A data processing server for game software development

By designing interactive information collection and data loading units in game software development, and optimizing data resource loading based on user interaction trends, the problem of low loading efficiency of game data resource is solved, the game fluency and processing capabilities are improved, and memory overflow and cache are avoided Problems caused by excessive size.

CN118733144BActive Publication Date: 2025-01-10MY UNIVERSE (SHENZHEN) TECH CO LTD
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Patent Information

Application Number
CN202410896841.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-07-05
Publication Date
2025-01-10
Estimated Expiration
2044-07-05

AI Technical Summary

Technical Problem

The prior art cannot effectively load game data resources, resulting in a decrease in game fluency.

Method used

A data processing server for game software development is designed, including an interactive information collection unit, an interactive data loading unit and a task allocation unit. By collecting user location information and game progress information, preset loading strategies and segmentation space are performed based on interactive trends. Data resource loading, optimize the cache and processing of data resources to avoid memory overflow.

Benefits of technology

It improves the loading efficiency and fluency of game data resources, reduces the amount of data transmission, avoids software or device failures caused by excessive cache, and improves the overall performance of the game.

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Abstract

The present invention relates to the technical field of software development, and in particular to a data processing server for game software development, comprising: an interactive information collection unit for collecting location information of a user's current virtual location in a game, game progress information, game node information, and multi-threaded random tree information determined based on the game node; an interactive data loading unit for loading data resources of the current virtual location with a preset loading strategy based on an interactive trend; a task allocation unit for determining the user's interactive trend, and sequentially caching or executing a jump cache for data resource caching tasks of virtual entities at target locations corresponding to target interactive trends; a game data loading processing unit for displaying virtual entities corresponding to data resources at the user's current virtual location, and caching data resources of virtual entities corresponding to each target location. The present invention can effectively load data resources, thereby improving game fluency.
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Description

Technical Field

[0001] The present invention relates to the technical field of software development, and in particular to a data processing server for game software development. Background Art

[0002] With the advancement of technology, computing communication and storage capabilities have long-term development today, and the improvement of hardware device performance has also greatly helped the expressiveness of games. However, as the performance of games continues to improve, there is a huge gap between the storage space they occupy and the cache performance of personal computers; the problem of task allocation for loading image data in games is one of the important factors restricting the current development of games.

[0003] China Patent Authorization Publication No.: CN116166443B discloses a load optimization method and system for a game task system, the optimization method includes the following steps: analyzing the types and numbers of tasks existing in the game task system, determining the load bottleneck and optimization target of the task system, and then starting the game task system to execute; asynchronously processing the influencing tasks, and limiting and allocating the types and numbers of tasks in the task system. The present invention evaluates the execution efficiency of tasks in the game task system to determine the types of tasks and optimization strategies that need to be optimized, thereby improving the task execution efficiency and server utilization, and when storing task system data, by filtering out part of the data in the task system to reduce the occupancy of server storage resources, improve the storage efficiency and performance of the server, and finally asynchronously process the influencing tasks to improve the execution efficiency and response speed of the tasks, and reduce the occupancy of server computing resources.

[0004] However, the above method has the following problem: it is unable to effectively load data resources. Summary of the invention

[0005] To this end, the present invention provides a data processing server for game software development, which is used to overcome the problem in the prior art that data resources cannot be effectively loaded, thereby causing a decrease in game fluency.

[0006] To achieve the above object, the present invention provides a data processing server for game software development, comprising:

[0007] An interactive information collection unit, which is used to collect the location information of the user's current virtual location in the game, game progress information, game node information, and multi-threaded random tree information determined based on the game nodes;

[0008] An interactive data loading unit, connected to the interactive information collecting unit, for loading data resources of the current virtual location with a preset loading strategy based on the interactive trend according to the location information of the current virtual location;

[0009] The preset loading strategy is to divide the operable space in the game into divided spaces according to a preset loading order, and load data resources according to a number of divided spaces corresponding to the current virtual position and the interaction trend;

[0010] A task allocation unit, which is respectively connected with the interaction information collection unit and the interaction data loading unit to determine the user's interaction trend according to the game progress information, and sequentially caches or performs jump cache on the data resource cache tasks of the virtual entity at the target position corresponding to the target interaction trend according to a preset excitation sequence;

[0011] The preset activation sequence is to allocate the processing capacity of the game data loading processing unit according to the preset allocation ratio determined based on the interaction trend according to the current game progress of the user, and load synchronously;

[0012] The game data loading processing unit is connected to the interactive information collection unit and the task allocation unit respectively, and is used to display the virtual entity corresponding to the data resource of the user's current virtual position, and cache the data resources of the virtual entity corresponding to each target position according to the preset allocation ratio.

[0013] Furthermore, the interactive data loading unit determines the corresponding segmented space of the single user in the game map according to the current virtual position of the single user, and determines the affected segmented space adjacent to the current virtual position.

[0014] Furthermore, the interactive data loading unit loads data according to the segmented space corresponding to the current virtual position of a single user, and loads the corresponding affected segmented spaces at the same rate until the data resources of the segmented space corresponding to the current virtual position and the affected segmented spaces are loaded.

[0015] Furthermore, the interaction data loading unit determines a calculation method of the interaction trend according to the game progress information of the current virtual position of the single user;

[0016] The game progress of the single user includes at least one task position, the task allocation unit determines the interaction trend as each task position, and the probability of each task position being the target position is determined according to a preset allocation ratio.

[0017] Furthermore, the task allocation unit sets the segmentation space where the target position corresponding to the single task route is located as the target segmentation space, and determines a plurality of path segmentation spaces based on the segmentation space corresponding to the current virtual position and the target segmentation space, wherein the distances between the path segmentation spaces and the current virtual position are arranged in order from adjacent to distant;

[0018] When the path segmentation spaces are sequentially cached in a preset activation order, the proportion of processing power allocated to each path segmentation space is inversely proportional to the distance between the path segmentation space and the current virtual position, and is directly proportional to the moving speed of the user.

[0019] Furthermore, the game data loading processing unit records the corresponding screen when the user leaves the current virtual position as a mobile snapshot, and loads the mobile snapshot and displays it as a data resource of the current virtual position when the user returns to any of the current virtual positions.

[0020] Furthermore, the game data loading processing unit triggers a deletion operation based on a state change of a single user leaving the current virtual position, and the deletion operation includes taking a mobile snapshot of the split space corresponding to the current virtual position and deleting the data resources that have been loaded in the split space.

[0021] Furthermore, the preset allocation ratio is determined according to several historical user node jump probabilities in the same game and / or the jump trend probability of the current user in several games.

[0022] Furthermore, the data resources include scene resources and map resources. When loading the data resources, the map resources are loaded first.

[0023] Furthermore, the preset loading order is to take the current virtual position as the initial point and the target position as the end point, and to sequentially load the corresponding path segmentation spaces from the initial point to the end point.

[0024] Compared with the prior art, the beneficial effect of the present invention is that the present invention can effectively load game data resources and improve the processing efficiency of game data resources by setting an interactive information collection unit and an interactive data loading unit to load the data resources of the user's current virtual position based on the interactive trend. By setting a task allocation unit to determine the user's interactive trend and completing the data resource caching task, the loading speed of data resources can be increased and the amount of data transmission can be reduced. By setting a game data loading processing unit to display virtual entities and cache the data resources of virtual entities corresponding to each target position according to a preset allocation ratio, the data resource processing capability in the game can be effectively improved while avoiding the memory overflow problem caused by the overall data document, thereby effectively improving the game fluency.

[0025] Furthermore, the interactive data loading unit of the present invention divides the game operable space and loads each divided space of the game separately, which effectively improves the loading efficiency of the game data resources and further improves the game fluency.

[0026] Furthermore, the interactive data loading unit of the present invention can improve the accuracy of preloading data resources by determining the calculation method of the interactive trend according to the game progress information of the current virtual position of a single user, and determining the probability of each task position being the target position through a preset allocation ratio. Preloading data resources by judging the interactive trend can improve the efficiency of game data loading, thereby improving the smoothness of the game.

[0027] Furthermore, the task allocation unit of the present invention determines the path segmentation space and sequentially caches the segmentation space corresponding to each task position, thereby effectively improving the data processing efficiency and further improving the game fluency.

[0028] Furthermore, the game data loading processing unit of the present invention can effectively improve the loading speed of data resources by setting mobile snapshots, avoid program errors and game freezes caused by reloading, and further improve the fluency of the game.

[0029] Furthermore, the game data loading processing unit of the present invention reduces the memory in the non-interactive area by timely removing the cache, which effectively improves the utilization rate of display resources and avoids software or equipment failure problems caused by excessive cache, thereby further improving the fluency of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0030] Figure 1 This is a structural block diagram of a data processing server for game software development of the present invention;

[0031] Figure 2 A schematic diagram of data resource loading according to an embodiment of the present invention;

[0032] Figure 3 A flow chart of a method for determining a preset allocation ratio in an embodiment of the present invention;

[0033] Figure 4 A flow chart of another method for determining a preset allocation ratio in an embodiment of the present invention;

[0034] In the figure: 1, current virtual position; 11, current virtual space; 12, affected split space; 2, task position; 21, task space; 3, task route; 31, target position; 32, path split space; 4, split space. DETAILED DESCRIPTION

[0035] In order to make the objects and advantages of the present invention more clearly understood, the present invention is further described below in conjunction with embodiments; it should be understood that the specific embodiments described herein are only used to explain the present invention and are not used to limit the present invention.

[0036] The preferred embodiments of the present invention are described below with reference to the accompanying drawings. It should be understood by those skilled in the art that these embodiments are only used to explain the technical principles of the present invention and are not intended to limit the protection scope of the present invention.

[0037] It should be noted that, in the description of the present invention, terms such as "up", "down", "left", "right", "inside" and "outside" indicating directions or positional relationships are based on the directions or positional relationships shown in the drawings. This is merely for the convenience of description and does not indicate or imply that the device or element must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it cannot be understood as a limitation on the present invention.

[0038] In addition, it should be noted that in the description of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0039] For ease of understanding, the terms involved in the present invention are explained below:

[0040] Processing power: refers to the computing power of the processor. In this context, it is the number of operations that the game data loading processing unit can handle per second.

[0041] Memory overflow: Memory overflow means that when a program requests memory, there is not enough memory space for it to use;

[0042] Snapshot: When data is first written to a storage location, the original content is first read out and written to another location (storage space reserved for snapshots, which we call snapshot space in this article), and then the data is written to the storage device. Here, the data is image data.

[0043] Texture: refers to the game texture, which is the material and texture of the surface of the object and the background in the game scene;

[0044] Model: refers to the three-dimensional model in the game. The three-dimensional model is a polygonal representation of an object, usually displayed by a computer or other video device;

[0045] Pixel: It is the basic unit of image display. In the entire image, a pixel can be regarded as a small grid with a single color that cannot be divided into smaller elements or units. The more pixels per unit area, the higher the resolution, and the clearer the displayed image.

[0046] See also Figure 1 As shown, it is a structural block diagram of the data processing server for game software development of the present invention.

[0047] The present invention provides a data processing server for game software development, comprising:

[0048] An interactive information collection unit, which is used to collect the location information of the user's current virtual location in the game, game progress information, game node information, and multi-threaded random tree information determined based on the game nodes;

[0049] In implementation, the interaction information collection unit is also used to collect historical user jump information at each game node and user jump information at each game node in the same type of game.

[0050] Specifically, the location information includes three-dimensional coordinates; the game progress information includes the overall game progress, the progress of a single game task and / or the progress of the main task, the progress of the side task; the game node information includes the current game node information, the historical game node information and the undeveloped game node information in the game map; the multi-threaded random tree information includes a random game node tree constructed based on each game node.

[0051] An interactive data loading unit, connected to the interactive information collecting unit, for loading data resources of the current virtual location with a preset loading strategy based on the interactive trend according to the location information of the current virtual location;

[0052] The preset loading strategy is to divide the operable space in the game into divided spaces according to a preset loading order, and load data resources according to a number of divided spaces corresponding to the current virtual position and the interaction trend;

[0053] Specifically, the preset loading order is to take the current virtual position as the initial point, take the target position as the end point, and sequentially load the corresponding path segmentation space from the initial point to the end point.

[0054] Specifically, the data resources include scene resources and map resources. When loading the data resources, the map resources are loaded first.

[0055] In implementation, when the operable space is divided, the operable space can be divided into any cubes, for example, 1000 pixels × 1000 pixels × 1000 pixels, 480 pixels × 480 pixels × 480 pixels, which is proportional to the processing power of the game data loading processing unit, and the stronger the processing power, the fewer spaces that can be divided. When loading data resources, the divided operation spaces are used as the benchmark.

[0056] A task allocation unit, which is respectively connected with the interaction information collection unit and the interaction data loading unit to determine the user's interaction trend according to the game progress information, and sequentially caches or performs jump cache on the data resource cache tasks of the virtual entity at the target position corresponding to the target interaction trend according to a preset excitation sequence;

[0057] The preset activation sequence is to allocate the processing capacity of the game data loading processing unit according to the preset allocation ratio determined based on the interaction trend according to the current game progress of the user, and load synchronously;

[0058] Specifically, the preset allocation ratio is determined according to several historical user node jump probabilities in the same game and / or the jump trend probability of the current user in several games.

[0059] In implementation, the interactive trend is the trend of the user selecting the position of each task corresponding to the current game progress, and the processing capacity of the game data loading processing unit is allocated according to a preset allocation ratio, which can improve the processing efficiency of game data resources.

[0060] For details, please refer to Figure 3 , which is a flow chart of a method for determining a preset allocation ratio in an embodiment of the present invention.

[0061] If the preset allocation ratio is determined according to the jump probabilities of several historical user nodes in the same game, the preset allocation ratio is determined in the following manner:

[0062] Step S11, obtaining node jump data of the current game node corresponding to the current virtual position of the reference user in the historical data; the node jump data is the candidate task position jumped by the reference user at the current game node; wherein the number of reference users jumping to each candidate task position in the historical data is H1, H2, ..., H i , …, H n , i = 1, 2, ..., n; n is the number of candidate task locations; H i is the number of reference users who jump to the i-th candidate task position;

[0063] Step S12, determining the node jump probability P1, P2, ..., P of the reference user at the current game node according to the node jump data i ,…,P n ;P i is the jump probability from the current game node to the i-th candidate task location, P i =H i / (∑ n i=1 H i).

[0064] For further information, see Figure 4 , which is a flow chart of another method for determining a preset allocation ratio in an embodiment of the present invention.

[0065] If the preset allocation ratio is determined according to the jump trend probability of the current user in several games, the preset allocation ratio is determined in the following manner:

[0066] Step S21, obtaining game node data of the current user in several games; the game node data includes several game nodes and the task position of the user jumping to each node;

[0067] Step S22, clustering the game nodes of the plurality of games and the user's current game node to obtain a plurality of node cluster sets; each node cluster set includes a plurality of game nodes;

[0068] Step S23, determining the cluster set where the user's current game node is located as the target cluster set;

[0069] Step S24, clustering the task positions to which the user jumps at each node in the target cluster set to obtain a plurality of position cluster sets; each position cluster set includes a plurality of task positions;

[0070] Step S25, according to the number of task locations L1, L2, ..., L in each location cluster, j , …, L m Determine the jump trend probability Q1, Q2, ..., Q corresponding to each task position j , …, Q m ; where j = 1, 2, ..., m; m is the number of location clusters, L j is the number of task locations in the jth location cluster; Q j is the jump trend probability of the task location in the jth location cluster, Q j =L j / (∑ m j=1 L j ).

[0071] In implementation, after the preset allocation ratio is determined, when the user is in the current game node, the cache loading ratio of each candidate task location is set to P of the corresponding single candidate task overall task route. i or Q j times, and the cache loading data starts from the current game node position and loads sequentially to the i-th candidate task position.

[0072] When the user is already on a task route corresponding to a candidate task, the task routes corresponding to other candidate tasks are suspended from loading until the user reaches the candidate task location or leaves the candidate task route. When the user reaches the candidate task location, the task routes corresponding to other candidate tasks remain suspended from loading until the user starts the task, and the loaded content of the task routes corresponding to other candidate tasks is deleted (or maintained in the current cache state until automatically deleted); when the user leaves the candidate task route, the P values ​​of the remaining candidate tasks are recalculated after the currently jumped candidate task is removed. i or Q j , to recalculate P i or Q j The above cache loading ratio is performed on the remaining candidate tasks.

[0073] The game data loading processing unit is connected to the interactive information collection unit and the task allocation unit respectively, and is used to display the virtual entity corresponding to the data resource of the user's current virtual position, and cache the data resources of the virtual entity corresponding to each target position according to the preset allocation ratio.

[0074] The present invention can effectively load game data resources and improve the processing efficiency of game data resources by setting an interactive information collection unit and an interactive data loading unit to load the virtual entity corresponding to the data resource of the user's current virtual position and the data resource of the virtual entity corresponding to the target position based on the interactive trend. By setting a task allocation unit to determine the user interaction trend and complete the data resource caching task, the loading speed of data resources can be increased and the data transmission volume can be reduced. By setting a game data loading processing unit to display virtual entities and cache the data resources of the virtual entities corresponding to each target position according to a preset allocation ratio, the data resource processing capability in the game can be effectively improved while avoiding the memory overflow problem caused by the overall data document, thereby effectively improving the game fluency.

[0075] See also Figure 2 As shown, it is a schematic diagram of data resource loading according to an embodiment of the present invention, wherein, for a single task route 3, it is composed of a plurality of target positions 31, and each segmentation space 4 where each target position 31 is located is set as a path segmentation space 32;

[0076] For the task route 3, it includes a current virtual position 1, the segmentation space 4 where the current virtual position 1 is located is the current virtual space 11, and the spaces near it are all affected segmentation spaces 12. The task position 2 is at the end of the task route 3, and the segmentation space 4 corresponding to it is the task space;

[0077] It can be understood that, according to the above method, for the user, only the current virtual space 11, the affected segmentation space 12, the task space 21 and the path segmentation space 32 in the figure need to be loaded with data resources, and the efficiency and accuracy of the loading are greater than loading the entire game space. In practice, in order to make the game screen smooth, the path segmentation space 32 can also be set to include each affected segmentation space corresponding to each target position 31. In subsequent loading, it is loaded simultaneously with the segmentation space on the corresponding task route, which will not be repeated here.

[0078] Specifically, the interactive data loading unit determines the corresponding segmented space of the single user in the game map according to the current virtual position of the single user, and determines the affected segmented space adjacent to the current virtual position.

[0079] Specifically, the interactive data loading unit loads data according to the segmented space corresponding to the current virtual position of a single user, and loads the corresponding affected segmented spaces at the same rate until the data resources of the segmented space corresponding to the current virtual position and the affected segmented spaces are loaded.

[0080] In implementation, for the current virtual position, if its Z axis does not exceed the height of the division space, the corresponding number of division spaces affected is 5 adjacent division spaces and 4 division spaces separated by one division space in the horizontal direction; if its Z axis exceeds the height of the division space, the corresponding number of division spaces affected is 6 adjacent division spaces and 4 division spaces separated by one division space in the horizontal direction.

[0081] In practice, the interactive data loading unit of the present invention divides the game operable space and loads each divided space of the game separately, which effectively improves the loading efficiency of game data resources and further improves the game fluency.

[0082] Specifically, the interaction data loading unit determines a calculation method for the interaction trend according to the game progress information of the current virtual position of a single user;

[0083] The game progress of the single user includes at least one task position, the task allocation unit determines the interaction trend as each task position, and the probability of each task position being the target position is determined according to a preset allocation ratio.

[0084] In implementation, the interactive data loading unit of the present invention determines the calculation method of the interactive trend according to the game progress information of the current virtual position of a single user, and determines the probability of each task position being the target position by presetting the allocation ratio, thereby improving the accuracy of preloading data resources. Preloading data resources by judging the interactive trend can improve the efficiency of game data loading, thereby improving the smoothness of the game.

[0085] Specifically, the task allocation unit sets the segmentation space where the target position corresponding to the single task route is located as the target segmentation space, and determines a plurality of path segmentation spaces based on the segmentation space (current virtual space 11) corresponding to the current virtual position (current virtual position 1) and the target segmentation space, wherein the distances between each path segmentation space and the current virtual position are arranged in order from adjacent to far away;

[0086] When the path segmentation spaces are sequentially cached in a preset activation order, the proportion of processing power allocated to each path segmentation space is inversely proportional to the distance between the path segmentation space and the current virtual position, and is directly proportional to the moving speed of the user.

[0087] In implementation, the task allocation unit of the present invention determines the path segmentation space and sequentially caches the segmentation space corresponding to each task position, thereby effectively improving data processing efficiency and further improving game fluency.

[0088] Specifically, the game data loading processing unit records the corresponding screen when the user leaves the current virtual position as a mobile snapshot, and loads the mobile snapshot and displays it as a data resource of the current virtual position when the user returns to any of the current virtual positions.

[0089] In practice, the game data loading processing unit of the present invention can effectively improve the loading speed of data resources by setting mobile snapshots, avoid program errors and game freezes caused by reloading, and further improve the fluency of the game.

[0090] Specifically, the game data loading processing unit triggers a deletion operation based on a state change of a single user leaving the current virtual position. The deletion operation includes taking a mobile snapshot of the split space corresponding to the current virtual position and deleting the data resources that have been loaded in the split space.

[0091] In practice, the game data loading processing unit of the present invention reduces the memory in the non-interactive area by timely removing the cache, which effectively improves the utilization rate of display resources while avoiding software or equipment failure problems caused by excessive cache, thereby further improving the fluency of the game.

[0092] So far, the technical solutions of the present invention have been described in conjunction with the preferred embodiments shown in the accompanying drawings. However, it is easy for those skilled in the art to understand that the protection scope of the present invention is obviously not limited to these specific embodiments. Without departing from the principle of the present invention, those skilled in the art can make equivalent changes or substitutions to the relevant technical features, and the technical solutions after these changes or substitutions will fall within the protection scope of the present invention.

Claims

1. A data processing server for game software development, characterized in that: include: An interactive information collection unit, which is used to collect the location information of the user's current virtual location in the game, game progress information, game node information, and multi-threaded random tree information determined based on the game nodes; An interactive data loading unit, connected to the interactive information collecting unit, for loading data resources of the current virtual location with a preset loading strategy based on the interactive trend according to the location information of the current virtual location; The preset loading strategy is to divide the operable space in the game into divided spaces according to a preset loading order, and load data resources according to a number of divided spaces corresponding to the current virtual position and the interaction trend; A task allocation unit, which is respectively connected with the interaction information collection unit and the interaction data loading unit to determine the user's interaction trend according to the game progress information, and sequentially caches or performs jump cache on the data resource cache tasks of the virtual entity at the target position corresponding to the target interaction trend according to a preset excitation sequence; The preset activation sequence is to allocate the processing capacity of the game data loading processing unit according to the preset allocation ratio determined based on the interaction trend according to the current game progress of the user, and load synchronously; The game data loading processing unit is connected to the interactive information collection unit and the task allocation unit respectively, and is used to display the virtual entity corresponding to the data resource of the user's current virtual position, and cache the data resources of the virtual entity corresponding to each target position according to the preset allocation ratio.

2. The data processing server for game software development according to claim 1, characterized in that: The interactive data loading unit determines the corresponding segmented space of the single user in the game map according to the current virtual position of the single user, and determines the affected segmented space adjacent to the current virtual position.

3. The data processing server for game software development according to claim 2, characterized in that: The interactive data loading unit loads data according to the segmented space corresponding to the current virtual position of a single user, and loads the corresponding affected segmented spaces at the same rate until the data resources of the segmented space corresponding to the current virtual position and the affected segmented spaces are loaded.

4. The data processing server for game software development according to claim 3, characterized in that: The interactive data loading unit determines a calculation method for the interactive trend according to the game progress information of the current virtual position of a single user; The game progress of the single user includes at least one task position, the task allocation unit determines the interaction trend as each task position, and the probability of each task position being the target position is determined according to a preset allocation ratio.

5. The data processing server for game software development according to claim 4, characterized in that: The task assignment unit sets the segmentation space where the target position corresponding to the single task route is located as the target segmentation space, and determines a plurality of path segmentation spaces based on the segmentation space corresponding to the current virtual position and the target segmentation space, wherein the distances between the path segmentation spaces and the current virtual position are arranged in order from adjacent to distant; When the path segmentation spaces are sequentially cached in a preset activation order, the proportion of processing power allocated to each path segmentation space is inversely proportional to the distance between the path segmentation space and the current virtual position, and is directly proportional to the moving speed of the user.

6. The data processing server for game software development according to claim 1, characterized in that: The game data loading processing unit records the corresponding screen when the user leaves the current virtual position as a mobile snapshot, and loads the mobile snapshot and displays it as a data resource of the current virtual position when the user returns to any of the current virtual positions.

7. The data processing server for game software development according to claim 6, characterized in that: The game data loading processing unit triggers a deletion operation based on a state change in which a single user leaves the current virtual location. The deletion operation includes taking a mobile snapshot of the split space corresponding to the current virtual location and deleting the data resources that have been loaded in the split space.

8. The data processing server for game software development according to claim 4, characterized in that: The preset allocation ratio is determined according to several historical user node jump probabilities in the same game and / or the jump trend probability of the current user in several games.

9. The data processing server for game software development according to claim 1, characterized in that: The data resources include scene resources and map resources. When loading the data resources, the map resources are loaded first.

10. The data processing server for game software development according to claim 1, characterized in that: The preset loading order is to take the current virtual position as the initial point, take the target position as the end point, and sequentially load the corresponding path segmentation space from the initial point to the end point.

Citation Information

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