Method, device and electronic equipment for processing game communication delay situation

CN117282094BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311052610.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-08-18
Publication Date
2026-10-16
Estimated Expiration
2043-08-18

AI Technical Summary

Technical Problem

然而,在网络延迟严重的情况下,上述方式依然难以有效提升玩家的游戏体验较差

Benefits of technology

[0009] The aforementioned method, apparatus, and electronic device for handling game communication latency involves acquiring communication parameters between a first terminal device and a game server, as well as game progress parameters of a first game account; determining game communication status parameters of the first game account based on the communication parameters and game progress parameters; and displaying a first control in response to the game communication status parameters meeting specified conditions. The first control is used to: control the first game account to enter a first scene corresponding to the first game match; and, in response to a trigger operation on the first control, generate a first scene based on offline state resources corresponding to the first game match, and control the first game account to enter the first scene. This method allows players to continue playing in a game scene generated from offline resources corresponding to a specific game scene when network latency is severe and the player is in a tense or exciting game scene, thus improving the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a game communication delay condition processing method and device and electronic equipment, obtaining a communication parameter of a first terminal device and a game server, and a game match progress parameter of a first game account; determining a game communication state parameter of the first game account based on the communication parameter and the game match progress parameter; in response to the game communication state parameter satisfying a specified condition, displaying a first control; the first control is used to control the first game account to enter a first scene corresponding to a first game match; in response to a trigger operation on the first control, generating the first scene based on an offline state resource corresponding to the first game match, and controlling the first game account to enter the first scene. When the network delay is serious and the player is in a tense and exciting game scene, the player can enter the game scene generated by the offline resource corresponding to the game scene to continue the game, thereby improving the game experience of the player.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to a method, apparatus, and electronic device for handling game communication latency. Background Technology

[0002] During online gaming, network latency can occur due to poor signal strength or other reasons. This can negatively impact the player's gaming experience, potentially leading to them abandoning the game. Some technologies address this by using client-side predictions and frame interpolation to complete player actions in weak network conditions; for minor latency issues where the client-side and server-side results differ significantly, a screen freeze followed by a switch to the latest server-side view; and for excessively high latency, automatic reconnection that returns the player to their current server location within the level. However, under severe network latency conditions, these methods often fail to effectively improve the player's gaming experience. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide a method, apparatus, and electronic device for handling game communication latency, so as to control the player to enter a game scene generated by offline resources corresponding to the game scene to continue playing the game when the network latency is severe and the player is in a tense and exciting game scene, thereby improving the player's gaming experience.

[0004] In a first aspect, embodiments of this disclosure provide a method for handling game communication latency, comprising: acquiring communication parameters between a first terminal device and a game server, and game progress parameters of a first game account; the first game account being controlled by the first terminal device; determining game communication status parameters of the first game account based on the communication parameters and game progress parameters; wherein the game communication status parameters are used to indicate the degree to which the communication needs of the first game account are met in the current first game; in response to the game communication status parameters meeting specified conditions, displaying a first control; the first control is used to: control the first game account to enter a first scene corresponding to the first game; the first scene is generated based on the offline state resources corresponding to the first game; in response to a trigger operation on the first control, generating the first scene based on the offline state resources corresponding to the first game, and controlling the first game account to enter the first scene.

[0005] Secondly, embodiments of this disclosure provide a device for processing game communication latency, including a parameter acquisition module for acquiring communication parameters between a first terminal device and a game server, and game progress parameters of a first game account; the first game account is controlled by the first terminal device; a game communication status parameter determination module for determining game communication status parameters of the first game account based on the communication parameters and game progress parameters; wherein the game communication status parameters indicate the degree to which the communication needs of the first game account are met in the current first game; a control display module for displaying a first control in response to the game communication status parameters meeting specified conditions; the first control is used to control the first game account to enter a first scene corresponding to the first game; the first scene is generated based on offline state resources corresponding to the first game; and an offline game control module for generating the first scene based on offline state resources corresponding to the first game in response to a trigger operation on the first control, and controlling the first game account to enter the first scene.

[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described method for handling game communication latency.

[0007] Fourthly, embodiments of this disclosure provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned method for handling game communication latency.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] The aforementioned method, apparatus, and electronic device for handling game communication latency involves acquiring communication parameters between a first terminal device and a game server, as well as game progress parameters of a first game account; determining game communication status parameters of the first game account based on the communication parameters and game progress parameters; and displaying a first control in response to the game communication status parameters meeting specified conditions. The first control is used to: control the first game account to enter a first scene corresponding to the first game match; and, in response to a trigger operation on the first control, generate a first scene based on offline state resources corresponding to the first game match, and control the first game account to enter the first scene. This method allows players to continue playing in a game scene generated from offline resources corresponding to a specific game scene when network latency is severe and the player is in a tense or exciting game scene, thus improving the player's gaming experience.

[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] 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.

[0013] Figure 1 A flowchart illustrating a method for handling game communication latency provided in this embodiment of the disclosure;

[0014] Figure 2 A schematic diagram of a device for processing game communication latency provided in an embodiment of this disclosure;

[0015] Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0016] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and 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.

[0017] Network latency can significantly degrade the gaming experience for players when engaging in online games. Market research companies have conducted research and analysis on network latency issues in games and jointly released a report. This report, based on an online survey of 2,000 console, mobile game players in the US and UK conducted in May and June 2022, focused on the impact of network connectivity problems, such as game latency. Respondents spent an average of 8-9 hours per week playing online games.

[0018] 97% of players have encountered latency issues, 20% of players encounter it frequently, and mobile players encounter it even more often.

[0019] 42% of players said that latency issues prevented them from playing the game as they pleased.

[0020] 50% of players believe that latency is the most significant problem they encounter.

[0021] 51% of players blamed game server developers for latency issues, especially American players.

[0022] More than 34% of players, especially mobile players, chose to quit the game after experiencing lag.

[0023] 31% of users said that in order to solve latency issues, they would lower the game's image resolution and turn off unnecessary settings, sacrificing the best experience.

[0024] While some players do spend money to fix latency issues, 59% of players believe it's not their problem and shouldn't be their responsibility to pay for.

[0025] Female gamers are more sensitive to latency issues, but are relatively unwilling to spend money to fix them.

[0026] Young players would rather have a poor gaming experience than spend money to fix it. Among surveyed players aged 18-24, 66% might angrily quit the game.

[0027] In related technologies, the following methods are commonly used to solve the network latency problem in games:

[0028] (1) In weak network conditions, the client's prediction results are trusted, and a frame interpolation algorithm is used to complete the player's actions. When there is a slight delay, if the client's result differs significantly from the server's result, the screen freezes and then switches to the latest server screen without UI prompts, which may include possible frame interpolation smoothing. During this stage, most of the player's client input will still be received by the server.

[0029] (2) When the signal connection is poor, the UI icon will flash as a prompt. During this period, the player's client operation cannot be sent to the server. The character will act on the server according to the previous valid input and the action will be recorded.

[0030] (3) Afterwards, the server returns the packet body. The screen should be based on the latest result from the server. During the loading of the latest screen, a toast message will indicate that loading is in progress.

[0031] (4) For mild to moderate latency, repeat steps (1)-(3) above. During the lag, the player experiences screen freeze, while other players' view is based on the server's packet size.

[0032] (5) Automatically reconnect when the delay is too large and the time is too long.

[0033] (6) After reconnecting, return to the server location within the level.

[0034] The above overall process is relatively fair to other players who don't experience lag; lag-prone players don't significantly impact normal players and won't steal advancement slots. This ensures a smooth gaming experience for normal players. However, it doesn't address some of the needs of lag-prone players:

[0035] (1) The current level is a new level that the player has never encountered before. The player wants to fully experience the map, but most of the time when serious lag occurs, the player is unable to fully experience the end.

[0036] (2) They want to prove that they can complete the game when the network is not lagging. This is especially true in multiplayer offline scenarios, where players want to prove their abilities to their friends;

[0037] (3) The sense of helplessness when faced with lag, and the desire to end the lagging game, players either switch to the background or click the exit button in the upper left corner, which conveys a strong negative emotion through the interaction. At the same time, there is no explanation or improvement regarding the cause of the lag.

[0038] Based on this, the present disclosure provides a method, apparatus, and electronic device for handling game communication latency, which can be applied to various online games.

[0039] In one embodiment of this disclosure, the method for handling game communication latency can run on a local terminal device or a server. When the method for handling game communication latency runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0040] 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 methods for handling game communication latency 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 information processing is performed by the cloud gaming server in the cloud. When playing 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0041] In an optional implementation, 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 (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0042] In one possible implementation, embodiments of this disclosure provide a method for handling game communication latency. For example... Figure 1 As shown, the method includes the following steps:

[0043] Step S102: Obtain the communication parameters between the first terminal device and the game server, as well as the game progress parameters of the first game account; the first game account is controlled by the first terminal device.

[0044] The aforementioned communication parameters can include various parameters. For example, the response time of the game server to a request sent by the first terminal device, the data transmission rate between the game server and the first terminal device, and the amount of data loss in the packets. These can be set according to requirements and are not limited here. In practical implementation, these communication parameters can be obtained by monitoring the communication data of the first terminal device.

[0045] The aforementioned game progress parameters may include the game's duration, the health of the game characters, the distance between the virtual character controlled by the first game account and the finish line in the game scene, and the virtual character's ranking in the game. These parameters can be set according to requirements and are not limited here. In practice, they can be obtained by parsing the game data of the first game account.

[0046] Step S104: Based on communication parameters and game progress parameters, determine the game communication status parameters of the first game account; wherein, the game communication status parameters are used to indicate the degree to which the communication needs of the first game account are met in the first game.

[0047] The aforementioned game communication status parameters reflect the degree to which the communication needs of the first game account are met in its first game match. The relationship between the two can be direct, inverse, positively correlated, or negatively correlated, depending on the specific communication parameters used and the game match progress parameters. Alternatively, a specific mathematical conversion can be used to establish a defined mathematical relationship between the game communication status parameters and the degree of communication need fulfillment. Specific settings can be configured according to requirements and are not limited here.

[0048] In practical implementation, the impact of communication parameters and game progress parameters on the degree to which players' communication needs are met can be determined based on experience, historical data, or experimental data. For example, by setting control variables and changing the communication parameters between the terminal device and the game server, the changing trend of the degree to which players' communication needs are met during a game can be determined. Specifically, facial expressions during gameplay can be recognized to determine the player's emotional state, and physiological indicators such as heart rate can be detected to determine the player's current psychological state. Furthermore, by combining the player's emotional and psychological states, game communication status parameters under different communication parameters and game progress parameters can be determined, making them reflect the degree to which the game account's communication needs are met in the current game.

[0049] Specifically, mathematical functions or models can be used to represent the relationship between communication parameters, game progress parameters, and game communication status parameters. In application, the game communication status parameters can be calculated given the communication parameters and game progress parameters.

[0050] Step S106: In response to the game communication status parameters meeting the specified conditions, the first control is displayed; the first control is used to: control the first game account to enter the first scene corresponding to the first game match; the first scene is generated based on the offline status resources corresponding to the first game match.

[0051] The aforementioned specified conditions typically indicate that the communication needs of the first game account are being met at a low level in the first game match. Specifically, the specified conditions can be set based on the mathematical relationship between game communication status parameters and the degree of communication need fulfillment. For example, if the two are directly proportional, the specified condition can be set to be below a specified parameter threshold.

[0052] When the communication needs of the first game account are not being met in the first game match, players may become frustrated and have a poor gaming experience. In this situation, a primary control can be displayed in the graphical user interface, allowing players to either wait for the network to recover and resume normal gameplay, or choose to play offline.

[0053] Step S108: In response to the trigger operation on the first control, generate the first scene based on the offline state resources corresponding to the first game match, and control the first game account to enter the first scene.

[0054] The aforementioned offline resources can be obtained by the first terminal device from the game server when the player starts the current game, or they can be downloaded by the player at their own discretion, or downloaded by the first terminal device during the game. This process can be adaptively handled by the first terminal device based on the current network status, and can be configured as needed; no restrictions are imposed here. To conserve device resources, these offline resources can be deleted after the current game ends.

[0055] After a player triggers the first control, a first scene can be generated based on the offline state resources, and the first game account can be controlled to enter this first scene to continue the game. Specifically, the content of the first scene can be set based on parameters such as the game scene location and character health in the game progress parameters to provide players with a continuous gaming experience.

[0056] The aforementioned method for handling game communication latency involves acquiring communication parameters between a first terminal device and a game server, as well as game progress parameters of a first game account; determining game communication status parameters of the first game account based on the communication parameters and game progress parameters; and displaying a first control in response to the game communication status parameters meeting specified conditions. The first control is used to: control the first game account to enter the first scene corresponding to the first game match; and in response to a trigger operation on the first control, generate the first scene based on offline state resources corresponding to the first game match, and control the first game account to enter the first scene. This method allows players to continue playing in a game scene generated from offline resources corresponding to a specific game scene when network latency is severe and the player is in a tense and exciting game scene, thus improving the player's gaming experience.

[0057] The following embodiment provides an implementation method for determining the game communication status parameters of a first game account based on communication parameters and game progress parameters.

[0058] In practical implementation, a game communication state model can be established first based on the impact of network latency on player mentality. For example, a first function can be generated with game progress parameters as independent variables. Typically, as the game nears its end, network latency causes game stuttering and unresponsive controls, worsening the player experience. This can be determined by obtaining relevant information from players through questionnaires, thus identifying the impact of game progress parameters on game communication state and generating the first function. A second function can also be generated with time parameters as independent variables. Generally, longer network latency leads to greater player frustration and a worse experience. The impact of time on game communication state can be determined based on experience or survey data, generating the second function. The aforementioned communication parameters can typically be PIN values. PIN values ​​represent the response time from client to server on the network, measured in milliseconds (ms), and lower values ​​are better. Lower PIN values ​​indicate faster network connections. Finally, the first function, the second function, and the communication parameters can be used as model parameters to establish a game communication state determination model.

[0059] When determining the game communication status parameters of the first game account, the communication parameters and game progress parameters can be input into the pre-established game communication status determination model, and then the game communication status parameters of the first game account can be output through the game communication status model.

[0060] The following embodiment provides an implementation method for controlling a first game account to enter the first scene in response to a trigger operation on a first control, generating a first scene based on the offline state resources corresponding to a first game match.

[0061] Game communication status parameters can have a negative or positive correlation with the degree to which communication needs are met, depending on the established game communication status determination model. When there is a negative correlation between game communication status parameters and the degree to which communication needs are met, the higher the game communication status parameters, the lower the degree to which communication needs are met, resulting in a worse gaming experience for the player. In this case, a first parameter threshold needs to be set. This threshold can be determined based on experience or experimental data. When the game communication status parameters are higher than the first parameter threshold, the game network usually experiences severe latency, and the current game match is intense, with the player in a state of excitement and anxiety. In response to game communication status parameters being greater than or equal to the preset first parameter threshold, a first control needs to be displayed in the graphical user interface to provide the player with an alternative solution besides waiting for the current network communication to return to normal.

[0062] Typically, at least one save area is preset in the current game scene corresponding to the first game match. This save area can be considered as the location of the player-controlled virtual character when they are within that game area, which is then recorded. If the game communication status parameter is greater than or equal to a preset second parameter threshold but less than a first parameter threshold, it can be considered that the current communication network is poor and the player's experience is rapidly declining. In this case, the scene location of the first game account in the current game scene can be obtained; and based on this scene location, the target save area corresponding to the first game account can be determined from at least one save area. Typically, the save area closest to this scene location is chosen as the target save area, or the closest save area the player needs to pass through to reach that scene location is chosen as the target save area.

[0063] The following embodiment provides an implementation method for controlling a first game account to enter the first scene in response to a trigger operation on a first control, generating a first scene based on the offline state resources corresponding to a first game match.

[0064] After determining the target save area corresponding to the first game account based on the scene location of the first game account in the current game scene, in response to the trigger operation for the first control, after generating the first scene based on the offline state resources corresponding to the first game match, the first game account can be controlled to enter the scene area corresponding to the target save area in the first scene, so as to bring players a more continuous game experience and thus improve the player's game experience under network latency conditions.

[0065] After a player triggers the first control, it can be assumed that the player believes the current network latency is affecting their game performance. Therefore, in response to the triggering of the first control, the game log for the first game session on the first terminal device can be retrieved. Based on the game log, client configuration information corresponding to the first terminal device is generated. During the analysis of the game log, indicators representing the analysis process can be displayed on the graphical user interface of the first terminal device. This client configuration information may include configuration parameters that affect network latency, such as the game screen display resolution suitable for the first terminal device and the display method of skill effects (e.g., simplified or standard version). Then, a second control is displayed in the graphical user interface; this second control is used to control the generation of the configuration information display interface. After the player triggers this control, in response to the triggering of the second control, the configuration information display interface is generated and the client configuration information is displayed on the configuration information display interface.

[0066] In practical implementation, a third control can be displayed on the configuration information display interface. This third control is used to control the application of client configuration information to the first terminal device. After the player triggers this control, in response to the trigger operation on the third control, the configuration parameters corresponding to the client configuration information are directly applied to the first terminal device to improve the network latency of the first terminal device.

[0067] This disclosure also provides another method for handling game communication latency, the method being... Figure 1 This method is implemented based on the method shown. While adopting the handling of in-game communication latency from related technologies to ensure a smooth gaming experience for most non-lag-prone players, it also establishes a single-game player lag sensitivity model based on the communication parameters between the terminal device and the game server, as well as the game account's progress parameters during the game. This model can determine the current game account's communication status parameters. When the game communication status parameters indicate severe lag, some player data is recorded, providing a gateway to offline mode. Furthermore, some client data is analyzed in the background, allowing players to actively decide whether to enter offline mode. After the offline experience ends, players are provided with emotional release mechanisms, latency detection reports, recommended settings, and more.

[0068] In practical implementation, the progress parameters in a game match can include the relative distance between the current position of the virtual character controlled by the game account and the finish line position in the game. This distance can be calculated based on the virtual character's position coordinates and the midpoint's position coordinates. Alternatively, it can include the number of remaining winning slots for the game character who has reached the finish line (also known as the "remaining qualifying slots"). The game typically sets multiple winning slots; when a player controls their virtual character to reach the midpoint position in the game, that virtual character is considered to have secured a winning slot. The aforementioned number of remaining slots usually refers to the number of winning slots that the virtual character has not yet secured. These progress parameters can also include the game match's time parameters, which can be determined based on the game's start duration or end countdown duration.

[0069] The communication parameters mentioned above can include the communication response time between the terminal device and the game server, usually expressed as a PIN value. The PIN value is measured in milliseconds (ms). A lower PIN value is better, indicating a faster network connection.

[0070] The player lag sensitivity model can be established as follows: Define the absolute value function A1 = f(x1) of the position coordinates of the virtual character controlled by the game account and the position coordinates of the finish line; define the function of the remaining qualifying seats A2 = f(x2); define the function of time elapsed A3 = f(x3); define the player PIN value x4; and establish the function A4 = f(A1, A2, A3, x4) corresponding to the player lag sensitivity model to represent the player's game communication status parameters (also known as "latency sensitivity").

[0071] Players' latency sensitivity can be divided into three levels based on a pre-set threshold: Insensitive, Sensitive, and Ultra Sensitive.

[0072] When the latency sensitivity (A4) is less than B1, the player is defined as being in an insensitive phase; when the latency sensitivity (A4) is greater than or equal to B1 and less than B2, the player is defined as being in a sensitive phase; when the latency sensitivity (A4) is greater than or equal to B2, the player is defined as being in a very sensitive phase, where B1 is less than B2.

[0073] During the non-sensitive phase, no special processing is performed. During the sensitive phase, the game client running on the terminal device records the current game map number where the player-controlled virtual character is located. During the highly sensitive phase, the client records the save area currently occupied by the virtual character, an offline play button appears on the graphical user interface, and when the player long-presses the button, a "Entering offline mode" prompt appears. After the long-press loading bar completes, the player enters offline mode. In offline mode, the player-controlled virtual character will enter the map corresponding to the specified number and spawn at the corresponding save point.

[0074] When a player chooses to enter offline mode, the client sends the game log to the server. The server analyzes the cause of the delay in the game, pushes the client's optimization settings to the player and returns them. Before the data is returned, a continuously rotating "Analysis in progress" prompt UI appears on the screen.

[0075] If the analysis results are returned when the player is offline, the "Analysis in progress" UI will be replaced with the "Lag Solution" UI. Players can click on this UI to enter the lag analysis report interface, which provides a "One-click optimization settings" option. After clicking, players can configure the client settings according to the recommended settings obtained after the analysis.

[0076] After reaching the finish line in offline mode, players will enter a special results screen. If the analysis results have been returned, players can click the corresponding button to configure system settings with a single click. If the results have not been returned, the corresponding button will not be displayed. The special results screen provides access to feedback and reporting functions.

[0077] If the player has already entered a game scene other than the game match when the analysis results are returned, a red dot will appear in the settings system. The player can then configure the system settings with one click based on the returned results in the game settings interface.

[0078] This method defines game communication parameters based on the current game situation to indicate the player's latency sensitivity, providing a temporary solution and a means for players to vent their frustrations regarding network latency issues not caused by device performance problems. It sets an error correction threshold range; when the server response exceeds the limit, the player can enter a personal offline mode, accompanied by certain interactive prompts. After completing an offline game, a dedicated results screen is accessed, offering various functions such as reporting, feedback, settings adjustments, and venting, helping players calm down as much as possible.

[0079] For the above method embodiments, see Figure 2 The embodiment of this disclosure shows a processing apparatus for game communication latency, the apparatus comprising:

[0080] The parameter acquisition module 202 is used to acquire the communication parameters between the first terminal device and the game server, as well as the game progress parameters of the first game account; the first game account is controlled by the first terminal device.

[0081] The game communication status parameter determination module 204 is used to determine the game communication status parameters of the first game account based on communication parameters and game progress parameters; wherein, the game communication status parameters are used to indicate the degree to which the communication needs of the first game account are met in the first game match.

[0082] The control display module 206 is used to display a first control in response to the game communication status parameters meeting specified conditions; the first control is used to: control the first game account to enter the first scene corresponding to the first game match; the first scene is generated based on the offline status resources corresponding to the first game match.

[0083] The offline game control module 208 is used to respond to the trigger operation of the first control, generate the first scene based on the offline state resources corresponding to the first game match, and control the first game account to enter the first scene.

[0084] The aforementioned device for handling game communication latency acquires communication parameters between a first terminal device and a game server, as well as game progress parameters of a first game account; determines game communication status parameters of the first game account based on the communication parameters and game progress parameters; and displays a first control in response to the game communication status parameters meeting specified conditions. The first control is used to: control the first game account to enter a first scene corresponding to the first game match; and, in response to a trigger operation on the first control, generate a first scene based on offline state resources corresponding to the first game match, and control the first game account to enter the first scene. This method allows players to continue playing in a game scene generated from offline resources corresponding to a specific game scene when network latency is severe and the player is in a tense or exciting game scene, thus improving the player's gaming experience.

[0085] The aforementioned game communication status parameters are negatively correlated with the degree to which communication requirements are met; the control display module is also used to: display the first control in response to the game communication status parameters being greater than or equal to a preset first parameter threshold.

[0086] The aforementioned first game match corresponds to a current game scene with at least one preset save area; the aforementioned device further includes: a scene location acquisition module, used to acquire the scene location of the first game account in the current game scene in response to a game communication status parameter being greater than or equal to a preset second parameter threshold and less than a first parameter threshold; and a save area determination module, used to determine the target save area corresponding to the first game account from at least one save area based on the scene location.

[0087] The first game match corresponds to the current game scene with at least one preset save area; the target save area corresponding to the first game account is determined based on the scene position of the first game account in the current game scene; the offline game control module is also used to: in response to the trigger operation of the first control, generate the first scene based on the offline state resources corresponding to the first game match, and control the first game account to enter the scene area corresponding to the target save area in the first scene.

[0088] The aforementioned game communication status parameter determination module is used to: input communication parameters and game progress parameters into a pre-established game communication status determination model, and output the game communication status parameters of the first game account through the game communication status model.

[0089] The aforementioned device also includes a model building module, used to: generate a first function with game progress parameters as independent variables; generate a second function with time parameters as independent variables; and use the first function, the second function, and communication parameters as model parameters to establish a game communication state determination model.

[0090] The aforementioned device further includes: a log acquisition module, used to acquire game logs of the first terminal device for the first game match in response to a trigger operation on the first control; an information determination module, used to generate client configuration information corresponding to the first terminal device based on the game logs; a second control display module, used to display the second control; the second control is used to: control the generation of a configuration information display interface; and an interface display module, used to generate a configuration information display interface in response to a trigger operation on the second control, and display the client configuration information on the configuration information display interface.

[0091] The configuration information display interface shows a third control; the third control is used to control the application of client configuration information to the first terminal device; the device further includes a parameter configuration module, used to respond to the trigger operation of the third control and control the configuration parameters corresponding to the client configuration information to be applied to the first terminal device.

[0092] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-mentioned method for handling game communication latency, as follows:

[0093] The system acquires communication parameters between the first terminal device and the game server, as well as game progress parameters of the first game account. The first game account is controlled by the first terminal device. Based on the communication parameters and game progress parameters, the system determines the game communication status parameters of the first game account. These game communication status parameters indicate the degree to which the communication needs of the first game account are met in the current game. In response to the game communication status parameters meeting specified conditions, a first control is displayed. The first control is used to control the first game account to enter the first scene corresponding to the first game. The first scene is generated based on the offline state resources corresponding to the first game. In response to a trigger operation on the first control, the system generates the first scene based on the offline state resources corresponding to the first game and controls the first game account to enter the first scene.

[0094] When network latency is severe and players are in a tense and exciting game scene, the above method can allow players to enter a game scene generated from offline resources corresponding to that game scene to continue playing the game, thereby improving the player's gaming experience.

[0095] Optionally, the above-mentioned game communication status parameters are negatively correlated with the degree to which communication requirements are met; the step of displaying the first control in response to the game communication status parameters meeting the specified conditions includes: displaying the first control in response to the game communication status parameters being greater than or equal to a preset first parameter threshold.

[0096] Optionally, at least one save area is preset in the current game scene corresponding to the first game match; the method further includes: in response to the game communication status parameter being greater than or equal to a preset second parameter threshold and less than a first parameter threshold, obtaining the scene position of the first game account in the current game scene; and determining the target save area corresponding to the first game account from at least one save area based on the scene position.

[0097] Optionally, at least one save area is preset in the current game scene corresponding to the first game match; the target save area corresponding to the first game account is determined based on the scene position of the first game account in the current game scene; the step of generating a first scene based on the offline state resources corresponding to the first game match in response to the trigger operation of the first control, and controlling the first game account to enter the first scene includes: generating a first scene based on the offline state resources corresponding to the first game match in response to the trigger operation of the first control, and controlling the first game account to enter the scene area in the first scene corresponding to the target save area.

[0098] Optionally, the above steps for determining the game communication status parameters of the first game account based on communication parameters and game progress parameters include: inputting the communication parameters and game progress parameters into a pre-established game communication status determination model, and outputting the game communication status parameters of the first game account through the game communication status model.

[0099] Optionally, the above game communication state determination model is established in the following way: generating a first function with the game progress parameter as the independent variable; generating a second function with the time parameter as the independent variable; and using the first function, the second function, and the communication parameter as model parameters to establish the game communication state determination model.

[0100] Optionally, the above method further includes: in response to a trigger operation on the first control, obtaining the game log of the first terminal device for the first game match; generating client configuration information corresponding to the first terminal device based on the game log; displaying the second control; the second control is used to: control the generation of the configuration information display interface; in response to a trigger operation on the second control, generating the configuration information display interface, and displaying the client configuration information on the configuration information display interface.

[0101] Optionally, the configuration information display interface displays a third control; the third control is used to: control the application of client configuration information to the first terminal device; the method further includes: in response to a trigger operation on the third control, controlling the configuration parameters corresponding to the client configuration information to be applied to the first terminal device.

[0102] See Figure 3As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned method for handling game communication latency.

[0103] Furthermore, Figure 3 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0104] The memory 101 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 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 3 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.

[0105] The processor 100 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 the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0106] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned method for handling game communication latency.

[0107] The present disclosure provides a method, apparatus, and electronic device for handling game communication latency, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the preceding method embodiments, as follows:

[0108] The system acquires communication parameters between the first terminal device and the game server, as well as game progress parameters of the first game account. The first game account is controlled by the first terminal device. Based on the communication parameters and game progress parameters, the system determines the game communication status parameters of the first game account. These game communication status parameters indicate the degree to which the communication needs of the first game account are met in the current game. In response to the game communication status parameters meeting specified conditions, a first control is displayed. The first control is used to control the first game account to enter the first scene corresponding to the first game. The first scene is generated based on the offline state resources corresponding to the first game. In response to a trigger operation on the first control, the system generates the first scene based on the offline state resources corresponding to the first game and controls the first game account to enter the first scene.

[0109] When network latency is severe and players are in a tense and exciting game scene, the above method can allow players to enter a game scene generated from offline resources corresponding to that game scene to continue playing the game, thereby improving the player's gaming experience.

[0110] Optionally, the above-mentioned game communication status parameters are negatively correlated with the degree to which communication requirements are met; the step of displaying the first control in response to the game communication status parameters meeting the specified conditions includes: displaying the first control in response to the game communication status parameters being greater than or equal to a preset first parameter threshold.

[0111] Optionally, at least one save area is preset in the current game scene corresponding to the first game match; the method further includes: in response to the game communication status parameter being greater than or equal to a preset second parameter threshold and less than a first parameter threshold, obtaining the scene position of the first game account in the current game scene; and determining the target save area corresponding to the first game account from at least one save area based on the scene position.

[0112] Optionally, at least one save area is preset in the current game scene corresponding to the first game match; the target save area corresponding to the first game account is determined based on the scene position of the first game account in the current game scene; the step of generating a first scene based on the offline state resources corresponding to the first game match in response to the trigger operation of the first control, and controlling the first game account to enter the first scene includes: generating a first scene based on the offline state resources corresponding to the first game match in response to the trigger operation of the first control, and controlling the first game account to enter the scene area in the first scene corresponding to the target save area.

[0113] Optionally, the above steps for determining the game communication status parameters of the first game account based on communication parameters and game progress parameters include: inputting the communication parameters and game progress parameters into a pre-established game communication status determination model, and outputting the game communication status parameters of the first game account through the game communication status model.

[0114] Optionally, the above game communication state determination model is established in the following way: generating a first function with the game progress parameter as the independent variable; generating a second function with the time parameter as the independent variable; and using the first function, the second function, and the communication parameter as model parameters to establish the game communication state determination model.

[0115] Optionally, the above method further includes: in response to a trigger operation on the first control, obtaining the game log of the first terminal device for the first game match; generating client configuration information corresponding to the first terminal device based on the game log; displaying the second control; the second control is used to: control the generation of the configuration information display interface; in response to a trigger operation on the second control, generating the configuration information display interface, and displaying the client configuration information on the configuration information display interface.

[0116] Optionally, the configuration information display interface displays a third control; the third control is used to: control the application of client configuration information to the first terminal device; the method further includes: in response to a trigger operation on the third control, controlling the configuration parameters corresponding to the client configuration information to be applied to the first terminal device.

[0117] See Figure 3 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned method for handling game communication latency.

[0118] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0119] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0120] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of this disclosure, in essence, or the parts that contribute to the prior art, or parts of the technical solutions, can be embodied in the form of software products. These computer software products are stored in a storage medium and include 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.

[0121] 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.

[0122] Finally, it should be noted that the above 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 handling game communication latency, characterized in that, include: Obtain the communication parameters between the first terminal device and the game server, as well as the game progress parameters of the first game account; The first game account is controlled by the first terminal device; The communication parameters and the game progress parameters are input into a pre-established game communication status determination model, and the game communication status parameters of the first game account are output through the game communication status model; wherein, the game communication status parameters are used to indicate the degree to which the communication needs of the first game account are met in the first game match. In response to the game communication status parameters meeting specified conditions, a first control is displayed; the first control is used to: control the first game account to enter the first scene corresponding to the first game match; the first scene is generated based on the offline status resources corresponding to the first game match. In response to a trigger operation on the first control, the first scene is generated based on the offline state resources corresponding to the first game match, and the first game account is controlled to enter the first scene; The game communication status determination model is established in the following way; Generate a first function with the game progress parameter as the independent variable; Generate a second function with a time parameter as its independent variable; The game communication state determination model is established by using the first function, the second function, and the communication parameters as model parameters.

2. The method according to claim 1, characterized in that, The game communication status parameters are negatively correlated with the degree to which communication requirements are met. The step of displaying the first control in response to the game communication status parameters meeting specified conditions includes: In response to the game communication status parameter being greater than or equal to a preset first parameter threshold, the first control is displayed.

3. The method according to claim 2, characterized in that, The first game match corresponds to a current game scene with at least one preset save area; the method further includes: In response to the game communication status parameter being greater than or equal to a preset second parameter threshold and less than the first parameter threshold, the scene location of the first game account in the current game scene is obtained; Based on the scene location, the target save area corresponding to the first game account is determined from the at least one save area.

4. The method according to claim 1, characterized in that, The first game match has at least one preset save area in the current game scene; the target save area corresponding to the first game account is determined based on the scene position of the first game account in the current game scene. The steps of generating the first scene based on the offline state resources corresponding to the first game match and controlling the first game account to enter the first scene in response to a trigger operation on the first control include: In response to a trigger operation on the first control, the first scene is generated based on the offline state resources corresponding to the first game match, and the first game account is controlled to enter the scene area in the first scene corresponding to the target save area.

5. The method according to claim 1, characterized in that, The method further includes: In response to a trigger operation on the first control, obtain the game log of the first terminal device for the first game match; Based on the game logs, generate client configuration information corresponding to the first terminal device; Display a second control; the second control is used to: control the generation of the configuration information display interface; In response to a trigger operation on the second control, a configuration information display interface is generated, and the client configuration information is displayed on the configuration information display interface.

6. The method according to claim 5, characterized in that, The configuration information display interface displays a third control; the third control is used to: control the application of the client configuration information to the first terminal device; The method further includes: In response to a trigger operation on the third control, the configuration parameters corresponding to the client configuration information are applied to the first terminal device.

7. A device for processing game communication latency, characterized in that, include: The parameter acquisition module is used to acquire the communication parameters between the first terminal device and the game server, as well as the game progress parameters of the first game account; The first game account is controlled by the first terminal device; The game communication status parameter determination module is used to input the communication parameters and the game match progress parameters into a pre-established game communication status determination model, and output the game communication status parameters of the first game account through the game communication status model; wherein, the game communication status parameters are used to indicate the degree to which the communication needs of the first game account are met in the first game match. The control display module is used to display a first control in response to the game communication status parameters meeting specified conditions; the first control is used to: control the first game account to enter the first scene corresponding to the first game match; the first scene is generated based on the offline status resources corresponding to the first game match. The offline game control module is used to respond to the trigger operation of the first control, generate the first scene based on the offline state resources corresponding to the first game match, and control the first game account to enter the first scene; The game communication status determination model is established in the following way; Generate a first function with the game progress parameter as the independent variable; Generate a second function with a time parameter as its independent variable; The game communication state determination model is established by using the first function, the second function, and the communication parameters as model parameters.

8. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the method for handling game communication latency as described in any one of claims 1-6.

9. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the method for handling game communication latency as described in any one of claims 1-6.

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