Game processing method, device, system and electronic equipment

CN117180742BActive Publication Date: 2026-09-22NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311028532.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-08-14
Publication Date
2026-09-22
Estimated Expiration
2043-08-14

AI Technical Summary

Technical Problem

然而,随着虚拟游戏的不断推广,虚拟游戏中同时进行的游戏实例数量越来越多,这就意味着服务器中需要维护的交互进程数量将会越来越多,这样,需要通过高配置的服务器来满足同时进行的多个游戏实例,这无疑增加了服务器的成本,导致资源出现浪费

Benefits of technology

[0021]本申请提供的游戏处理方法,虚拟游戏的服务端包括大厅进程和交互进程,大厅进程用于实现虚拟游戏中的大厅逻辑,交互进程用于实现游戏实例中的逻辑。游戏处理方法如下:大厅进程接收针对目标虚拟角色在目标游戏实例中的游戏行为请求,大厅进程将游戏行为请求发送至运行目标游戏实例的目标交互进程;目标交互进程根据目标虚拟角色所绑定的目标游戏实例的目标标识信息,从所运行的游戏实例中确定目标游戏实例;目标交互进程从目标游戏实例中确定游戏行为请求对应的游戏逻辑,并运行游戏逻辑,以控制目标虚拟角色执行游戏行为。其中,一个交互进程运行多个游戏实例,虚拟游戏中的虚拟角色与所在游戏实例的标识信息具有绑定关系。

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Abstract

The application discloses a game processing method, device and system, electronic equipment and a computer readable storage medium. A service end of a virtual game includes a hall process for implementing hall logic in the virtual game, and an interaction process for implementing logic in a game instance, and running multiple game instances; the method comprises the following steps: the hall process receives a game behavior request for a target virtual role in a target game instance, and sends the game behavior request to a target interaction process running the target game instance; the target interaction process determines the target game instance from the running game instances according to target identification information of the target game instance bound by the target virtual role; the target interaction process determines game logic corresponding to the game behavior request from the target game instance, and executes the game logic to control the target virtual role to perform the game behavior. The method can improve the utilization rate of the server of the virtual game, and save the cost of the server of the virtual game.
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Description

Technical Field

[0001] This application relates to the field of computer technology, specifically to a game processing method, apparatus, system, electronic device, and computer-readable storage medium. Background Technology

[0002] With the continuous development of computer technology, multiplayer online games (hereinafter referred to as virtual games) have also received widespread attention. For example, multiplayer online battle arena games (MOBA) and multiplayer online role-playing games (MMORPG) have high playability due to the competition between multiple users in virtual games, which has attracted more and more players.

[0003] When a large number of users enter a virtual game, multiple game instances may need to run simultaneously. Typically, the virtual game server maintains multiple interactive processes, each implementing the logic within a game instance, with each instance running through its own interactive process. However, as virtual games become more widespread, the number of concurrent game instances increases significantly. This means the number of interactive processes that the server needs to maintain will also increase. Consequently, high-configuration servers are required to support multiple concurrent game instances, undoubtedly increasing server costs and leading to resource waste. Summary of the Invention

[0004] This application provides a game processing method, apparatus, system, electronic device, and computer-readable storage medium, which can improve the utilization rate of virtual game servers and save on virtual game server costs. The specific solution is as follows:

[0005] In a first aspect, embodiments of this application provide a game processing method. The server of the virtual game includes a lobby process and an interaction process. The lobby process is used to implement the lobby logic in the virtual game, and the interaction process is used to implement the logic in the game instance. The method includes:

[0006] The lobby process receives a game behavior request for the target virtual character in the target game instance, and sends the game behavior request to the target interactive process running the target game instance;

[0007] The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance to which the target virtual character is bound; wherein, one interaction process runs multiple game instances, and the virtual character in the virtual game has a binding relationship with the identifier information of the game instance in which it is located;

[0008] The target interaction process determines the game logic corresponding to the game behavior request from the target game instance and executes the game logic to control the target virtual character to perform the game behavior.

[0009] Secondly, embodiments of this application provide a game processing apparatus, which is applied to a server of a virtual game. The server includes a lobby process and an interaction process. The lobby process is used to implement lobby logic in the virtual game, and the interaction process is used to implement logic in game instances. The apparatus includes:

[0010] A sending unit is applied to the lobby process in the server. The sending unit is used to receive game behavior requests for a target virtual character in a target game instance and send the game behavior requests to the target interactive process running the target game instance.

[0011] A determining unit is applied to the target interaction process in the server. The determining unit is used to determine the target game instance from the running game instance based on the target identifier information of the target game instance bound to the target virtual character.

[0012] An execution unit is applied to the target interaction process. The execution unit is used to determine the game logic corresponding to the game behavior request from the target game instance and execute the game logic to control the target virtual character to perform the game behavior.

[0013] Thirdly, this application provides a game processing system, which includes a server, a lobby process and an interaction process. The lobby process is used to implement lobby logic in a virtual game, and the interaction process is used to implement logic in a game instance.

[0014] The lobby process is used to receive game behavior requests for a target virtual character in a target game instance, and send the game behavior requests to the target interaction process running the target game instance.

[0015] The target interaction process is used to determine the target game instance from the running game instances based on the target identifier information of the target game instance to which the target virtual character is bound; determine the game logic corresponding to the game behavior request from the target game instance, and execute the game logic to control the target virtual character to perform the game behavior; wherein, one interaction process runs multiple game instances, and the virtual character in the virtual game has a binding relationship with the identifier information of the game instance to which it belongs.

[0016] Fourthly, this application also provides an electronic device, comprising:

[0017] Processor; and

[0018] A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, executes the method described in the first aspect.

[0019] Fifthly, embodiments of this application also provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method described in the first aspect.

[0020] Compared with the prior art, this application has the following advantages:

[0021] The game processing method provided in this application includes a lobby process and an interaction process on the server side of the virtual game. The lobby process implements the lobby logic in the virtual game, and the interaction process implements the logic within the game instances. The game processing method is as follows: The lobby process receives a game behavior request for a target virtual character in a target game instance. The lobby process sends the game behavior request to the target interaction process running the target game instance. The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance bound to the target virtual character. The target interaction process determines the game logic corresponding to the game behavior request from the target game instance and runs the game logic to control the target virtual character to perform game behavior. One interaction process runs multiple game instances, and the virtual characters in the virtual game are bound to the identifier information of their respective game instances.

[0022] In this application, upon receiving a game behavior request for a target virtual character, the request is sent to the target interaction process running the target game instance. Since the virtual character and the identification information of its respective game instance are bound together, the target virtual character is bound to the target identification information of the target game instance. Thus, the target interaction process can determine the target game instance where the target virtual character resides from among multiple running game instances based on the target identification information. Furthermore, based on the game behavior request, it can determine the game logic corresponding to the request from the game logic contained within the target game instance and execute that game logic. This indirectly enables communication between the terminal device corresponding to the target virtual character and the target game instance, successfully responding to game behaviors triggered on the terminal device.

[0023] As can be seen, the game processing method provided in this application runs multiple game instances through a single interactive process. Therefore, when faced with the same number of game instances, compared to the prior art where one interactive process runs one game instance, the game processing method provided in this application effectively reduces the number of interactive processes on the server. Furthermore, when multiple game instances run within a single interactive process, the identification information of the game instance bound to the virtual character allows for accurate sending of game behavior requests to a specific virtual character to the game instance where that virtual character resides, ensuring that the corresponding game logic can be correctly executed through that game instance. In this way, the game processing method provided in this application improves server utilization and saves server costs; additionally, with the same hardware configuration, the method provided in this application can support more game instances. Attached Figure Description

[0024] Figure 1 This is a system architecture diagram of the game processing method provided in the embodiments of this application;

[0025] Figure 2 This is a system architecture diagram corresponding to existing game application methods;

[0026] Figure 3 This is an interactive detail diagram in the system architecture of the game processing method provided in the embodiments of this application;

[0027] Figure 4 This is a flowchart of the game processing method provided in the embodiments of this application;

[0028] Figure 5 This is a structural block diagram of an example of the game processing device provided in the embodiments of this application;

[0029] Figure 6 This is a schematic diagram of the logical structure of an electronic device for implementing a game processing method provided in an embodiment of this application. Detailed Implementation

[0030] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.

[0031] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0032] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0033] Before detailing the implementation methods of this application, relevant concepts will be introduced and the prior art will be further explained.

[0034] I. Introduction to relevant concepts

[0035] 1. Game software application products: Game software application products refer to applications developed according to game application requirements. The types of games may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.

[0036] In this embodiment of the application, the game software application product (hereinafter referred to as virtual game) can be any of the applications such as multiplayer online tactical competitive games and multiplayer online role-playing games.

[0037] 2. Process: A process is a running activity of a program on a certain set of data in a computer. It is the basic unit for system resource allocation and scheduling and the foundation of the operating system structure. A program is a description of instructions, data, and their organization; a process is the actual implementation of a program.

[0038] 3. Game instance: A game instance refers to the set of programs corresponding to a specific game in a virtual game.

[0039] Based on the application scenario of this application, for multiplayer battle games, a game instance contains game logic that can implement various game behaviors in that battle.

[0040] 4. Server: A server is a server device that provides computing, storage and other functions for clients. It can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0041] In this embodiment of the application, the server is a device that provides computing, storage and other functions for the terminal device in the virtual game.

[0042] 5. Terminal devices: Terminal devices are any devices with computing hardware capable of supporting and executing various applications. Terminal devices include, but are not limited to, desktop computers, laptops, mobile phones, tablets, servers, etc.

[0043] In this embodiment, the terminal device can support and execute any of the following applications: multiplayer online tactical battle games, multiplayer online role-playing games, etc.

[0044] The terminal device may have one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. The terminal may also be connected to a keyboard and / or mouse and / or game controller, enabling the user to perform interface operations via a keyboard and / or mouse and / or game controller.

[0045] 6. Network: A network is a data link that connects various workstations or hosts together using physical links. A network can be a wireless network or a wired network. Examples of wireless networks include Wireless Local Area Networks (WLAN), Local Area Networks (LAN), cellular networks, 2G networks, 3G networks, 4G networks, and 5G networks.

[0046] 7. Virtual Characters: Virtual characters refer to characters that do not exist in reality, including fictional characters in at least one creative work such as TV series, movies, comics, and games. Virtual characters can be player characters operated by users or non-player characters (NPCs) that are not operated by users. They can guide users in the game and interact with the virtual characters operated by users.

[0047] In this embodiment of the application, a user can use a terminal device to operate a virtual character located in a virtual game scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending at least one of the following.

[0048] For example, in conjunction with the above conceptual introduction, Figure 1 The system architecture of the game processing method provided in the embodiments of this application is shown, such as... Figure 1 As shown, the game processing system 100 includes a terminal device 10 and a server 20.

[0049] Terminal device 10 and server 20 are connected via a network. When the system architecture includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices and different servers can connect to each other through different networks. One of the multiple terminal devices 10 is referred to as the first terminal device. The first terminal device can be a terminal device used by a specific user. Different terminal devices can also connect to other terminal devices or to the server using their own Bluetooth network or hotspot network.

[0050] In this embodiment, server 20 includes at least one lobby process and at least one interactive process. These processes may belong to the same physical machine or different physical machines. The terminal device and the lobby process are interconnected via a network, and the lobby process and the interactive process are also interconnected via a network.

[0051] Compared to existing technologies where one interactive process runs one game instance, this application allows multiple game instances to run within one interactive process. Furthermore, each interactive process can have a corresponding interactive management instance used to create and manage the multiple game instances within that process. This application effectively reduces the number of interactive processes on the server.

[0052] like Figure 1 In interaction process 1, interaction management instance 1 creates and manages game instance 1, game instance 2, etc.; in interaction process n, interaction management instance n creates and manages game instance n1, game instance n2, etc.

[0053] Interaction process

[0054] II. Further Explanation of Existing Technology

[0055] With the continuous development of the gaming industry, more and more users are playing virtual games, leading to a surge in the number of concurrent game instances. Related technologies maintain multiple interactive processes for each virtual game. When a user enters the virtual game and starts a game instance, an idle process is allocated from these processes to run that instance. For example, in a multiplayer game, when user A enters the game and is successfully matched, an idle process B is allocated to user A so that user A can communicate with idle process B to support their battle. However, as the number of concurrent battles in a virtual game increases, the demand on the background interactive processes also grows. This necessitates higher-configuration servers to support the virtual game, leading to increased server costs and resource waste.

[0056] For example, Figure 2 The system architecture corresponding to the existing game application methods is shown.

[0057] like Figure 2 As shown, when players 1 and 2 play game instance 1, the lobby process allocates interaction process 1 to run game instance 1 for players 1 and 2; when players 3 and 4 play game instance 2, the lobby process allocates interaction process 2 to run game instance 2 for players 3 and 4. Players 1 and 2 communicate with interaction process 1 to perform game actions, while players 3 and 4 communicate with interaction process 2 to perform game actions. When a new game begins, an idle interaction process needs to be reallocated to run the corresponding game instance. Therefore, in the existing technology, each game instance is run through a different interaction process.

[0058] Since a process refers to an application running in memory, and each process has its own independent memory space, when there are a large number of game instances, the current technology of running a game instance through an interactive process will increase the server's memory usage, which will undoubtedly increase the server's pressure. Therefore, how to improve the server's utilization has become an urgent problem to be solved.

[0059] For the reasons mentioned above, in order to improve the utilization rate of game servers and save on game server costs, the first embodiment of this application provides a game processing method. This method is applied to an electronic device, which may be a desktop computer, laptop computer, mobile phone, tablet computer, server, etc., or other electronic devices capable of game processing. This application embodiment is not specifically limited.

[0060] like Figure 3 The diagram shown is an interactive detail diagram of the system architecture of the game processing method provided in this application embodiment, including the following steps S201 to S210.

[0061] Step S201: Terminal device 10 receives game behavior instructions for a target virtual character, wherein the target virtual character is bound to the target identifier of the target game instance in which the target virtual character is located;

[0062] Step S202: Terminal device 10 sends a game behavior request corresponding to the game behavior instruction to lobby process 30 in server 20;

[0063] Step S203: The lobby process 30 receives the game behavior request sent by the terminal device 10, and determines the target interaction management instance for managing the target game instance based on the target identifier bound to the target virtual character;

[0064] Step S204: The lobby process 30 sends the game behavior request to the target interaction management instance in the interaction management instance 50 by calling the first interface. The interaction management instance 50 is an instance in the interaction process 40 of the server 20.

[0065] Step S205: The target interaction management instance in the interaction management instance 50 receives the game behavior request sent by the lobby process 30, and determines the target game instance from the game instances managed by the target interaction management instance according to the target identifier;

[0066] Step S206: The target interaction management instance in interaction management instance 50 calls the game logic corresponding to the game behavior in the target game instance in game instance 60 by calling the second interface;

[0067] Step S207: Execute the game logic corresponding to the game behavior in the target game instance in the interaction process corresponding to the target interaction management instance, and obtain the target processing result corresponding to the game logic;

[0068] Step S208: The target interaction management instance sends the target processing result to the lobby process 30 by calling the third interface;

[0069] Step S209: The lobby process 30 receives the target processing result and sends the target processing result to the terminal device corresponding to the target game instance by calling the fourth interface;

[0070] Step S210: The terminal device corresponding to the target game instance receives the target processing result and displays the interface of the target virtual character performing game behavior according to the corresponding rendering logic.

[0071] It should be noted that the terminal device corresponding to the first game instance in step S209 refers to the terminal device held by the user operating the target virtual character and the terminal devices held by users operating other virtual characters in the same target game instance as the target virtual character. In other words, the terminal device corresponding to the first game instance is the terminal device held by each user whose virtual character is in the same game. For a detailed explanation of steps S201 to S210, please refer to the following detailed description of the game processing method provided in the embodiments of this application.

[0072] It should be noted that, in order to more clearly describe the game processing method provided in the embodiments of this application, the subsequent steps of this application will be described using a multiplayer online tactical competitive game as an example, and this application is not intended to limit it.

[0073] The following is passed Figure 4 The game processing method provided in the application embodiments will be described in detail.

[0074] like Figure 4 As shown, the game processing method provided in this application embodiment includes the following steps S301 to S302. The server of the virtual game includes a lobby process and an interaction process. The lobby process is used to implement the lobby logic in the virtual game, and the interaction process is used to implement the logic in the game instance.

[0075] Step S301: The lobby process receives a game behavior request for the target virtual character in the target game instance, and sends the game behavior request to the target interaction process running the target game instance.

[0076] In practical applications, virtual game servers contain lobby processes and interaction processes. The lobby process implements the lobby logic within the virtual game, while the interaction process implements the logic within the game instance. Lobby logic can be understood as logic outside the game instance. Lobby logic includes, but is not limited to, at least one of the following: registering game accounts, changing usernames, querying the number of online users, broadcasting chat messages, querying user game levels, game equipment and / or items, and querying user login times. The logic within the game instance includes, but is not limited to, at least one of the following: querying the number of virtual characters currently in combat, querying the duration of a combat match, implementing virtual character movement and / or attack and / or defense actions during combat, querying and / or updating virtual character health and / or experience points and / or HP, and updating the status of non-player characters (NPCs) in the combat scene.

[0077] In this application, the specific process by which the lobby process receives a game behavior request for a target virtual character in a target game instance is as follows: The user operating the target virtual character triggers a game behavior command for the target virtual character on their terminal device. The terminal device sends a game behavior request for the target virtual character to the lobby process in the virtual game server in response to the received game behavior command. In this way, the lobby process can receive the game behavior request for the target virtual character in the battle.

[0078] Understandably, game action commands can be triggered by the user operating the target virtual character via voice, and / or via specific gesture operations, and / or touch operations, and / or clicking on corresponding controls in the graphical user interface.

[0079] It should be noted that, in this application, the communication between the server and the terminal device is essentially the communication between the lobby process and the terminal device. The communication between the terminal device and the interactive process is also indirectly achieved through the communication between the terminal device and the lobby process, and the communication between the lobby process and the interactive process.

[0080] Since the game behavior of a virtual character in a game instance is supported by the corresponding game logic executed in the interaction process, the game behavior request for the target virtual character in the target game instance needs to be sent to the target interaction process running the target game instance where the target virtual character is located in this step.

[0081] Specifically, when a virtual character controlled by a user holding the terminal device triggers a game action command in the game scene corresponding to the game instance, the lobby process receives the game action request corresponding to the command and forwards it to the target interaction process running the target game instance containing the target virtual character. In this way, the target interaction process can execute the corresponding game logic to support the game action of the target virtual character within the target game instance.

[0082] Step S302: The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance bound to the target virtual character.

[0083] In this process, an interactive process runs multiple game instances, and the virtual characters in the virtual games are bound to the identification information of the game instances they belong to.

[0084] In the case of running multiple game instances in an interactive process, in order to ensure that the game logic in each game instance can be correctly fed back to the terminal device held by the user operating the virtual character in the game instance, in a specific implementation, identification information can be set for each game instance, and a binding relationship can be set between the virtual character in a game instance and the identification information corresponding to that game instance. The identification information is used to distinguish which game instance the virtual character is in, thereby ensuring that the user's game behavior request for a certain virtual character is not mistakenly sent to other game instances.

[0085] In a virtual game, each game instance has a unique identifier, which can be understood as the unique identity information (UID) of the game instance within the virtual game. There is a one-to-one correspondence between game instances and identifiers; the corresponding game instance can be identified based on the identifier. The identifier of a game instance can be a string of characters or a vector; this application does not specifically limit this.

[0086] Understandably, in practical applications, the binding relationship between the identification information of a virtual character and the game instance can be understood as the game data corresponding to the virtual character carrying the identification information corresponding to the game instance. Therefore, accordingly, in step S301, the request for the game behavior of the target virtual character in the target game instance is data carrying the target identification information corresponding to the target game instance.

[0087] When multiple game instances are running in the target interaction process, the target game instance where the target virtual character is located can be determined from the multiple game instances running in the target interaction process based on the identification information bound to the target virtual character. In this way, the game behavior of the target virtual character can be supported through the target game instance.

[0088] In addition, if the connection between the terminal device and the server is abnormal during the virtual character's gameplay, for example, if virtual character A disconnects in the game, the lobby process can quickly add the virtual character back to the corresponding game instance based on the identification information bound to the virtual character after the terminal device and the server re-establish the connection.

[0089] Step S303: The target interaction process determines the game logic corresponding to the game behavior request from the target game instance and executes the game logic to control the target virtual character to perform game behavior.

[0090] Since a game instance is a collection of programs corresponding to a specific game within a virtual game, containing game logic capable of implementing various game behaviors within that game, after determining the target game instance in which the target virtual character resides from the target interaction process, the game logic corresponding to the game behavior request can be identified from the multiple game logics contained within the target game instance, and that game logic can be executed.

[0091] Here's an example based on an application scenario: When user A operates a virtual character 'a' to attack a virtual character 'b' in a virtual game, user A's terminal device receives the attack command from virtual character 'a' to virtual character 'b' and sends the attack request from virtual character 'a' to virtual character 'b' to the lobby process. The lobby process determines the interactive process 1 running the game instance 1 containing virtual character 'a' based on the identifier information bound to virtual character 'a'. Thus, the lobby process sends the attack request from virtual character 'a' to virtual character 'b' to interactive process 1. Interactive process 1, based on the identifier information bound to virtual character 'a', determines the game instance 1 containing virtual character 'a' from the running game instances and calls the corresponding logic function from game instance 1 to execute the attack action from virtual character 'a' to virtual character 'b'.

[0092] The game processing method provided in this application includes a lobby process and an interaction process on the server side of the virtual game. The lobby process implements the lobby logic in the virtual game, and the interaction process implements the logic within the game instances. The game processing method is as follows: The lobby process receives a game behavior request for a target virtual character in a target game instance. The lobby process sends the game behavior request to the target interaction process running the target game instance. The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance bound to the target virtual character. The target interaction process determines the game logic corresponding to the game behavior request from the target game instance and runs the game logic to control the target virtual character to perform game behavior. One interaction process runs multiple game instances, and the virtual characters in the virtual game are bound to the identifier information of their respective game instances.

[0093] In this application, upon receiving a game behavior request for a target virtual character, the request is sent to the target interaction process running the target game instance. Since the virtual character and the identification information of its respective game instance are bound together, the target virtual character is bound to the target identification information of the target game instance. Thus, the target interaction process can determine the target game instance where the target virtual character resides from among multiple running game instances based on the target identification information. Furthermore, based on the game behavior request, it can determine the game logic corresponding to the request from the game logic contained within the target game instance and execute that game logic. This indirectly enables communication between the terminal device corresponding to the target virtual character and the target game instance, successfully responding to game behaviors triggered on the terminal device.

[0094] As can be seen, the game processing method provided in this application runs multiple game instances through a single interactive process. Therefore, when faced with the same number of game instances, compared to the prior art where one interactive process runs one game instance, the game processing method provided in this application effectively reduces the number of interactive processes on the server. Furthermore, when multiple game instances run within a single interactive process, the identification information of the game instance bound to the virtual character allows for accurate sending of game behavior requests to a specific virtual character to the game instance where that virtual character resides, ensuring that the corresponding game logic can be correctly executed through that game instance. In this way, the game processing method provided in this application improves server utilization and saves server costs; additionally, with the same hardware configuration, the method provided in this application can support more game instances.

[0095] Since there may be multiple interaction processes in the server, the lobby process can first determine the specific interaction process based on the identification information, and then determine the target game instance from the multiple game instances in the determined interaction process. In this way, the lobby process can forward the received game behavior request for the target virtual character in the battle to the game instance where the target virtual character is located, so as to request the game instance to run the game logic for the virtual character to execute the game behavior.

[0096] Since multiple game instances correspond to one interaction process, an interaction management instance can be set up in each interaction process for easier management. The interaction management instance in an interaction process is used to manage each game instance in that interaction process. In addition, the interaction management instance is also used to create game instances in the interaction process and to promptly clear the game instance corresponding to the team at the end of the battle to release resources.

[0097] The following section provides a detailed introduction to the methods for managing, creating, and deleting game instances in the interactive management instance.

[0098] 1. Interactive Management Instance Management Methods for Game Instances

[0099] The step S301, in which the lobby process "sends a game behavior request to the target interactive process running the target game instance," can be implemented in the following way:

[0100] The lobby process determines the target interaction process running the target game instance from the interaction processes based on the target identification information, and sends the game behavior request to the target interaction management instance corresponding to the target interaction process.

[0101] Accordingly, step S302 can be achieved through the following steps: the target interaction management instance in the target interaction process determines the target game instance from the managed game instances based on the target identification information.

[0102] Step S303 can be achieved through the following steps: The target interaction management instance in the target interaction process determines the game logic corresponding to the game behavior request from the target game instance and executes the game logic to control the target virtual character to perform game behavior.

[0103] In a specific implementation, there can be one or more interaction processes on the server side. When there is only one interaction process, the lobby process can send game behavior requests to that interaction process. When there are multiple interaction processes, the lobby process can determine the target interaction process running the target game instance from among the multiple interaction processes based on the target identifier information of the target game instance bound to the target virtual character.

[0104] In this way, the lobby process can send game behavior requests to the target management instance in the target interaction process, and the target management instance can then interact with the game instances it manages.

[0105] Specifically, the target management instance determines the target game instance where the target virtual character is located from among the multiple game instances it manages based on the target identifier information of the target game instance to which the target virtual character is bound. Then, it calls the game logic corresponding to the game behavior request from the target game instance and controls the target virtual character to perform the game behavior by executing the game logic.

[0106] Understandably, when the game instance is managed by the interaction management instance, in this embodiment, the lobby process determines the target interaction process running the target game instance from the interaction processes based on the target identification information, and sends the game behavior request to the target interaction management instance; the target interaction management instance determines the target game instance based on the target identification information, and determines the implementation process of the game logic corresponding to the game behavior request from the target game instance as follows:

[0107] The lobby process determines the target interaction management instance of the target game instance where the target virtual character is located from the interaction management instances corresponding to the interaction process based on the target identification information, and sends a game behavior request to the target interaction management instance; the target interaction management instance determines the target game instance where the target virtual character is located from the game instances it manages, and forwards the game behavior request sent by the lobby process to the target game instance, which then responds to the game behavior request.

[0108] Since there are many game instances in the interaction process, by setting up an interaction management instance for multiple game instances in the same interaction process, when the terminal device communicates with the server, the lobby process can first quickly determine the interaction management instance corresponding to the virtual character and send the data request to the interaction management instance. Then, the interaction management instance can determine the game instance where the virtual character is located from the game instances it manages, so that the game instance can quickly respond to the data request.

[0109] In addition, when there are a large number of interactive processes, managing the game instances in each interactive process through separate interactive management instances can effectively improve the server throughput. Thus, when there are a large number of data requests occurring simultaneously in multiple interactive processes, the positioning speed of the game instances can be improved through their respective interactive management instances, thereby improving the communication efficiency between the terminal devices and the server.

[0110] 2. Methods for creating game instances in interactive management instances

[0111] Prior to step S301, the game processing method provided in this application embodiment may further include the following steps:

[0112] In response to a successful match instruction for the target virtual character, the lobby process sends a game instance creation request to the target interaction management instance in the target interaction process;

[0113] The target interaction management instance creates a target game instance for the target virtual character, generates target identification information for the target game instance, and sends the target identification information to the lobby process;

[0114] The lobby process adds the target virtual character to the target game instance based on the target identifier information, enabling the target virtual character to perform game actions. Specifically, when a user successfully matches with another player in the virtual game, they can trigger a match success command. Based on this command, the terminal device can send a game instance creation request to the lobby process. Upon receiving this request, the lobby process can then send a similar request to the interaction management instance within the interaction process. The interaction management instance can then create the game instance within its own interaction process, generate identifier information for that instance, and send this identifier information to the lobby process.

[0115] In this way, the lobby process can add users to the game instance corresponding to the identification information. After the user is successfully added, the identification information corresponding to the game instance can be recorded in the user's game data. In this application, the identification information of the virtual character operated by the user and the game instance can be bound together.

[0116] In this way, when a virtual character communicates with the server on a terminal device, it can carry corresponding identification information with the server. This allows the server to quickly determine the game instance in which the virtual character is located based on the identification information, and then quickly control the virtual character's game behavior according to the game logic within the game instance.

[0117] Since the server may correspond to multiple interaction processes, that is, the server includes multiple interaction management instances, after a user is successfully matched, the lobby process can randomly select one interaction process from the multiple interaction processes and send a game instance creation request to its corresponding interaction management instance. The lobby process can also select one interaction process with a relatively small number of game instances from the multiple interaction processes and send a game instance creation request. This application does not specifically limit this.

[0118] It should be noted that in practical applications, due to limitations in device performance, the amount of data computation that an interactive process can handle is limited. Therefore, there is also an upper limit to the number of game instances that an interactive process can handle.

[0119] In addition, since one interaction management instance manages multiple game instances, in order to accurately and efficiently locate the correct game instance based on the identification information, the interaction management instance can maintain a mapping table between game instances and their corresponding identification information.

[0120] Therefore, optionally, the interaction management instance of the interaction process stores the correspondence between each running game instance and its corresponding identification information. In this way, step S302 can be achieved through the following steps:

[0121] The target interaction process determines the target game instance from the running game instances based on the target identification information and the stored correspondence.

[0122] The above steps are essentially as follows: the target interaction management instance determines the target game instance where the target virtual character is located from the managed game instances based on the correspondence between the stored game instances and the identification information, as well as the target identification information bound to the target virtual character.

[0123] In this way, when faced with the need for multiple virtual characters to perform game behaviors in a virtual game, the interaction management instance can quickly locate the game instance where the virtual character is located based on the identification information bound to the virtual character and the stored correspondence, so as to control the virtual character to perform corresponding game behaviors through the game logic in the game instance.

[0124] 3. Method for deleting game instances in interactive management instances

[0125] To promptly free up storage space, the game processing method provided in this application embodiment may further include the following steps:

[0126] In response to a game end command for the target game instance, the lobby process sends a game instance deletion request to the target interaction management instance; the target interaction management instance then deletes the target game instance from the target interaction process.

[0127] In practical applications, the game ends when every virtual character in the game instance is in the game-over state. Therefore, the game-over command can be triggered when all virtual characters in the game instance have finished playing.

[0128] When the lobby process receives a game end command, it can send a game instance deletion request to the interactive management instance that manages the game instance based on the identification information of the game instance corresponding to the game end command. This allows the interactive management instance to delete the game instance from the game instances it manages based on the received game instance deletion command.

[0129] Understandably, a game instance deletion request for a specific game instance can be understood as a game instance deletion request carrying the identification information corresponding to that game instance. In this way, the interactive management instance can quickly identify the game instance from the multiple game instances it manages based on the identification information and delete it, thereby improving the efficiency of resource release.

[0130] Understandably, when a game instance is deleted, the corresponding relationship between the game instance and its identifier information can be deleted from the relationship maintained in the interaction process.

[0131] The above is an introduction to sending data requests from terminal devices to game instances.

[0132] The following describes how data processing results are sent from the game instance to the terminal device:

[0133] Typically, the core of a game program and the core of its visual presentation are separate. In virtual games, the game logic used to implement game actions is usually stored on a server and executed (data computation) there, yielding the results. The terminal device can then receive these results and display the game visuals. Therefore, in this application, after the server completes the data computation, a visual presentation is required on the terminal device.

[0134] Typically, terminal devices include code corresponding to the rendering logic (display logic) in virtual games. After the game logic is executed, the rendering logic can draw the screen based on the data processing results corresponding to the game logic to obtain the corresponding rendering result. In conjunction with this application, it can be understood as the screen of the target virtual character performing game behavior.

[0135] Therefore, the game processing method provided in this application embodiment provides a graphical user interface through a terminal device and specifically performs the following steps:

[0136] The target interaction management instance sends the execution result corresponding to the game behavior request to the lobby process; the lobby process sends the execution result to the terminal device, so that the terminal device calls and executes the rendering logic corresponding to the execution result to display the screen corresponding to the target virtual character performing the game behavior.

[0137] Specifically, after the game logic corresponding to the game behavior in the target interaction process is executed, the data processing result can be fed back to the terminal device, so that the terminal device can call the rendering logic of the target virtual character to perform the game behavior in the rendering logic to render the screen and present the screen of the target virtual character performing the game behavior.

[0138] Since the terminal device and the interaction process communicate indirectly through the lobby process, and the game instance communicates with the lobby process through the interaction management instance, in practical applications, the interaction management instance in the interaction process can send the data processing result of the game logic execution corresponding to a game behavior request for a virtual character in the game instance to the lobby process. The lobby process then sends the data processing result to the terminal device, so that the interface corresponding to the virtual character performing the game behavior can be visually displayed on the terminal device.

[0139] In summary, the communication between the terminal device and the game instance in this application is implemented through the lobby process, and the communication between the lobby process and the game instance is implemented through the interaction management instance. Therefore, the process of sending data processing results from the game instance to the terminal device in this application is the reverse process of sending game behavior requests from the terminal device to the game instance. The process of sending game behavior requests is: terminal device → lobby process → interaction management instance → game instance, and the data processing result is: game instance → interaction management instance → lobby process → terminal device.

[0140] It should be noted that since there is a correspondence between terminal devices and virtual characters, it can be assumed that there is also a correspondence between terminal devices and game instances. Typically, one terminal device corresponds to one virtual character, but multiple virtual characters can participate in the same battle. In the context of this application, this can be understood as multiple virtual characters existing within the same target game instance as the target virtual character. Therefore, one terminal device corresponds to one game instance, and one game instance can correspond to multiple terminal devices.

[0141] In a specific implementation, when the target virtual character performs game actions, the screen showing the target virtual character's game actions needs to be simultaneously displayed on the terminal device corresponding to the target virtual character and on the terminal devices corresponding to other virtual characters within the same target game instance. This allows users operating different virtual characters in the same battle scenario to accurately obtain battle data and adjust the game actions of their own virtual characters based on what they see, thus advancing the game.

[0142] Therefore, the above step of "the lobby process sends the execution result to the terminal device" can be achieved through the following steps: the lobby process determines multiple virtual roles that are bound with target identification information from the virtual roles, and broadcasts the target processing result to multiple terminal devices corresponding to the multiple virtual roles.

[0143] Understandably, since all virtual characters in the target game instance are bound to the target game instance's identification information, the lobby process can determine the virtual character bound to the target identification information based on the identification information bound to each virtual character, and broadcast the data processing result corresponding to the game logic execution of the game behavior request sent by the interaction process (interaction management instance in the interaction process) for the target virtual character to the terminal device corresponding to the virtual character bound to the target identification information.

[0144] As can be seen from the above, the lobby process and interaction management instance in this application are essentially used to forward data requests and data processing results. Therefore, corresponding functional interfaces can be encapsulated in the lobby process and interaction management instance to realize the forwarding of data requests and data processing results.

[0145] Optionally, the lobby process includes a first interface for sending a data request to the interaction management instance, and the interaction management instance includes a second interface for calling the logic corresponding to the data request from the game instance.

[0146] Therefore, the steps for sending data requests in this application are as follows: the lobby process sends the game behavior request to the target management game instance by calling the first interface; the target management game instance in the target interaction process calls the game logic corresponding to the game behavior request from the target game instance through the second interface.

[0147] The specific process of performing the above steps is as follows:

[0148] The lobby process determines the target interaction management instance that manages the target game instance where the target virtual character is located based on the target identifier information bound to the target virtual character. It then transmits the game behavior request and the target identifier information bound to the target virtual character to the target management game instance by calling the first interface. The target management game instance determines the target game instance where the target virtual character is located from the game instances it manages based on the target identifier information. It then forwards the game behavior request to the target game instance by calling the second interface, thereby enabling the invocation of the game logic corresponding to the game behavior request in the target game instance.

[0149] Understandably, the first and second interfaces are used to indirectly transmit specific game behavior requests for a specific virtual character and to invoke the game logic corresponding to that game behavior request in the game instance where that specific virtual character resides.

[0150] Optionally, the data processing results can also be sent from the game instance to the terminal device through interface calls. Therefore, the interaction management instance also includes a third interface for sending the data processing results from the game instance to the lobby process, and the lobby process also includes a fourth interface for forwarding the data processing results to the terminal device.

[0151] Therefore, the steps for sending data processing results in this application are as follows: the target interaction management instance sends the execution result corresponding to the game behavior request to the lobby process by calling the third interface; the lobby process sends the execution result to the terminal device by calling the fourth interface.

[0152] The specific process of performing the above steps is as follows:

[0153] The target interaction management instance calls the third interface to pass the target processing result corresponding to the game logic of the target game instance after executing the game behavior request of the target virtual character to the lobby process. The lobby process determines each virtual character bound to the target identification information based on the target identification information bound to the target virtual character, and sends the target processing result to each terminal device corresponding to each virtual character by calling the fourth interface, so that each terminal device calls the corresponding rendering logic according to the target processing result, and then presents the screen of the target virtual character performing game behavior on each terminal device containing the target virtual character.

[0154] Understandably, the third and fourth interfaces are used to indirectly transmit the data processing results after the game logic corresponding to the request to perform a specific game behavior on a specific virtual character, so as to present the corresponding screen on the terminal device based on the data processing results.

[0155] Each functional interface can transmit different data by passing in different parameters. For example, the first interface in the lobby process, which is used to send data requests to the interaction management instance, has parameters corresponding to different game behaviors. This first interface passes a request for virtual character 1 to move from position a to position b to the interaction management instance by passing in parameter x1, and a request for virtual character 1 to attack virtual character 2 by passing in parameter x2.

[0156] Thus, the game processing method provided in this application embodiment only needs to implement the game logic in the game instance and the rendering logic on the terminal device. The lobby process and the interaction management instance can complete the forwarding of data requests and data processing results through the encapsulated interface, thereby reducing the difficulty of game development.

[0157] Corresponding to the game processing method provided in the first embodiment of this application, the second embodiment of this application also provides a game processing device. This device is applied to a server of a virtual game. The server includes a lobby process and an interaction process. The lobby process is used to implement the lobby logic in the virtual game, and the interaction process is used to implement the logic in the game instance. Figure 5 As shown, the game processing device 500 includes:

[0158] Sending unit 501 is applied to the lobby process in the server. The sending unit 501 is used to: receive a game behavior request for a target virtual character in a target game instance, and send the game behavior request to the target interaction process running the target game instance.

[0159] The determining unit 502 is applied to the target interaction process in the server. The determining unit 502 is used to: determine the target game instance from the running game instances based on the target identifier information of the target game instance bound to the target virtual character.

[0160] An execution unit 503 is applied to the target interaction process. The execution unit 503 is used to: determine the game logic corresponding to the game behavior request from the target game instance, and execute the game logic to control the target virtual character to perform the game behavior.

[0161] Optionally, if the interaction process includes an interaction management instance for managing multiple running game instances, the sending unit 501 is specifically configured to: determine the target interaction process running the target game instance from the interaction process according to the target identification information, and send the game behavior request to the target interaction management instance corresponding to the target interaction process.

[0162] The determining unit 502 is specifically applied to the target interaction management instance in the target interaction process, and the determining unit 502 is specifically used to: determine the target game instance from the managed game instances according to the target identification information.

[0163] Optionally, the game processing device 500 further includes a creation unit, applied to the lobby process and the target interaction management instance; the lobby process in the creation unit is used to: in response to a successful matching instruction for the target virtual character, send a game instance creation request to the target interaction management instance in the target interaction process;

[0164] The target interaction management instance in the creation unit is used to: create a target game instance for the target virtual character, generate the target identification information for the target game instance, and send the target identification information to the lobby process;

[0165] The lobby process in the creation unit is used to: add the target virtual character to the target game instance according to the target identification information, so that the target virtual character can perform game behavior.

[0166] Optionally, the game processing device 500 further includes a display unit, applied to the target interaction management instance and the lobby process; the target interaction management instance in the display unit is used to: send the execution result corresponding to the game behavior request to the lobby process;

[0167] The lobby process in the display unit is used to: send the execution result to the terminal device, so that the terminal device calls and executes the rendering logic corresponding to the execution result, and displays the screen corresponding to the target virtual character performing the game behavior.

[0168] Optionally, the lobby process in the display unit is specifically used to: determine multiple virtual characters that are bound to the target identification information from the virtual characters, and broadcast the target processing result to multiple terminal devices corresponding to the multiple virtual characters.

[0169] Optionally, when the lobby process includes a first interface for sending a data request to an interaction management instance, and the interaction management instance includes a second interface for calling the logic corresponding to the data request from a game instance; the sending unit 501 is specifically used to: send the game behavior request to the target management game instance by calling the first interface;

[0170] The execution unit 503 is specifically applied to the target management game instance, and the execution unit 503 is specifically used to: call the game logic corresponding to the game behavior request from the target game instance through the second interface.

[0171] Optionally, when the interaction management instance includes a third interface for sending data processing results from the game instance to the lobby process, and the lobby process includes a fourth interface for sending the data processing results to the terminal device; the target interaction management instance in the display unit is specifically used to: send the execution result corresponding to the game behavior request to the lobby process by calling the third interface;

[0172] The lobby process in the display unit is specifically used to send the execution result to the terminal device by calling the fourth interface.

[0173] Optionally, if the interaction process stores the correspondence between each running game instance and its corresponding identification information, the determining unit 502 is specifically used to: determine the target game instance from the running game instances based on the target identification information and the stored correspondence.

[0174] Optionally, the game processing device 500 further includes a deletion unit, applied to the lobby process and the target interaction management instance; the lobby process in the deletion unit is used to: in response to a game end command for the target game instance, send a game instance deletion request for the target game instance to the target interaction management instance;

[0175] The target interaction management instance in the deletion unit is used to delete the target game instance from the target interaction process.

[0176] Corresponding to the game processing method provided in the first embodiment of this application, the third embodiment of this application also provides a game processing system. For example... Figure 1 As shown, the game processing system 100 includes a server, which includes a lobby process and an interaction process. The lobby process is used to implement the lobby logic in the virtual game, and the interaction process is used to implement the logic in the game instance.

[0177] The lobby process is used to receive game behavior requests for a target virtual character in a target game instance, and send the game behavior requests to the target interaction process running the target game instance.

[0178] The target interaction process is used to determine the target game instance from the running game instances based on the target identifier information of the target game instance to which the target virtual character is bound; determine the game logic corresponding to the game behavior request from the target game instance, and execute the game logic to control the target virtual character to perform the game behavior; wherein, one interaction process runs multiple game instances, and the virtual character in the virtual game has a binding relationship with the identifier information of the game instance to which it belongs.

[0179] Corresponding to the game processing method provided in the first embodiment of this application, the third embodiment of this application also provides an electronic device for implementing the game processing method. For example... Figure 6 As shown, the electronic device 600 includes: a processor 601; and a memory 602 for storing a program for a game processing method. After the device is powered on and the program for the game processing method is run by the processor, the following steps are performed:

[0180] The lobby process receives a game behavior request for the target virtual character in the target game instance and sends the game behavior request to the target interactive process running the target game instance;

[0181] The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance to which the target virtual character is bound; wherein, one interaction process runs multiple game instances, and the virtual character in the virtual game has a binding relationship with the identifier information of the game instance in which it is located;

[0182] The target interaction process determines the game logic corresponding to the game behavior request from the target game instance and executes the game logic to control the target virtual character to perform the game behavior.

[0183] Corresponding to the game processing method provided in the first embodiment of this application, the fourth embodiment of this application provides a computer-readable storage medium storing a program for the game processing method, which is executed by a processor to perform the following steps:

[0184] The lobby process receives a game behavior request for the target virtual character in the target game instance and sends the game behavior request to the target interactive process running the target game instance;

[0185] The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance to which the target virtual character is bound; wherein, one interaction process runs multiple game instances, and the virtual character in the virtual game has a binding relationship with the identifier information of the game instance in which it is located;

[0186] The target interaction process determines the game logic corresponding to the game behavior request from the target game instance and executes the game logic to control the target virtual character to perform the game behavior.

[0187] It should be noted that for detailed descriptions of the apparatus, system, electronic device, and computer-readable storage medium provided in the second, third, fourth, and fifth embodiments of this application, please refer to the relevant description of the first embodiment of this application, which will not be repeated here.

[0188] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.

[0189] In a typical configuration, a node device in a blockchain includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.

[0190] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.

[0191] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage media, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.

[0192] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0193] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.

Claims

1. A game processing method, characterized in that, The server-side of the virtual game includes a lobby process and an interaction process. The lobby process implements the lobby logic in the virtual game, and the interaction process implements the logic within the game instance. The method includes: The lobby process receives a game behavior request for the target virtual character in the target game instance, and sends the game behavior request to the target interactive process running the target game instance; The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance to which the target virtual character is bound; wherein, one interaction process runs multiple game instances, and the virtual character in the virtual game has a binding relationship with the identifier information of the game instance in which it is located; The target interaction process determines the game logic corresponding to the game behavior request from the target game instance and executes the game logic to control the target virtual character to perform the game behavior; The interaction process stores the correspondence between each running game instance and its corresponding identifier information; The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance bound to the target virtual character, including: The target interaction process determines the target game instance from the running game instances based on the target identification information and the stored correspondence.

2. The method according to claim 1, characterized in that, The interaction process includes an interaction management instance for managing multiple running game instances; sending the game behavior request to the target interaction process running the target game instance includes: Based on the target identification information, the target interaction process running the target game instance is determined from the interaction process, and the game behavior request is sent to the target interaction management instance corresponding to the target interaction process. The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance bound to the target virtual character, including: The target interaction management instance in the target interaction process determines the target game instance from the managed game instances based on the target identification information.

3. The method according to claim 2, characterized in that, Before the lobby process receives a request for game behavior of the target virtual character in the target game instance, the method further includes: In response to a successful match instruction for the target virtual character, the lobby process sends a game instance creation request to the target interaction management instance in the target interaction process. The target interaction management instance creates a target game instance for the target virtual character, generates the target identification information for the target game instance, and sends the target identification information to the lobby process; The lobby process adds the target virtual character to the target game instance based on the target identification information, so that the target virtual character can perform game behavior.

4. The method according to claim 2, characterized in that, The method further includes providing a graphical user interface via a terminal device: The target interaction management instance sends the execution result corresponding to the game behavior request to the lobby process; The lobby process sends the execution result to the terminal device, so that the terminal device calls and executes the rendering logic corresponding to the execution result, and displays the screen corresponding to the target virtual character performing the game behavior.

5. The method according to claim 4, characterized in that, The lobby process sends the execution result to the terminal device, including: The lobby process identifies multiple virtual roles that are bound to the target identifier information from the virtual roles, and broadcasts the execution result to multiple terminal devices corresponding to the multiple virtual roles.

6. The method according to claim 2, characterized in that, The lobby process includes a first interface for sending a data request to the interaction management instance, and the interaction management instance includes a second interface for calling the logic corresponding to the data request from the game instance. The step of the lobby process sending the game behavior request to the target interaction management instance in the target interaction process includes: The lobby process sends the game behavior request to the target interaction management instance by calling the first interface; The target interaction process determines the game logic corresponding to the game behavior request from the target game instance, including: The target interaction management instance in the target interaction process calls the game logic corresponding to the game behavior request from the target game instance through the second interface.

7. The method according to claim 4, characterized in that, The interactive management instance includes a third interface for sending data processing results from the game instance to the lobby process, and the lobby process includes a fourth interface for sending the data processing results to the terminal device. The target interaction management instance sends the execution result corresponding to the game behavior request to the lobby process, including: The target interaction management instance sends the execution result corresponding to the game behavior request to the lobby process by calling a third interface; The lobby process sends the execution result to the terminal device, including: The lobby process sends the execution result to the terminal device by calling the fourth interface.

8. The method according to claim 2, characterized in that, The method further includes: In response to a game end command for the target game instance, the lobby process sends a game instance deletion request for the target game instance to the target interaction management instance. The target interaction management instance deletes the target game instance from the target interaction process.

9. A game processing device, characterized in that, The device is applied to a server-side application of a virtual game. The server-side application includes a lobby process and an interaction process. The lobby process is used to implement the lobby logic in the virtual game, and the interaction process is used to implement the logic within the game instance. The device includes: A sending unit is applied to the lobby process in the server. The sending unit is used to receive game behavior requests for a target virtual character in a target game instance and send the game behavior requests to the target interactive process running the target game instance. A determining unit is applied to the target interaction process in the server. The determining unit is used to determine the target game instance from the running game instance based on the target identifier information of the target game instance bound to the target virtual character. An execution unit is applied to the target interaction process. The execution unit is used to determine the game logic corresponding to the game behavior request from the target game instance and execute the game logic to control the target virtual character to perform the game behavior. The interaction process stores the correspondence between each running game instance and its corresponding identifier information; The determining unit is used to determine the target game instance from the running game instances based on the target identifier information of the target game instance to which the target virtual character is bound, including: The determining unit determines the target game instance from the running game instances based on the target identification information and the stored correspondence.

10. A game processing system, characterized in that, The game processing system includes a server, which includes a lobby process and an interaction process. The lobby process is used to implement the lobby logic in the virtual game, and the interaction process is used to implement the logic in the game instance. The lobby process is used to receive game behavior requests for a target virtual character in a target game instance, and send the game behavior requests to the target interaction process running the target game instance. The target interaction process is used to determine the target game instance from the running game instance based on the target identifier information of the target game instance to which the target virtual character is bound; The game logic corresponding to the game behavior request is determined from the target game instance, and the game logic is executed to control the target virtual character to perform the game behavior; wherein, one interaction process runs multiple game instances, and the virtual character in the virtual game has a binding relationship with the identification information of the game instance in which it is located; The interaction process stores the correspondence between each running game instance and its corresponding identifier information; The target interaction process determines the target game instance from the running game instances based on the target identifier information of the target game instance bound to the target virtual character, including: The target interaction process determines the target game instance from the running game instances based on the target identification information and the stored correspondence.

11. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, executes the method as described in any one of claims 1-8.

12. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1-8.

Citation Information

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