Map data processing method and device, electronic equipment and storage medium

CN117205570BActive Publication Date: 2026-09-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311122763.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-08-31
Publication Date
2026-09-15
Estimated Expiration
2043-08-31

AI Technical Summary

Technical Problem

这种多人联机地图通过现有的本地单人测试,很难发现问题,测试效果较差

Benefits of technology

[0009] This disclosure provides a method, apparatus, electronic device, and storage medium for processing map data. By creating a first virtual room corresponding to the map to be published, target players can be invited to enter the virtual room to try out the game scene corresponding to the map to be published. This provides test-related information to the creator of the map to be published, i.e., the user of the terminal device. Compared with the method of the creator testing the game scene corresponding to the map alone, the method of creating a first virtual room and testing together with the target players provides more comprehensive information, thereby improving the testing effect.

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Abstract

The present disclosure provides a map data processing method and device, electronic equipment and storage medium, wherein the method comprises: displaying a to-be-edited game scene picture through a terminal device; the to-be-edited game scene picture comprises a to-be-edited game scene and a scene component, wherein the scene component is a virtual model in the to-be-edited game scene in response to a component editing instruction; in response to a room creation instruction, a first virtual room corresponding to a to-be-published map is created, wherein the to-be-published map comprises information corresponding to the to-be-edited game scene and the scene component; inviting a target player to enter the first virtual room; in response to a start instruction, the game scene corresponding to the to-be-published map is entered from the first virtual room. The technology can discover problems through multi-person participation in testing the map, thereby improving the testing effect.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, electronic device, and storage medium for processing map data. Background Technology

[0002] With the continuous development of the UGC (User Generated Content) ecosystem, players (i.e. creators) can create workshop maps through the workshop editor. In order to ensure the quality of the game corresponding to the published workshop map, the creator needs to test the game corresponding to the workshop map and pass the test before it can be approved. Once the workshop map is approved by the server, the game can be published on the game platform for other players to use.

[0003] Currently, platforms providing workshop editors typically only support creators to conduct local single-player testing (i.e., trial play) of the workshop map. However, as the variety of workshop maps created by creators continues to increase, multiplayer maps have emerged. These maps require multiple players to cooperate or play together for a smooth experience. It is difficult to identify problems with these multiplayer maps using existing local single-player testing methods, resulting in poor testing effectiveness. Summary of the Invention

[0004] The purpose of this disclosure is to provide a method, apparatus, electronic device, and storage medium for processing map data, so as to discover problems through multi-person participation in map testing and improve testing effectiveness.

[0005] This disclosure provides a method for processing map data, the method comprising: displaying a game scene to be edited on a terminal device; the game scene to be edited includes a game scene to be edited and scene components, wherein the scene components are virtual models in the game scene to be edited in response to component editing instructions; creating a first virtual room corresponding to a map to be published in response to a room creation instruction, wherein the map to be published includes information corresponding to the game scene to be edited and the scene components; inviting a target player to enter the first virtual room; and controlling the player to enter the game scene corresponding to the map to be published from the first virtual room in response to a start instruction.

[0006] Secondly, this disclosure also provides a map data processing apparatus, the apparatus comprising: a scene display module, configured to display a game scene to be edited via a terminal device; the game scene to be edited includes a game scene to be edited and scene components, wherein the scene components are virtual models in the game scene to be edited in response to component editing instructions; a virtual room creation module, configured to create a first virtual room corresponding to a map to be published in response to a room creation instruction, wherein the map to be published includes information corresponding to the game scene to be edited and the scene components; a player invitation module, configured to invite target players into the first virtual room; and a scene control module, configured to control entry from the first virtual room to the game scene corresponding to the map to be published in response to a start instruction.

[0007] Thirdly, embodiments of this disclosure also provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-described method for processing map data.

[0008] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the above-described method for processing map data.

[0009] This disclosure provides a method, apparatus, electronic device, and storage medium for processing map data. By creating a first virtual room corresponding to the map to be published, target players can be invited to enter the virtual room to try out the game scene corresponding to the map to be published. This provides test-related information to the creator of the map to be published, i.e., the user of the terminal device. Compared with the method of the creator testing the game scene corresponding to the map alone, the method of creating a first virtual room and testing together with the target players provides more comprehensive information, thereby improving the testing effect. Attached Figure Description

[0010] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0011] Figure 1 A flowchart of a map data processing method provided in this embodiment of the disclosure;

[0012] Figure 2A schematic diagram of a room mode selection page provided in an embodiment of this disclosure;

[0013] Figure 3 A schematic diagram of an editor interface provided in an embodiment of this disclosure;

[0014] Figure 4 A schematic diagram of the initial interface of a first virtual room provided in an embodiment of this disclosure;

[0015] Figure 5 This is a schematic diagram of a candidate player page provided in an embodiment of the present disclosure;

[0016] Figure 6 This is a schematic diagram of the structure of a map data processing apparatus provided in an embodiment of the present disclosure;

[0017] Figure 7 A schematic diagram of another map data processing apparatus provided in an embodiment of this disclosure;

[0018] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0019] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0020] First, the terminology used in the embodiments of this disclosure is briefly introduced as follows:

[0021] (1) Workshop Map: The form and identification unit of player-made levels, which are created by players using the workshop editor, and are also called maps, games or self-created games.

[0022] (2) Workshop Editor (also known as Editor): Used to create the above map editing scene for players, including interactive operation interface and game scene display interface.

[0023] (3) Creator: The player who created the above map using the workshop editor.

[0024] (4) Room (also known as virtual room): A way of organizing multiplayer game levels, including an interactive interface and data storage structure. All players in the same room can enter the same game and the same level together.

[0025] (5) Publish map: Upload the map draft into a single file that the game needs to read, and display it on the map browsing interface. Other players can access, obtain and play the game.

[0026] (6) Passing the level: During the game, players pass or reach the level specified by the game. For example, in a racing level, players reach the finish line area, and in a points level, players obtain the set points.

[0027] After creators generate maps using the workshop editor, they can play the corresponding game locally as a single player to test the game's playability. However, if the map is designed for multiplayer gameplay, this single-player testing method struggles to predict the scenarios of multiple players simultaneously, making it difficult to obtain comprehensive test results. Building a separate testing platform is complex and costly. Therefore, this embodiment provides a map data processing method, apparatus, electronic device, and storage medium. This technology can be applied to testing creator-made maps, creating virtual rooms for unreleased maps to facilitate gameplay or testing, improving testing effectiveness while lowering the barrier to entry for multiplayer map testing.

[0028] The map data processing method in this embodiment can run on a terminal device or a server. The terminal device can be a local terminal device. When the map data processing method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0029] In an optional implementation, 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 and the game screen presentation are separated. The storage and execution of map data processing are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing or testing the game, the player operates the client device 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 client device via the network, and finally, the client device decodes and outputs the game screen.

[0030] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0031] In one possible implementation, this disclosure provides a method for processing map data, providing a graphical user interface (GUI) via a terminal device. The terminal device can be either a local terminal device or a client device in a cloud interaction system. The terminal device is equipped with a client that executes the map data processing method provided by this disclosure and can communicate with a server, which is the server-side component executing the map data processing method. The GUI provided by the terminal device can include an editing interface (or main interface) of a workshop map creation stage, allowing players to design workshop maps according to their needs. During the workshop map testing stage, the GUI can switch to the interface or game scene corresponding to the created virtual room to test the map. During testing, the creator can invite other players to enter the virtual room to test the game corresponding to the map.

[0032] It should be noted that the virtual objects in the game corresponding to the map can include two or more virtual objects. Different virtual objects can correspond to different terminal devices. In other words, in the current game, there are two or more terminal devices that send and synchronize game data with the server.

[0033] See Figure 1 The flowchart shown illustrates a map data processing method implemented through a terminal device connected to the game server. The terminal device provides a map editing interface to the user and displays the edited map as a map to be published. Once approved by the server, the map can be published; the published map is called the "published map." In this embodiment, the player corresponding to this terminal device is referred to as the "first player" to distinguish them from other players. See also... Figure 1 The method includes the following steps:

[0034] Step S102: Display the game scene to be edited on the terminal device; the game scene to be edited includes the game scene to be edited and scene components, wherein the scene components are virtual models in the game scene to be edited in response to component editing instructions.

[0035] Typically, to meet the creative needs of creators, scene components include basic templates, various virtual objects, virtual gates, and virtual decorations.

[0036] As one possible implementation, the creator's editing process may include: creating a map, entering a map name, and selecting a map type from a basic template. Map types can include racing, survival, team scoring, individual scoring, etc. After selecting the map type, an initial game scene to be edited is obtained. Then, virtual objects and decorations are placed in the game scene, and virtual levels are built. Placement and building operations during the editing process can be achieved by dragging and rotating relevant scene components. The terminal device will generate component editing instructions corresponding to each operation, thereby adding the corresponding virtual models to the game scene. The above editing process will generate a map to be published and a draft file of that map.

[0037] Step S104: In response to the room creation command, create a first virtual room corresponding to the map to be published, wherein the map to be published includes information corresponding to the game scene and scene components to be edited.

[0038] In this embodiment, the map to be published is the map corresponding to the game scene to be edited displayed on the terminal device. Information corresponding to the game scene to be edited and its components is used to display the game scene corresponding to the map to be published; this information can be stored in a draft file of the map to be published. This draft file, also known as a map draft, map data, or game data, is a set of files used to create the map. For example, during the workshop editor editing stage, this draft file can be an uncompressed, editable file that can be read and modified by the workshop editor; during the stage of sending the file to the server to request a virtual room, the draft file can be compressed into a single file for easy transmission.

[0039] The aforementioned room creation command can be a command generated by the first player triggering a specified control, which can be in the interface displaying the game scene to be edited, or in the game room creation page.

[0040] Step S106: Invite the target player into the first virtual room.

[0041] The target player can be a friend of the first player (i.e., the player on the aforementioned terminal device), a player who recently played the game with them, or a player with some other connection to them.

[0042] The methods for inviting target players are quite flexible. For example, you can send a link to the first virtual room to invite the target player to enter, or you can send the room number and password of the virtual room to the target player, who can then search for the room number and enter the room using the corresponding password.

[0043] Step S108: Respond to the start command and control the entry from the first virtual room to the game scene corresponding to the map to be released.

[0044] The first player can initiate a game test based on the number of players entering the first virtual room. The game scene corresponding to the map to be released includes a virtual character corresponding to the target player and a player virtual character corresponding to the first player. By controlling their respective virtual characters, the target player and the first player can switch between game scenes to test the performance of the map to be released.

[0045] The aforementioned first virtual room corresponds to a map that has not yet been released (i.e., a map awaiting release). In this implementation, other players must be invited by the first player to enter; otherwise, other players cannot enter the room. This protects the map's information from being stolen and safeguards the creator's rights. In other implementations, other players can actively request an invitation from the first player.

[0046] The above method creates a first virtual room corresponding to the map to be released, and invites target players to enter the virtual room to try out the game scene corresponding to the map to be released. This provides test-related information to the creator of the map to be released, i.e. the user of the terminal device. Compared with the method of the creator testing the game scene corresponding to the map alone, the method of creating a first virtual room and testing with the target players together provides more comprehensive information, thereby improving the test effect.

[0047] As one possible implementation, the method further includes: displaying the game's graphical user interface (GUI) via a terminal device, the GUI including an editor entry control; correspondingly, displaying the game scene to be edited via the terminal device includes: responding to a first trigger operation on the editor entry control, opening the editor interface corresponding to the editor on the terminal device, the editor interface including the game scene to be edited; wherein the map to be published and its draft file are generated by the editor, the draft file being used to generate the game scene corresponding to the map to be published. The first trigger operation may be an operation of selecting the editor entry control. For example, if the terminal device is a non-touch device, the first trigger operation may be an operation of clicking the editor entry control with a mouse; if the terminal device is a touch device, the first trigger operation is a touch operation applied to the editor entry control. This method, by displaying the editor entry control in the GUI, allows users to easily enter the editor and then display the game scene to be edited, and is simple to implement.

[0048] As one possible implementation, the editor interface includes a first functional control; correspondingly, before responding to the room creation command, the method further includes: in response to a second triggering operation on the first functional control, sending a draft file of the map to be published and a first room creation command to the server. Sending the first room creation command triggers the room creation command, and the terminal device displays the first virtual room corresponding to the command. The second triggering operation in this embodiment is similar to the implementation of the first triggering operation described above, and will not be repeated here.

[0049] The aforementioned first functional control can be called a multiplayer test control, to more intuitively indicate that the control can initiate a multiplayer test process for a map. Of course, if the map to be tested can be played by one person, the virtual room created through this control can also be entered by only one person. By displaying the first functional control in the editor's interface, creators can more easily initiate the first virtual room creation command, simplifying the implementation process.

[0050] As one possible implementation, the steps of sending the draft file of the map to be published and the first room creation instruction to the server include: sending the draft file of the map to be published to the server for the server to save the draft file, and sending the first room creation instruction corresponding to the draft file to the server. This step-by-step sending method allows the server to perform targeted processing in stages, reducing the occurrence of anomalies.

[0051] As one possible implementation, the aforementioned draft file and room creation instruction can also be sent to the server via a single instruction. For example, the draft file can be included in the first room creation instruction, and then the instruction containing the draft file can be sent to the server. Based on this, the step of sending the draft file of the map to be published and the first room creation instruction to the server includes: sending the first room creation instruction containing the draft file of the map to be published to the server. Specifically, a first functional control that triggers virtual room creation can be set in the editor interface. When the first player triggers the first functional control, the terminal device responds to the trigger operation by sending the first room creation instruction containing the draft file of the map to be published to the server; wherein, the first room creation instruction is used to instruct the server to create a virtual room for testing purposes; this trigger operation is similar to the first trigger operation described above, and will not be repeated here.

[0052] The aforementioned first room creation command can carry request type identification information so that the server can distinguish this request from other requests or interaction information. Typically, the terminal device and the server pre-agree on interaction rules, which can include fields corresponding to different types of interaction information. The specific content of these fields determines the interaction information.

[0053] As one possible implementation, the step of creating a first virtual room corresponding to the map to be published may include: a first player corresponding to a control terminal device entering a first virtual room created by the server according to a first room creation instruction; wherein, the first virtual room is associated with the download address of the draft file of the map to be published on the server side, so that the target player entering the first virtual room can download the draft file of the map to be published.

[0054] The creation of the first virtual room differs from the creation process of a virtual room with a published map. The map corresponding to the first virtual room is a map awaiting publication, meaning it is still in the editing stage and is not publicly available. Therefore, the draft file of the map awaiting publication is stored in the storage area corresponding to the download address on the server side. Files in this storage area have a certain storage time; files exceeding this time will be deleted. Alternatively, the server will delete the file when the virtual room corresponding to that file is disbanded. Meanwhile, the file of the published map (i.e., the official map file) is recorded in the server's database for long-term storage.

[0055] The above method sends the first room creation command through the editor, which can quickly instruct the server to create the first virtual room according to the command and associate the room with the download address of the draft file of the map to be released. This allows the target players to download the draft file and enter the game scene corresponding to the map to be released to try out the game. This provides creators with a reliable means to test the map to be released, thereby ensuring the test effect.

[0056] As one possible implementation, the graphical user interface described above also includes a game room entry control; correspondingly, in response to the room creation command, creating a first virtual room corresponding to the map to be published includes the following steps (1) to (3):

[0057] (1) In response to a third trigger operation on the game room entry control, a room mode selection page is displayed on the terminal device; wherein the room mode selection page contains a second function control;

[0058] As one possible implementation, the third trigger operation for the game room entrance control can be different from the tap or single-click operation for creating a normal virtual room. The third trigger operation can be a long press or a right-click operation, etc. In this way, the terminal device will directly enter the room mode selection page, and the room mode selection page includes a second function control.

[0059] (2) In response to a fourth trigger operation for the second functional control, a first room creation instruction containing a draft file of the map to be published is sent to the server; wherein the first room creation instruction is used to instruct the server to create a virtual room for testing.

[0060] As one possible implementation, the second functional control is associated with the current map to be published, that is, the second functional control is associated with the map corresponding to the game scene screen to be edited in step S102, thereby eliminating the need for the first player to select a map and simplifying the player's operation process.

[0061] Alternatively, sending a draft file of the map to be published and the first room creation command to the server can also include three processes: selecting the map to be published, generating the first room creation command, and sending the first room creation command. For example, in response to the fourth trigger operation on the second function control, a list of unpublished maps is displayed for the first player to select a map to be published, then the first room creation command is generated based on the map to be published, and then the first room creation command is sent to the server.

[0062] See Figure 2 The diagram shows a room mode selection page. It provides four mode controls: Classic Mode, Activity Mode, Theme Mode, and Draft Test Mode (the mode corresponding to the second function control mentioned above). Taking Draft Test Mode as an example, the diagram displays a list of unpublished maps, including unpublished maps. Figure 1 Unpublished locations Figure 2 and unpublished locations Figure 3 In this example, the unpublished location is selected. Figure 2 As a map to be released.

[0063] (3) The first player corresponding to the control terminal device enters the first virtual room created by the server according to the first room creation instruction; wherein, the first virtual room is associated with the download address of the draft file of the map to be published on the server side, so that the target player can enter the first virtual room to download the draft file of the map to be published.

[0064] The first virtual room created based on the second functional control differs from virtual rooms created based on existing room modules (such as classic mode, event mode, and theme mode). This first virtual room corresponds to an unreleased map, i.e., a map yet to be released. Therefore, other players cannot apply to create a room for this map. The right to create the first virtual room belongs solely to the map's creator, and only the creator can invite other players into the room. This protects the map's information from being stolen and safeguards the creator's rights.

[0065] By displaying the game room entrance control in the graphical user interface, a room mode selection page can be triggered. Users can choose to create a regular room or the first virtual room corresponding to the second function to test the map to be published. This makes it easier for creators to initiate the creation command of the first virtual room and simplifies the implementation process.

[0066] To facilitate the server's creation of the first virtual room, the aforementioned first room creation command can also carry a command identifier indicating that it is for multiplayer testing and the configuration information of the first virtual room. This multiplayer testing command identifier makes it easier for the server to distinguish commands; carrying the configuration information of the first virtual room in the command allows the server to provide personalized virtual rooms for different maps, meeting the diverse needs of players.

[0067] As one possible implementation, the configuration information mentioned above includes information to instruct the first virtual room to disable spectating and / or a preset value to indicate the minimum number of participants. By including information to disable spectating in the configuration information, the first virtual room created by the server can be made to lack the ability for others to spectate, preventing other players who did not participate in the test from stealing information related to the unreleased map, and to some extent preventing plagiarism of the map's creation. By indicating the minimum number of participants in the configuration information, the server can provide other players with reference data related to the number of participants in subsequent map releases.

[0068] Of course, you can also set the default configuration information for the first virtual room on the server side, which will reduce the amount of information carried by the terminal device when sending instructions.

[0069] As one possible implementation, the step of the first player corresponding to the aforementioned control terminal device entering the first virtual room created by the server according to the first room creation instruction may include: receiving information about the first virtual room created by the server according to the first room creation instruction; entering the first virtual room according to the first virtual room information, and displaying the initial interface of the first virtual room on the terminal device; wherein, the initial interface of the first virtual room includes identification information representing the first player on the terminal device (e.g., the player's avatar) and an invitation control. The initial interface of the first virtual room can intuitively indicate that the first player has entered the room, and a test invitation can be initiated through the invitation control, making implementation simpler.

[0070] Based on the invitation control included in the initial interface of the first virtual room, the step of inviting target players into the first virtual room may include: in response to a fifth trigger operation on the invitation control, determining the target player identifier from the candidate player identifier group displayed on the graphical user interface, and inviting the target player corresponding to the target player identifier into the first virtual room. There may be multiple candidate player identifier groups, each corresponding to multiple selectable player identifiers. Candidate player identifier groups may include: friend groups, game circle groups, teammate groups, nearby player groups, recent player groups, etc., and typically the selectable players in these groups are all currently online players. The first player can select all target players from one candidate player identifier group as needed, or can select target players from multiple different candidate player identifier groups separately as needed; this embodiment does not limit this. By providing candidate player identifier groups for the creator (i.e., the aforementioned first player) to select target players, the selection of target players becomes more intuitive and relatively simple.

[0071] As one possible implementation, in the above method of inviting target players, the initial interface of the first virtual room can only have one invitation control. Based on this, in response to the fifth trigger operation on the invitation control, the terminal device can display a page of candidate player identifier groups; in response to the selection operation of the target player identifier in the candidate player identifier group, the target player corresponding to the target player identifier is invited to enter the first virtual room. This method of inviting at least one target player through one invitation control is simple to implement and easy to operate.

[0072] As another possible implementation, the initial interface of the first virtual room can also directly display a group of candidate player identifiers, with each candidate player identifier in the group having an invitation control. Based on this, the step of inviting a target player into the first virtual room can include: in response to a fifth trigger operation on the invitation control corresponding to the target player identifier, inviting the target player corresponding to that target player identifier into the first virtual room. Here, the target player identifier is an identifier within the candidate player identifier group. By directly displaying the group of candidate player identifiers in the initial interface of the first virtual room, and having invitation controls set for each candidate player identifier in the group, the invitation controls of the target player identifiers can be triggered sequentially, thereby sending invitation information to the target player to invite them into the first virtual room. This method is relatively simple and easy to implement.

[0073] To ensure the expected number of players enter the first virtual room, the above-mentioned response to the start command, controlling the transition from the first virtual room to the game scene corresponding to the map to be released, includes: responding to a start command triggered when the number of players entering the first virtual room reaches a preset value (e.g., 5 players), and controlling the transition from the first virtual room to the game scene corresponding to the map to be released. By triggering the start command when the number of players entering the first virtual room reaches the preset value, the number of participants in the test can be guaranteed, thereby ensuring the test's effectiveness.

[0074] As one possible implementation, the above-mentioned response to the start command triggered when the number of players entering the first virtual room reaches a preset value, controlling the transition from the first virtual room to the game scene corresponding to the map to be published, includes: displaying the identity identifiers and total number of players who have entered the first virtual room, as well as a start game control, on the initial interface of the first virtual room; and, in response to the sixth trigger operation of the start game control when the number of players entering the first virtual room reaches the preset value, controlling the transition from the game scene to the game scene corresponding to the map to be published.

[0075] The aforementioned "Start Game" control can have two states. If the total number of players is less than a preset value, the control is made inoperable (e.g., grayed out, unable to be selected); if the total number of players equals the preset value, the control is made operable (e.g., red, selectable). This ensures a certain number of players enter the game. Alternatively, the control can always be operable, allowing the first player to trigger it at any time. Displaying player identifiers, the total number of players, and the "Start Game" control on the initial interface allows creators to control the game's start time and initiate testing promptly.

[0076] As one possible implementation, the method further includes: in response to the game ending in the game scene corresponding to the map to be released and at least one player failing to complete the game corresponding to the map to be released, the first player controlling the terminal device switches back to the initial interface of the first virtual room. If the game ends and at least one player fails to complete the game, it indicates that the test has failed, and the system directly switches back to the initial interface of the first virtual room. The first player can then invite a new target player for the next test, or continue testing with existing target players. This method of continuing a new round of testing is simple and quick.

[0077] As one possible implementation, the method further includes: during gameplay in the game scene corresponding to the map to be released, responding to an exit command to exit the game scene corresponding to the map to be released. Specifically, the first player can trigger the exit command, for example, by closing the first virtual room, or by displaying an exit control on the interface showing the game scene. Selecting this control generates an exit command, at which point both the first player and the target player exit the game scene. Alternatively, the exit control can also be displayed on the target player's side to give them more autonomy, allowing them to close the virtual room on their side as needed. This way, the target player exits the game, while other players can continue playing. In this method, the creator or the target player can proactively exit the room and end the current game as needed, meeting diverse user needs.

[0078] To enable the first player to access more testing information, the method further includes: during gameplay in the game scene corresponding to the map to be released, responding to the first player's spectating command to the second player among the target players, displaying the second player's game scene; and during the display of the second player's game scene, responding to the first player's exit spectating command, controlling the switch back from the second player's game scene to the first player's game scene. This spectating method allows players to better understand relevant game scene information, and the spectating exit technology further refines the technology and facilitates player operation.

[0079] Based on the above process, when the first player confirms that the game effect of the map to be published matches the expectations, the map can be published. In order to facilitate the map to be published to meet the server's review requirements, the above first room creation instruction is a test release instruction, which contains a first preset field. Accordingly, the method also includes: (1) in response to the game ending when entering the game scene corresponding to the map to be published and all players have passed the level, generating a formal map file based on the draft file of the map to be published; wherein, the formal map file records the first preset field and the content of the first preset field is the information corresponding to meeting the release conditions; (2) in response to the sixth trigger operation of the third function (e.g., the map publishing control) in the editor interface of the editor, sending a release request containing the formal map file to the server, so that the server can review the formal map file through the first preset field and publish the map to be published, and record the formal map file in the database for devices connected to the server to download.

[0080] The above method, by including a first preset field in the test release command, records this first field and its content in the official map file corresponding to the draft file when the game ends and all players have completed the level. This ensures that the release conditions are met. When the server receives a release request, it can review the official map file based on the content of this first field, confirm its approval, release the map, and record the file in the database. Other players can then see the game corresponding to this map and download the official map file from the database to play. This method ensures the quality of the released maps while simplifying the creator's process.

[0081] Regarding the method of sending the first room creation command via the editor, once the command is sent, the user can exit the editor's main interface. Correspondingly, generating the final map file from the draft file of the map to be published involves: entering the editor's main interface, which displays a map publishing control; responding to a trigger action on the map publishing control, generating the final map file from the draft file, and sending a publishing request to the server; wherein the publishing request includes the aforementioned final map file. By automatically exiting the editor's main interface upon sending the first room creation command and automatically entering the editor's main interface after all players have completed the level, automatic control over entering and exiting the editor is achieved, further simplifying user operation.

[0082] As one possible implementation, generating a final map file from a draft file of the map to be published includes: recording the content of a first preset field (corresponding to information that meets the publishing conditions) and the content of a second preset field (corresponding to the total number of all players) in the draft file of the map to be published locally on the terminal device, thus obtaining the final map file; wherein, the content of the second preset field is used by the server to mark the minimum number of players corresponding to the map to be published when publishing the map. By recording the content of the second preset field in the final file as the total number of players when all players complete the level, the server can mark this total number of players as the minimum number of players corresponding to the map when publishing the map, providing reference information for other players.

[0083] As one possible implementation, the aforementioned first room creation command is a test command (i.e., a test not intended for map release). This test command does not include the aforementioned first preset field, therefore, the terminal device does not need to generate the aforementioned official map file when the game ends. By omitting the first preset field from the command, the above process can be used solely to test the performance of the map to be released, providing the first player with more basis for map modification, thus making the map more complete.

[0084] In response to the situation where the test instructions and test release instructions carry different contents, in specific implementation, two controls can be displayed on the main page of the editor. One control is used to trigger the test release instruction, which includes the first preset field mentioned above (e.g., the field is written as "release field"). Furthermore, the test release instruction can also include the second preset field mentioned above. The other control is used to trigger the test instruction, which does not include the first preset field mentioned above.

[0085] The following example uses a battle map created by a creator through an editor as an example to briefly introduce the above method. The creator executes the method using a touch-screen device (such as a mobile phone). The method includes the following steps:

[0086] (1) The creator opens the battle map to be published in the editor as the object to be tested.

[0087] join Figure 3The illustrated editor interface can be opened by selecting the editor's settings controls. These controls include: Advanced Settings (selected in the image), Basic Settings, and Map Settings for creators to choose from. Advanced Settings allow adjustments to the map's editing perspective (e.g., God's-eye view or game view), grid display, operation assistance mode, grid following, etc. Basic Settings relate to map display settings such as brightness and contrast. Map Settings allow for settings related to the currently edited map. In addition to the settings controls, the main interface also includes: a multi-user test control (equivalent to the first function control mentioned above, serving as the trigger for the test command), a save and exit control, a publish map (multi-user) control (equivalent to the first function control mentioned above, serving as the trigger for the test publish command), and a publish map control (equivalent to the third function control mentioned above). The functions of these controls are as follows:

[0088] The multi-user test control is used to send test instructions for the currently published map to the server. These instructions do not include the preset first field, which in this example is the publishing field.

[0089] Save and Exit Control: This function saves the currently published map and closes the editor.

[0090] The Publish Map (Multi-user) control is used to send a test publish command for the map to be published to the server. The command includes the aforementioned preset first field, namely the publish field, which is used to mark whether the map to be published meets the publish conditions.

[0091] The map publishing control is used to send a publishing request / publishing instruction to the server for the map to be published.

[0092] (2) When the creator selects the multi-person test control, the terminal device sends a test instruction to the server to request the creation of the first virtual room. The test instruction carries the draft file corresponding to the map to be published and requests the server to create the first virtual room for multi-person testing.

[0093] For example, the test command sent by the terminal device to the server may include room-related information and map-related information. Room-related information may include: room name, whether the room has a password, and if so, the password can be provided to the server for verification of the player's legitimacy. In addition, room-related information may include whether other players are allowed to spectate. If spectating is allowed, the server will allow players who wish to spectate to enter the room; if spectating is not allowed, the server will reject spectating requests. Furthermore, room-related information may also include room mode identifiers and map draft identifiers. For example, the room mode identifier includes the above... Figure 2The room mode ID corresponds to the map. The map draft identifier can be information such as the name of the map draft file. Map-related information can include faction information, such as the names of the two opposing factions, the number of players required for each faction, and the corresponding virtual character identities. Map-related information can also include the game rules corresponding to the map, such as the rules for allocating virtual resources or assets during the game, and the rules for determining victory or defeat. Additionally, map-related information can include more detailed information, such as the map camera time limit, the map draft name, and whether decisive battle skills can be used. Specific explanations of this information can be found in relevant technical documents and will not be elaborated upon here.

[0094] If the creator selects the "Publish Map (Multiplayer)" control, the terminal device will send a test publishing command to the server. In addition to the room-related information and map-related information mentioned above, the test publishing command also includes a "publish field" in the map-related information. This publishing field is only carried when publishing a map in a multiplayer trial. If the multiplayer trial is simply testing the map performance, this field is not needed.

[0095] (3) After the creator triggers the terminal device to send a room creation command to the server, the system automatically exits the editor and waits for the server to issue the first virtual room. The waiting process is usually very short. During this process, a loading page can be displayed in the graphical user interface, which can show the loading progress bar of the virtual room to indicate the loading progress to the creator.

[0096] (4) After receiving the room creation instruction, the server determines that it needs to provide the creator with a first virtual room that allows multiple people to play online simultaneously. It then constructs the first virtual room based on the draft file corresponding to the map to be published and sends the first virtual room to the creator's terminal device. This first virtual room is bound to the download address of the draft file corresponding to the map to be published.

[0097] (5) The creator receives and displays the first virtual room sent by the server. The initial interface of the first virtual room is as follows: Figure 4 As shown, the initial interface may include: the name of the map to be released, the minimum number of participants in the test, the number of players who have entered the first virtual room, the list of player identifiers who have entered the first virtual room, the virtual room number of the first virtual room, the room reservation countdown of the first virtual room, the exit room control, the invite player control, the start game control, as well as the chat bar and chat operation controls for related functions, such as the on / off control of the voice collector, the native playback control, or the quick voice sending control.

[0098] In addition, depending on the creator's needs, the spectator function can be disabled during game testing. Correspondingly, a disabled spectator indicator can be displayed on the initial interface. Alternatively, to quickly identify which target players have entered the virtual room, a refresh control can be included on the initial interface to rapidly update information on players already in the virtual room.

[0099] Through the chat panel, participating players can interact with each other while testing. For example, they can brainstorm and offer suggestions to the creator to improve the map, making the map creation process more than just a solo effort. The participation of testers makes the map creation process more enjoyable, improves the map quality, and enhances the social interaction between the creator and other players.

[0100] (6) When the creator clicks the "Invite Players" control, a "Player Candidates" page is displayed. This page can show the creator's friend list, from which the creator can select a target player. See also Figure 5 The diagram illustrates a candidate player page. In one possible implementation, this page categorizes players available to the creator as follows: friends, game circle players, teammates, squad players, recent players, and nearby players. The creator can select at least one category to expand the available players within that category and continue selecting target players. For example, assuming the creator selects game circle players, all online players within that game circle (the first, second, and third online players in the diagram) are expanded for the creator to choose from. To allow selection of multiple target players at once, the candidate player page also displays a "Send to All Members" control. Selecting this control sends an invitation to all online players within the currently expanded game circle. The candidate player page can be overlaid on the initial interface of the first virtual room. After all target players have been selected, the candidate player page closes and sends invitations to the target players.

[0101] (7) Upon receiving the invitation, the player's interface will display a prompt page corresponding to the invitation. This page will show the test prompt information for the map to be released, a confirmation control, and a cancellation control. The prompt information may include: "Do you accept the creator's (whose account or in-game nickname is acceptable) invitation to enter the map test? If yes, click the confirmation control; if no, click the cancellation control." If the player clicks the confirmation control, the prompt page will close, and the player will enter the first virtual room and download the draft file associated with that room. If the player clicks the cancellation control, the prompt page will close, and the creator will be notified that the player has refused to participate in the test.

[0102] (8) When the number of players entering the first virtual room reaches the preset value (such as the minimum number of players mentioned above), the creator can select the start game control, and all players in the room will enter the game screen corresponding to the map to be released and start the game test.

[0103] (9) Once the game test is over, the creator can improve the map to be released based on the above game process.

[0104] If the above process occurs when the creator selects the "Publish Map (Multiplayer)" control, triggering the terminal device to send a test publish command to the server, then the game ends and all players complete the level. This is then recorded in the creator's draft file. For example, adding two special fields to the draft file of the map to be published: a minimum number of players field and a publish field, yields the final map file. The minimum number of players field records the total number of players when everyone completes the level. The publish field indicates that if all participants complete the test, the draft file corresponding to the map can be published; otherwise, if not all participants complete the test, this field is marked as unpublishable.

[0105] As one possible implementation, in the above test, if all participating players complete the level, the test is successful. The first virtual room will be disbanded by the server, and the creator will be switched back to the editor's main page. Other players will return to the game's main page (such as the game's main city). The creator will publish the map to be published, storing the minimum number of players and the publishing field in the map's related information. After publication, the map will include a marker indicating the number of players required for a multiplayer trial (i.e., the value in the minimum number of players field). When other players first enter the game corresponding to the map to be published, a guide to the map will pop up, such as information about whether the game requires multiple players and the minimum number of participants. If any participating player fails to complete the level, the test fails. All participating players will return to the initial interface of the first virtual room, waiting for the creator to initiate a new round of testing, which will follow the same process as described above. If the creator leaves the room during the test or when the test fails, the server will also disband the room, and the creator can switch back to the editor's main page.

[0106] The configuration of the first virtual room corresponding to the map to be released can be created by the server based on the default configuration. After everyone has cleared the level, the terminal device will set the minimum number of players and the release field values ​​and record them in the draft file.

[0107] (10) When the test is successful, the creator switches to the main page of the editor and can select the publish map control to trigger a publish request to the server for the map to be published. The publish request includes the official map file corresponding to the map to be published, which contains the minimum number of players and the publish field mentioned above.

[0108] (11) After receiving the above release request, the server will review and approve it according to the release field, release the map corresponding to the official map file, and mark the minimum number of participants in the game as the number of players corresponding to the minimum number of players.

[0109] The main differences between the map release process and the testing process mentioned above include: the inclusion of a detection mechanism to determine if a map is eligible for release, and the recording of the minimum number of players required for each map. This minimum number of players allows ordinary players browsing various maps and selecting which game they want to play to know the minimum number of players needed for each map's corresponding game. This minimum number of players is equal to the number of players who all completed the game during the testing process mentioned above. This minimum number of players is displayed as map information to all other players, helping them make informed decisions when choosing a map. For example, if a player intending to play solo sees the prompt that at least two or three players are needed to successfully complete the game, they might not enter the game alone, saving time wasted trying and discovering that they cannot complete it alone.

[0110] In this embodiment, the map corresponding to the published official map file is a published map, and other players can create ordinary virtual rooms to play the game. Assuming the published map is named Battle Map A, the creation and use process of the ordinary virtual room corresponding to this map is briefly described below:

[0111] (1) The second player (who may be the same as or different from the first player) selects the game room entrance control displayed in the game's graphical user interface and enters the selection page of the published map. The page displays the icons corresponding to the published maps, including the icon of the aforementioned battle map A and the minimum number of participants.

[0112] (2) The second player selects the icon for battle map A from the list of published maps displayed on their terminal device, and enters the room mode selection page for battle map A, as described above. Figure 2 As shown, the battle map A has been selected on this page.

[0113] (3) When the second player selects the classic mode on the room mode selection page, his terminal device sends a room creation instruction to the server. The room creation instruction includes the room-related information mentioned above, but does not include the map-related information mentioned above, nor does it include the file of the battle map A, because the map may not have been created by the second player, the second player does not have the file, and the map has been published, and the server's database stores the official map file corresponding to the map.

[0114] (4) When the server receives the above room creation instruction, it determines that the room corresponding to the instruction is a normal classic mode room, creates a second virtual room for the second player, and associates the second virtual room with the download address of the official map file of the battle map A.

[0115] (5) The second player’s terminal device receives and displays the second virtual room. At this time, the second player has entered the main interface of the room and can invite other players to enter the room to play the game. If the map is not a battle game that requires multiple players, the second player can also start the game by himself.

[0116] (6) When the number of invited players reaches the minimum number of participants mentioned above, the second player can click the start game control to trigger the game corresponding to the battle map A.

[0117] The aforementioned first virtual room differs from ordinary virtual rooms on the gaming platform. Ordinary virtual rooms have maps open to all players, who can apply to create their own rooms and play games. However, the creator of the aforementioned first virtual room holds control; they are the virtual room owner and can invite target players to participate in testing. Other players who are not invited cannot see information about the first virtual room or log in independently.

[0118] Based on the above method embodiments, this disclosure also provides a map data processing apparatus, see [link to relevant documentation]. Figure 6 As shown, the above-mentioned device includes:

[0119] The scene display module 62 is used to display the game scene to be edited through a terminal device; the game scene to be edited includes the game scene to be edited and scene components, wherein the scene components are virtual models in the game scene to be edited in response to component editing instructions;

[0120] The virtual room creation module 64 is used to respond to the room creation command and create a first virtual room corresponding to the map to be published, wherein the map to be published includes information corresponding to the game scene to be edited and the scene components;

[0121] Player invitation module 66 is used to invite target players into the first virtual room;

[0122] The scene control module 68 is used to respond to the start command and control the entry from the first virtual room to the game scene corresponding to the map to be published.

[0123] The aforementioned device creates a first virtual room corresponding to the map to be released, which can invite target players to enter the virtual room to try out the game scene corresponding to the map to be released. This provides test-related information to the creator of the map to be released, i.e. the user of the terminal device. Compared with the method of the creator testing the game scene corresponding to the map alone, the method of creating a first virtual room and testing together with the target players provides more comprehensive information, thereby improving the testing effect.

[0124] As one possible implementation, the scene display module 62 is further configured to display the game's graphical user interface (GUI) via a terminal device. The GUI includes an editor entry control. In response to a first trigger operation on the editor entry control, the module opens an editor interface corresponding to the editor on the terminal device. The editor interface includes a game scene to be edited. The map to be published and its draft file are generated by the editor, and the draft file is used to generate the game scene corresponding to the map to be published. By displaying the editor entry control in the GUI, users can easily access the editor and view the game scene to be edited, simplifying the implementation.

[0125] As one possible implementation, the editor interface includes a first functional control; the virtual room creation module 64 is further configured to, before responding to a room creation instruction, send a draft file containing the map to be published and a first room creation instruction to the server in response to a second trigger operation on the first functional control. The first functional control in the editor interface allows creators to more easily initiate a room creation instruction for the first virtual room, simplifying the implementation process.

[0126] Furthermore, the aforementioned virtual room creation module 64 is also used to send the draft file of the map to be published to the server for the server to save the draft file; and to send a first room creation instruction corresponding to the draft file to the server. Alternatively, it is used to respond to a trigger operation of a first functional control in the editor interface of the editor, and send a first room creation instruction containing the draft file of the map to be published to the server; wherein the first room creation instruction is used to instruct the server to create a virtual room for testing. It also controls the first player corresponding to the terminal device to enter the first virtual room created by the server according to the first room creation instruction; wherein the first virtual room is associated with the download address of the draft file of the map to be published on the server side, so that the target player entering the first virtual room can download the draft file of the map to be published. This method, by sending the first room creation instruction through the editor, can quickly instruct the server to create a first virtual room according to the instruction, and associate the room with the download address of the draft file of the map to be published, so that the target player can download the draft file and enter the game scene corresponding to the map to be published to try out the game, providing a reliable means for creators to test the map to be published, thereby ensuring the testing effect.

[0127] As one possible implementation, the graphical user interface further includes a game room entry control; correspondingly, the scene display module 62 is also used to display a room mode selection page on the terminal device in response to a third trigger operation on the game room entry control; wherein the room mode selection page includes a second function control; in response to a fourth trigger operation on the second function control, a first room creation instruction containing a draft file of the map to be published is sent to the server; wherein the first room creation instruction is used to instruct the server to create a virtual room for testing; controlling the first player corresponding to the terminal device to enter the first virtual room created by the server according to the first room creation instruction; wherein the first virtual room is associated with the download address of the draft file of the map to be published on the server side, so that the target player can enter the first virtual room to download the draft file of the map to be published. By displaying the game room entry control in the graphical user interface, the room mode selection page can be triggered, and the user can choose to create a normal room or the first virtual room corresponding to the second function to test the map to be published as needed, which makes it easier for the creator to initiate the first virtual room creation instruction and simplifies the implementation process.

[0128] As one possible implementation, the virtual room creation module 64 is further configured to receive first virtual room information created by the server according to the first room creation instruction; enter the first virtual room according to the first virtual room information; and display the initial interface of the first virtual room on the terminal device; wherein, the initial interface of the first virtual room includes identification information representing the first player on the terminal device and an invitation control. The initial interface of the first virtual room allows for intuitive identification that the first player has entered the room, and a test invitation can be initiated via the invitation control, making implementation simpler.

[0129] As one possible implementation, the player invitation module 66 is also configured to, in response to a fifth trigger operation on the invitation control, determine a target player identifier from the group of candidate player identifiers displayed on the graphical user interface; and invite the target player corresponding to the target player identifier to enter the first virtual room. By providing a group of candidate player identifiers for the creator to select a target player, the selection of the target player becomes more intuitive and relatively simple.

[0130] As one possible implementation, the scene control module 68 is further configured to respond to a start command triggered when the number of players entering the first virtual room reaches a preset value, controlling the player to enter the game scene corresponding to the map to be published from the first virtual room. By triggering the start command when the number of players entering the first virtual room reaches a preset value, the number of participants in the test can be guaranteed, thereby ensuring the test effect.

[0131] As one possible implementation, the scene control module 68 is further configured to display the identity identifiers and total number of players who have entered the first virtual room, as well as a start game control, on the initial interface of the first virtual room; in response to a sixth trigger operation of the start game control when the number of players entering the first virtual room reaches a preset value, control the player to enter the game scene corresponding to the map to be published from the first virtual room. By displaying the identifiers and total number of each player, as well as the start game control, on the initial interface, creators can control the timing of game start and begin game testing in a timely manner.

[0132] As one possible implementation, the scene control module 68 is also configured to, in response to the game scene corresponding to the map to be released ending and at least one player failing to complete the game corresponding to the map to be released, control the switch from the game scene back to the initial interface of the first virtual room. If the game ends and at least one player fails to complete the game, it indicates that the test has failed, and the system directly switches back to the initial interface of the first virtual room, allowing for a new round of testing—simple and quick.

[0133] As one possible implementation, the scene control module 68 is also used to exit the game scene corresponding to the map to be published in response to an exit command during gameplay. In this method, the creator or target player can actively exit the room and end the current game as needed, meeting diverse user needs.

[0134] As one possible implementation, the scene control module 68 is further configured to, during gameplay in the game scene corresponding to the map to be published, respond to a spectator command from the first player on the terminal device to the second player among the target players, display the game scene on the second player's side; and, during the display of the game scene on the second player's side, respond to a spectator exit command from the first player, control the switch from the game scene on the second player's side back to the game scene on the first player's side. Providing a spectator mode during testing allows creators to more clearly understand relevant game scene information.

[0135] As one possible implementation, the first room creation command is a test command that does not include the first preset field. By omitting the first preset field from the command, the above process can be used solely to test the performance of the map to be published, providing creators with more basis for map modification and making the map more complete.

[0136] See Figure 7 A schematic diagram of another map data processing device is provided. Based on the above device, the first room creation instruction corresponding to this device is a test release instruction, which includes a first preset field; the device also includes:

[0137] The formal file generation module 72 is used to generate a formal map file based on the draft file of the map to be published in response to the game ending and all players completing the game in the game scene corresponding to the map to be published; wherein, the formal map file records the first preset field and the content of the first preset field is information corresponding to meeting the publishing conditions;

[0138] The map publishing module 74 is used to respond to the sixth trigger operation of the third function in the editor interface of the editor, and send a publishing request containing the official map file to the server, so that the server can publish the map to be published after the official map file is approved by the first preset field, and record the official map file in the database for devices connected to the server to download.

[0139] By including a first preset field in the instructions, when the game ends and all players have passed, this first field and its content are recorded in the official map file corresponding to the draft file to indicate that the release conditions have been met. When the server receives a release request, it can review the official map file based on the content of this first field, confirm its approval, release the map, and record the file in the database. Other players can then see the game corresponding to this map and download the official map file from the database to play. This method ensures the quality of the released maps while simplifying the creator's process.

[0140] The official file generation module 72 is further configured to record the content of the first preset field as information corresponding to meeting the release conditions, and the content of the second preset field as the total number of all players, in the draft file of the map to be released locally on the terminal device, to obtain the official map file; wherein, the content of the second preset field is used by the server to mark the minimum number of players corresponding to the map to be released when releasing the map. By recording the content of the second preset field as the total number of players when all players complete the level in the official file, the server can mark the total number of players as the minimum number of players corresponding to the map when releasing the map, providing reference information for other players.

[0141] The map data processing apparatus provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts of the map data processing apparatus not mentioned in the embodiments can be referred to the corresponding content in the aforementioned map data processing method embodiments.

[0142] In this document, the term "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 three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.

[0143] This disclosure also provides an electronic device, such as... Figure 8 The diagram shows the structure of the electronic device, which includes a processor 81 and a memory 80. The memory 80 stores computer-executable instructions that can be executed by the processor 81. The processor 81 executes the computer-executable instructions to implement the above-mentioned map data processing method.

[0144] exist Figure 8In the illustrated embodiment, the electronic device further includes a bus 82 and a communication interface 83, wherein the processor 81, the communication interface 83, and the memory 80 are connected via the bus 82.

[0145] The memory 80 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 83 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 82 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 82 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0146] Processor 81 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 81 or by software instructions. Processor 81 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules can reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory. The processor 81 reads the information in the memory and, in conjunction with its hardware, completes the steps of the map data processing method of the aforementioned embodiment.

[0147] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are called and executed by a processor, they cause the processor to implement the above-described method for processing map data. For specific implementation details, please refer to the foregoing method embodiments, which will not be repeated here.

[0148] The computer program products of the map data processing methods, apparatus, and electronic devices provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0149] Unless otherwise specifically stated, the relative steps, numerical expressions, and values ​​of the components and steps set forth in these embodiments do not limit the scope of this disclosure.

[0150] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0151] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0152] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for processing map data, characterized in that, The method includes: The game scene to be edited is displayed on the terminal device; the game scene to be edited includes the game scene to be edited and scene components, wherein the scene components are virtual models in the game scene to be edited in response to component editing instructions; In response to the room creation command, a first virtual room corresponding to the map to be published is created, wherein the map to be published includes information corresponding to the game scene to be edited and the scene components; Invite the target player into the first virtual room; In response to the start command, control the entry from the first virtual room to the game scene corresponding to the map to be published; The method further includes: displaying a graphical user interface through a terminal device, the graphical user interface including an editor entry control; displaying the game scene to be edited through the terminal device includes: responding to a first trigger operation on the editor entry control, opening an editor interface corresponding to the editor on the terminal device, the editor interface including the game scene to be edited; wherein, the map to be published and the draft file of the map to be published are generated by the editor, and the draft file is used to generate the game scene corresponding to the map to be published; The editor interface includes a first functional control; before responding to the room creation instruction, the method further includes: in response to a second trigger operation on the first functional control, sending a draft file of the map to be published and a first room creation instruction to the server; the server saves the draft file.

2. The method according to claim 1, characterized in that, The step of sending the draft file of the map to be published and the first room creation instruction to the server includes: Send the draft file of the map to be published to the server so that the server can save the draft file; Send a first room creation command corresponding to the draft file to the server.

3. The method according to claim 1, characterized in that, Creating the first virtual room corresponding to the map to be published includes: The system controls the first player corresponding to the terminal device to enter the first virtual room created by the server according to the first room creation instruction; wherein, the first virtual room is associated with the download address of the draft file of the map to be published on the server side, so that the target player entering the first virtual room can download the draft file of the map to be published.

4. The method according to claim 1, characterized in that, The graphical user interface also includes a game room entry control; in response to a room creation command, creating a first virtual room corresponding to the map to be published includes: In response to a third trigger operation on the game room entry control, a room mode selection page is displayed on the terminal device; wherein the room mode selection page includes a second functional control; In response to a fourth trigger operation on the second functional control, a first room creation instruction containing a draft file of the map to be published is sent to the server; wherein the first room creation instruction is used to instruct the server to create a virtual room for testing purposes; The system controls the first player corresponding to the terminal device to enter the first virtual room created by the server according to the first room creation instruction; wherein, the first virtual room is associated with the download address of the draft file of the map to be published on the server side, so that the target player can enter the first virtual room to download the draft file of the map to be published.

5. The method according to claim 4, characterized in that, Controlling the first player corresponding to the terminal device to enter the first virtual room created by the server according to the first room creation instruction includes: Receive information about the first virtual room created by the server according to the first room creation instruction; Enter the first virtual room according to the first virtual room information, and display the initial interface of the first virtual room on the terminal device; wherein, the initial interface of the first virtual room includes identification information representing the first player of the terminal device and an invitation control.

6. The method according to claim 5, characterized in that, Inviting the target player into the first virtual room includes: In response to a fifth trigger operation on the invitation control, a target player identifier is determined from the group of candidate player identifiers displayed in the graphical user interface; Invite the target player corresponding to the target player identifier to enter the first virtual room.

7. The method according to claim 1, characterized in that, In response to the start command, controlling the entry from the first virtual room to the game scene corresponding to the map to be published includes: In response to a start command triggered when the number of players entering the first virtual room reaches a preset value, the system controls the player to enter the game scene corresponding to the map to be released from the first virtual room.

8. The method according to claim 7, characterized in that, In response to a start command triggered when the number of players entering the first virtual room reaches a preset value, controlling the transition from the first virtual room to the game scene corresponding to the map to be published includes: The initial interface of the first virtual room displays the identity identifiers and total number of players who have entered the first virtual room, as well as the start game control; In response to the number of players entering the first virtual room reaching a preset value, the sixth trigger operation of the start game control is performed to control the player to enter the game scene corresponding to the map to be released from the first virtual room.

9. The method according to claim 5, characterized in that, The method further includes: In response to the game ending when entering the game scene corresponding to the map to be released and at least one player failing to complete the game corresponding to the map to be released, the system switches back from the game scene to the initial interface of the first virtual room.

10. The method according to claim 1, characterized in that, The method further includes: During gameplay in the game scene corresponding to the map to be released, the player exits the game scene corresponding to the map to be released in response to an exit command.

11. The method according to claim 1, characterized in that, The method further includes: During the game in the game scene corresponding to the map to be released, in response to the spectator command from the first player on the terminal device to the second player among the target players, the game scene on the side of the second player is displayed; During the display of the game scene on the second player's side, in response to the first player's command to exit spectating, the game scene on the second player's side is switched back to the game scene on the first player's side.

12. The method according to claim 1, 3, or 4, characterized in that, The first room creation command is a test release command, which includes a first preset field; the method further includes: In response to the game ending and all players completing the game in the game scene corresponding to the map to be published, a formal map file is generated based on the draft file of the map to be published; wherein, the formal map file records the first preset field and the content of the first preset field is information corresponding to meeting the publishing conditions; In response to a sixth trigger operation on the third functional control in the editor interface of the editor, a release request containing the official map file is sent to the server, so that the server reviews the official map file through the first preset field and, after approval, releases the map to be released and records the official map file in the database for devices connected to the server to download.

13. The method according to claim 12, characterized in that, Generating the final map file from the draft file of the map to be published includes: The first preset field is recorded as information corresponding to meeting the publishing conditions in the draft file of the map to be published on the local terminal device, and the second preset field is recorded as the total number of all players, to obtain the official map file; wherein, the content corresponding to the second preset field is used by the server to mark the minimum number of players corresponding to the map to be published when publishing the map to be published.

14. The method according to claim 1, 3 or 4, characterized in that, The first room creation instruction is a test instruction, and the test instruction does not contain a first preset field.

15. A map data processing apparatus, characterized in that, The device includes: A scene display module is used to display a game scene to be edited via a terminal device; the game scene to be edited includes the game scene to be edited and scene components, wherein the scene components are virtual models in the game scene to be edited in response to component editing instructions; The virtual room creation module is used to respond to a room creation command and create a first virtual room corresponding to the map to be published, wherein the map to be published includes information corresponding to the game scene to be edited and the scene components; The player invitation module is used to invite target players into the first virtual room; The scene control module is used to respond to the start command and control the entry from the first virtual room to the game scene corresponding to the map to be published; The scene display module is also used to display a graphical user interface through a terminal device, the graphical user interface including an editor entry control; and in response to a first trigger operation on the editor entry control, to open an editor interface corresponding to the editor on the terminal device, the editor interface including a game scene screen to be edited; wherein, the map to be published and the draft file of the map to be published are generated by the editor, and the draft file is used to generate the game scene corresponding to the map to be published; The editor interface includes a first functional control; the virtual room creation module is further configured to send a draft file of the map to be published and a first room creation instruction to the server in response to a second trigger operation on the first functional control before responding to the room creation instruction; the server saves the draft file.

16. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 14.

Citation Information

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