A game data visualization method and terminal based on real-time dynamic rendering
By separating message definition from communication logic and generating a message processing class library, and combining it with a graphics rendering module to render game data in real time, the problems of high testing threshold, difficult maintenance, and low efficiency in existing technologies are solved, and intuitive visualization testing of game data is realized.
Patent Information
- Application Number
- CN202410503524.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-04-25
- Publication Date
- 2025-11-28
- Estimated Expiration
- 2044-04-25
AI Technical Summary
Existing technologies are difficult to use in testing real-time communication systems with custom protocols, are difficult to maintain, and are inefficient. Testers need to have strong programming skills, find it difficult to understand and modify test scripts, and the test results are not intuitive and cannot flexibly verify functions.
By obtaining the message definition file and separating it from the communication logic, a message processing class library is generated. Messages are received and deserialized in real time, and then rendered into a visual graphical interface using the graphics rendering module, realizing real-time dynamic rendering of game data.
By converting binary data streams that are difficult for humans to understand into visual images, testers do not need to worry about data transmission and conversion. This allows for comprehensive testing that simulates a real game environment, improving the feasibility and effectiveness of testing.
Smart Images

Figure CN118454228B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of game testing and data rendering, and particularly relates to a game data visualization method based on real-time dynamic rendering and a terminal. BACKGROUND
[0002] In the prior art, the test method for a real-time communication system of a self-defined protocol usually uses a traditional automatic test framework (such as jmeter or postman) in combination with a manually written test script to perform simulation testing. This technical implementation usually needs to strictly write a test script according to the environment information, protocol definition, message definition and calling flow of the system under test, usually uses a continuous multiple calling to simulate a test scene, then captures the messages meeting the requirements in a test scene and prints them according to the definition, and if there are multiple role interaction scenes, multiple complex interaction test scripts need to be written and called at the same time, and a large amount of data is filtered in the respective scripts, and the correctness of the messages is verified manually.
[0003] Although the above scheme implementation can complete most of the test tasks of a self-defined communication protocol, there are still the following obvious shortcomings:
[0004] 1. High technical threshold: it is required that the tester has strong programming ability, including understanding of data serialization / deserialization, long link communication mechanism and at least one programming language, which greatly limits the participation of members of the test team;
[0005] 2. Difficult to maintain: whenever the test requirements change, such as interface change, message definition update, etc., the tester needs to manually modify or re-write the test script, and over time and personnel change, the original test code may become a "black box", which is difficult for new testers to understand and modify;
[0006] 3. Low test efficiency: in testing, the verification of data usually needs to rely on the verification script written in advance, or manual conversion of process data, for non-technical personnel, it is not intuitive to directly read binary format data or analyze the output of the test script to verify the test results, which increases the verification difficulty, and the running of the script is usually one-time, the tester cannot intervene in the middle to check or verify the function, which greatly reduces the test efficiency and flexibility. SUMMARY
[0007] The technical problem to be solved by the present application is to provide a game data visualization method based on real-time dynamic rendering and a terminal, which can greatly improve the test feasibility and effectiveness by real-time dynamic rendering of the update data of the game scene into a visual graphical interface for game scene testing.
[0008] To solve the above technical problems, the technical scheme adopted by the present application is:
[0009] A game data visualization method based on real-time dynamic rendering, comprising the steps of:
[0010] S1, acquire and load the message definition file, separate the definition of the message from the communication logic, and generate a corresponding message processing class library;
[0011] S2, real-time receive the message of the server, and according to the type of the message, select the corresponding message processing class library to deserialize the message;
[0012] S3, use a graphic rendering module to real-time render the deserialized message into a visual graphic interface and display.
[0013] To solve the above technical problems, another technical scheme adopted by the present application is:
[0014] A game data visualization terminal based on real-time dynamic rendering, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor implements the following steps when executing the computer program:
[0015] S1, acquire and load the message definition file, separate the definition of the message from the communication logic, and generate a corresponding message processing class library;
[0016] S2, real-time receive the message of the server, and according to the type of the message, select the corresponding message processing class library to deserialize the message;
[0017] S3, use a graphic rendering module to real-time render the deserialized message into a visual graphic interface and display.
[0018] The present application has the advantages of providing a game data visualization method and terminal based on real-time dynamic rendering, by acquiring the message definition file of the server and decoupling the message definition from the communication logic, a corresponding message processing class library is automatically generated according to the message definition, and the game world data sent by the server in real time is deserialized directly through the message processing class library, then a graphic rendering module is introduced to render the deserialized game world data into a visual graphic interface, i.e. to convert the binary data stream that is difficult for humans to recognize into visual image data, and to update in real time, so that the tester does not need to care about the sending and receiving, flow and conversion of the game data, but only needs to focus on the dynamic changes of the image presented by the game data to test the game scene, to simulate the user interaction behavior and network communication in the real game environment, so as to comprehensively test the network stability, interface function implementation and performance of the game, greatly improving the test feasibility and effectiveness. BRIEF DESCRIPTION OF DRAWINGS
[0019] Figure 1 A flow chart of a game data visualization method based on real-time dynamic rendering according to an embodiment of the present application;
[0020] Figure 2 A specific flow chart of a game data visualization method based on real-time dynamic rendering according to an embodiment of the present application;
[0021] Figure 3 A terminal operation interface diagram in a game data visualization method based on real-time dynamic rendering according to an embodiment of the present application;
[0022] Figure 4 A structural schematic diagram of a game data visualization terminal based on real-time dynamic rendering according to an embodiment of the present application.
[0023] REFERENCE NUMERALS:
[0024] 1. A game data visualization terminal based on real-time dynamic rendering; 2. a memory; 3. a processor. DETAILED DESCRIPTION
[0025] To make the technical content, the achieved purposes and effects of the present application clear, the following will be described in detail in combination with the embodiments and the accompanying drawings.
[0026] Please refer to Figures 1 to 3 A game data visualization method based on real-time dynamic rendering, comprising the steps of:
[0027] S1, obtaining and loading a message definition file, separating the definition of the message from the communication logic, and generating a corresponding message processing class library;
[0028] S2, receiving messages from the server in real time, and selecting a corresponding message processing class library according to the type of the message to deserialize the message;
[0029] S3, using a graphic rendering module to render the deserialized message into a visual graphic interface in real time and display it.
[0030] From the above description, the beneficial effects of the present application are that a game data visualization method based on real-time dynamic rendering is provided, the message definition file of the server is acquired, the message definition is decoupled from the communication logic, the corresponding message processing class library is automatically generated according to the message definition, the game world data sent by the server in real time is directly deserialized through the message processing class library, the graph rendering module is introduced to render the deserialized game world data into a visual graphical interface, that is, the binary data stream that is difficult for humans to recognize is converted into visual image data, and real-time updating is performed, the tester does not need to care about the sending and receiving, flow and conversion of game data, only needs to focus on the dynamic changes of the image presented by the game data to test the game scene, so as to simulate the user interaction behavior and network communication in the real game environment, so as to comprehensively test the network stability, interface function implementation and performance of the game, and greatly improve the test feasibility and effectiveness.
[0031] Further, the step S1 further comprises:
[0032] S0, acquiring and loading the server configuration file through the connection management module, and establishing real-time communication with the server according to the environment information and network protocol specified in the configuration file, and starting the graph rendering module.
[0033] From the above description, in order to ensure real-time acquisition of the message definition file updated by the server and the messages sent by the server in real time, the connection management module needs to be used to pre-establish a long link with the server according to the environment information and network protocol specified in the system configuration file, so as to ensure real-time communication with the server, wherein the connection management module is responsible for maintaining the life cycle of the long link, including automatic reconnection and heartbeat detection, so as to ensure the connection stability during the test; at the same time, in order to ensure that the deserialized messages can be rendered into a visual graphical interface in time, the graph rendering module can also be started in advance, which greatly improves the test efficiency.
[0034] Further, the step S1 is specifically:
[0035] S11, acquiring and parsing the message definition file read from the specified directory of the server by the message definition parser to obtain the definition of the messages of the message definition file, the communication logic and the content of the messages;
[0036] S12, separating the definition of the messages and the communication logic, and generating a message data class library and its corresponding mapping relationship according to the content of the messages;
[0037] The mapping relationship includes message header definition, message type and message structure.
[0038] As can be seen from the above description, the message definition file is usually coupled with message definition, message processing and communication protocol, and when adjustment is needed, message definition, message processing and communication protocol all need to be modified one by one, because changes in game logic often involve changes in message definition, changes in sending and receiving processing logic of interface, especially changes in process, and these changes can be coupled everywhere, therefore, the message definition in the message definition file is separated from the communication logic to decouple, and the message processing class library is regenerated according to the mapping relationship of message definition and its content, message header definition, message type and message structure, for taking over message conversion, updating communication protocol (such as header definition, protocol change, etc.), which can greatly reduce the differences caused by process changes, that is, the mapping relationship of the message processing class library is used to select the corresponding message processing class library for automatic conversion processing of the message.
[0039] Further, the step S2 is specifically:
[0040] S21, initializing the communication management module, creating a sub-thread to receive messages of the server in real time, and selecting the corresponding message processing class library according to the mapping relationship of the type of the message to distribute the message by a queue;
[0041] S22, the message processing class library deserializes the received message into an internal data structure according to the transceiving logic, and sends it to the graphic rendering module.
[0042] As can be seen from the above description, the communication management module is only responsible for communication flow, and does not participate in the processing operation of message data, and the message data is uniformly transferred to the message processing class library for operation, and the communication management module can load the unified configuration of the network protocol by reading the system configuration file, that is, the protocol of the real-time communication long link established with the server, such as protocol header, environment configuration and authentication method, and environment switching can also be performed; and the message processing class library deserializes the message data to be tested into an internal data structure that can be understood by the graphic rendering module, which can flexibly adapt to changes and updates of game logic without modifying the core communication code.
[0043] Further, the step S2 further includes:
[0044] When the sub-thread actively sends a message to the server, the queue selects the corresponding message processing class library according to the mapping relationship of the type of the message to be sent to distribute the message, and then the selected message processing class library serializes the message to be sent according to the transceiving logic and sends it to the server.
[0045] From the above description, the communication management module also supports actively sending messages to the server to realize game interaction with the server, and the message processing library can also serialize the messages to be sent into binary data streams that are easy for the server to understand and then send them to the server, thereby ensuring high maintainability of the test process and rapid response and feedback to new test requirements.
[0046] Please refer to Figure 4 A game data visualization terminal based on real-time dynamic rendering, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, and the processor implements the following steps when executing the computer program:
[0047] S1, acquire and load a message definition file, separate the definition of the message from the communication logic, and generate a corresponding message processing library;
[0048] S2, real-time receive messages from the server, and according to the type of the message, select a corresponding message processing library to deserialize the message;
[0049] S3, use a graphic rendering module to real-time render the deserialized message into a visual graphic interface and display it.
[0050] From the above description, the beneficial effects of the present application are that based on the same technical concept, in combination with the above-mentioned game data visualization method based on real-time dynamic rendering, a game data visualization terminal based on real-time dynamic rendering is provided, by acquiring the message definition file of the server and decoupling the message definition from the communication logic, a corresponding message processing library is automatically generated according to the message definition, and subsequently the game world data sent in real-time from the server is deserialized through the message processing library, and a graphic rendering module is introduced to render the deserialized game world data into a visual graphic interface, i.e., to convert the binary data stream that is difficult for humans to recognize into visual image data and update it in real-time, so that the tester does not need to care about the sending and receiving, flow and conversion of the game data, but only needs to focus on the dynamic changes of the image presented by the game data to test the game scene, in order to simulate the user interaction behavior and network communication in the real game environment, so as to comprehensively test the network stability, interface function implementation and performance of the game, greatly improving the test feasibility and effectiveness.
[0051] Further, the step S1 further comprises:
[0052] S0, acquire and load a server configuration file through a connection management module, and according to the environment information and network protocol specified in the configuration file, establish real-time communication with the server and start a graphic rendering module.
[0053] From the above description, in order to ensure that the message definition file updated by the server in real time and the message sent by the server in real time are acquired, it is necessary to establish a long link with the server according to the environment information and network protocol specified in the system configuration file in advance through the connection management module, so as to ensure real-time communication with the server. The connection management module is responsible for maintaining the life cycle of the long link, including automatic reconnection and heartbeat detection, to ensure the stability of the connection during testing. At the same time, in order to ensure that the deserialized message can be rendered into a visual graphical interface in time, the graphical rendering module can also be started in advance, greatly improving the test efficiency.
[0054] Further, the step S1 is specifically:
[0055] S11, acquiring and parsing the message definition file read by the message definition parser from the specified directory of the server to obtain the definition, communication logic and content of the message of the message definition file;
[0056] S12, separating the definition and communication logic of the message, and generating a message data library and its corresponding mapping relationship according to the content of the message;
[0057] The mapping relationship includes message header definition, message type and message structure.
[0058] As can be seen from the above description, the message definition file is usually coupled with message definition, message processing and communication protocol, and when adjustment is needed, message definition, message processing and communication protocol all need to be modified one by one. Because the change of game logic often involves the change of message definition, the change of sending and receiving processing logic of interface, and especially the change of process, these changes may be coupled everywhere. Therefore, the message definition in the message definition file is separated from the communication logic to decouple, and a message processing library is regenerated according to the mapping relationship of the message definition and its content, the message header definition, the message type and the message structure, for taking over the conversion of the message, updating the communication protocol (such as the header definition, the protocol change, etc.), which can greatly reduce the difference caused by the process change, that is, the automatic conversion processing of the message is selected by the mapping relationship of the message processing library.
[0059] Further, the step S2 is specifically:
[0060] S21, initializing the communication management module, creating a sub-thread to receive the message of the server in real time, and selecting the corresponding message processing library according to the mapping relationship of the type of the message to distribute the message by the queue;
[0061] S22, the message processing library deserializes the received message into an internal data structure according to the sending and receiving logic, and sends it to the graphical rendering module.
[0062] From the above description, the communication management module is only responsible for the communication flow, does not participate in the processing operation of the message data, and the message data is uniformly transferred to the message processing library for operation, and the communication management module can load the unified configuration of the network protocol by reading the system configuration file, that is, the protocol of the real-time communication long link established with the server, such as the protocol header, the environment configuration and the authentication mode, and the environment switching can also be performed; and the message processing library deserializes the message data to be tested into an internal data structure that can be understood by the graphic rendering module, so that the game logic change and update can be flexibly adapted without modifying the core communication code.
[0063] Further, the step S2 further comprises:
[0064] When the sub-thread actively sends a message to the server, the queue selects the corresponding message processing library according to the mapping relationship corresponding to the type of the message to be sent, and then the selected message processing library serializes the message to be sent according to the transceiving logic and sends it to the server.
[0065] From the above description, the communication management module also supports actively sending messages to the server, so as to realize the game interaction with the server, and the message processing library can also serialize the message to be sent into a binary data stream that is easy for the server to understand and then send it to the server, so as to ensure the high maintainability of the test process and the rapid response and feedback to new test requirements.
[0066] The application provides a game data visualization method and terminal based on real-time dynamic rendering, which is mainly applied to game testing and data rendering scenes, and can realize real-time dynamic testing of scenes and interaction of game copies based on multi-thread real-time network communication protocol.
[0067] Please refer to Figure 1 The embodiment one of the application is:
[0068] A game data visualization method based on real-time dynamic rendering, as shown in Figure 1 The method comprises the following steps:
[0069] S1, a message definition file is acquired and loaded, the definition of the message is separated from the communication logic, and a corresponding message processing library is generated.
[0070] S2, messages of the server are received in real time, and a corresponding message processing library is selected according to the type of the message to deserialize the message.
[0071] S3, the message after deserialization is rendered into a visual graphical interface by a graphical rendering module.
[0072] That is, in the embodiment, the message definition file of the server is acquired, the message definition is decoupled from the communication logic, and the corresponding message processing class library is automatically generated according to the message definition. Subsequently, the game world data (such as player position, environment state, etc.) sent by the server in real time is deserialized directly through the message processing class library, and the graphical rendering module is introduced to render the deserialized game world data into a visual graphical interface, that is, the binary data stream that is difficult for humans to recognize is converted into visual image data. The graphical rendering module supports dynamic real-time update of rendering content, that is, the graphical interface can be updated in real time according to the real-time deserialized data. The tester does not need to care about the sending and receiving, flow and conversion of the game data, but only needs to focus on the dynamic changes of the image presented by the game data to test the game scene, so as to simulate the user interaction behavior and network communication in the real game environment, so as to comprehensively test the network stability, interface function implementation and performance of the game, greatly improving the test feasibility and effectiveness.
[0073] In the embodiment, the step S1 further includes:
[0074] S0, the server configuration file is acquired and loaded by the connection management module, and real-time communication with the server is established according to the environment information and network protocol specified in the configuration file, and the graphical rendering module is started.
[0075] That is, in order to ensure that the message definition file updated by the server in real time and the message sent by the server in real time are acquired in real time, the long link with the server needs to be established in advance by the connection management module according to the environment information and network protocol specified in the system configuration file, so as to ensure real-time communication with the server. The connection management module is responsible for maintaining the life cycle of the long link, including automatic reconnection and heartbeat detection, to ensure the connection stability during testing. At the same time, in order to ensure that the deserialized message can be rendered into a visual graphical interface in time, the graphical rendering module can also be started in advance, greatly improving the test efficiency.
[0076] Please refer to Figure 2 and Figure 3 , the second embodiment of the application is:
[0077] A game data visualization method based on real-time dynamic rendering, based on the first embodiment, as shown in Figure 2 , the step S1 is specifically:
[0078] S11, real-time acquisition of message definition files read by the message definition parser from the server specified directory and parsing to obtain the definition of the message, communication logic and content of the message of the message definition file.
[0079] S12, separating the definition of the message and the communication logic, and generating a message data class library and its corresponding mapping relationship according to the content of the message. The mapping relationship includes message header definition, message type and message structure.
[0080] That is, in the embodiment, the message definition file is usually coupled with the message definition, message processing and communication protocol, and when adjustment is needed, the message definition, message processing and communication protocol need to be modified one by one. Because the change of game logic often involves the change of message definition, the change of sending and receiving processing logic of interface, and especially the change of process, and these changes may be coupled everywhere, the message definition in the message definition file is separated from the communication logic to decouple, and the message processing class library is regenerated according to the mapping relationship of the message definition and its content, message header definition, message type and message structure, for taking over the conversion of the message, updating the communication protocol (such as header definition, protocol change, etc.), which can greatly reduce the difference caused by the change of process, that is, the mapping relationship of the message processing class library is used to select the corresponding message processing class library for the real-time received message to automatically convert the message.
[0081] In addition, it is worth mentioning that the message definition file can be added at any time, and the system calls the related interface of the message processing class library to update the message definition file after starting, and generates a new message processing class library according to the new message definition file.
[0082] Then, step S2 is specifically:
[0083] S21, initializing the communication management module, creating a sub-thread to real-time receive the message of the server, and selecting the corresponding message processing class library according to the mapping relationship of the type of the message to distribute the message by the queue.
[0084] S22, the message processing class library deserializes the received message into an internal data structure according to the sending and receiving logic, and sends it to the graphic rendering module.
[0085] That is, the communication management module is only responsible for the communication flow, does not participate in the processing operation of the message data, and the message data is uniformly transferred to the message processing library for operation, and the communication management module can load the unified configuration of the network protocol by reading the system configuration file, that is, the protocol of the real-time communication long link established with the server, such as the protocol header, the environment configuration and the authentication mode, and can also perform environment switching; and the message processing library deserializes the message data to be tested into an internal data structure that can be understood by the graphic rendering module, and can flexibly adapt to the change and update of the game logic without modifying the core communication code.
[0086] In the embodiment, step S2 further includes:
[0087] When the sub-thread actively sends a message to the server, the queue selects a corresponding message processing library for message distribution according to the mapping relationship corresponding to the type of the message to be sent, and then the selected message processing library serializes the message to be sent according to the transceiving logic and sends it to the server.
[0088] That is, in the embodiment, the communication management module also supports actively sending messages to the server in order to realize game interaction with the server, and the message processing library can also serialize the message to be sent into a binary data stream that is easy for the server to understand before sending it to the server, ensuring the high maintainability of the test process and the rapid response and feedback to new test requirements. That is, when receiving a message sent by the server or actively sending a message, the system automatically selects a corresponding message processing library for deserialization or serialization operation according to the mapping relationship corresponding to the message type.
[0089] As shown in Figure 3 The terminal operation interface visualized by the graphic rendering module only, the original code files of the terminal and the server for mutual message transceiving are on the right, and the visualized graphic interface rendered by deserializing the game world data sent by the server in real time is on the left.
[0090] In the embodiment, an event driver is used inside the system to coordinate the work of the message processing, communication management and graphic rendering modules, and to ensure the flow of data processing and the responsiveness of the interface. The event-driven mechanism includes a data transceiving mechanism, an exception mechanism and a binding callback event uniformly taken over by the communication management module, and simultaneously listens to the message sending event of the user and the message pushing event of the server, sends the message to the message processing library according to the event type, sends it to the message processing library after processing is completed, and sends it to the message queue to be consumed (two different queues to be sent / rendered), and the communication management module / image rendering module correspondingly consumes the messages in the queue.
[0091] In the embodiment, the specific application scenarios are provided as follows:
[0092] Verify whether the system broadcast push message in the game copy can be correctly transmitted among multiple players. In this scenario, the system needs to simulate multiple players participating in the game copy. Once a certain player performs a specific operation (such as entering a specific area), the system transmits the message to all nearby players through the broadcast function. The specific steps of implementing this scenario test using the game scenario dynamic update test method based on real-time communication of the embodiment are as follows:
[0093] 1. Construct a test environment:
[0094] a) First, place the message definition file corresponding to the server (such as the.proto file) in the specified directory;
[0095] b) Configure the relevant test environment information in the configuration file.
[0096] 2. Start the terminal to generate the corresponding data structure and message processing class library for subsequent serialization and deserialization operations, and start the graphics rendering module to perform real-time game interface rendering on subsequent messages.
[0097] 3. Simulate player behavior:
[0098] a) The test system creates multiple virtual player examples and establishes real-time connections with the game server, with each connection representing a player node. In this way, the system can simulate a real game environment, including player interaction and server response.
[0099] 4. Perform specific operations and broadcast verification:
[0100] a) In the simulation environment, the system specifies a virtual player to perform an operation of entering a specific area. This operation is serialized into a binary format of a specified message type and sent to the game server through the communication connection manager;
[0101] b) The game server processes the received message and broadcasts the relevant message to all players. The system listens to these broadcast messages to verify whether all virtual players correctly receive the broadcast content.
[0102] 5. Multi-node interaction capability verification:
[0103] The system further verifies the interaction capability in a multi-node environment. By repeating the above test steps under different network conditions and server states, the system evaluates and records the stability of the broadcast function and the response events of multi-node interaction.
[0104] Please refer to Figure 4 , embodiment three of the present application is:
[0105] A game data visualization terminal based on real-time dynamic rendering 1, comprising a memory 2, a processor 3 and a computer program stored on the memory 2 and executable on the processor 3, wherein the processor 3 completes the steps of the game data visualization method based on real-time dynamic rendering in one of the above-mentioned embodiment one or embodiment two when executing the computer program.
[0106] In summary, the game data visualization method and terminal based on real-time dynamic rendering provided by the present application have the following beneficial effects:
[0107] 1. Ease of use and accessibility: a simplified test environment configuration and test process are provided, so that non-technical testers can easily participate in complex game testing;
[0108] 2. Flexibility and maintainability: flexible configuration of test cases and the ability to automatically adapt to changes in game logic ensure high maintainability of the test process and rapid response to new test requirements;
[0109] 3. Automatic message processing: by automatically parsing message definitions and generating corresponding message processing class libraries, the serialization and deserialization processes of messages are automatically completed without manual coding, thereby solving the error and inefficiency problems caused by manual coding in traditional methods;
[0110] 4. Real-time communication management: using multi-threading technology and a custom network communication protocol, the communication connection with the game server can be effectively managed to ensure the real-time and stability of information transmission, solving the problem of difficult real-time interaction testing in the prior art;
[0111] 5. Real-time rendering and interactive simulation of data: through graphic rendering technology, the game world state and player behavior can be displayed in real time, providing an intuitive test result verification platform; at the same time, automatic simulation of multiple players playing the game verifies the effectiveness of the broadcast function and the interaction between nodes, solving the multi-player interaction testing problem mentioned in the background technology.
[0112] The above is only an embodiment of the present application, and does not limit the patent scope of the present application, and any equivalent transformation or direct or indirect application in related technical fields based on the content of the present application specification and drawings is also included in the patent protection scope of the present application.
Claims
1. A game data visualization method based on real-time dynamic rendering, characterized in that, Including the following steps: S1. Obtain and load the message definition file, separate the message definition from the communication logic, and generate the corresponding message processing class library; S2. Receive messages from the server in real time, and select the corresponding message processing library to deserialize the messages according to the message type; S3. The deserialized message is rendered in real time into a visual graphical interface and displayed using a graphics rendering module.
2. The game data visualization method based on real-time dynamic rendering according to claim 1, characterized in that, The procedure preceding step S1 also includes: S0. Obtain and load the server configuration file through the connection management module, and establish real-time communication with the server according to the environment information and network protocol specified in the configuration file, and start the graphics rendering module.
3. The game data visualization method based on real-time dynamic rendering according to claim 2, characterized in that, Step S1 specifically involves: S11. Real-time acquisition of message definition files read from a specified directory on the server by the message definition parser and parsing of the message definition files to obtain the message definitions, communication logic and message content; S12. Separate the message definition from the communication logic, and generate a message data library and its corresponding mapping relationship based on the message content; The mapping relationship includes message header definition, message type, and message structure.
4. The game data visualization method based on real-time dynamic rendering according to claim 3, characterized in that, Step S2 specifically involves: S21. Initialize the communication management module, create a sub-thread to receive messages from the server in real time, and have the queue select the appropriate message processing class library to distribute the messages according to the mapping relationship corresponding to the message type; S22. The message processing library deserializes the received message into an internal data structure according to the sending and receiving logic, and sends it to the graphics rendering module.
5. The game data visualization method based on real-time dynamic rendering according to claim 4, characterized in that, Step S2 also includes: When the sub-thread actively sends a message to the server, the queue selects the appropriate message processing class library to distribute the message according to the mapping relationship corresponding to the type of the message to be sent. Then, the selected message processing class library serializes the message to be sent according to the sending and receiving logic and sends it to the server.
6. A game data visualization terminal based on real-time dynamic rendering, characterized in that, Includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, performs the following steps: S1. Obtain and load the message definition file, separate the message definition from the communication logic, and generate the corresponding message processing class library; S2. Receive messages from the server in real time, and select the corresponding message processing library to deserialize the messages according to the message type; S3. The deserialized message is rendered in real time into a visual graphical interface and displayed using a graphics rendering module.
7. A game data visualization terminal based on real-time dynamic rendering according to claim 6, characterized in that, The procedure preceding step S1 also includes: S0. Obtain and load the server configuration file through the connection management module, and establish real-time communication with the server according to the environment information and network protocol specified in the configuration file, and start the graphics rendering module.
8. A game data visualization terminal based on real-time dynamic rendering according to claim 7, characterized in that, Step S1 specifically involves: S11. Real-time acquisition of message definition files read from a specified directory on the server by the message definition parser and parsing of the message definition files to obtain the message definitions, communication logic and message content; S12. Separate the message definition from the communication logic, and generate a message data library and its corresponding mapping relationship based on the message content; The mapping relationship includes message header definition, message type, and message structure.
9. A game data visualization terminal based on real-time dynamic rendering according to claim 8, characterized in that, Step S2 specifically involves: S21. Initialize the communication management module, create a sub-thread to receive messages from the server in real time, and have the queue select the appropriate message processing class library to distribute the messages according to the mapping relationship corresponding to the message type; S22. The message processing library deserializes the received message into an internal data structure according to the sending and receiving logic, and sends it to the graphics rendering module.
10. A game data visualization terminal based on real-time dynamic rendering according to claim 9, characterized in that, Step S2 also includes: When the sub-thread actively sends a message to the server, the queue selects the appropriate message processing class library to distribute the message according to the mapping relationship corresponding to the type of the message to be sent. Then, the selected message processing class library serializes the message to be sent according to the sending and receiving logic and sends it to the server.
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