Cross-server scene implementation method and device, electronic equipment and storage medium
By creating virtual cross-server scenes on the central server and creating real cross-server scenes on the game server, the data inconsistency caused by data migration and login changes in the existing technology is solved, and the cross-server scene rendering and generation of players in this server is realized. Operational freedom improves game experience and server stability.
Patent Information
- Application Number
- CN202411158942.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-21
- Publication Date
- 2024-12-10
AI Technical Summary
The existing cross-server scenario implementation method has changes in data migration and player login in the game, resulting in data inconsistency problems, affecting the game experience and server stability, and players cannot operate data freely in cross-server scenarios, which limits recharge. and other functions.
By creating a virtual cross-server scene on the central server and creating a real cross-server scene corresponding to the virtual cross-server scene on the game server, the central server can receive and broadcast operation notifications of virtual characters as a transit object, and rendering and generating cross-server scenes. No player is required to log in to other servers to avoid data migration and login changes.
The cross-server scene rendering and generation on this server is realized, which avoids data consistency problems and server instability, allows players to recharge and view rankings on this server, improves the game experience, and unlocks the player's operation. Degree of freedom.
Smart Images

Figure CN119097904A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a cross-server scenario implementation method, a cross-server scenario implementation device, a corresponding electronic device, and a corresponding computer-readable storage medium. Background Art
[0002] Usually, considering the game product's operating strategy or the server's carrying capacity, game products divide players into different servers. In actual game needs, cross-server scenarios will be involved, such as cross-server team battles, which means that players from different servers form teams and participate in game activities together, such as in the same battle.
[0003] In the relevant solutions for cross-server scenarios, the player data of different servers is usually migrated to a central server. Players log in to the same server, so that the scene they enter is the scene of the same server, which naturally adapts to the old scene logic. However, the aforementioned solution involves changes in data migration and player login. In order to avoid inconsistency between data and game servers, the central server will restrict players from operating certain data. Summary of the invention
[0004] In view of the above problems, embodiments of the present invention are proposed to provide a cross-server scenario implementation method, a cross-server scenario implementation device, a corresponding electronic device, and a corresponding computer-readable storage medium that overcome the above problems or at least partially solve the above problems.
[0005] An embodiment of the present invention discloses a method for realizing a cross-server scenario, the method comprising:
[0006] The central server responds to the cross-server scene creation request and creates a virtual cross-server scene; the cross-server scene request carries game account information matching the cross-server scene;
[0007] Notifying the game server logged in by the target game account based on the game account information to create a real cross-server scene corresponding to the virtual cross-server scene;
[0008] In response to an operation of a first game account among the target game accounts in the real cross-server scenario, the game server logged in by the first game account sends a role notification of a first virtual character corresponding to the first game account to the central server; the role notification includes role information of the first virtual character;
[0009] The central server broadcasts the character notification to the game server; the clients logged in by other target game accounts receive the character notification from the game server, and render and generate the real cross-server scene based on the character notification.
[0010] The embodiment of the present invention further discloses a device for realizing a cross-server scenario, the device comprising:
[0011] A virtual scene creation module, used to respond to a cross-server scene creation request and create a virtual cross-server scene; the cross-server scene request includes game account information matching the cross-server scene;
[0012] A real scene creation module, used to notify the game server logged in by the target game account based on the game account information to create a real cross-server scene corresponding to the virtual cross-server scene;
[0013] a notification generating module, configured to, in response to an operation of a first game account in the target game accounts in the real cross-server scenario, cause the game server logged in by the first game account to send a role notification of a first virtual character corresponding to the first game account to the central server; the role notification includes role information of the first virtual character;
[0014] The broadcast module is used to broadcast the character notification to the game server; the clients logged in by other target game accounts receive the character notification from the game server, and render and generate the real cross-server scene based on the character notification.
[0015] An embodiment of the present invention further discloses an electronic device, comprising: a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein when the computer program is executed by the processor, any one of the cross-server scenario implementation methods is implemented.
[0016] An embodiment of the present invention further discloses a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, any one of the cross-server scenario implementation methods is implemented.
[0017] The embodiments of the present invention include the following advantages:
[0018] In an embodiment of the present invention, by creating a virtual cross-server scene on a central server, and creating a real cross-server scene corresponding to the virtual cross-server scene on a game server, when a first game account in a target game account operates in a real cross-server scene, the central server can receive a first virtual character notification corresponding to the first game account through the virtual cross-server scene corresponding to the real cross-server scene, thereby obtaining the character information of the first virtual character, and broadcasting the character notification to the game server logged in by the remaining target game accounts, so that the clients logged in by the remaining target game accounts can obtain the character information of the first virtual character when the first game account operates in the real cross-server scene from the game server, and realize the rendering generation of the real cross-server scene by the clients logged in by the remaining target game accounts. By using the central server as a transfer object, receiving the character notification when the first game account operates in the real cross-server scene, and broadcasting the character notification of the first virtual character to the game server, the character information of the first virtual character is forwarded to the clients logged in by the remaining target game accounts, so that the clients logged in by the remaining game accounts can synchronize and reproduce the scene action and other information, and realize the rendering generation of the cross-server scene in the server without the need for the player to log in to other servers. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] Figure 1 It is a flowchart of the steps of an embodiment of a method for implementing a cross-server scenario of the present invention;
[0020] Figure 2 It is a schematic diagram of the framework of the cross-server scenario processing system provided by an embodiment of the present invention;
[0021] Figure 3 It is a structural block diagram of an embodiment of a cross-server scenario implementation device of the present invention. DETAILED DESCRIPTION
[0022] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, the present invention is further described in detail below with reference to the accompanying drawings and specific embodiments.
[0023] To facilitate those skilled in the art to understand the present invention, the following explains the terms or nouns involved in the following embodiments of the present invention:
[0024] Central server: It can communicate with servers logged in by different game accounts and act as an intermediary and coordinator. A game product usually has only one central server, or it can be said that there is only one central server responsible for the same game logic. For example, there can be a central server specifically responsible for game transactions, a central server specifically responsible for matching, etc.
[0025] Game server: refers to the server where the player's game account logs in. A game product usually has multiple game servers.
[0026] AOI (Area of Interest): refers to the area in the game that the virtual characters and NPCs (Non-Player Characters) corresponding to the game account can perceive or interact with, reflecting the visibility of the virtual characters and NPCs corresponding to the game account. Specifically, the virtual characters corresponding to other game accounts can be seen in the client logged in by the game account, which is mainly achieved by notifying the client based on the game account login that there are virtual characters corresponding to other game accounts nearby. Among them, in the cross-server scenario, if the game servers logged in by game accounts A and B are different, then relevant processing is required to inform the servers logged in by game accounts A and B that there are virtual characters corresponding to other game accounts nearby, so that the clients logged in by game accounts A and B can display accordingly.
[0027] Character's AOI information: Character visibility information refers to the AOI information needed by the client to display a virtual character's model, occupation, name, whether it is in the team, etc. in the scene. It can be mainly used to determine which virtual characters and environmental elements are visible to virtual characters or NPCs.
[0028] Cross-server scenarios can provide players with greater freedom, so supporting cross-server scenarios can make game products more competitive. In cross-server scenarios, there is usually a central server that is responsible for collecting battle data of logged-in game account information from other game servers, and starts the battle after collecting battle data of all game account information, thus realizing cross-server team battles.
[0029] In the process of team battles in cross-server scenarios, higher requirements are placed on the game server technology. The virtual characters controlled by players from different servers first enter the battle waiting scene. In the battle waiting scene, the following functions are required: the controlled virtual characters can move around in the scene, and virtual characters from other game servers can be rendered on the client; the virtual characters controlled by the players can interact with virtual characters from other game servers, such as chatting; players can click on NPCs in the scene to control the virtual characters to interact with the NPCs; players can control their virtual characters to freely form teams, form new teams to fight other teams, etc.
[0030] In the relevant solutions for cross-server scenarios, the player data of different game servers is usually migrated to a central server. Players log in to the same game server, so that the scenes entered by the virtual characters controlled by all players are realized as the scenes of the same game server. However, based on the above-mentioned cross-server scenario solution, 1) if the player data needs to be accessed by the central server, there is a problem of data migration; 2) when entering the cross-server scenario, the player's game account information needs to log in to another game server, and when exiting the cross-server scenario, the player's game account information needs to re-login to the original server. Entering and exiting the cross-server scenario will cause the player's game experience to be discontinuous, and there may also be problems such as login queues; 3) involving changes in data migration and player login, the above-mentioned changes are too large, not only the cost is high, but also the changes belong to important functions of the game, which is easy to cause errors and thus affect the stability of the server; 4) it is necessary to consider the situation of players crossing servers, whether each gameplay logic requires special processing, etc., resulting in high subsequent development costs; 5) when players cross servers, the real data is still in the original server, so certain player data cannot be operated in the central server, otherwise there will be data consistency problems; 6) due to data consistency problems and implementation difficulties, operations such as recharges that modify important player data, and functions that affect revenue such as player recharges during the cross-server period will not be allowed to operate.
[0031] The embodiment of the present invention creates a virtual cross-server scene on a central server, and creates a real cross-server scene corresponding to the virtual cross-server scene on a game server, uses the central server as a transfer object, receives the role notification of the first virtual character corresponding to the first game account when the first game account in the target game account operates in the real cross-server scene, and broadcasts the role notification to the game server, so as to forward the role information to the client logged in by the other target game accounts, so that the client logged in by the other target game accounts can synchronize and reproduce the scene action and other information, and realize the rendering generation of the cross-server scene in the server without the need to log in to other game servers for the player's game account, and only needs to realize the relevant functions of the cross-server scene, without involving data migration and changes in the player's game account login, avoiding the risks of instability of the server caused by major changes. In addition, since the player still stays in the server, the server functions such as recharge and viewing the ranking list of the server can be used normally, and are not restricted by data inconsistency caused by avoiding player operations, that is, in the cross-server scene realized by the embodiment of the present invention, the player's operation on certain data will not be restricted, and since there is no data consistency problem, the player's data can be modified in real time. In addition, cross-server scenarios are implemented in this server. Since the player's game account does not need to log in to other game servers and does not need to reconnect, there is no problem of entering and exiting the cross-server scenario, which will cause the player's gaming experience to be discontinuous and there will be no problems such as login queues, which is beneficial to the player's gaming experience.
[0032] Reference Figure 1 , shows a flow chart of steps of an embodiment of a cross-server scenario implementation method of the present invention, which may specifically include the following steps:
[0033] Step 101: The central server responds to the cross-server scene creation request and creates a virtual cross-server scene;
[0034] In the embodiment of the present invention, the central server may be used as a transfer object, and the transfer object may be mainly used for data forwarding.
[0035] Specifically, the central server may create a virtual cross-server scene by responding to a cross-server scene creation request.
[0036] The virtual cross-server scene created does not exist in the real scene created by the game engine, that is, it does not require real allocated scene resources, does not require loading objects in the scene, and does not require loading map and other logic. The virtual cross-server scene created only contains relevant game data in the cross-server scene. Specifically, it can be expressed as creating a virtual scene identifier for recording game data to create a virtual cross-server scene.
[0037] Optionally, the game data recorded by the virtual scene identifier may include a real scene identifier of a real cross-server scene established by a game server where the target game account logs in, the target game account information, and role information of the target virtual character corresponding to the target game account in the real cross-server scene.
[0038] Among them, the target virtual character may refer to a virtual character corresponding to different target game accounts logged in to different game servers that match the cross-server battle; the recorded real scene identifier may be the scene ID of a real cross-server scene created by the game server and corresponding to a certain virtual scene identifier; the recorded character information of the target virtual character in the real cross-server scene may refer to the character visible information, i.e., AOI information.
[0039] In actual applications, a cross-server scenario creation request may be initiated by a central server. Specifically, when there is a cross-server battle, the cross-server battle may match the game account information from different game servers that meets the conditions on the matching server. At this time, the target virtual character corresponding to the matched game account information may be transmitted to the cross-server scenario. Usually, the matching server and the central server may be the same server; if the matching server and the central server are not the same server, the cross-server scenario creation request may be generated by the matching server and sent to the central server. The sent cross-server scenario creation request may carry the game account information that meets the cross-server conditions. The cross-server game account information may include the game account ID that matches the cross-server scenario and the server ID where the game account information logs in, such as "Account 1: Server 1, Account 2: Server 2". Then, the target virtual character may refer to the virtual character corresponding to the target game account in the game account information that matches the cross-server scenario.
[0040] Step 102, based on the game account information, notifying the game server logged in by the target game account to create a real cross-server scene corresponding to the virtual cross-server scene;
[0041] The cross-server scene request carries game account information that matches the cross-server scene. In order to enable the central server to record the role information of the virtual character corresponding to the game account information through the virtual cross-server scene created by it, the central server can, based on the game account information, notify the game server logged in by the target game account to create a real cross-server scene corresponding to the virtual cross-server scene, so as to record the relevant role information of the first game account in the target game account when operating in the real cross-server scene.
[0042] In actual applications, after receiving a cross-server scene creation request, the central server can create a new real scene identifier, such as AcrossID, when creating a virtual cross-server scene. At this time, the game server logged in by the matching target game account can be determined based on the game account information. Specifically, the corresponding game server can be notified to create the corresponding real cross-server scene based on the server ID from which the target virtual character matching the cross-server scene comes; the game server of the target virtual character creates a real cross-server scene corresponding to the virtual scene identifier, so that the virtual scene identifier records the game data of the real cross-server scene.
[0043] Specifically, the central server can broadcast the virtual scene identifier, so that the game server logged in by the target game account can create a real cross-server scene and a real scene identifier corresponding to the virtual scene identifier through the game engine.
[0044] Exemplarily, assuming that the real scene identifier of the real cross-server scene created by the game server is GameID, the game server logged in by the target game account can notify the central server of the real scene identifier GameID of the real cross-server scene created by the game server, so that the central server can know the real cross-server scene corresponding to the virtual cross-server scene identifier and its real scene identifier. Specifically, the central server can obtain the real scene identifier of the real cross-server scene created by the game server logged in by the target game account, and establish a scene correspondence between the virtual scene identifier AcrossID and the real scene identifier GameID, so as to use the corresponding virtual scene identifier to record information such as the actions of the target virtual character corresponding to the target game account in the corresponding real cross-server scene based on the created scene correspondence.
[0045] It should be noted that a single game server can create multiple different real cross-server scenes. The different real cross-server scenes created have different real scene identifiers GameID, and can correspond one-to-one with virtual cross-server scenes with different virtual scene identifiers AcrossID on the central server.
[0046] Step 103, in response to the operation of the first game account in the target game account in the real cross-server scenario, the game server logged in by the first game account sends a role notification of the first virtual character corresponding to the first game account to the central server;
[0047] After the central server completes creation of the virtual cross-server scene, and the game server logged in by the target game account completes creation of the real cross-server scene corresponding to the virtual cross-server scene identifier, the central server can record the action and other character information of the target virtual character corresponding to the target game account in the real cross-server scene through the virtual cross-server scene identifier, that is, the central server can receive character notifications when the target virtual character performs any operation in the real cross-server scene.
[0048] In one embodiment of the present invention, the character notification may include character information of a first virtual character corresponding to a first game account in a target game account. The way in which the central server obtains the character information may be manifested as responding to the operation of the first game account in the target game account in a real cross-server scenario, and the game server logged in by the first game account sends a character notification of the first virtual character to the central server.
[0049] Exemplarily, the operations performed by the first game account in the target game accounts in a real cross-server scenario may include, but are not limited to, scene entry operations on the real cross-server scenario, scene exit operations on the real cross-server scenario, character dynamic operations in the real cross-server scenario, and team formation operations and team change operations in the real cross-server scenario; at this time, the character notifications received accordingly by the central server may include, but are not limited to, scene entry notifications, scene exit notifications, character dynamic notifications, team formation notifications, and team change notifications.
[0050] Among them, character dynamic operations may include coordinate movement operations, combat operations, etc.; team change operations may include leaving the team, handing over the team leader, temporarily leaving the team, etc.
[0051] The central server can receive corresponding role notifications sent by the game server logged in by the first game account in the target game account to inform the central server of the operations performed by the first game account in the real cross-server scenario, and record role information such as the actions of the first virtual character corresponding to the first game account in the real cross-server scenario.
[0052] Step 104: The central server broadcasts a character notification to the game server.
[0053] In addition to recording the action and other role information of the first virtual character corresponding to the first game account in the target game account in the real cross-server scene through the virtual cross-server scene, the central server can also serve as a transfer object, broadcasting the action and other role information of the first virtual character in the target virtual character recorded by it to the game server in the form of role notification, so that the clients corresponding to the other target game accounts can receive the role notification from the game server, and render and generate the real cross-server scene based on the role information carried in the role notification. It should be noted that the clients belonging to the same game server can directly obtain the corresponding role information from the server without forwarding it through the central server.
[0054] In practical applications, the role notification may be used to indicate role visibility information of the client of each target virtual role.
[0055] The character visibility information can be mainly used to inform whether the virtual character corresponding to a certain game account is visible or not in a real cross-server scenario, as well as the display information of the visible character. Specifically, it can be expressed as the target virtual character corresponding to the target game account, the character information of the target virtual character, and the account information of the target game account, etc., so that the client can render and generate a real cross-server scene based on the character visibility information from the broadcasted game server, and realize the reproduction of the display screen of each target virtual character participating in the real cross-server scene in different game servers.
[0056] In the embodiment of the present invention, since each target game account is still logged in to the original game server, the target game account is not logged in to the public central server, and the central server needs to notify the game server of the player AOI information of other game servers.
[0057] In an optional embodiment of the present invention, in addition to creating a virtual cross-server scene, the central server may also have the ability to destroy the created virtual cross-server scene.
[0058] Specifically, the central server can respond to the scene destruction instruction, obtain the target virtual scene identifier of the target virtual cross-server scene to be destroyed, generate a scene destruction notification based on the target virtual scene identifier, and broadcast the scene destruction notification to the target game server having the real cross-server scene corresponding to the target virtual scene identifier.
[0059] Specifically, the central server responds to the removal of the game account in the real cross-server scene identified by the target real scene, and the target game server sends a scene destruction confirmation notification to the central server, so that the central server deletes the target real scene identifier from the scene correspondence based on the scene destruction confirmation notification.
[0060] In actual applications, the scene destruction instruction can be generated and initiated by the central server. Specifically, the central server can recycle the cross-server scene when the cross-server gameplay continues for a period of time, that is, when the cross-server scene is no longer needed, that is, when the aforementioned cross-server gameplay is ended, and return the game account in the real cross-server scene to the original scene before entering the cross-server scene or generate and initiate it when returning to the main city. This embodiment of the present invention is not limited to this.
[0061] After the central server actively initiates the scene destruction instruction, the central server can notify the game server logged in by the target game account to destroy the real cross-server scene with the real cross-server scene identifier GameID corresponding to the virtual cross-server scene identifier AcrossID to be destroyed.
[0062] After receiving the scene destruction instruction, the game server can remove the game account in the real cross-server scene of the corresponding real cross-server scene identifier GameID, and destroy the real cross-server scene of the real cross-server scene identifier GameID that it created itself; after detecting that all game accounts in the real cross-server scene of the corresponding real cross-server scene identifier GameID have exited, the game server can notify the central server to destroy the virtual cross-server scene of the virtual cross-server scene identifier AcrossID corresponding to the real cross-server scene identifier GameID. Specifically, the scene destruction confirmation notification can be sent to the central server, and the central server can remove the record of the real cross-server scene identifier GameID from the scene correspondence relationship of the virtual cross-server scene identifier AcrossID based on the scene destruction confirmation notification.
[0063] In an embodiment of the present invention, by creating a virtual cross-server scene on a central server, and creating a real cross-server scene corresponding to the virtual cross-server scene on a game server, when a first game account in a target game account operates in a real cross-server scene, the central server can receive a first virtual character notification corresponding to the first game account through the virtual cross-server scene corresponding to the real cross-server scene, thereby obtaining the character information of the first virtual character, and broadcasting the character notification to the game server logged in by the remaining target game accounts, so that the clients logged in by the remaining target game accounts can obtain the character information of the first virtual character when the first game account operates in the real cross-server scene from the game server, and realize the rendering generation of the real cross-server scene by the clients logged in by the remaining target game accounts. By using the central server as a transfer object, receiving the character notification when the first game account operates in the real cross-server scene, and broadcasting the character notification of the first virtual character to the game server, the character information of the first virtual character is forwarded to the clients logged in by the remaining target game accounts, so that the clients logged in by the remaining game accounts can synchronize and reproduce the scene action and other information, and realize the rendering generation of the cross-server scene in the server without the need for the player to log in to other servers.
[0064] Reference Figure 2 , shows a schematic diagram of the framework of the cross-server scenario processing system provided by an embodiment of the present invention, involving a central server 21 and a game server 22, and also involving a client 23 for displaying a target virtual character corresponding to a target game account.
[0065] Among them, the same central server 21 can be connected to multiple game servers 22, and a game server 22 can have one or more clients 23. Different game servers 22 collect and forward information through the central server 21 as a transfer object.
[0066] In an embodiment of the present invention, a virtual cross-server scene can be created on the central server 21, and a real cross-server scene corresponding to the virtual cross-server scene can be created on the game server 22. The central server can be used as a transfer object to collect the character information of the target virtual character corresponding to the target game account when performing any operation in the real cross-server scene and forward it to other game servers 22, so that the client 23 logged in by other target game accounts can synchronize and reproduce the target virtual character in the real cross-server scene based on the character information.
[0067] In some embodiments of the present invention, when the operation of the first game account in the target game account in the real cross-server scene is a scene entry operation, the character notification may be a scene entry notification.
[0068] Specifically, the central server can obtain the scene correspondence between the virtual scene identifier of the virtual cross-server scene and the real scene identifier of the real cross-server scene, and based on the scene correspondence, notify the game server of the target virtual character to pull the target virtual character into the real cross-server scene.
[0069] The central server may respond to the scene entry operation of the first game account on the real cross-server scene, and the game server logged in by the first game account may send a scene entry notification of the first virtual character corresponding to the first game account to the central server.
[0070] Among them, the character information carried by the scene entry notification may include the first character visibility information of the first virtual character. At this time, the central server can broadcast the scene entry notification to the game server, and the clients logged in by other target game accounts can receive the scene entry notification from the game server, and render and generate the first virtual character in their real cross-server scene based on the first character visibility information.
[0071] Optionally, the central server can also respond to the first game account's scene entry operation on the real cross-server scene, and push the second character visibility information of the target virtual character already in the real cross-server scene to the game server logged in by the first game account, so that the client logged in by the first game account can obtain the second character visibility information of the target virtual character already in the real cross-server scene, and render and generate the target virtual characters corresponding to the remaining target game accounts in the real cross-server scene of the client logged in by the first game account based on the second character visibility information.
[0072] In actual applications, after establishing the correspondence between AcrossID and all GameIDs, the central server can notify the game server where the target game account is logged in to pull the target virtual character into the real cross-server scene it has established; after receiving the message, the game server can execute the logic of pulling the target virtual character into the real cross-server scene.
[0073] After the first game account in the target game account operates its corresponding first virtual character to enter the real cross-server scene, the game server logged in by the first game account can send a scene entry notification to the central server, and the central server can record the information that the first virtual character corresponding to the first game account with AcrossID enters the scene, and records the first character visibility information of the first virtual character, that is, the AOI information. Then, the central server can forward the first character visibility information of the first virtual character currently entering the real cross-server scene to the clients logged in by the remaining target game accounts, so as to render and display the first virtual character currently entering the real cross-server scene on the clients logged in by the remaining target game accounts.
[0074] Optionally, in addition to broadcasting character notifications to clients logged in by other target game accounts, the central server may also broadcast the second character visibility information of the target virtual character already in the real cross-server scene to the client logged in by the first game account, so that the client logged in by the first game account can render and display the target virtual characters corresponding to the other target game accounts already in the real cross-server scene.
[0075] In some embodiments of the present invention, when the operation of the first game account in the target game account in the real cross-server scenario is a scene exit operation, the character notification may be a scene exit notification.
[0076] Specifically, the central server can respond to the scene exit operation of the first game account in the real cross-server scene. The game server logged in by the first game account can remove the first virtual character corresponding to the first game account from the real cross-server scene, and send a scene exit notification of the first virtual character corresponding to the first game account to the central server based on the scene correspondence of the real cross-server scene.
[0077] Among them, the character information carried by the scene exit notification may include the first character visibility information of the first virtual character. At this time, the central server can broadcast the aforementioned scene exit notification to the game server based on the scene correspondence of the real cross-server scene, and the clients logged in by the remaining target game accounts can receive the scene exit notification from the game server, and based on the first character visibility information, cancel the rendering of the first virtual character corresponding to the first game account of the exit scene in its real cross-server scene.
[0078] In actual applications, if a target virtual character in a real cross-server scene, for example, the first virtual character among the target virtual characters, wants to exit the scene, the client logged in by the first game account can generate a scene exit request by responding to a click operation of a leave control in the real cross-server scene. After receiving the aforementioned scene exit request, the game server logged in by the first game account can remove the first virtual character in the GameID scene from the real cross-server scene, and find the virtual scene identifier AcrossID corresponding to the real scene identifier GameID of the aforementioned real cross-server scene according to the scene correspondence, and send a scene exit notification to the central server.
[0079] After receiving the scene exit notification, the central server can record the exit of the first virtual character of the first game account in the AcrossID scene, and record the first character visibility information of the first virtual character currently exiting the real cross-server scene. The central server can then forward the first character visibility information of the first virtual character currently exiting the real cross-server scene to the player clients logged in by the remaining target game accounts, so that the clients logged in by the remaining target game accounts can cancel the rendering of the first virtual character currently exiting the real cross-server scene, so that the clients logged in by the remaining target game accounts can display normally.
[0080] In some embodiments of the present invention, when the operation of the first game account in the target game account in the real cross-server scenario is a character dynamic operation, the character notification may be a character dynamic notification.
[0081] Among them, the character dynamic operation may include coordinate movement operation, combat operation, etc., and the character information carried in the character dynamic notification may include character dynamic information of the first virtual character, such as coordinate information, combat status information, etc.
[0082] At this time, the central server can broadcast the character dynamic notification to the game server, and the clients of the other target virtual characters can receive the character dynamic notification from the game server, and render the first character in its real cross-server scene based on the character dynamic information of the first character.
[0083] Optionally, taking the character dynamic operation as a coordinate movement operation as an example, the character dynamic notification at this time may be a coordinate movement notification.
[0084] Specifically, the central server may respond to the coordinate movement operation of the first game account in a real cross-server scenario, and the game server logged in by the first game account may send a coordinate movement notification of the first virtual character corresponding to the first game account to the central server.
[0085] Among them, the character information carried by the coordinate movement notification may include the coordinate information of the first virtual character. At this time, the central server can broadcast the coordinate movement notification to the game server; the clients logged in by the other target game accounts can receive the coordinate movement notification from the game server, and when it is determined based on the coordinate information that the first virtual character is within the game field of view of the target virtual characters corresponding to the other target game accounts, the first virtual character can be rendered in its real cross-server scene based on the coordinate information.
[0086] In actual applications, when a target virtual character, such as a first virtual character, walks from A to B in its real cross-server scene, the coordinate information of the first virtual character currently moving in the real cross-server scene, that is, the coordinate movement information of (A->B), can be recorded, and the game server logged in by the first game account can send a coordinate movement notification to the central server to notify the central server of the aforementioned coordinate movement information package; after receiving the coordinate information of the first virtual character currently moving in the real cross-server scene, the central server can forward the aforementioned coordinate information to the clients logged in by the remaining target game accounts to inform the clients logged in by the other target game accounts in the cross-server scene, so that when the first virtual character appears in the field of view of the target virtual characters corresponding to the remaining target game accounts, the clients logged in by the remaining target game accounts can move and display the first virtual character currently moving in the real cross-server scene accordingly, and normally display the coordinate movement action of the first virtual character, such as walking action.
[0087] It should be noted that the walking movements of the virtual characters in the real cross-server scenario are mainly notified based on coordinate detection. The central server can usually manage the coordinates of the virtual characters in a unified manner. When the virtual characters enter or leave each other's field of vision, the central server will also detect it and notify the corresponding game server. This is not limited by the embodiments of the present invention.
[0088] In some embodiments of the present invention, when the operation of the first game account in the target game account in the real cross-server scenario is a team operation, the character notification may be a team notification.
[0089] Specifically, the central server can respond to the team formation operation of the first game account in the real cross-server scenario. If the first game account has an original team in its game server, the game server logged in by the first game account can disband the original team of the first game account, obtain the first team information of the first virtual character newly joined in the real cross-server scenario, and send a team formation notification carrying the first team information to the central server.
[0090] The central server may broadcast the team formation notification to the game server, and the clients logged in by the other target game accounts in the same team may receive the team formation notification from the game server and display the first team information. Optionally, if the first game account has an original team in its game server, the second team information of the original team is recorded, and the central server may respond to the scene exit operation of the first game account in the real cross-server scene, and the game server logged in by the first game account may remove the first virtual character corresponding to the first game account from the real cross-server scene, and the client logged in by the first game account may restore the original team of the first game account in its game server based on the second team information.
[0091] For the cross-server team scenario, the following requirements may exist: 1) Considering the need to support the operation of two teams at the same time, the client needs to provide support for switching the operation interface. After the target virtual character enters the cross-server scenario, if the original team is still maintained, the refresh information of the original team information may be synchronized to the player client in some cases, which may easily cause confusion with the team information of the cross-server team. In addition, after the target virtual character enters the cross-server scenario, from the player's perspective, the original team does not exist. Therefore, after entering the cross-server scenario, the target virtual character needs to disband the team in the local server, and does not consider supporting the local server and cross-server teams at the same time. That is, The team before entering the scene and the team after entering the scene; 2) In order to realize that the player can automatically restore the original team after leaving the cross-server scene, the player’s team member information in the server can be recorded before the target virtual character enters the cross-server scene, and then the original team is automatically formed after the target virtual character exits the cross-server scene; 3) In the cross-server scene, based on the different needs of different game products, the operation of the cross-server team does not necessarily support the following functions, including but not limited to temporarily leaving the team, leaving the team, joining the team, captain switching (for example, the old captain hands over to the new captain, the team member actively requests to become the captain, etc.), and this is not limited by the embodiments of the present invention.
[0092] After a target virtual character, such as the first virtual character, enters a cross-server scene, if the first virtual character is in a team, in one case, the first virtual character can follow the entire team into the cross-server scene. At this time, it is necessary to notify the original server to disband the team in the original server, and establish a new team on the central server, and notify the client logged in by the first game account through the game server; in another case, if the first virtual character is temporarily away from the team and does not follow the team into the cross-server scene, the above operation can be followed to first disband the first virtual character in the original server team, and then the first virtual character automatically leaves the team; in yet another case, if the first virtual character is not in the team, it does not need to be processed when entering the cross-server scene.
[0093] In actual applications, the team formation operation of the first game account in the target game accounts in a real cross-server scenario may include a team creation operation or a team joining request operation.
[0094] As an example, when a client logged in by a first game account initiates a team creation request, the game server logged in by the first game account can forward it to the central server. After receiving the team creation notification, the central server determines that the first virtual character is not in the team. The central server then allows the first game account to create a team in a real cross-server scenario, and synchronizes the message to the game servers logged in by the remaining target game accounts. That is, the central server can forward the team information of the first virtual character currently creating a team in the real cross-server scenario to the clients logged in by the remaining target game accounts, so as to inform the clients logged in by the remaining target game accounts of the currently created team.
[0095] As another example, when a client logged in by a first game account initiates a request to join a team, it can usually be manifested as the first game account that is not in the team initiating a request to join a team to the team leader. At this time, the game server logged in by the first game account can forward the request to the central server. After receiving the team formation notification of the team joining request, the central server can forward the team formation notification to the client logged in by the game account corresponding to the team leader. After receiving the aforementioned team formation notification, the client logged in by the game account corresponding to the team leader can send a message of agreeing to the team joining request to the central server if it agrees to the first virtual character corresponding to the first game account to join its team. At this time, the central server can add the new team member, that is, the first virtual character corresponding to the first game account, to the team, and notify the clients logged in by the game accounts corresponding to all members of the team of the information that the first virtual character corresponding to the first game account has joined the team.
[0096] In some embodiments of the present invention, when the operation of the first game account in the target game account in a real cross-server scenario is a team change operation, such as leaving the team, handing over the team leader, or temporarily leaving the team, the role notification can be a team change notification.
[0097] Specifically, the central server may respond to the team change operation of the first game account in a real cross-server scenario, and the game server logged in by the first game account may send a team change notification to the central server.
[0098] Among them, the character information carried in the team change notification may include team change information. At this time, the central server can broadcast the team change notification to the game server, and the clients logged in by the other target game accounts can receive the team change notification from the game server and display the team change information.
[0099] In a preferred embodiment of the present invention, the target virtual character in the team can also perform a team leaving operation.
[0100] For example, assuming that the first game account performs a team leaving operation, the client logged in by the first game account can generate a team leaving notification. At this time, the team leaving notification can be sent to the central server through the client logged in by the first game account, so that the central server can remove the team member from the team and notify all members that the team member has left the team.
[0101] In a preferred embodiment of the present invention, the target virtual character serving as the captain of the team can also perform a captain transfer operation.
[0102] For example, assuming that the first game account performs a captain transfer operation, the client logged in by the first game account can generate a captain transfer notification. At this time, the captain transfer notification can be sent to the central server through the client logged in by the first game account. The captain transfer notification can carry relevant transfer information of transferring the captain to the designated team member. The central server can notify the corresponding team member based on the aforementioned transfer information. After receiving the information, the team member can notify the central server. The central server can change the captain of the team, and then generate a captain change notification, and forward the captain change notification to all members of the team to inform them that the captain of the team has been changed.
[0103] In a preferred embodiment of the present invention, the target virtual character serving as the team leader in the team can also perform a temporary leaving operation of the team.
[0104] For example, assuming that the first game account performs a temporary leave operation on the team, the client logged in by the first game account can generate a temporary leave notification. At this time, the temporary leave notification can be sent to the central server through the client logged in by the first game account, so that the central server can set the team member to a temporary leave status, and at the same time notify all members that the team member has temporarily left the team.
[0105] It should be noted that, in addition to the operations of the first game account in the real cross-server scenario mentioned in the embodiment of the present invention, other operations may also exist, and the embodiment of the present invention does not limit this.
[0106] In the embodiment of the present invention, by creating a virtual cross-server scene on the central server, and creating a real cross-server scene corresponding to the virtual cross-server scene on the game server, the central server is used as a transfer object, and the role notification of the first virtual character corresponding to the first game account in the target game account is received when the first game account in the target game account operates in the real cross-server scene, and the role notification is broadcast to the game server, so as to forward the role information to the client logged in by the remaining target game accounts, so that the client logged in by the remaining target game accounts can synchronize and reproduce the scene action and other information, and the rendering generation of the cross-server scene in the server is realized without the need for the player's game account to log in to other game servers, and only the relevant functions of the cross-server scene need to be realized, and no changes in data migration and player's game account login are involved, so as to avoid the risk of instability of the server caused by major changes. In addition, since the player still stays in the server, the server functions such as recharge and viewing the ranking list of the server can be used normally, and are not restricted by data inconsistency caused by avoiding player operations, that is, in the cross-server scene realized by the embodiment of the present invention, the player's operation on certain data will not be restricted, and since there is no data consistency problem, the player's data can be modified in real time.
[0107] In addition, cross-server scenarios are implemented in this server. Since the player's game account does not need to log in to other game servers and does not need to reconnect, there is no problem of entering and exiting the cross-server scenario, which will cause the player's gaming experience to be discontinuous and there will be no problems such as login queues, which is beneficial to the player's gaming experience.
[0108] It should be noted that, for the sake of simplicity, the method embodiments are described as a series of action combinations, but those skilled in the art should be aware that the embodiments of the present invention are not limited by the order of the actions described, because according to the embodiments of the present invention, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions involved are not necessarily required by the embodiments of the present invention.
[0109] Reference Figure 3 , shows a structural block diagram of an embodiment of a cross-server scenario implementation device of the present invention, which may specifically include the following modules:
[0110] A virtual scene creation module 301 is used to respond to a cross-server scene creation request and create a virtual cross-server scene; the cross-server scene request includes game account information matching the cross-server scene;
[0111] A real scene creation module 302, configured to notify the game server logged in by the target game account based on the game account information to create a real cross-server scene corresponding to the virtual cross-server scene;
[0112] Notification generating module 303, configured to respond to an operation of a first game account in the target game accounts in the real cross-server scenario, and the game server logged in by the first game account sends a role notification of a first virtual character corresponding to the first game account to the central server; the role notification includes role information of the first virtual character;
[0113] The broadcast module 304 is used to broadcast the character notification to the game server; the clients logged in by other target game accounts receive the character notification from the game server, and render and generate the real cross-server scene based on the character notification.
[0114] In one embodiment of the present invention, the virtual scene creation module 301 may include the following submodules:
[0115] The virtual scene creation submodule is used to respond to the cross-server scene creation request through the central server, create a virtual scene identifier for recording game data, so as to create a virtual cross-server scene; wherein the game data includes the real scene identifier of the real cross-server scene established by the game server logged in by the target game account, the target game account information and the role information of the target virtual character corresponding to the target game account in the real cross-server scene.
[0116] In one embodiment of the present invention, the real scene creation module 302 may include the following submodules:
[0117] The real scene creation submodule is used to determine the game server logged in by the matching target game account based on the game account information through the central server; the central server notifies the game server logged in by the target game account to create a real cross-server scene corresponding to the virtual scene identifier, so that the virtual scene identifier records the game data of the real cross-server scene.
[0118] In one embodiment of the present invention, the real scene creation submodule may include the following units:
[0119] The real scene creation unit is used to broadcast the virtual scene identifier through the central server, and the game server logged in by the target game account creates a real cross-server scene and a real scene identifier corresponding to the virtual scene identifier through the game engine.
[0120] In one embodiment of the present invention, the real scene creation module 302 may further include the following submodules:
[0121] The scene correspondence establishing submodule is used to obtain, through the central server, the real scene identifier of the real cross-server scene created by the game server logged in by the target game account; and establish the scene correspondence between the virtual scene identifier and the real scene identifier.
[0122] In an embodiment of the present invention, after the scene correspondence relationship between the virtual scene identifier and the real scene identifier is established, the real scene creation module 302 may further include the following submodules:
[0123] The character notification submodule is used to obtain the scene correspondence between the virtual scene identifier of the virtual cross-server scene and the real scene identifier of the real cross-server scene through the central server; based on the scene correspondence, the central server notifies the game server of the target virtual character to pull the target virtual character into the real cross-server scene.
[0124] In one embodiment of the present invention, the device provided by the embodiment of the present invention may further include the following modules:
[0125] A scene destruction module is used to respond to a scene destruction instruction through a central server, obtain a target virtual scene identifier of a target virtual cross-server scene to be destroyed, generate a scene destruction notification based on the target virtual scene identifier, and broadcast the scene destruction notification to a target game server having a real cross-server scene corresponding to the target virtual scene identifier; in response to the removal of a game account in the real cross-server scene identified by the target real scene, the target game server sends the scene destruction confirmation notification to the central server; the central server deletes the target real scene identifier from the scene correspondence relationship based on the scene destruction confirmation notification.
[0126] In an embodiment of the present invention, when the operation is a scene entry operation, the role notification is a scene entry notification; the notification generation module 303 may include the following submodules:
[0127] A scene entry notification generating submodule, configured to respond to the scene entry operation of the first game account to the real cross-server scene, and the game server logged in by the first game account sends a scene entry notification of the first virtual character corresponding to the first game account to the central server;
[0128] The role information carried by the scene entry notification includes first role visibility information of the first virtual role. The broadcast module 304 may include the following submodules:
[0129] The scene entry notification broadcast submodule is used to broadcast the scene entry notification to the game server through the central server based on the scene correspondence of the real cross-server scene; the clients logged in by other target game accounts receive the scene entry notification from the game server, and render and generate the first virtual character in their real cross-server scene based on the first character visibility information.
[0130] In one embodiment of the present invention, the scene entry notification broadcast submodule is also used to respond to the scene entry operation of the first game account on the real cross-server scene, and the central server pushes the second character visibility information of the target virtual character already in the real cross-server scene to the game server logged in by the first game account; the client logged in by the first game account obtains the second character visibility information of the target virtual character already in the real cross-server scene, and renders and generates the target virtual characters corresponding to the remaining target game accounts in the real cross-server scene of the client logged in by the first game account based on the second character visibility information.
[0131] In an embodiment of the present invention, when the operation is a scene exit operation, the role notification is a scene exit notification; the notification generation module 303 may include the following submodules:
[0132] The scene exit notification generation submodule is used to respond to the scene exit operation of the first game account in the real cross-server scene, the game server logged in by the first game account removes the first virtual character corresponding to the first game account from the real cross-server scene, and sends the scene exit notification of the first virtual character corresponding to the first game account to the central server based on the scene correspondence relationship of the real cross-server scene.
[0133] In an embodiment of the present invention, the role information carried by the scene exit notification includes first role visibility information of the first virtual role; the broadcast module 304 may include the following submodules:
[0134] The scene exit notification broadcast submodule is used to broadcast the scene exit notification to the game server through the central server based on the scene correspondence of the real cross-server scene; the clients logged in by the remaining target game accounts receive the scene exit notification from the game server, and cancel the rendering of the first virtual character in its real cross-server scene based on the first character visibility information.
[0135] In an embodiment of the present invention, the operation includes a character dynamic operation. When the character dynamic operation is a coordinate movement operation, the character notification is a coordinate movement notification. The notification generation module 303 may include the following submodules:
[0136] In response to the coordinate movement operation of the first game account in the real cross-server scenario, the game server logged in by the first game account sends a coordinate movement notification of the first virtual character corresponding to the first game account to the central server;
[0137] The character information carried in the coordinate movement notification includes the coordinate information of the first virtual character; the broadcast module 304 may include the following submodules:
[0138] The coordinate movement notification broadcasting submodule is used to broadcast the coordinate movement notification to the game server through the central server; the clients logged in by the other target game accounts receive the coordinate movement notification from the game server, and when it is determined based on the coordinate information that the first virtual character is within the game field of view of the target virtual characters corresponding to the other target game accounts, the first virtual character is rendered in its real cross-server scene based on the coordinate information.
[0139] In an embodiment of the present invention, when the operation is a team operation, the role notification is a team notification; the notification generation module 303 may include the following submodules:
[0140] a team formation notification generating submodule, configured to respond to the team formation operation of the first game account in the real cross-server scenario; if the first game account has an original team in its game server, the game server logged in by the first game account disbands the original team of the first game account, obtains the first team information of the first virtual character newly joined in the real cross-server scenario, and sends a team formation notification carrying the first team information to the central server;
[0141] The broadcast module 304 may include the following submodules:
[0142] The team notification submodule is used to broadcast the team notification to the game server through the central server, and the clients logged in by the other target game accounts in the same team receive the team notification from the game server and display the first team information.
[0143] In one embodiment of the present invention, the team notification submodule is further used to record the second team information of the original team when the first game account has an original team in its game server; in response to the scene exit operation of the first game account in the real cross-server scene, the game server logged in by the first game account removes the first virtual character corresponding to the first game account from the real cross-server scene, and the client logged in by the first game account restores the original team of the first game account in its game server based on the second team information.
[0144] In an embodiment of the present invention, when the operation is a team change operation, the role notification is a team change notification; the notification generation module 303 may include the following submodules:
[0145] A team change notification generating submodule, configured to respond to a team change operation of the first game account in the real cross-server scenario, and the game server logged in by the first game account sends the team change notification to the central server;
[0146] The role information carried in the team change notification includes team change information; the broadcast module 304 may include the following submodules:
[0147] The team change notification submodule is used to broadcast the team change notification to the game server through the central server, and the clients logged in by other target game accounts receive the team change notification from the game server and display the team change information.
[0148] In an embodiment of the present invention, the cross-server scene realization device provided by the embodiment of the present invention creates a virtual cross-server scene on a central server, and creates a real cross-server scene corresponding to the virtual cross-server scene on a game server, so that when a first game account in a target game account operates in a real cross-server scene, the central server can receive a first virtual character notification corresponding to the first game account through the virtual cross-server scene corresponding to the real cross-server scene, thereby obtaining the character information of the first virtual character, and broadcasting the character notification to the game server logged in by the remaining target game accounts, so that the client logged in by the remaining target game accounts can obtain the character information of the first virtual character when the first game account operates in the real cross-server scene from the game server, and realize the rendering generation of the real cross-server scene by the client logged in by the remaining target game accounts. By using the central server as a transfer object, receiving the character notification when the first game account operates in the real cross-server scene, and broadcasting the character notification of the first virtual character to the game server, the character information of the first virtual character is forwarded to the client logged in by the remaining target game accounts, so that the client logged in by the remaining game accounts synchronizes and reproduces the scene action and other information, and realizes the rendering generation of the cross-server scene in the server without the player having to log in to other servers.
[0149] As for the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.
[0150] An embodiment of the present invention further provides an electronic device, including:
[0151] It includes a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements the various processes of the above-mentioned cross-server scenario implementation method embodiment and can achieve the same technical effect. To avoid repetition, it will not be repeated here.
[0152] An embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the various processes of the above-mentioned cross-server scenario implementation method embodiment are implemented, and the same technical effect can be achieved. To avoid repetition, it will not be repeated here.
[0153] The various embodiments in this specification are described in a progressive manner, and each embodiment focuses on the differences from other embodiments. The same or similar parts between the various embodiments can be referenced to each other.
[0154] It will be appreciated by those skilled in the art that the embodiments of the present invention may be provided as methods, devices, or computer program products. Therefore, the embodiments of the present invention may take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware. Moreover, the embodiments of the present invention may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program codes.
[0155] The embodiments of the present invention are described with reference to the flowcharts and / or block diagrams of the methods, terminal devices (systems), and computer program products according to the embodiments of the present invention. It should be understood that each process and / or block in the flowchart and / or block diagram, as well as the combination of the processes and / or blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing terminal device to generate a machine, so that the instructions executed by the processor of the computer or other programmable data processing terminal device generate instructions for implementing the processes in the flowchart and / or block diagram. Figure 1 A process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.
[0156] These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing terminal device to operate in a specific manner, so that the instructions stored in the computer-readable memory produce a manufactured product including an instruction device, which implements the process Figure 1 A process or multiple processes and / or boxes Figure 1 A function specified in one or more boxes.
[0157] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal device so that a series of operating steps are executed on the computer or other programmable terminal device to produce a computer-implemented process, thereby providing instructions for executing on the computer or other programmable terminal device to implement the process. Figure 1 A process or multiple processes and / or boxes Figure 1 The steps for the functions specified in one or more boxes.
[0158] Although the preferred embodiments of the present invention have been described, those skilled in the art may make additional changes and modifications to these embodiments once they have learned the basic creative concept. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments and all changes and modifications that fall within the scope of the embodiments of the present invention.
[0159] Finally, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of relevant countries and regions, and provide corresponding operation entrances for users to choose to authorize or refuse.
[0160] It should also be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or terminal device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or terminal device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, article or terminal device including the elements.
[0161] The above describes in detail a cross-server scenario implementation method, a cross-server scenario implementation device, a corresponding electronic device, and a corresponding computer-readable storage medium provided by the present invention. Specific examples are used herein to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is only used to help understand the method of the present invention and its core idea. At the same time, for those skilled in the art, according to the idea of the present invention, there will be changes in the specific implementation methods and application scope. In summary, the content of this specification should not be understood as a limitation on the present invention.
Claims
1. A method for implementing a cross-server scenario, characterized in that: The method comprises: The central server responds to the cross-server scene creation request and creates a virtual cross-server scene; the cross-server scene request carries game account information matching the cross-server scene; Notifying the game server logged in by the target game account based on the game account information to create a real cross-server scene corresponding to the virtual cross-server scene; In response to an operation of a first game account among the target game accounts in the real cross-server scenario, the game server logged in by the first game account sends a role notification of a first virtual character corresponding to the first game account to the central server; the role notification includes role information of the first virtual character; The central server broadcasts the character notification to the game server; the clients logged in by other target game accounts receive the character notification from the game server, and render and generate the real cross-server scene based on the character notification.
2. The method according to claim 1, characterized in that The central server responds to the cross-server scene creation request and creates a virtual cross-server scene, including: The central server responds to the cross-server scene creation request and creates a virtual scene identifier for recording game data to create a virtual cross-server scene; Among them, the game data includes a real scene identifier of a real cross-server scene established by a game server logged in by the target game account, the target game account information, and role information of a target virtual character corresponding to the target game account in the real cross-server scene.
3. The method according to claim 2, characterized in that The game server notifying the target game account to log in based on the game account information creates a real cross-server scene corresponding to the virtual cross-server scene, including: The central server determines the game server logged in by the matching target game account based on the game account information; The central server notifies the game server logged in by the target game account to create a real cross-server scene corresponding to the virtual scene identifier, so that the virtual scene identifier records the game data of the real cross-server scene.
4. The method according to claim 2 or 3, characterized in that: The game server notifying the target game account to log in based on the game account information creates a real cross-server scene corresponding to the virtual cross-server scene, including: The central server broadcasts the virtual scene identifier, and the game server logged in by the target game account creates a real cross-server scene and a real scene identifier corresponding to the virtual scene identifier through a game engine.
5. The method according to claim 2, characterized in that: Also includes: The central server obtains a real scene identifier of a real cross-server scene created by the game server logged in by the target game account; A scene correspondence relationship between the virtual scene identifier and the real scene identifier is established.
6. The method according to claim 5, characterized in that After establishing the scene correspondence relationship between the virtual scene identifier and the real scene identifier, the method further includes: The central server obtains a scene correspondence relationship between a virtual scene identifier of the virtual cross-server scene and a real scene identifier of the real cross-server scene; Based on the scene correspondence, the central server notifies the game server of the target virtual character to pull the target virtual character into the real cross-server scene.
7. The method according to claim 2, characterized in that Also includes: The central server responds to the scene destruction instruction, obtains the target virtual scene identifier of the target virtual cross-server scene to be destroyed, generates a scene destruction notification based on the target virtual scene identifier, and broadcasts the scene destruction notification to the target game server having the real cross-server scene corresponding to the target virtual scene identifier; In response to the removal of the game account in the real cross-server scene identified by the target real scene, the target game server sends the scene destruction confirmation notification to the central server; the central server deletes the target real scene identifier from the scene correspondence relationship based on the scene destruction confirmation notification.
8. The method according to claim 1, characterized in that When the operation is a scene entry operation, the character notification is a scene entry notification; in response to the operation of the first game account in the target game account in the real cross-server scene, the game server logged in by the first game account sends a character notification of the first virtual character corresponding to the first game account to the central server, including: In response to the scene entry operation of the first game account on the real cross-server scene, the game server logged in by the first game account sends a scene entry notification of the first virtual character corresponding to the first game account to the central server; The character information carried in the scene entry notification includes first character visibility information of the first virtual character, and the central server broadcasts the character notification to the game server, including: The central server broadcasts the scene entry notification to the game server based on the scene correspondence of the real cross-server scene; the clients logged in by other target game accounts receive the scene entry notification from the game server, and render and generate the first virtual character in their real cross-server scene based on the first character visibility information.
9. The method according to claim 8, characterized in that The method further comprises: In response to the scene entry operation of the real cross-server scene by the first game account, the central server pushes the second character visibility information of the target virtual character already in the real cross-server scene to the game server logged in by the first game account; the client logged in by the first game account obtains the second character visibility information of the target virtual character already in the real cross-server scene, and renders and generates the target virtual characters corresponding to the remaining target game accounts in the real cross-server scene of the client logged in by the first game account based on the second character visibility information.
10. The method according to claim 1, characterized in that When the operation is a scene exit operation, the character notification is a scene exit notification; in response to the operation of the first game account in the target game account in the real cross-server scene, the game server logged in by the first game account sends a character notification of the first virtual character corresponding to the first game account to the central server, including: In response to the scene exit operation of the first game account in the real cross-server scene, the game server logged in by the first game account removes the first virtual character corresponding to the first game account from the real cross-server scene, and sends a scene exit notification of the first virtual character corresponding to the first game account to the central server based on the scene correspondence relationship of the real cross-server scene.
11. The method according to claim 10, characterized in that The character information carried in the scene exit notification includes first character visibility information of the first virtual character; The central server broadcasts the role notification to the game server, including: The central server broadcasts the scene exit notification to the game server based on the scene correspondence relationship of the real cross-server scene; The clients logged in by the remaining target game accounts receive the scene exit notification from the game server, and cancel rendering of the first virtual character in their real cross-server scene based on the first character visibility information.
12. The method according to claim 1, characterized in that The operation includes a dynamic operation of a character, and when the dynamic operation of the character is a coordinate movement operation, the character notification is a coordinate movement notification; the response to the operation of the first game account in the target game account in the real cross-server scenario, the game server logged in by the first game account sends a character notification of the first virtual character corresponding to the first game account to the central server, including: In response to the coordinate movement operation of the first game account in the real cross-server scenario, the game server logged in by the first game account sends a coordinate movement notification of the first virtual character corresponding to the first game account to the central server; The character information carried in the coordinate movement notification includes the coordinate information of the first virtual character; the central server broadcasting the character notification to the game server includes: The central server broadcasts the coordinate movement notification to the game server; the clients logged in by the other target game accounts receive the coordinate movement notification from the game server, and when it is determined based on the coordinate information that the first virtual character is within the game field of view of the target virtual characters corresponding to the other target game accounts, the clients render the first virtual character in their real cross-server scene based on the coordinate information.
13. The method according to claim 1, characterized in that When the operation is a team operation, the character notification is a team notification; in response to the operation of the first game account in the target game account in the real cross-server scenario, the game server logged in by the first game account sends a character notification of the first virtual character corresponding to the first game account to the central server, including: In response to the team formation operation of the first game account in the real cross-server scenario, if the first game account has an original team in its game server, the game server logged in by the first game account disbands the original team of the first game account, obtains the first team information of the first virtual character newly joined in the real cross-server scenario, and sends a team formation notification carrying the first team information to the central server; The central server broadcasts the role notification to the game server, including: The central server broadcasts the team formation notification to the game server, and the clients logged in by the remaining target game accounts in the same team receive the team formation notification from the game server and display the first team information.
14. The method according to claim 13, characterized in that The method further comprises: If the first game account has an original team in its game server, record the second team information of the original team; In response to a scene exit operation of the first game account in the real cross-server scene, the game server logged in by the first game account removes a first virtual character corresponding to the first game account from the real cross-server scene, and the client logged in by the first game account restores the original team of the first game account on its game server based on the second team information.
15. The method according to claim 1, characterized in that When the operation is a team change operation, the character notification is a team change notification; in response to the operation of the first game account in the target game account in the real cross-server scenario, the game server logged in by the first game account sends a character notification of the first virtual character corresponding to the first game account to the central server, including: In response to the team change operation of the first game account in the real cross-server scenario, the game server logged in by the first game account sends the team change notification to the central server; The role information carried in the team change notification includes team change information; the central server broadcasts the role notification to the game server, including: The central server broadcasts the team change notification to the game server, and the clients logged in by other target game accounts receive the team change notification from the game server and display the team change information.
16. A device for realizing a cross-server scenario, characterized in that: The device comprises: A virtual scene creation module, used to respond to a cross-server scene creation request and create a virtual cross-server scene; the cross-server scene request includes game account information matching the cross-server scene; A real scene creation module, used to notify the game server logged in by the target game account based on the game account information to create a real cross-server scene corresponding to the virtual cross-server scene; a notification generating module, configured to, in response to an operation of a first game account in the target game accounts in the real cross-server scenario, cause a game server logged in by the first game account to send a role notification of a first virtual character corresponding to the first game account to a central server; the role notification includes role information of the first virtual character; The broadcast module is used to broadcast the role notification to the game server; the other clients logged in by the target game account receive the role notification from the game server, and render and generate the real cross-server scene based on the role notification.
17. An electronic device, characterized in that: include: A processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein when the computer program is executed by the processor, the cross-server scenario implementation method as described in any one of claims 1 to 15 is implemented.
18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by the processor, the cross-server scenario implementation method as described in any one of claims 1 to 15 is implemented.
