Method and terminal for loading game data sharing resource based on blockchain

By using blockchain technology to generate resource clusters on the client side and compare and update game data resources, the problem of server burden and memory cost when loading game data resources is solved, and efficient resource management and fast loading are achieved.

CN119158272BActive Publication Date: 2025-12-05福建天晴在线互动科技有限公司
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Patent Information

Application Number
CN202411006359.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-07-25
Publication Date
2025-12-05
Estimated Expiration
2044-07-25

AI Technical Summary

Technical Problem

In existing technologies, game data resources need to be updated frequently during loading, resulting in high server resource scheduling burden and loading time costs, as well as significant memory costs.

Method used

By using blockchain technology, the first shared resource is downloaded synchronously to generate a resource cluster when the client runs for the first time, and it is stored in the storage space. Then, the second shared resource is updated by comparing and updating the storage blocks, only updating the differences, thus reducing the resource scheduling and loading time costs.

Benefits of technology

It reduces the scheduling burden and loading time cost of game data resources, improves resource utilization, reduces memory usage, and enhances user experience.

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Abstract

The application discloses a method and a terminal for loading game data sharing resources based on a block chain. When a client is run for the first time, a first sharing resource is directly downloaded through a synchronization block, and the first sharing resource is combined to generate a resource cluster, which is stored in a storage space of the client, so that the resource cluster is a collection of the first sharing resource. Then, a second sharing resource of game data is acquired through a storage block, and the second sharing resource is compared with the first sharing resource of the resource cluster in the storage space. If there is a difference, the resource cluster is updated according to the second sharing resource. In this way, the updated sharing resource is temporarily stored in the storage block for the client to acquire, and the client updates the corresponding sharing resource in the resource cluster after comparison, thereby reducing the scheduling burden of game data resources and the time cost and memory cost of game resource loading.
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Description

Technical Field

[0001] This invention relates to the technical field of blockchain data sharing, and in particular to a method and terminal for loading game data sharing resources based on blockchain. Background Technology

[0002] With the popularization of blockchain technology, users have increasingly higher requirements for data confidentiality and for the transmission efficiency of data connectivity in blockchain.

[0003] Currently, game data resource loading typically falls into two categories: one is to pre-download resource files to the local machine on the PC, or load resources while playing the game; the other is to cache the resources needed by the webpage on the web interface and store them in the user's storage area. If the resources have not been updated when the user needs them, they will be updated according to the user's storage area.

[0004] Therefore, current game data resource loading requires resource saving. When updating resources, the update files need to be downloaded to the user's storage space, which will put a resource scheduling burden on the server. In addition, the update files are fragmented files, which can cause loading time. Summary of the Invention

[0005] The technical problem to be solved by this invention is to provide a method and terminal for loading game data sharing resources based on blockchain, which can reduce the scheduling burden of game data resources, and at the same time reduce the time cost and memory cost of loading game resources.

[0006] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows:

[0007] A method for loading game data sharing resources based on blockchain, comprising the following steps:

[0008] When the client runs for the first time, it obtains the first shared resource of game data through the synchronization block, merges the obtained first shared resource to generate a resource cluster, and stores the resource cluster in the client's storage space;

[0009] The second shared resource of game data is obtained through the storage block, and the second shared resource is compared with the first shared resource of the resource cluster in the storage space. If there is a difference, the resource cluster is updated according to the second shared resource.

[0010] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows:

[0011] A blockchain-based terminal for loading game data sharing resources includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the aforementioned blockchain-based method for loading game data sharing resources.

[0012] The beneficial effects of this invention are as follows: When the client runs for the first time, it directly downloads the first shared resource through the synchronization block, merges the first shared resource into a resource cluster, and stores it in the client's storage space. Therefore, the resource cluster is the collection of the first shared resource. Subsequently, it obtains the second shared resource of the game data through the storage block and compares the second shared resource with the first shared resource in the resource cluster in the storage space. If there is a difference, the resource cluster is updated according to the second shared resource. In this way, the updated shared resources are temporarily stored in the storage block for the client to obtain, and the client updates the corresponding shared resources in the resource cluster only after comparison, reducing the scheduling burden of game data resources and also reducing the time and memory costs of loading game resources. Attached Figure Description

[0013] Figure 1 This is a flowchart illustrating a method for loading game data sharing resources based on blockchain, according to an embodiment of the present invention.

[0014] Figure 2 This is a schematic diagram of a blockchain-based terminal for loading game data sharing resources, according to an embodiment of the present invention.

[0015] Figure 3 This is a block relationship diagram in a blockchain-based method for loading shared game data resources according to an embodiment of the present invention.

[0016] Label Explanation:

[0017] 1. A terminal for loading game data sharing resources based on blockchain; 2. Memory; 3. Processor. Detailed Implementation

[0018] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.

[0019] Please refer to Figure 1 This invention provides a method for loading shared game data resources based on blockchain, including the following steps:

[0020] When the client runs for the first time, it obtains the first shared resource of game data through the synchronization block, merges the obtained first shared resource to generate a resource cluster, and stores the resource cluster in the client's storage space;

[0021] The second shared resource of game data is obtained through the storage block, and the second shared resource is compared with the first shared resource of the resource cluster in the storage space. If there is a difference, the resource cluster is updated according to the second shared resource.

[0022] As described above, the beneficial effects of this invention are as follows: When the client runs for the first time, it directly downloads the first shared resource through the synchronization block, merges the first shared resource into a resource cluster, and stores it in the client's storage space. Therefore, the resource cluster is the collection of the first shared resource. Subsequently, it obtains the second shared resource of the game data through the storage block and compares the second shared resource with the first shared resource in the resource cluster in the storage space. If there is a difference, the resource cluster is updated according to the second shared resource. In this way, the updated shared resources are temporarily stored in the storage block for the client to obtain, and the client updates the corresponding shared resources in the resource cluster only after comparison, reducing the scheduling burden of game data resources and also reducing the time and memory costs of loading game resources.

[0023] Furthermore, the first shared resource for obtaining game data through synchronized blocks includes:

[0024] In the game resource block, a first shared resource for each game data type is generated based on the latest game data. The first shared resource includes the game data type, compressed game data, data size, and version.

[0025] The first shared resource obtains game data from the game resource block through the synchronization block.

[0026] As described above, when the client runs for the first time, it can obtain the first shared resource in the game resource block through the synchronization block. Since the first shared resources are divided according to the game data type, it is convenient for the client to merge the obtained first shared resources in subsequent processes.

[0027] Furthermore, the game resource block generates various types of first shared resources based on the latest game data, including:

[0028] A resource list is generated based on the first shared resource and its type in the game resource block.

[0029] As described above, by generating a resource linked list for the first shared resource and its type, it is easier to compare the resources in the client with the updated resources in the storage block.

[0030] Furthermore, it also includes:

[0031] When the game resource block is idle, the synchronization block compares the first shared resource in the game resource block with the data in the storage block according to the game data type. The update result obtained from the comparison is used as the second shared resource. The synchronization block sends the resource list and the second shared resource and its game data type to the storage block to update the storage block.

[0032] As described above, the game resource block stores updated game data according to type into the storage block via the synchronization block, so that each client connected to the storage block can obtain the game data. It can also be used to replace the resource storage function of the game resource server, saving server pressure.

[0033] Further, the second shared resource is compared with the first shared resource of the resource cluster in the storage space. If a difference exists, the resource cluster is updated according to the second shared resource, including:

[0034] Traverse the first shared resources of the resource cluster in the storage space, and compare the first shared resource of each game data type with the corresponding second shared resource in combination with the resource linked list. If there is a difference in the comparison, replace the first shared resource in the resource cluster with the corresponding second shared resource, and update the data size and version.

[0035] As described above, the client only updates shared resources of different game data types, without updating the entire resource cluster. Instead, it only updates shared resources of one type in the resource cluster, enabling the client to load the latest resources without restarting.

[0036] Please refer to Figure 2 Another embodiment of the present invention provides a terminal for loading game data sharing resources based on blockchain, including a memory, a processor, and a computer program stored on the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the above-described method for loading game data sharing resources based on blockchain.

[0037] The method and terminal for loading game data sharing resources based on blockchain described above are applicable to reducing the scheduling burden of game data resources in games, while also reducing the time and memory costs of loading game resources. The following is a detailed description of specific implementation methods:

[0038] Example 1

[0039] Please refer to Figure 1 and Figure 3 A method for loading game data sharing resources based on blockchain, comprising the following steps:

[0040] S1. When the client runs for the first time, it obtains the first shared resource of game data through the synchronization block, merges the obtained first shared resource to generate a resource cluster, and stores the resource cluster in the client's storage space.

[0041] S11. Generate a first shared resource for each game data type in the game resource block based on the latest game data. The first shared resource includes the game data type, compressed game data, data size, and version. Obtain the first shared resource of game data from the game resource block through the synchronization block.

[0042] Specifically, a first shared resource is generated for the game data. The structure of the first shared resource includes the game data type, the compressed game data, and the data size and version. For example, when the game data type is MP3, the compressed game data can be a zip archive of files such as 1.mp3 and 2.mp3, and finally, the result is "First Shared Resource (zip archive - data version - data size)".

[0043] S12. Generate a resource linked list based on the first shared resource and its type in the game resource block.

[0044] S13. Merge the acquired first shared resources to generate a resource cluster, and store the resource cluster in the client's storage space.

[0045] Here, a resource cluster is the set of the first shared resources, and the resource cluster Data satisfies:

[0046] Data ={List_1,List_2,……,List_n};

[0047] List_n = {L1 resources, L2 resources, L3 resources, ..., Ln resources};

[0048] Ln resource = {Ln data, size of Ln data};

[0049] Runtime satisfies:

[0050] M: {MS->Ln}, where M represents memory and MS represents the memory scenario, that is, M is the memory corresponding to the Ln resource.

[0051] Therefore, when the client runs for the first time, the resources in the storage space are empty, so resources can be downloaded directly through the synchronization block.

[0052] S2. Obtain the second shared resource of game data through the storage block, and compare the second shared resource with the first shared resource of the resource cluster in the storage space. If there is a difference, update the resource cluster according to the second shared resource.

[0053] First, when the game resource block is idle, the synchronization block compares the first shared resource in the game resource block with the data in the storage block according to the game data type. The update result obtained from the comparison is used as the second shared resource. The synchronization block then sends the resource list and the second shared resource and its game data type to the storage block to update the storage block.

[0054] Specifically, the synchronization block can be used to update game data in the storage block while the game resource block is in space. Specifically, the synchronization block retrieves the content of the storage block, breaks down and compares the latest game data in the game resource block with the content of the storage block, and updates the storage block with the updated game data according to the game data type. The storage block is jointly owned by the current block clients and is used to replace the resource storage function of the game resource server, providing data for players to download, thus saving server pressure. The data in the storage block needs to be updated in coordination by the synchronization block.

[0055] Furthermore, the second shared resource of game data is obtained through the storage block, the first shared resource of the resource cluster in the storage space is traversed, and the first shared resource of each game data type is compared with the second shared resource of the corresponding type in combination with the resource linked list. If there is a difference in the comparison, the first shared resource in the resource cluster is replaced with the second shared resource of the corresponding type, and the data size and version are updated.

[0056] As can be seen, storage blocks can assist in updating game data; essentially, storage blocks are used to temporarily store updated game data.

[0057] Specifically, the client can compare first and second shared resources of the same type based on the resource chain. When a difference is found, the second shared resource can replace the first shared resource in the resource cluster. Therefore, this embodiment does not use the traditional method of downloading files and then loading new files for updating. Instead, it loads or updates the game data cluster resources in the storage space without restarting the client. This solves both the problem of storing multiple types of shared resources and the problem of storing multiple files. At the same time, the memory loading method, which updates directly in memory, reduces system I / O usage, solves the tedious replacement problem of multiple files, improves the user experience, allows players to enter the game faster, reduces the experience of repeatedly restarting the client due to downloads, improves resource utilization, reduces fragmented files, and allows players to start the game quickly without waiting for the entire resource to download for a long time.

[0058] Example 2

[0059] Please refer to Figure 2 A terminal 1 for loading game data sharing resources based on blockchain includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it implements the various steps of the method for loading game data sharing resources based on blockchain according to Embodiment 1.

[0060] In summary, this invention provides a blockchain-based method and terminal for loading shared game data resources. Upon initial client runtime, the first shared resource in the game resource block is downloaded directly through the synchronization block. This first shared resource is then merged to generate a resource cluster, which is stored in the client's storage space. Subsequently, the second shared resource and a resource list of game data are obtained through the storage block. The second shared resource is compared with the first shared resource of the same game data type in the resource cluster using the resource list. If a difference exists, the resource cluster is updated based on the second shared resource. Therefore, a certain type of shared resource can be updated in the storage space without restarting the client, solving both the problem of storing multiple types of shared resources and the problem of resource updates. This reduces the scheduling burden of game data resources and also reduces the time and memory costs of loading game resources.

[0061] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1.A method for sharing a game data loading resource based on a blockchain, characterized in that, The method comprises the steps of: obtaining, by a synchronization block, first shared resources of game data when a client is run for the first time, merging the obtained first shared resources to generate a resource cluster, and storing the resource cluster into a storage space of the client; obtaining, by a storage block, second shared resources of game data, and comparing the second shared resources with the first shared resources of the resource cluster in the storage space of the client, and updating the resource cluster according to the second shared resources if there is a difference; obtaining, by a synchronization block, first shared resources of game data, comprising: generating, in a game resource block, first shared resources of each type of game data according to the latest game data, wherein the first shared resources comprise a game data type, compressed game data, and data size and version; obtaining, by a synchronization block, first shared resources of game data from the game resource block; generating, in a game resource block, first shared resources of each type according to the latest game data, further comprising: generating a resource chain table according to the first shared resources and their types in the game resource block; further comprising: when the game resource block is in an idle state, comparing, by the synchronization block, the first shared resources in the game resource block with the data in the storage block according to the game data type, taking the comparison result as second shared resources, and sending, by the synchronization block, the resource chain table and the second shared resources and their game data types to the storage block to update the storage block; comparing the second shared resources with the first shared resources of the resource cluster in the storage space of the client, and updating the resource cluster according to the second shared resources if there is a difference, comprising: traversing the first shared resources of the resource cluster in the storage space of the client, comparing each first shared resource of a game data type with a second shared resource of a corresponding type in combination with the resource chain table, and replacing the first shared resource in the resource cluster with the second shared resource of the corresponding type and updating the data size and version if there is a difference in comparison. 2.A terminal for loading a game data sharing resource based on a blockchain, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, The processor executes the computer program to implement the following steps: obtaining, by a synchronization block, first shared resources of game data when a client is run for the first time, merging the obtained first shared resources to generate a resource cluster, and storing the resource cluster into a storage space of the client; obtaining, by a storage block, second shared resources of game data, and comparing the second shared resources with the first shared resources of the resource cluster in the storage space of the client, and updating the resource cluster according to the second shared resources if there is a difference; obtaining, by a synchronization block, first shared resources of game data, comprising: generating, in a game resource block, first shared resources of each type of game data according to the latest game data, wherein the first shared resources comprise a game data type, compressed game data, and data size and version; obtaining, by a synchronization block, first shared resources of game data from the game resource block; In the game resource block, the first shared resource of each type is generated according to the latest game data, and the first shared resource further comprises: According to the first shared resource and its type in the game resource block, a resource chain table is generated; Further comprising: When the game resource block is in an idle state, the first shared resource in the game resource block and the data in the storage block are compared according to the game data type through the synchronization block, the update result obtained by comparison is taken as the second shared resource, the resource chain table and the second shared resource and its game data type are sent to the storage block through the synchronization block, and the storage block is updated; The second shared resource is compared with the first shared resource of the resource cluster in the storage space of the client, and if there is a difference, the resource cluster is updated according to the second shared resource, including: Traverse the first shared resource of the resource cluster in the storage space of the client, compare the first shared resource of each game data type with the second shared resource of the corresponding type combined with the resource chain table, if there is a difference, replace the first shared resource in the resource cluster with the second shared resource of the corresponding type, and update the data size and version.

Citation Information

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