene to be edited, triggering entry into single-player or collaborative editing modes. For example, the main editing game account can double-click the icon or other information of the game scene to be edited to enter single-player editing mode, or initiate a synchronous editing invitation within the game scene's information to trigger collaborative editing mode.

[0079] Figure 8AThe diagram illustrates the overall editing interface of the main game account. Selecting the "My Maps" option triggers the access to this interface, which provides an overview of game scenes created by the main game account. Furthermore, this overview interface can include three sub-interfaces: Drafts, Published, and Recycle Bin. These sub-interfaces respectively display unpublished game scenes (represented as drafts), published game scenes, and deleted game scenes. The right side of this overview interface is an information preview area. If the main game account selects the game scene "Map P1" to be edited, detailed information about "Map P1" will be displayed in the information preview area, including information such as the map name, editing time, and co-creators (i.e., the game accounts that are simultaneously editing).

[0080] In one implementation, the main editor's game account can initiate an invitation process within the overall editing overview interface to generate a synchronized editing invitation command. For example... Figure 8A As shown, an invitation control (i.e., ...) can be provided in the information preview area of ​​the game scene to be edited. Figure 8A The "+" control shown can be clicked by the main editor's game account to initiate a synchronous editing invitation.

[0081] In one implementation, the game editing method may further include the following steps: Accessing the synchronized game account's editing overview interface via the second client response displays information about game scenes created by the synchronized game account; however, the synchronized game account's editing overview interface does not display information about game scenes to be edited.

[0082] In other words, the overall editing interface for a synchronized game account can only display information about game scenes created by that account. Since the game scene to be edited was not created by the synchronized game account, its information can be omitted from the overall editing interface. This clarifies that the ownership of the game scene to be edited belongs to the primary editing game account, and also prevents the synchronized editing game account from entering the single-player or synchronized editing mode of the game scene to be edited through the overall editing interface, thus preventing it from editing the game scene independently without the primary editing game account's participation.

[0083] Figure 8B The diagram illustrates the overall editing interface of a synchronized game account. It shows the overview of game scenes created by the synchronized game account, including "Map P3" and "Map P4". Since the game scene "Map P1" to be edited was not created by the synchronized game account, its information is not displayed in the overall editing interface.

[0084] In one implementation, the game editing method may further include the following steps: The second client sends heartbeat information to the server, enabling the server to detect the connection status between the second client and the server based on the heartbeat information. When any second client disconnects from the server, the corresponding synchronous editing game account of the second client is removed from the co-editing mode.

[0085] In other words, when a game account is in co-editing mode and disconnects, the server removes it from the co-editing mode. This reduces the overhead of communication attempts between the server and the disconnected second client, and avoids impacting the co-editing process due to the disconnected second client being unable to execute the relevant synchronization mechanisms in co-editing mode. For example, it prevents situations where the second client cannot provide synchronization feedback for an extended period, causing the server to wait, thus improving the processing efficiency of co-editing.

[0086] 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.

[0087] 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.

[0088] Exemplary embodiments of this disclosure also provide a game editing apparatus. (See reference...) Figure 9 As 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, initiate synchronous editing invitations to one or more candidate game accounts, and control the first client to enter the co-editing mode.

[0089] 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 a game account that has accepted the synchronous editing invitation from one or more candidate game accounts; The first client control module 940 is configured to control the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information includes update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the co-editing mode; and to save the local map file corresponding to the game scene to be edited according to the game scene currently displayed by the first client in response to the save command for the game scene to be edited.

[0090] In one implementation, the first client control module 940 is further configured to: After saving the local map file corresponding to the game scene to be edited based on the game scene currently displayed on the first client, control the first client to synchronize the local map file to the server; The second client control module 930 is also configured as follows: The second client responds to trigger a synchronous update of the game scene to be edited, and retrieves the local map file from the server.

[0091] In one implementation, a synchronous update of the game scene to be edited is triggered when one or more of the following conditions are met: Collaborative editing mode is off; The second client enters collaborative editing mode; The second client receives an update or save command for the game scene to be edited; The scheduled update time has arrived.

[0092] In one implementation, the synchronized update information is a synchronized editing instruction, including 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 co-editing mode; controlling the first client to update the game scene to be edited according to the received synchronized update information includes: The first client controls the game scene to be edited according to the received synchronous editing instructions, and updates the local map file.

[0093] 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.

[0094] In one implementation, after the first client control module 940 controls the first client to edit the game scene to be edited according to the received synchronous editing instructions, the second client control module 930 is further configured to: 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.

[0095] 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.

[0096] 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.

[0097] In one implementation, during the process of editing a game scene saved at the most recent save time according to a synchronized editing instruction from the most recent save time to the current time, the method further includes: Set the game scene to be edited to not allow simultaneous editing by game accounts.

[0098] 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.

[0099] 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.

[0100] In one implementation, the first client control module 940 is further configured to: The first client responds to enter the editing overview interface of the main game account, which displays information about the game scene to be edited. In one implementation, the second client control module 930 is further configured to: Accessing the synchronized game account's editing overview interface via the second client response displays information about game scenes created by the synchronized game account; however, the synchronized game account's editing overview interface does not display information about game scenes to be edited.

[0101] In one implementation, the second client control module 930 is further configured to: The second client sends heartbeat information to the server, enabling the server to detect the connection status between the second client and the server based on the heartbeat information. When any second client disconnects from the server, the corresponding synchronous editing game account of the second client is removed from the co-editing mode.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] 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).

[0108] Exemplary embodiments of this disclosure also provide an electronic device, such as the first client 110 or the second client 120 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.

[0109] 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.

[0110] 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.

[0111] 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.

[0112] 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).

[0113] 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.

[0114] Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.

[0115] Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I / O interface 1040.

[0116] 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.

[0117] 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.

[0118] 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.

[0119] 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.

[0120] 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.

[0121] 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 in that, 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 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 the game account among the one or more candidate game accounts that has accepted the simultaneous editing invitation; The first client is controlled to update the game scene to be edited based on the received synchronization update information; the synchronization update information includes update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the co-editing mode; In response to a save command for the game scene to be edited, the first client saves the local map file corresponding to the game scene to be edited based on the game scene currently displayed on the first client. The synchronized update information is a synchronized editing instruction, including the instruction generated by the first client in response to the received editing operation and the instruction generated by the second client in response to the received editing operation in the co-editing mode; controlling the first client to update the game scene to be edited according to the received synchronized update information includes: controlling the first client to edit the game scene to be edited according to the received synchronized editing instruction and updating the local map file; After saving the local map file corresponding to the game scene to be edited based on the game scene currently displayed by the first client, the method further includes: controlling the first client to synchronize the local map file to the server; triggering the synchronization update of the game scene to be edited through the response of the second client, and obtaining the local map file from the server; The synchronous update of the game scene to be edited is triggered when one or more of the following conditions are met: The collaborative editing mode is off; The second client enters the co-editing mode.

2. The method according to claim 1, characterized in that, The synchronous update of the game scene to be edited is also triggered when one or more of the following conditions are met: The second client receives an update command or a save command for the game scene to be edited; The scheduled update time has arrived.

3. The method according to claim 1, characterized in that, 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.

4. The method according to claim 1, characterized in that, After controlling the first client to edit the game scene to be edited according to the received synchronous editing instructions, the method further includes: 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.

5. The method according to claim 1, characterized in that, 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.

6. The method according to claim 5, characterized in that, 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.

7. The method according to claim 6, characterized in that, In the process of editing the game scene to be edited, which was saved at the most recent save time, according to the synchronized editing instructions from the most recent save time to the current time, the method further includes: The game scene to be edited is set to not allow the synchronous editing game account to edit it.

8. The method according to claim 1, characterized in that, The method further includes: The collaborative editing mode is closed by either responding to an instruction to exit the collaborative editing mode by the first client or by the first client disconnecting from the server in the collaborative editing mode. Control the second client to exit the co-editing mode when the co-editing mode is turned off.

9. The method according to claim 1, characterized in that, 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.

10. The method according to claim 1, characterized in that, The method further includes: The first client responds to enter the editing overview interface of the main game account, where the information of the game scene to be edited is displayed.

11. The method according to claim 1, characterized in that, The method further includes: The second client responds to enter the editing overview interface of the synchronously edited game account, which displays information about the game scene created by the synchronously edited game account; the editing overview interface of the synchronously edited game account does not display information about the game scene to be edited.

12. The method according to claim 1, characterized in that, The method further includes: The second client sends heartbeat information to the server, enabling the server to detect the connection status between the second client and the server based on the heartbeat information, and removes the synchronous editing game account corresponding to any second client from the co-editing mode when the second client disconnects from the server.

13. A game editing device, characterized in that, 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 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 candidate game accounts that has accepted the synchronous editing invitation; The first client control module is configured to control the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information includes update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the co-editing mode; the first client, in response to the save command for the game scene to be edited, saves the local map file corresponding to the game scene to be edited according to the game scene currently displayed by the first client; The synchronized update information is a synchronized editing instruction, including the instruction generated by the first client in response to the received editing operation and the instruction generated by the second client in response to the received editing operation in the co-editing mode; controlling the first client to update the game scene to be edited according to the received synchronized update information includes: controlling the first client to edit the game scene to be edited according to the received synchronized editing instruction and updating the local map file; The first client control module is further configured to: after saving the local map file corresponding to the game scene to be edited based on the game scene currently displayed by the first client, control the first client to synchronize the local map file to the server; The second client control module is further configured to: trigger the synchronous update of the game scene to be edited through the response of the second client, and obtain the local map file from the server; The synchronous update of the game scene to be edited is triggered when one or more of the following conditions are met: The collaborative editing mode is off; The second client enters the co-editing mode.

14. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 12.

15. An electronic device, characterized in that, 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 12 by executing the executable instructions.

Citation Information

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