Data processing method and device, electronic equipment, program product and storage medium

By dynamically adjusting the server refresh frequency, the problem of player experience and server load imbalance in shooting games is solved, and the server performance optimization and player experience improvement is achieved. It is suitable for different game modes and game stages.

CN119139706APending Publication Date: 2024-12-17TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310714876.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-06-15
Publication Date
2024-12-17

AI Technical Summary

Technical Problem

In shooting games, the existing technology cannot balance the player experience and server load, resulting in the server being overloaded at high firefighting frequency and being unable to flexibly adjust the frame rate to adapt to the intensity of different game modes and game stages.

Method used

By obtaining game mode and game feature information, dynamically adjust the server refresh frequency, configure the benchmark refresh frequency according to the game mode, and flexibly adjust the target refresh frequency during the game stage to achieve game data refresh between the server and the client.

Benefits of technology

While ensuring the player's experience, it reduces server load and consumption, and achieves a balance between server performance optimization and player experience, which is suitable for different game modes and game stages.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a data processing method and device, electronic equipment, a program product and a storage medium. The method comprises the following steps: responding to a client to enter a game match, acquiring a game mode of the game match, and determining a reference refresh frequency corresponding to the game mode; obtaining current game playing feature information of the game playing, and determining a current game playing stage of the game playing based on the current game playing feature information; based on the current game stage and the reference refresh frequency, determining a target refresh frequency corresponding to the current game stage; and executing game data refreshing between the server and the client according to the target refreshing frequency. According to the method and the device, the balance of server performance optimization and player experience improvement can be realized.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a data processing method, device, electronic device, program product and storage medium. Background Art

[0002] In shooting games, players are often in high-frequency exchanges of fire, so the frame rate needs to be maintained at a high level. This type of game does not limit the refresh rate of the server, and usually a single game is completed at a fixed frequency, which also puts more pressure on the server.

[0003] However, due to differences in game resources, game modes, or player styles, the intensity of each game is often uneven, and this feature depends largely on the game styles of different players. Therefore, whether a higher or lower frame rate is used throughout the game, it is impossible to achieve a balance between player experience and server load. Summary of the invention

[0004] The embodiments of the present application provide a data processing method, device, electronic device, program product and storage medium, which can allocate a corresponding base refresh frequency according to the game mode and dynamically adjust the server refresh frequency during the game.

[0005] The technical solution of the embodiment of the present application is implemented as follows:

[0006] The present application provides a data processing method, the method comprising:

[0007] In response to the client entering a game match, obtaining a game mode of the current game match, and determining a reference refresh frequency corresponding to the game mode;

[0008] Acquire current game feature information of the game game, and determine a current game stage of the game game based on the current game feature information;

[0009] Determining a target refresh frequency corresponding to the current game stage based on the current game stage and the reference refresh frequency;

[0010] The game data between the server and the client is refreshed according to the target refresh frequency.

[0011] The present application provides a data processing device, the device comprising:

[0012] A first determination module is used to obtain a game mode of the current game in response to the client entering a game match, and determine a reference refresh frequency corresponding to the game mode;

[0013] A second determination module is used to obtain current game feature information of the game game, and determine the current game stage of the game game based on the current game feature information;

[0014] A third determination module, configured to determine a target refresh frequency corresponding to the current game stage based on the current game stage and the reference refresh frequency;

[0015] The data refresh module is used to execute game data refresh between the server and the client according to the target refresh frequency.

[0016] An embodiment of the present application provides an electronic device, the electronic device comprising:

[0017] A memory for storing computer executable instructions;

[0018] The processor is used to implement the data processing method provided in the embodiment of the present application when executing the computer executable instructions stored in the memory.

[0019] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the data processing method provided in the embodiment of the present application is implemented.

[0020] An embodiment of the present application provides a computer program product, including computer executable instructions or a computer program, which, when executed by a processor, can implement the data processing method provided in the embodiment of the present application.

[0021] The embodiments of the present application have the following beneficial effects: on the one hand, the embodiments of the present application configure a corresponding benchmark refresh frequency for each game mode; on the other hand, the refresh frequency of different game stages is dynamically adjusted according to the game feature information within the game, thereby reducing the server load and consumption while ensuring the player's gaming experience, thereby achieving a balance between server performance optimization and player experience improvement. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] Figure 1 is a schematic diagram of the architecture of a data processing system 100 provided in an embodiment of the present application;

[0023] Figure 2 is a schematic diagram of the structure of the server 200 provided in an embodiment of the present application;

[0024] Figure 3A It is a flowchart of a data processing method provided in an embodiment of the present application;

[0025] Figure 3B This is a schematic diagram of an implementation flow of determining a reference refresh frequency corresponding to a game mode provided in an embodiment of the present application;

[0026] Figure 3C It is another implementation flow diagram of determining the reference refresh frequency corresponding to the game mode provided in the embodiment of the present application;

[0027] Figure 3D This is another implementation flow diagram of determining a reference refresh frequency corresponding to a game mode provided in an embodiment of the present application;

[0028] Figure 3E is a schematic diagram of an implementation flow of determining a target refresh frequency corresponding to the current game stage based on the current game stage and the reference refresh frequency provided by an embodiment of the present application;

[0029] Figure 4 It is a processing flow diagram of the data processing method provided in the embodiment of the present application applied to a shooting game. DETAILED DESCRIPTION

[0030] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0031] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0032] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described here can be implemented in an order other than that illustrated or described here.

[0033] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.

[0034] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0035] 1) Unreal Engine 4 (UE4): A game engine. The engine was designed primarily for first-person shooter games, but has now been successfully used to develop stealth games, fighting games, role-playing games, and many other types of games.

[0036] 2) Dedicated Server (DS): As the server of UE4 games, DS is responsible for making various decisions in UE4 games, including all master control states, handling client connections, transferring to new maps, and handling the overall game flow at the start / end of the game. It is an important part of UE4 multiplayer games.

[0037] 3) Dedicated Server Agent (DSA): DSA is the proxy server of DS. Its function is to manage DS on the server and serve as a bridge between DS and other game logic services.

[0038] 4) Tick Rate: It can also be called "server refresh rate", "server frame rate", "DS refresh rate", "DS frame rate" or "frame rate", etc. It is the number of times the server polls per second, for example, the number of times the server receives and calculates the game operation data sent by the player client per second, or the frequency at which the server uses client information to update data.

[0039] In the related art, there are relatively few game modes for the same game, and the server load is relatively consistent in different modes. Usually, the server refresh rate (DS frame rate) of different modes is not configured separately, nor is the frame rate in a single game adjusted flexibly. Instead, the entire game is maintained at a stable data refresh level. For example, in shooting games, players are often in a high frequency of crossfire, so the frame rate needs to be maintained at a high level. This type of game does not limit the server refresh rate, and usually a single game is completed at a fixed frequency, which also puts more pressure on the server.

[0040] However, due to differences in map resources, game modes, and player game styles, each game is inconsistent in terms of player number, player density, resource density, and other dimensions, and the intensity of the game is uneven in different stages of the same game. Therefore, whether a higher or lower frame rate is used throughout the game, it is impossible to achieve a balance between player experience and server load.

[0041] The embodiments of the present application provide a data processing method, device, electronic device, program product and storage medium, which can dynamically adjust the server refresh frequency based on the game mode and the real-time status of the game. In the game, it is adjusted in real time according to the player's game status, so as to better utilize the server resources. The following describes an exemplary application of the electronic device provided by the embodiment of the present application. The electronic device provided by the embodiment of the present application can be implemented as a server, wherein the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDN, Content Delivery Network), and basic cloud computing services such as big data and artificial intelligence platforms. Below, an exemplary application when the electronic device is implemented as a server will be described.

[0042] See also Figure 1 , Figure 1 1 is a schematic diagram of the architecture of the data processing system 100 provided in the embodiment of the present application. The embodiment of the present application is described by taking the data processing method applied to a game application as an example. In the embodiment of the present application, the data processing system 100 at least includes a server 200, a network 300 and a terminal (terminal 400-1 and terminal 400-2 are shown as examples), wherein the server 200 may be a standalone server (DS), and the server 200 may constitute an electronic device in the embodiment of the present application.

[0043] The terminal is connected to the server 200 via a network 300, which may be a wide area network or a local area network, or a combination of the two. A client is running on each terminal (the client 410-1 on the terminal 400-1 and the client 410-2 on the terminal 400-2 are shown as examples), such as a game client, i.e., a game library client user end, which is the other end relative to the game server end running on the server 200. It can be understood that the server end serves the game database and may be responsible for game logic, transfer data, etc., while the client end is a game data user end, which may be responsible for the display and operation of the game, etc. In the embodiment of the present application, one or more clients of the same game each enter the game match in response to the player's operation. In response to each client entering a game game, the server 200 obtains the game mode of the current game game and determines a baseline refresh frequency corresponding to the game mode; obtains current game feature information of the game game, and determines a current game stage of the game game based on the current game feature information; determines a target refresh frequency corresponding to the current game stage based on the current game stage and the baseline refresh frequency; and executes game data refresh between the server and the client according to the target refresh frequency.

[0044] In some embodiments, the server 200 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited thereto. The terminal and the server may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0045] See also Figure 2 , Figure 2 is a schematic diagram of the structure of the server 200 provided in an embodiment of the present application, Figure 2 The server 200 shown includes: at least one processor 210, a memory 240 and at least one network interface 220. The various components in the electronic device are coupled together through a bus system 230. It is understood that the bus system 230 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 230 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 230 is not described in detail. Figure 2 Various buses are labeled as bus system 230 .

[0046] The processor 210 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0047] The memory 240 may be removable, non-removable or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drive, optical disk drive, etc. The memory 240 may optionally include one or more storage devices physically away from the processor 210. The memory 240 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 240 described in the embodiment of the present application is intended to include any suitable type of memory. In some embodiments, the memory 240 can store data to support various operations, and examples of these data include programs, modules, and data structures or subsets or supersets thereof, as exemplarily described below.

[0048] The network communication module 241 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 220. Exemplary network interfaces 220 include: Bluetooth, Wireless LAN (WiFi), and Universal Serial Bus (USB).

[0049] In some embodiments, the data processing device provided in the embodiments of the present application can be implemented in software. Figure 2 The data processing device 242 stored in the memory 240 is shown, which can be software in the form of a program and a plug-in, etc., including the following software modules: a first determination module 2421, a second determination module 2422, a third determination module 2423 and a data refresh module 2424. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.

[0050] In other embodiments, the device provided in the embodiments of the present application can be implemented in hardware. As an example, the device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the data processing method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs) or other electronic components.

[0051] In some embodiments, the server can implement the data processing method provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, the computer executable instructions can be microprogram-level commands, machine instructions or software instructions. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.

[0052] The following describes the data processing method provided by the embodiment of the present application. As mentioned above, the electronic device that implements the data processing method of the embodiment of the present application may be a server. Therefore, the execution subject of each step will not be repeatedly described below.

[0053] See also Figure 3A , Figure 3A is a flow chart of the data processing method provided in the embodiment of the present application, which will be combined with Figure 3A The steps shown are explained.

[0054] In step 101, in response to the client entering a game match, a game mode of the current game match is obtained, and a reference refresh frequency corresponding to the game mode is determined.

[0055] As an example of step 101, the obtaining of the game mode of the current game may include: the server determines the game mode of the current game based on a connection request sent by the client, and the connection request is at least used to establish a data connection between the server and the client. For example, the client initiates a game in response to a player's operation and sends a connection request to the server, and the connection request may include game mode information, such as identification information of the game mode; the server responds to the connection request, determines the game mode of the current game based on the game mode information in the connection request, and sends game information of the current game to the client, such as a game map, etc.; the client loads the game based on the game information for the player to operate.

[0056] In this embodiment, after the client enters the game match in response to the player's operation, the server (or DS) obtains the game mode of this game match. The game mode refers to the mode that the player can choose in the game. These modes can be, for example, single-player, multiplayer or multiplayer online, or challenges, competitions or informal games. The game mode is usually closely related to the game design or game mechanism, allowing players to have a unique and interactive experience in the game. For example, the game mode can be divided according to the game play method. Different game modes will provide different play methods to players, such as training mode or competitive mode, single-player mode or multiplayer mode, etc., or the game mode can also be divided according to the game scene. For example, it can be divided into different game modes according to the farm, valley, mountain, fortress and other maps designed by the game, and different tactical styles are provided in different game maps. It can be understood that the game mode is an important factor in the game experience. Players can choose the most suitable mode from different game modes to better enjoy the fun of the game.

[0057] In an embodiment of the present application, the refresh frequency may also be referred to as "server frame rate", "frame rate" or "DS frame rate", which refers to the server polling frequency. For example, the server polls 60 times per second, that is, the server receives and processes the game data sent by the client 60 times per second.

[0058] It should be noted that the server refresh rate does not directly affect the player's experience on the client side. Most of the time, players cannot feel the high or low server refresh rate. When encountering a confrontation scene, such as the process of a player peeking out from behind a bunker and shooting in a shooting game: Player A is behind the bunker, Player B is in the center of the room, and Player A peeks out of the bunker at this time. This process or action needs to go through the following process to be reflected on Player B's client: Player A's client peeking command, the server executes the peeking command, and the server sends the action to Player B's client. The server refresh rate will affect the time from the server receiving the command to the server synchronizing it to other clients in this process. The higher the refresh rate, the shorter the time required. By increasing the refresh rate, the time from when Player A enters the peeking command to when Player B sees Player A's peeking action can be reduced, thereby reducing latency and improving the player experience.

[0059] In general, a DS with a high refresh rate can provide players with a lower latency experience. However, a high frame rate DS also means a higher CPU (Central Processing Unit) overhead. The data processing solution of the embodiment of the present application can balance the two to find a refresh rate setting suitable for different game modes and stages.

[0060] In some embodiments, the game application may provide multiple game modes for players to choose from, and each game mode may have unique identification information, such as a mode code, to distinguish different game modes selected by players.

[0061] In some embodiments, the step 101 of determining the reference refresh frequency corresponding to the game mode may include: the server determines the reference refresh frequency corresponding to the game mode of the current game match according to the association relationship between various game modes and reference refresh frequencies obtained in advance. The association relationship may be determined according to the server load or the intensity of the game corresponding to the game mode. In some embodiments, the association relationship may include identification information corresponding to various game modes and the reference refresh frequency corresponding to each identification information.

[0062] As an example, the reference refresh frequency may include a first reference refresh frequency and a second reference refresh frequency, wherein the first reference refresh frequency is lower than the second reference refresh frequency. The association relationship may include each game mode and the first reference refresh frequency corresponding to the first type of mode, and each game mode and the second reference refresh frequency corresponding to the second type of mode, wherein the first type of mode may be, for example, a game mode with a higher server load requirement than the second type of mode, or the first type of mode may be a game mode with a higher game intensity than the second type of mode.

[0063] Exemplarily, the game modes can be divided into the first mode and the second mode based on the basic mode type, entry threshold, player level or mode specificity of the game. For example, the game mode of a single game can be divided into the first mode and the second mode. The first mode, such as the novice mode, generally only supports one team to enter the game. There is usually no high-strength team battle in the game, and the game is less intense. The first mode can be set to use a lower first benchmark refresh frequency; or, based on the entry threshold, some first modes with no or low requirements for the player's entry threshold and second modes with requirements for the player's entry threshold can be set. For example, in some game modes, the value of the equipment brought in must meet certain requirements, or specified high-value materials must be carried. Due to the designed entry mechanism, the game intensity will be higher than the regular mode, and the player's requirements for the game experience will be higher. The game modes may also be changed accordingly, so the baseline refresh rate of such modes may be set to the second baseline refresh rate; alternatively, the game modes may be divided into the first mode and the second mode according to the player level. For the second mode played by high-level players, such as high-end games, these players are more sensitive to game delays, have more complex operations, and have higher requirements for server refresh rates, so consider setting the second mode to use the second baseline refresh rate; in addition, for some special game modes, such as a game mode that supports the coexistence of multiple players and multiple AI players, which imposes a large load on the server, in order to ensure the normal progress of a single game, the game mode may be set to use the first baseline refresh rate.

[0064] It should be noted that, in this embodiment, the first category of modes or the second category of modes may include multiple specific game modes. For example, the first category of modes may include game modes corresponding to the novice mode, game modes with no or low requirements for player entry thresholds, game modes with low player levels, etc. The second category of modes may include game modes corresponding to the non-novice mode, game modes with high player entry thresholds, game modes with high player levels, game modes that support multiple players and multiple artificial intelligence (AI, Artificial Intelligence) players at the same time, etc. It can be understood that, when the benchmark refresh frequency may include a first benchmark refresh frequency and a second benchmark refresh frequency, the first category of modes is only used to refer to all game modes that use a lower first benchmark refresh frequency, and the second category of modes is only used to refer to all game modes that use a higher second benchmark refresh frequency. By analogy, when the benchmark refresh frequency may include more than two refresh frequencies, the corresponding game modes may also be divided into more than two types of modes, and each category of modes may include multiple specific game modes.

[0065] In some embodiments, see Figure 3B , Figure 3AThe "determining the reference refresh frequency corresponding to the game mode" in step 101 shown can be implemented by following steps 1011A to 1013A, which are described in detail below.

[0066] In step 1011A, a pre-stored correspondence table between game modes and refresh frequencies is obtained, wherein the correspondence table includes reference refresh frequencies corresponding to various game modes.

[0067] In some embodiments, the server obtains a pre-stored correspondence table, and the reference refresh frequencies corresponding to the various game modes in the correspondence table can be manually determined in advance according to the server load or game intensity corresponding to each game mode. The server load can be estimated or statistically determined based on the test data of the game mode, and the game intensity can be determined based on the design expectations of the game mode.

[0068] As an example, the reference refresh frequency may include a first reference refresh frequency and a second reference refresh frequency, wherein the first reference refresh frequency is lower than the second reference refresh frequency. In some embodiments, in the correspondence table, if the server load corresponding to the game mode is higher than the first preset threshold, the reference refresh frequency corresponding to the game mode is the first reference refresh frequency, if the server load corresponding to the game mode is lower than or equal to the first preset threshold, the reference refresh frequency corresponding to the game mode is the second reference refresh frequency, and the first preset threshold is the server load threshold; or, if the game intensity corresponding to the game mode is higher than the second preset threshold, the reference refresh frequency corresponding to the game mode is the second reference refresh frequency, if the game intensity corresponding to the game mode is lower than or equal to the second preset threshold, the reference refresh frequency corresponding to the game mode is the first reference refresh frequency, and the second preset threshold is the game intensity threshold.

[0069] Exemplarily, in the correspondence table, the reference refresh frequency of each game mode corresponding to the novice mode, no requirement or low requirement for entry threshold, or low player level, etc. is the first reference refresh frequency, and the reference refresh frequency of each game mode corresponding to the non-novice mode, high requirement for entry threshold, high player level, or support for multiple players and multiple AI players, etc. is the second reference refresh frequency.

[0070] In some embodiments, the correspondence table may include identification information corresponding to each of a plurality of game modes and a reference refresh frequency corresponding to the identification information. In some embodiments, the identification information may be, for example, a mode code.

[0071] In step 1012A, a reference refresh frequency corresponding to the game mode is obtained from the correspondence table.

[0072] Through step 1011A and step 1012A, this embodiment can configure suitable baseline refresh frequencies for different game modes, thereby achieving reasonable allocation of server resources. When a player enters a game match through a client, the server can quickly determine the baseline refresh frequency based on the game mode of the game match initiated by the player without affecting the game process.

[0073] In step 1013A, when the reference refresh frequency is within a preset candidate refresh frequency range, the reference refresh frequency is determined as a base refresh frequency corresponding to the game mode.

[0074] In this embodiment, the candidate refresh frequency range is a safe frame rate range to ensure the running of the game, and is used to perform a safety check on the reference refresh frequency in the correspondence table. The candidate refresh frequency range can be a numerical range or a numerical option.

[0075] In some embodiments, the candidate refresh frequency range may be obtained in advance based on stress test data.

[0076] Through step 1013A, this embodiment configures the corresponding reference refresh frequency according to the reference refresh frequency in the correspondence table only when the reference refresh frequency in the correspondence table is within the candidate refresh frequency range, thereby reducing the probability of operation errors.

[0077] In some embodiments, see Figure 3C ,exist Figure 3B After step 1013A shown, steps 1014A to 1015A may also be performed, as described in detail below.

[0078] In step 1014A, when the reference refresh frequency is not within the preset candidate refresh frequency range, a default refresh frequency is obtained.

[0079] In step 1015A, the default refresh rate is determined as the base refresh rate corresponding to the game mode.

[0080] In this embodiment, the default refresh rate is a pre-configured refresh rate that can ensure the normal operation of the game. In some embodiments, the default refresh rate can be predetermined based on stress test data.

[0081] Through step 1014A and step 1015A, in this embodiment, when the reference refresh frequency in the correspondence table is not within the candidate refresh frequency range, the corresponding benchmark refresh frequency is configured according to the default refresh frequency to prevent game operation errors caused by malicious tampering of the correspondence table.

[0082] In some embodiments, see Figure 3D , Figure 3AThe "determining the reference refresh frequency corresponding to the game mode" in step 101 shown can be implemented by following steps 1011B to 1012B, which are described in detail below.

[0083] In step 1011B, frequency configuration information sent by the proxy server is obtained, and the frequency configuration information at least includes a refresh frequency corresponding to the game mode.

[0084] In this embodiment, the server obtains frequency configuration information sent by the proxy server. The proxy server is used to manage each independent server on the server and can send frequency configuration information to the independent server to configure the refresh frequency of the independent server through the startup parameters of the independent server when starting the independent server.

[0085] In some embodiments, the frequency configuration information includes at least identification information corresponding to the game mode and a corresponding refresh frequency. The identification information may be a mode code, for example.

[0086] In step 1012B, the refresh frequency included in the frequency configuration information is determined as the base refresh frequency corresponding to the game mode.

[0087] In some embodiments, when the reference refresh frequency corresponding to the game mode obtained from the correspondence table through step 1012A is inconsistent with the refresh frequency corresponding to the game mode included in the frequency configuration information obtained through step 1011B, the refresh frequency corresponding to the game mode included in the frequency configuration information is determined as the benchmark refresh frequency corresponding to the game mode.

[0088] As an example of step 1012B, when the refresh frequency corresponding to the game mode included in the frequency configuration information is within a pre-set candidate refresh frequency range, the refresh frequency included in the frequency configuration information is determined as a benchmark refresh frequency corresponding to the game mode; when the refresh frequency corresponding to the game mode included in the frequency configuration information is not within the pre-set candidate refresh frequency range, a default refresh frequency is obtained, and the default refresh frequency is determined as the benchmark refresh frequency corresponding to the game mode.

[0089] Through step 1011B and step 1012B, this embodiment can solve the problem that the correspondence table must be stored in advance and is not timely. For example, in an emergency situation where the refresh frequency of a game mode needs to be modified immediately, the frequency configuration information sent by the proxy server can be used to specify the baseline refresh frequency of the game mode in the form of server startup parameters, and the configuration method is more flexible.

[0090] Continue to see Figure 3A , and the description continues with step 102 above.

[0091] In step 102, current game feature information of the game game is obtained, and based on the current game feature information, the current game stage of the game game is determined.

[0092] In this embodiment, the current game feature information may be feature information of each game stage determined according to the game design logic, which may be used to reflect the game stage. For example, for a shooting game, in the game stage before the start of the game, it is necessary to load the game map first and wait for the player to enter the map. The game feature information of this stage may include information indicating resource loading, players not entering the map, etc.; in the game, the game officially begins after all player resources are loaded. The game feature information of this stage may include information indicating that resource loading is complete, players entering the map, etc.; in the game settlement stage after the game is completed, all players exit and there are no players on the map. The game feature information of this stage may include information indicating that the number of players in the game is zero, etc.

[0093] In some embodiments, the current game feature information of the game can be obtained based on the interaction data between the server and the client during the game operation process. Step 102 can be implemented in the following way: the server receives a data request sent by the client, the data request is used to request game data, and the current game stage of the game is determined according to the data request, for example, it is used to request to establish a connection to load game resources or request a map data packet. In this case, the server can determine that the current game stage is the game stage before the game starts; or, the server receives a data packet sent by the client, the data packet may include player operation information, and the current game stage of the game is determined according to the data packet. For example, the data packet may include operation information of the player entering the map. In this case, the server can determine that the current game stage is the game stage in progress, or the data includes operation information of the player exiting the game. In this case, the server can determine that the current game stage is the game stage after the game is completed.

[0094] In some embodiments, the current game feature information at least includes current game status flag information. Determining the current game stage of the game game based on the current game feature information in step 102 may include: when the current game status flag information is the first flag information indicating that the game game has not started, determining that the current game stage of the game game is the first game stage; when the current game status flag information is the second flag information indicating that the game game is in progress, determining that the current game stage of the game game is the second game stage; when the current game status flag information is the third flag information indicating that the game game has ended, determining that the current game stage of the game game is the third game stage.

[0095] As an example, the first flag information is used to indicate that the game is in the first stage, and may include information indicating that game resources are loaded, the player has not entered the game map, etc. The second flag information is used to indicate that the game is in the second stage, and may include information indicating that game resources have been loaded, the player has entered the game map, etc. The third flag information is used to indicate that the game is in the third stage, and may include information indicating that all players have left the game map, the game has started to be settled, etc.

[0096] Through step 102, this embodiment reasonably divides the game phases of a single game, so as to configure different server refresh frequencies for different game phases, thereby optimizing server performance and improving player experience.

[0097] Continue to see Figure 3A , and the description continues with step 103 above.

[0098] In step 103, based on the current game stage and the reference refresh frequency, a target refresh frequency corresponding to the current game stage is determined.

[0099] In this embodiment, the server can adjust the benchmark refresh frequency according to the game stage, determine the target refresh frequencies corresponding to different game stages of the game, and thus flexibly adjust the server refresh frequency within the game to achieve server performance optimization and improve player experience.

[0100] In some embodiments, see Figure 3E , Figure 3A The illustrated step 103 may be implemented by following steps 1031 to 1033, which are described in detail below.

[0101] In step 1031, when the current game stage is the first game stage or the third game stage, the product of the first proportional coefficient and the reference refresh frequency is determined as the target refresh frequency corresponding to the current game stage, and the first proportional coefficient is a real number greater than 0 and less than 1.

[0102] In this embodiment, the first game stage is a game stage before the game starts, and the third game stage is a game stage after the game ends. The first proportional coefficient is used to reduce the server refresh frequency of the first game stage or the third game stage based on the baseline refresh frequency. The first proportional coefficient can be pre-set.

[0103] In some embodiments, the first proportional coefficient corresponding to the first game stage may be the same as or different from the first proportional coefficient corresponding to the third game stage.

[0104] In step 1032, when the current game stage is the second game stage, game attribute information is obtained.

[0105] In this embodiment, the second game stage is the game stage in which the player is playing a game, and the game attribute information can be used to characterize the player's game status, and may include information that affects the server load and / or game intensity in the game, for example, it may include the number of players, the number of player teams, whether the players are fighting, player equipment attributes, player level, player rank, and other information.

[0106] In some embodiments, the server may obtain game attribute information based on data packets sent by each client in the same game, for example, determining the number of players and the number of player teams based on the number of clients sending data packets, and determining whether players are engaged in battle based on player operation information in the data packets.

[0107] In step 1033, a target refresh frequency corresponding to the current game stage is determined based on the reference refresh frequency and the game attribute information.

[0108] In this embodiment, the server adjusts the reference refresh frequency according to the game attribute information to obtain the target refresh frequency corresponding to the current game stage.

[0109] Through step 1031 to step 1033, this embodiment configures corresponding server refresh frequencies for different game stages according to the divided game stages within the game, takes into account both the player's gaming experience and server load balancing, and achieves server performance optimization on the basis of ensuring the player's gaming experience.

[0110] In some embodiments, step 1033 may include: when the number of teams is less than a preset number threshold, determining the target refresh frequency based on a second proportional coefficient and the benchmark refresh frequency, the second proportional coefficient being a real number greater than 0 and less than 1; when the number of teams is greater than or equal to the number threshold, determining the benchmark refresh frequency as the target refresh frequency.

[0111] In this embodiment, the second proportional coefficient is used to reduce the server refresh frequency in the second game stage based on the base refresh frequency, and the second proportional coefficient can be preset. It can be understood that the second game stage is the game stage in which the players are playing games. In the second game stage, only when the number of player teams is less than the preset number threshold, it is determined that the game has entered the endgame or low intensity state, and the server refresh frequency is reduced. In other cases, the base refresh frequency is used.

[0112] In some embodiments, determining the target refresh frequency based on the second proportionality coefficient and the reference refresh frequency may include: determining a product of the second proportionality coefficient and the reference refresh frequency as the target refresh frequency.

[0113] In some embodiments, the second scaling factor may be the same as or different from the first scaling factor.

[0114] As an example, the game attribute information may also include player rank information. When the number of teams is less than a preset number threshold, determining the target refresh frequency based on a second proportional coefficient and the benchmark refresh frequency may include: when the number of teams is less than a preset number threshold, obtaining the player rank information; when the player rank information is lower than a preset rank threshold, determining the product of the second proportional coefficient and the benchmark refresh frequency as the target refresh frequency; when the player rank information is higher than or equal to the rank threshold, determining the benchmark refresh frequency as the target refresh frequency.

[0115] In this embodiment, in the second game stage, in addition to adjusting the refresh frequency based on the number of player teams, the player rank information is also taken into consideration. Only when the number of player teams is less than a preset number threshold and the player rank information is lower than a preset rank threshold, the server refresh frequency is reduced according to the second proportional coefficient. In all other cases, the benchmark refresh frequency is used.

[0116] Through step 1033, this embodiment ensures that the players have a good gaming experience in fierce competition. At the same time, the server flexibly configures the server refresh frequency in different competition situations within the game according to the game attribute information, thereby optimizing the server performance.

[0117] Continue to see Figure 3A , and the description continues with step 104 above.

[0118] In step 104, game data refresh between the server and the client is performed according to the target refresh frequency.

[0119] It should be noted that the target refresh frequency in the embodiment of the present application is only for the server. The target refresh frequency can affect the game data refresh on the client, but is not used to specify the refresh frequency of the game data on the client side.

[0120] In some embodiments, the data processing method may also include: when the target refresh frequency is the benchmark refresh frequency, obtaining server load information at every preset time interval; when the load information is greater than a preset load threshold, obtaining a third proportional coefficient, wherein the third proportional coefficient is a real number greater than 0 and less than 1; and determining the product of the third proportional coefficient and the benchmark refresh frequency as the target refresh frequency.

[0121] In this embodiment, the third proportional coefficient is used to reduce the server refresh frequency based on the base refresh frequency, and the third proportional coefficient may be preset or determined based on the server load information. It is understood that in this embodiment, the current server load information may be periodically obtained during the second game phase, and when it is found that the server load exceeds the preset load threshold, the server refresh frequency is adjusted according to the third proportional coefficient, thereby achieving a balance between the server load and the player's gaming experience and reducing the server load overhead.

[0122] In some embodiments, the third proportionality coefficient may be the same as or different from the first proportionality coefficient and the second proportionality coefficient in the aforementioned embodiments.

[0123] The following is an explanation of an exemplary application of an embodiment of the present application in a practical application scenario.

[0124] This example is for a shooting game developed based on UE4 with a large map, multiple items, and refinement. In this game, in some modes, there are not many players in a single game, and there is no fierce confrontation. For these modes, the server has been running at a high refresh frequency, which is a waste of server resources. In addition, the number of players, density, and resource density in different maps and modes are different. Using the same refresh frequency in all modes or the entire game cannot provide the most efficient service resource allocation for each map and each mode.

[0125] Before describing the processing flow of this example, the configuration rules of the DS basic frame rate (ie, the reference refresh frequency in the aforementioned embodiment) in this example are first introduced.

[0126] This example takes the two configurable DS basic frame rates as an example. Both DS basic frame rates are obtained through stress test data and are safe frame rates that can guarantee operation. The following describes them with high basic frame rate and low basic frame rate respectively. This example first distinguishes various game modes in the game according to the game design logic. Each game mode has its own unique characteristics and some similarities.

[0127] In this example, the configuration rules mainly consider two aspects: server CPU load and game intensity. Generally speaking, the DS frame rate should be adjusted to a low frame rate to ensure availability for game modes with higher CPU loads; the DS frame rate should be adjusted to a high frame rate to ensure the gaming experience for game modes with higher game intensity. This example configures the DS basic frame rate for each game mode, mainly considering the basic type of single-game mode, mode threshold, mode player level, and special mode.

[0128] For example, based on the basic type of single-game mode, some game modes can be determined as novice modes. These modes only support one player team to enter, and high-intensity team battles usually do not occur in the game, so the game intensity is low. Therefore, the basic frame rate of these novice modes can be set to a low basic frame rate.

[0129] According to the mode threshold, it can be determined that some game modes have certain requirements for the player's entry threshold, such as the value of the equipment brought in must meet certain requirements, or the carrying of designated high-value materials, etc. Due to the entry mechanism, the game in this mode is more intense and the players have higher requirements for the game experience, so consider setting the basic frame rate of this game mode to a high basic frame rate.

[0130] According to the player level of the mode, some game modes can be determined as high-end games played by high-level players. These players are more sensitive to game delays, have more complex operations, and have higher requirements for DS frame rate. Therefore, consider setting the base frame rate of these game modes to a high base frame rate.

[0131] According to the special modes, it can be determined that some modes have higher requirements on CPU load. For example, a certain mode supports up to 30 players and many AI players at the same time, which puts a large CPU load. In order to ensure the normal progress of a single game, the basic frame rate of these modes is set to a low basic frame rate.

[0132] Therefore, the DS basic frame rate corresponding to each game mode can be determined according to the above configuration rules.

[0133] See also Figure 4 , Figure 4 is a schematic diagram of the processing flow of the data processing method provided in the embodiment of the present application applied to a shooting game, which will be combined with Figure 4 The processing flow shown is described below.

[0134] Before starting DS, first configure the DS basic frame rate. In this example, there are two ways to configure the basic frame rate, which are introduced below.

[0135] First, a configuration table is used. The configuration table records the DS basic frame rates corresponding to the various game modes determined according to the above configuration rules, such as the mode identification information (mode code, etc.) corresponding to each game mode and the corresponding DS basic frame rate. The DS can determine the DS basic frame rate corresponding to the activated game mode according to the configuration table. Figure 4 The essence of this method is to convert the configuration table (such as an Excel configuration table) into a UDataTable file format that can be directly read by UE4, such as the correspondence table between the game mode and the refresh frequency pre-stored in the aforementioned embodiment, for DS to read and use.

[0136] It should be noted that due to the properties of the configuration table, the configuration table can be modified by multiple people. To ensure the normal operation of the game, the default DS frame rate can be set in advance. The default DS frame rate may include multiple frame rate options that have been stress tested. Only when the frame rate in the configuration table belongs to the default DS frame rate, the DS frame rate will be configured according to the configuration table. Otherwise, the default DS frame rate will be configured to reduce the possibility of errors.

[0137] This method will store the configuration table directly in the game package. In daily use, if you encounter an emergency and need to immediately modify the DS frame rate of a certain game mode, you must update the configuration table, so it is not time-effective.

[0138] The second method is to use startup parameters. Specifically, you can modify or configure the DSA configuration file through DSA, in which the game mode number and the corresponding DS basic frame rate are specified. When starting DS based on the DSA configuration file, the DS startup parameters will be directly used to control the frame rate of DS operation. This method can override the frame rate configured by the configuration table.

[0139] It should be noted that when the DS startup parameters do not belong to the default DS frame rate, they should be configured according to the default DS frame rate to reduce the possibility of errors.

[0140] After configuring the DS basic frame rate in the above manner, the corresponding DS basic frame rate can be determined for each game mode, that is, different game modes can be run at different configured DS basic frame rates. At the same time, after the game starts, this example also dynamically adjusts the DS frame rate according to the characteristics of the game.

[0141] First, consider the two stages in the game when there are no players fighting each other, namely before the game starts (i.e., the first stage mentioned above) and after the game ends (i.e., the third stage mentioned above). Before the game starts, after the DS is started, there is a process of loading the map and waiting for players to join. During this process, the DS can run below the base frame rate; after the game ends, there are no players in the game, and the DS needs to go through a period of settlement before it can completely exit. At this time, the DS can also run below the base frame rate. For the stage of player fighting (i.e., the second stage mentioned above), when all game resources are loaded, the single game officially begins. Since there is a certain degree of randomness in the birthplace of players in the game, exchanges of fire may occur immediately after the start of the game, so the DS frame rate needs to be immediately adjusted from below the base frame rate to the base frame rate.

[0142] In addition, in a game match, a higher frame rate can ensure the game experience of players in fierce confrontation, but for games that allow any player to freely explore the game before the end of the game, there may be a period of time in the game when only one player or one team of players is left in the game. Therefore, during the game match, the DS frame rate can also be dynamically adjusted according to the intensity of the game in the game. For example, under normal circumstances, the DS frame rate remains stable, such as maintaining the basic frame rate, but when the number of player teams drops below a preset number threshold (such as 2), it can be determined that the game has entered an endgame or a low-intensity state, and the DS frame rate can be reduced to below the basic frame rate. At the same time, if the number of teams rises to or above the preset number threshold due to players joining the game in the middle, the frame rate will be restored to the basic frame rate.

[0143] Based on the above analysis, DS can obtain the current game feature information of the game after startup, and determine the current game stage of the game based on the current game feature information. Exemplarily, the current game stage of the game can be determined as the first game stage, the second game stage or the third game stage based on the current game status flag information. The current game status flag information can be, for example, information for determining whether to enter each game stage. For example, DS executes the first game stage of the game based on the first function, the second function and the third function respectively. Then, it can determine that the current game stage is the first game stage when the operating condition of the first function is satisfied, determine that the current game stage is the second game stage when the operating condition of the second function is satisfied, and determine that the current game stage is the third game stage when the operating condition of the third function is satisfied.

[0144] Reference Figure 4 , the first game stage is the stage before the game starts, and the third game stage is the stage after the game ends. At this time, the DS can determine the target frame rate of the first game stage based on the product of the first proportional coefficient and the basic frame rate. The first proportional coefficient is a real number greater than 0 and less than 1, which is used to limit the frame rate; the second game stage is the stage during the game. After the game starts, the DS can immediately restore to the basic frame rate, and in this stage, the frame rate is adjusted according to the game characteristics (i.e., the aforementioned game attribute information). For example, the number of teams in the game is obtained. When the number of teams is less than a preset number threshold, the target frame rate is determined based on the product of the second proportional coefficient and the basic frame rate. The second proportional coefficient is a real number greater than 0 and less than 1, which is used to limit the frame rate when it is determined that the game enters an endgame or a low intensity state; or the player rank information is also obtained. When the number of teams is less than the preset number threshold and the player team is lower than the preset rank threshold, the target frame rate is determined based on the product of the second proportional coefficient and the basic frame rate; or the server CPU load information can also be periodically obtained ( Figure 4 (not shown in the figure), when the load information is greater than a preset load threshold, the target frame rate is determined based on the product of a third proportional coefficient and the basic frame rate, and the third proportional coefficient is a real number greater than 0 and less than 1.

[0145] Therefore, DS can dynamically adjust the DS frame rate based on the game mode and the real-time status of the game. Through flexible configuration, it can dynamically adjust the server frame rate during the game, while achieving server performance optimization and player experience improvement.

[0146] The following is a description of an exemplary structure of the data processing device 242 provided in the embodiment of the present application implemented as a software module. In some embodiments, for example, Figure 2 As shown, the software modules stored in the data processing device 242 of the memory 240 may include:

[0147] The first determination module 2421 is used for obtaining the game mode of the current game in response to the client entering the game game, and determining the reference refresh frequency corresponding to the game mode;

[0148] A second determination module 2422 is used to obtain current game feature information of the game game, and determine the current game stage of the game game based on the current game feature information;

[0149] A third determination module 2423 is used to determine a target refresh frequency corresponding to the current game stage based on the current game stage and the reference refresh frequency;

[0150] The data refresh module 2424 is used to execute game data refresh between the server and the client according to the target refresh frequency.

[0151] In some embodiments, the first determination module 2421 is also used to obtain a pre-stored correspondence table between game modes and refresh frequencies, wherein the correspondence table includes reference refresh frequencies corresponding to various game modes; obtain the reference refresh frequency corresponding to the game mode from the correspondence table; and when the reference refresh frequency is within a pre-set candidate refresh frequency range, determine the reference refresh frequency as a benchmark refresh frequency corresponding to the game mode.

[0152] In some embodiments, the first determination module 2421 is further used to obtain a default refresh frequency when the reference refresh frequency is not within a preset candidate refresh frequency range; and determine the default refresh frequency as a reference refresh frequency corresponding to the game mode.

[0153] In some embodiments, the first determination module 2421 is further used to obtain frequency configuration information sent by the proxy server, wherein the frequency configuration information at least includes a refresh frequency corresponding to the game mode; and determine the refresh frequency included in the frequency configuration information as a base refresh frequency corresponding to the game mode.

[0154] In some embodiments, the current game status information at least includes current game status flag information; the second determination module 2422 is further used to determine that the current game stage of the game game is the first game stage when the current game status flag information is the first flag information indicating that the game game has not started; to determine that the current game stage of the game game is the second game stage when the current game status flag information is the second flag information indicating that the game game is in progress; and to determine that the current game stage of the game game is the third game stage when the current game status flag information is the third flag information indicating that the game game has ended.

[0155] In some embodiments, the third determination module 2423 is also used to determine the product of the first proportional coefficient and the benchmark refresh frequency as the target refresh frequency corresponding to the current game stage when the current game stage is the first game stage or the third game stage, and the first proportional coefficient is a real number greater than 0 and less than 1; when the current game stage is the second game stage, obtain game attribute information; and determine the target refresh frequency corresponding to the current game stage based on the benchmark refresh frequency and the game attribute information.

[0156] In some embodiments, the game attribute information includes at least the number of teams in the game; the third determination module 2423 is also used to determine the target refresh frequency based on a second proportional coefficient and the benchmark refresh frequency when the number of teams is less than a preset number threshold, and the second proportional coefficient is a real number greater than 0 and less than 1; and when the number of teams is greater than or equal to the number threshold, the benchmark refresh frequency is determined as the target refresh frequency.

[0157] In some embodiments, the game attribute information also includes player rank information, and the third determination module 2423 is further used to obtain the player rank information when the number of teams is less than a preset number threshold; when the player rank information is lower than a preset rank threshold, the product of the second proportional coefficient and the benchmark refresh frequency is determined as the target refresh frequency; and when the player rank information is higher than or equal to the rank threshold, the benchmark refresh frequency is determined as the target refresh frequency.

[0158] In some embodiments, the data processing device 242 also includes a fourth determination module, which is used to obtain server load information at every preset time interval when the target refresh frequency is a benchmark refresh frequency; when the load information is greater than a preset load threshold, obtain a third proportional coefficient, and the third proportional coefficient is a real number greater than 0 and less than 1; and determine the product of the third proportional coefficient and the benchmark refresh frequency as the target refresh frequency.

[0159] The embodiment of the present application provides a computer program product, which includes computer executable instructions or a computer program, and the computer executable instructions or the computer program are stored in a computer readable storage medium. The processor of the electronic device reads the computer executable instructions from the computer readable storage medium, and the processor executes the computer executable instructions, so that the electronic device executes the data processing method described above in the embodiment of the present application.

[0160] The present application embodiment provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions or computer programs are stored. When the computer-executable instructions or computer programs are executed by a processor, the processor will be caused to execute the data processing method provided by the present application embodiment, for example, Figure 3A The data processing method is shown.

[0161] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.

[0162] In some embodiments, computer executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

[0163] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file storing other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0164] As an example, computer executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.

[0165] To sum up, through the embodiments of the present application, on the one hand, a corresponding benchmark refresh frequency is configured for each game mode, and on the other hand, the refresh frequency of different game stages of the game is dynamically adjusted according to game feature information, game attribute information, etc., while ensuring the player's gaming experience, the server load and consumption are reduced, achieving a balance between server performance optimization and player experience improvement.

[0166] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A data processing method, characterized in that: The method comprises: In response to the client entering a game match, obtaining a game mode of the current game match, and determining a reference refresh frequency corresponding to the game mode; Acquire current game feature information of the game game, and determine a current game stage of the game game based on the current game feature information; Determining a target refresh frequency corresponding to the current game stage based on the current game stage and the reference refresh frequency; The game data between the server and the client is refreshed according to the target refresh frequency.

2. The method according to claim 1, characterized in that The determining of the reference refresh frequency corresponding to the game mode includes: Obtaining a pre-stored correspondence table between game modes and refresh frequencies, wherein the correspondence table includes reference refresh frequencies corresponding to various game modes; Acquire the reference refresh frequency corresponding to the game mode from the correspondence table; When the reference refresh frequency is within a preset candidate refresh frequency range, the reference refresh frequency is determined as a base refresh frequency corresponding to the game mode.

3. The method according to claim 2, characterized in that The determining of the reference refresh frequency corresponding to the game mode includes: When the reference refresh frequency is not within the preset candidate refresh frequency range, obtaining a default refresh frequency; The default refresh rate is determined as a reference refresh rate corresponding to the game mode.

4. The method according to claim 1, characterized in that: The determining of the reference refresh frequency corresponding to the game mode includes: Obtaining frequency configuration information sent by a proxy server, wherein the frequency configuration information at least includes a refresh frequency corresponding to the game mode; The refresh frequency included in the frequency configuration information is determined as a reference refresh frequency corresponding to the game mode.

5. The method according to claim 1, characterized in that The current game feature information at least includes current game state flag information, and determining the current game stage of the game based on the current game feature information includes: When the current game state flag information is the first flag information indicating that the game has not started, determining that the current game stage of the game is the first game stage; When the current game state flag information is the second flag information indicating that the game is in progress, determining that the current game stage of the game is the second game stage; When the current game state flag information is the third flag information indicating the end of the game, it is determined that the current game stage of the game is the third game stage.

6. The method according to claim 5, characterized in that The determining, based on the current game stage and the reference refresh frequency, a target refresh frequency corresponding to the current game stage includes: When the current game stage is the first game stage or the third game stage, the product of a first proportional coefficient and the reference refresh frequency is determined as a target refresh frequency corresponding to the current game stage, and the first proportional coefficient is a real number greater than 0 and less than 1; When the current game stage is the second game stage, obtaining game attribute information; A target refresh frequency corresponding to the current game stage is determined based on the benchmark refresh frequency and the game attribute information.

7. The method according to claim 6, characterized in that The game attribute information includes at least the number of teams in the game, and determining the target refresh frequency corresponding to the current game stage based on the benchmark refresh frequency and the game attribute information includes: When the number of teams is less than a preset number threshold, determining the target refresh frequency based on a second proportional coefficient and the reference refresh frequency, wherein the second proportional coefficient is a real number greater than 0 and less than 1; When the number of teams is greater than or equal to the number threshold, the reference refresh frequency is determined as the target refresh frequency.

8. The method according to claim 7, characterized in that The game attribute information also includes player rank information. When the number of teams is less than a preset number threshold, determining the target refresh frequency based on a second proportional coefficient and the reference refresh frequency includes: When the number of teams is less than a preset number threshold, obtaining the player rank information; When the player rank information is lower than a preset rank threshold, the product of the second proportional coefficient and the reference refresh frequency is determined as the target refresh frequency; When the player rank information is higher than or equal to the rank threshold, the benchmark refresh frequency is determined as the target refresh frequency.

9. The method according to any one of claims 1 to 8, characterized in that: The method further comprises: When the target refresh frequency is the reference refresh frequency, the server load information is obtained at intervals of a preset duration; When the load information is greater than a preset load threshold, a third proportionality coefficient is obtained, where the third proportionality coefficient is a real number greater than 0 and less than 1; The product of the third proportional coefficient and the reference refresh frequency is determined as the target refresh frequency.

10. A data processing device, characterized in that: The device comprises: A first determination module is used to obtain a game mode of the current game in response to the client entering a game match, and determine a reference refresh frequency corresponding to the game mode; A second determination module is used to obtain current game feature information of the game game, and determine the current game stage of the game game based on the current game feature information; A third determination module, configured to determine a target refresh frequency corresponding to the current game stage based on the current game stage and the reference refresh frequency; The data refresh module is used to execute game data refresh between the server and the client according to the target refresh frequency.

11. An electronic device, characterized in that: The electronic device comprises: A memory for storing computer executable instructions; A processor, configured to implement the method according to any one of claims 1 to 9 when executing the computer executable instructions stored in the memory.

12. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that: When the computer executable instructions or computer programs are executed by a processor, the method according to any one of claims 1 to 9 is implemented.

13. A computer program product comprising computer executable instructions or a computer program, characterized in that: When the computer executable instructions or computer programs are executed by a processor, the method according to any one of claims 1 to 9 is implemented.