A game scene management method, system, device and medium
By creating and managing game scenes on the game scene server, detecting the number of players and performing merging or splitting operations, the problem of too few players in game scene management in the existing technology is solved, and more balanced player allocation and scene management are achieved.
Patent Information
- Application Number
- CN202411505632.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-28
- Publication Date
- 2025-03-18
- Estimated Expiration
- 2044-10-28
AI Technical Summary
The existing game scene management strategy has caused too few players to manage in each game scene, which has unreasonable problems and no effective solution has been found.
Create a game scene for a preset game through the game scene server, and when there are at least two game scenes in the preset game, the number of player characters in each game scene is detected. If the number of scene mergers is smaller than the number of scenes, the game scenes are merged; if the number of merged player characters is greater than the number of scene splits, the game scenes are split and merged.
It effectively avoids the problem of fewer people in each game scene after the merger, and reduces the pressure of a single scene through splitting and merging, solving the unreasonable problems in the existing game scene management strategy.
Smart Images

Figure CN119015704B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game development technology, and in particular to a game scene management method, system, device and medium. Background Art
[0002] The game scene server is deployed on the server side and has always been an indispensable item in Massive Multiplayer Online games. The scene server is responsible for storing and processing scene information in the game, such as maps, NPCs, monsters, players, etc., and the player's movement and interaction in the game will be processed by the scene server.
[0003] In the existing scheme, the scene server generally adopts a balanced distribution strategy in matching players with game scenes. In short, by setting the priority of entering the game scene, players will give priority to entering the game scene with fewer players. It can be seen that this balanced distribution strategy will result in a very small number of players managed by each game scene when the number of players is small.
[0004] Currently, no effective solution has been proposed for the unreasonable problems existing in the existing game scene management strategies in the relevant technologies. Summary of the invention
[0005] The embodiments of the present application provide a game scene management method, system, device and medium to at least solve the unreasonable problems existing in the existing game scene management strategies in the related art.
[0006] In a first aspect, an embodiment of the present application provides a game scene management method, the method comprising:
[0007] Creating a game scene of a preset game through a game scene server for the logged-in player character to enter;
[0008] In the case where the preset game has at least two game scenes, the game scene server detects the number of player characters in each game scene to obtain a game scene to be merged in which the number of player characters is less than a scene merging number threshold;
[0009] The game scenes are merged based on the game scenes to be merged. If the number of player characters in the merged game scenes is less than the scene splitting number threshold, the merged game scenes are directly obtained. If the number of player characters in the merged game scenes is greater than the scene splitting number threshold, the game scenes are split and merged based on the game scenes to be merged.
[0010] In some embodiments, creating a game scene of a preset game through a game scene server for a logged-in player character to enter includes:
[0011] Creating a game scene as a target game scene for a preset game through a game scene server;
[0012] The player character who logs into the preset game enters the target game scene. If the number of player characters in the target game scene currently exists reaches the maximum number threshold of the scene, the game scene server continues to create the game scene as the target game scene.
[0013] In some embodiments, after creating a game scene of a preset game through a game scene server for a logged-in player character to enter, the method includes:
[0014] In the case that there are at least two game scenes in the preset game, if the number of player characters in the existing game scenes does not reach the maximum number threshold of scenes due to the withdrawal of player characters, the game scene server will evenly distribute the player characters that subsequently log into the preset game so that the player characters enter the game scene with a smaller number of player characters.
[0015] In some embodiments, splitting and merging game scenes based on the game scenes to be merged includes:
[0016] The player characters in other game scenes are separated and merged into the game scene to be merged to maintain a balance in the number of player characters between the other game scenes and the game scene to be merged, wherein the other game scene is a game scene in which the number of player characters is greater than a threshold value for the number of scenes to be merged.
[0017] In some embodiments, merging the game scenes based on the game scenes to be merged includes:
[0018] Any of the game scenes to be merged is merged with other game scenes, and different game scenes to be merged are merged, wherein the other game scenes are game scenes in which the number of player characters is greater than a threshold value for the number of scenes to be merged.
[0019] In some embodiments, the method comprises:
[0020] The game scene server detects the number of player characters in each game scene. If it is detected that the number of player characters in the game scene is greater than a scene splitting number threshold, the game scene is split.
[0021] In some of these embodiments, the predetermined game is a massively multiplayer online game.
[0022] In a second aspect, an embodiment of the present application provides a game scene management system, the system is used to execute the method described in the first aspect above, the system includes a game scene creation module, a game scene detection module and a scene merging and splitting module:
[0023] The game scene creation module is used to create a game scene of a preset game through a game scene server for a logged-in player character to enter;
[0024] The game scene detection module is used to detect the number of player characters in each game scene through the game scene server when the preset game has at least two game scenes, and obtain a game scene to be merged in which the number of player characters is less than a scene merging number threshold;
[0025] The scene merging and splitting module is used to merge game scenes according to the game scenes to be merged to obtain a merged game scene. If the game scene server detects that the number of player characters in the merged game scene is greater than the scene splitting number threshold, the game scene is split and merged based on the game scene to be merged.
[0026] In a third aspect, an embodiment of the present application provides an electronic device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the method described in the first aspect when executing the computer program.
[0027] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the method described in the first aspect above.
[0028] Compared with the related art, the embodiments of the present application provide a game scene management method, system, device and medium, wherein the method creates a game scene of a preset game through a game scene server for a logged-in player character to enter; when the preset game has at least two game scenes, the game scene server detects the number of player characters in each game scene to obtain a game scene to be merged in which the number of player characters is less than a scene merging number threshold; the game scenes are merged based on the game scenes to be merged, and if the number of player characters in the merged game scene is less than a scene splitting number threshold, the merged game scene is directly obtained; if the number of player characters in the merged game scene is greater than the scene splitting number threshold, the game scene is split and merged based on the game scene to be merged, thereby realizing the detection of the number of player characters in the game scene by the game scene server to start the merging of the game scenes, effectively avoiding the embarrassing situation of few people in each game scene after the merger, and the splitting and merging can also effectively reduce the pressure of a single scene, solving the unreasonable problems existing in the existing game scene management strategy. BRIEF DESCRIPTION OF THE DRAWINGS
[0029] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0030] Figure 1 is a flowchart of the steps of the game scene management method according to an embodiment of the present application;
[0031] Figure 2 is a structural block diagram of a game scene management system according to an embodiment of the present application;
[0032] Figure 3 It is a schematic diagram of the internal structure of an electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0033] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application is described and illustrated below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. Based on the embodiments provided in the present application, all other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of the present application.
[0034] Obviously, the drawings described below are only some examples or embodiments of the present application. For ordinary technicians in this field, the present application can also be applied to other similar scenarios based on these drawings without creative work. In addition, it can also be understood that although the efforts made in this development process may be complicated and lengthy, for ordinary technicians in this field related to the content disclosed in this application, some changes in design, manufacturing or production based on the technical content disclosed in this application are just conventional technical means, and should not be understood as insufficient content disclosed in this application.
[0035] Reference to "embodiments" in this application means that a particular feature, structure, or characteristic described in conjunction with the embodiments may be included in at least one embodiment of the present application. The appearance of the phrase in various locations in the specification does not necessarily refer to the same embodiment, nor is it an independent or alternative embodiment that is mutually exclusive with other embodiments. It is explicitly and implicitly understood by those of ordinary skill in the art that the embodiments described in this application may be combined with other embodiments without conflict.
[0036] Unless otherwise defined, the technical terms or scientific terms involved in this application should be understood by people with ordinary skills in the technical field to which this application belongs. The words "one", "a", "a", "the" and the like involved in this application do not indicate a quantity limitation, and may indicate the singular or plural. The terms "include", "comprise", "have" and any of their variations involved in this application are intended to cover non-exclusive inclusions; for example, a process, method, system, product or device that includes a series of steps or modules (units) is not limited to the listed steps or units, but may also include steps or units that are not listed, or may also include other steps or units inherent to these processes, methods, products or devices. The words "connect", "connected", "coupled" and the like involved in this application are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. The "multiple" involved in this application refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there may be three relationships, for example, "A and / or B" can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects before and after are in an "or" relationship. The terms "first", "second", "third", etc. involved in this application are only used to distinguish similar objects and do not represent a specific ordering of the objects.
[0037] The present application embodiment provides a game scene management method, Figure 1 is a flowchart of the steps of the game scene management method according to an embodiment of the present application, such as Figure 1 As shown, the method comprises the following steps:
[0038] Step S102, creating a game scene of a preset game through a game scene server for the logged-in player character to enter;
[0039] Step S102 specifically, creates a game scene as a target game scene of a preset game through a game scene server; a player character who logs into the preset game enters the target game scene, and if the number of player characters in the current target game scene reaches a scene maximum number threshold, continues to create a game scene as the target game scene through the game scene server. Preferably, the preset game is a massively multiplayer online game.
[0040] For example, when the game scene server is turned on and the player logs into the preset game and enters the game scene, if there is no game scene at this time, a new game scene A is created, and all newly logged-in players enter scene A. When game scene A reaches the maximum number of scenes, a new game scene B is created, and all newly logged-in players enter game scene B. And so on, new game scenes are created in sequence. In the case where the preset game has two or more game scenes, the subsequent steps of the method are executed to balance the number of player characters between multiple game scenes.
[0041] After step S102, the method further includes step S103, in which, when there are at least two game scenes in the preset game, if the number of player characters in the existing game scenes does not reach the maximum number threshold of scenes due to the exit of player characters, the player characters who subsequently log in to the preset game are evenly distributed through the game scene server so that the player characters enter the game scene with a smaller number of player characters.
[0042] It should be noted that the game scene service will measure the number of people in the two scenes and give priority to the scene with fewer people.
[0043] Step S104, when the preset game has at least two game scenes, the game scene server detects the number of player characters in each game scene to obtain a game scene to be merged in which the number of player characters is less than a scene merging number threshold;
[0044] For example, when there are at least two game scenes in a preset game, the game scene server will perform scene merging detection every preset time period (such as 10 minutes). First, all game scenes will be sorted in ascending order according to the number of player characters, and detection will start from the game scene with the least number of player characters. If it is found that the number of player characters in the game scene is less than the scene merging number threshold, the merging operation will be performed. At the same time, the game scene server will also detect the number of player characters in each game scene. If it is detected that the number of player characters in the game scene is greater than the scene splitting number threshold, the game scene will be split.
[0045] Step S106, merging the game scenes based on the game scenes to be merged. If the number of player characters in the merged game scenes is less than the scene splitting number threshold, the merged game scenes are directly obtained. If the number is greater than the scene splitting number threshold, the game scenes are split and merged based on the game scenes to be merged.
[0046] Step S106 specifically includes the following steps:
[0047] Step S1061, merging any game scene to be merged with other game scenes, and merging different game scenes to be merged, wherein other game scenes are game scenes in which the number of player characters is greater than the scene merging number threshold.
[0048] For example, assume that the scene merging number threshold is 400 and the scene splitting number threshold is 1000. When merging game scenes, all game scenes will be sorted in ascending order according to the number of player characters. If the number of player characters in game scenes A, B, and C is 300, try to merge game scene A into game scene B first. If the number of people after the merger is less than 1000, the merger is successful; then try to merge game scene B into game scene C. If the number of people after the merger is less than 1000, the merger is successful; the result is that game scenes A and B are merged into game scene C.
[0049] Step S1062, splitting the player characters in other game scenes and merging them into the game scene to be merged, so as to maintain a balance in the number of player characters between the other game scenes and the game scene to be merged, wherein the other game scenes are game scenes in which the number of player characters is greater than the scene merging number threshold;
[0050] Preferably, in the splitting and merging of step S1062, it is detected whether there is role interaction between the player characters split out from other game scenes (such as teaming up between player characters, using / riding the same vehicle), and if so, the player characters with role interaction are split into the same split game scene.
[0051] For example, assume that the scene merging number threshold is 400 and the scene splitting number threshold is 1000. When merging game scenes, all game scenes will first be sorted in ascending order according to the number of player characters. If the number of player characters in game scene A, game scene B, game scene C, and game scene D is 350, 350, 390, and 800, respectively, the sorting order is game scene A, game scene B, game scene C, and game scene D; try to merge game scene A into game scene B first, and the merger is successful because the number of people after the merger is less than 1000, and then try to merge game scene B into game scene C, but stop merging game scene B because the number of people after the merger is greater than 1000.
[0052] Then try to merge game scene C into game scene D. Since the number of people after game scene C is merged into game scene D is greater than 1000, the splitting rule is executed to merge part of the people in game scene D into game scene C, and keep the number of people in game scene C and game scene D balanced. The result is that game scene A is merged into game scene B, and part of the people in game scene D is merged into game scene C. Among them, when game scene D needs to split part of its people into game scene C, when moving player a, it is found that player a and player b in the same game scene are riding on the same horse, or it is found that player a and player c in the same game scene are teamed up, that is, there is role interaction, then player a is merged into game scene C together with player b and player c.
[0053] Through the above steps in the embodiment of the present application, the game scene server is able to detect the number of player characters in the game scene to initiate the merging of the game scenes, effectively avoiding the embarrassing situation of having few people in each game scene after the merger. The splitting and merging can also effectively reduce the pressure on a single scene, solving the unreasonable problems existing in the existing game scene management strategy.
[0054] It should be noted that the steps shown in the above process or the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0055] The present application embodiment provides a game scene management system, Figure 2 is a structural block diagram of a game scene management system according to an embodiment of the present application, such as Figure 2 As shown, the system includes a game scene creation module, a game scene detection module and a scene merging and splitting module:
[0056] A game scene creation module is used to create a game scene of a preset game through a game scene server for the logged-in player character to enter;
[0057] A game scene detection module is used to detect the number of player characters in each game scene through a game scene server when there are at least two game scenes in the preset game, and obtain a game scene to be merged in which the number of player characters is less than a scene merging number threshold;
[0058] The scene merging and splitting module is used to merge game scenes according to the game scenes to be merged. If the number of player characters in the merged game scene is less than the scene splitting number threshold, the merged game scene is directly obtained. If it is greater than the scene splitting number threshold, the game scene is split and merged based on the game scene to be merged.
[0059] Through the game scene creation module, game scene detection module and scene merging and splitting module in the embodiments of the present application, the game scene server is able to detect the number of player characters in the game scene to initiate the merging of the game scenes, effectively avoiding the embarrassing situation of having few people in each game scene after the merger. The splitting and merging can also effectively reduce the pressure on a single scene, solving the unreasonable problems existing in the existing game scene management strategies.
[0060] It should be noted that the above modules can be functional modules or program modules, and can be implemented by software or hardware. For modules implemented by hardware, the above modules can be located in the same processor; or the above modules can be located in different processors in any combination.
[0061] This embodiment further provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.
[0062] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.
[0063] It should be noted that the specific examples in this embodiment can refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.
[0064] In addition, in combination with the game scene management method in the above embodiment, the embodiment of the present application can provide a storage medium for implementation. The storage medium stores a computer program; when the computer program is executed by a processor, any one of the game scene management methods in the above embodiment is implemented.
[0065] In one embodiment, a computer device is provided, which may be a terminal. The computer device includes a processor, a memory, a network interface, a display screen, and an input device connected via a system bus. The processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system and a computer program. The internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium. The network interface of the computer device is used to communicate with an external terminal via a network connection. When the computer program is executed by the processor, a game scene management method is implemented. The display screen of the computer device may be a liquid crystal display screen or an electronic ink display screen, and the input device of the computer device may be a touch layer covered on the display screen, or a key, trackball, or touchpad provided on the housing of the computer device, or an external keyboard, touchpad, or mouse, etc.
[0066] In one embodiment, Figure 3 is a schematic diagram of the internal structure of an electronic device according to an embodiment of the present application, such as Figure 3 As shown, an electronic device is provided, which may be a server, and its internal structure diagram may be as shown in Figure 3 As shown. The electronic device includes a processor, a network interface, an internal memory and a non-volatile memory connected through an internal bus, wherein the non-volatile memory stores an operating system, a computer program and a database. The processor is used to provide computing and control capabilities, the network interface is used to communicate with an external terminal through a network connection, the internal memory is used to provide an environment for the operation of the operating system and the computer program, the computer program is executed by the processor to implement a game scene management method, and the database is used to store data.
[0067] Those skilled in the art will understand that Figure 3 The structure shown in the figure is merely a block diagram of a partial structure related to the scheme of the present application, and does not constitute a limitation on the electronic device to which the scheme of the present application is applied. The specific electronic device may include more or fewer components than shown in the figure, or combine certain components, or have a different arrangement of components.
[0068] Those of ordinary skill in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided in this application may include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in many forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), etc.
[0069] Those skilled in the art should understand that the technical features of the above-described embodiments may be arbitrarily combined. To make the description concise, not all possible combinations of the technical features in the above-described embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.
[0070] The above-mentioned embodiments only express several implementation methods of the present application, and the descriptions thereof are relatively specific and detailed, but they cannot be understood as limiting the scope of the invention patent. It should be pointed out that, for a person of ordinary skill in the art, several variations and improvements can be made without departing from the concept of the present application, and these all belong to the protection scope of the present application. Therefore, the protection scope of the patent of the present application shall be subject to the attached claims.
Claims
1. A game scene management method, characterized in that: The method comprises: Creating a game scene of a preset game through a game scene server for the logged-in player character to enter; In the case where the preset game has at least two game scenes, the game scene server detects the number of player characters in each game scene to obtain a game scene to be merged in which the number of player characters is less than a scene merging number threshold; Merging game scenes based on the game scenes to be merged, if the number of player characters in the merged game scenes is less than the scene splitting number threshold, directly obtaining the merged game scene, if it is greater than the scene splitting number threshold, splitting the player characters in other game scenes and merging them into the game scenes to be merged, so as to maintain a balance in the number of player characters between the other game scenes and the game scenes to be merged, wherein the other game scenes are game scenes in which the number of player characters is greater than the scene merging number threshold; During the splitting and merging process, it is detected whether there is role interaction between the player characters split out from other game scenes. If so, the player characters with role interaction are split into the same split game scene.
2. The method according to claim 1, characterized in that The game scene of the preset game is created through the game scene server for the logged-in player character to enter, including: Creating a game scene as a target game scene for a preset game through a game scene server; The player character who logs into the preset game enters the target game scene. If the number of player characters in the target game scene currently exists reaches the maximum number threshold of the scene, the game scene server continues to create the game scene as the target game scene.
3. The method according to claim 1, characterized in that After creating a game scene of a preset game through a game scene server for a logged-in player character to enter, the method includes: In the case that there are at least two game scenes in the preset game, if the number of player characters in the existing game scenes does not reach the maximum number threshold of scenes due to the withdrawal of player characters, the game scene server will evenly distribute the player characters that subsequently log into the preset game so that the player characters enter the game scene with a smaller number of player characters.
4. The method according to claim 1, characterized in that: Merging the game scenes based on the game scenes to be merged includes: Any of the game scenes to be merged is merged with other game scenes, and different game scenes to be merged are merged, wherein the other game scenes are game scenes in which the number of player characters is greater than a threshold value for the number of scenes to be merged.
5. The method according to claim 1, characterized in that The method comprises: The game scene server detects the number of player characters in each game scene. If it is detected that the number of player characters in the game scene is greater than a scene splitting number threshold, the game scene is split.
6. The method according to claim 1, characterized in that The preset game is a massively multiplayer online game.
7. A game scene management system, characterized in that: The system is used to execute the method according to any one of claims 1 to 6, and the system includes a game scene creation module, a game scene detection module and a scene merging and splitting module: The game scene creation module is used to create a game scene of a preset game through a game scene server for a logged-in player character to enter; The game scene detection module is used to detect the number of player characters in each game scene through the game scene server when the preset game has at least two game scenes, and obtain a game scene to be merged in which the number of player characters is less than a scene merging number threshold; The scene merging and splitting module is used to merge game scenes according to the game scenes to be merged. If the number of player characters in the merged game scene is less than the scene splitting number threshold, the merged game scene is directly obtained. If it is greater than the scene splitting number threshold, the game scene is split and merged based on the game scene to be merged.
8. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method according to any one of claims 1 to 6.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, the method according to any one of claims 1 to 6 is implemented.
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