Display control method and device of virtual scene, electronic equipment and storage medium

By implementing a zone and server crossing reference map and dynamic scene switching, the method enhances interactivity and engagement in virtual game worlds by allowing players to construct paths and handle interruptions, addressing the simplicity of existing server travel methods.

CN119185927APending Publication Date: 2024-12-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310761492.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-06-26
Publication Date
2024-12-27

AI Technical Summary

Technical Problem

The existing method of server travel in virtual game worlds is too simplistic, lacking interactivity and flexibility, and does not effectively utilize the potential for enhanced player engagement through refined zone and server crossing.

Method used

A method and device for displaying a zone and server crossing reference map, allowing players to construct paths between zones and servers, and initiating crossings based on these paths, with the ability to switch virtual scenes upon interruption events, enhancing interactivity and flexibility.

Benefits of technology

This approach improves the interactivity and rationality of zone and server crossings by allowing players to build paths and handle interruptions dynamically, thereby increasing the authenticity and engagement in virtual game worlds.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a display control method and device of a virtual scene, electronic equipment and a storage medium, and the display control method of the virtual scene comprises the steps: displaying a first virtual scene of a zone server where a target virtual role is located in a virtual world at present, and displaying a first zone server crossing reference graph in the first virtual scene, a path construction control is displayed in the first zone server crossing reference graph; in response to interaction with the path construction control, determining a first zone server crossing path, the first zone server crossing path being used for indicating a crossing sequence among the plurality of zone servers; initiating zone server crossing for the target virtual role based on the first zone server crossing path; and if an interrupt event is triggered when the target virtual role performs zone server crossing, switching the currently displayed first virtual scene into a second virtual scene of the zone server where the target virtual role is located when the interrupt event is triggered. According to the method and the device, the zone clothing crossing can be performed more finely, and the interactivity of the zone clothing crossing is improved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a display control method, device, electronic device and storage medium for a virtual scene. Background Art

[0002] With the development of Internet technology, the application of virtual scenes has become more and more widespread. Take open world games as an example. In the game, a virtual game world will be constructed. There will be multiple different servers in the virtual game world. Players can select a server and the virtual character they control can travel to the selected server to play the game in the server. At present, the player usually selects one of the servers to be traveled, and then the virtual character controlled by the player directly travels to the selected server. The server travel method is too simple and the interactivity needs to be improved. Summary of the invention

[0003] The following is a summary of the subject matter described in detail in this application. This summary is not intended to limit the scope of the claims.

[0004] The embodiments of the present application provide a display control method, device, electronic device and storage medium for a virtual scene, which can perform zone and server crossing in a more refined manner and improve the interactivity of zone and server crossing.

[0005] On the one hand, an embodiment of the present application provides a display control method of a virtual scene, comprising:

[0006] Displaying a first virtual scene of the zone and server where the target virtual character is currently located in the virtual world, and displaying a first zone and server crossing reference map in the first virtual scene, wherein the first zone and server crossing reference map displays a path building control;

[0007] In response to interacting with the path building control, determining a first zone-server crossing path, wherein the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers;

[0008] Initiating a zone-server crossing for the target virtual character based on the first zone-server crossing path;

[0009] If an interruption event is triggered when the target virtual character is crossing the zone and server, the first virtual scene currently displayed is switched to a second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered.

[0010] On the other hand, the embodiment of the present application further provides a display control method of a virtual scene, comprising:

[0011] Receiving a crossing request sent by a first terminal for initiating a zone-server crossing for a target virtual character, wherein the crossing request carries a first zone-server crossing path, the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers, and the first zone-server crossing path is determined based on a path construction control in a first zone-server crossing reference graph;

[0012] Performing zone-server crossing for the target virtual character based on the first zone-server crossing path;

[0013] When an interruption event is triggered during the process of crossing the server, the scene image data of the second virtual scene of the server where the target virtual character is located when the interruption event is triggered will be rendered by the rendering server and sent to the first terminal, so that the first terminal can switch the currently displayed first virtual scene to the second virtual scene.

[0014] On the other hand, an embodiment of the present application further provides a display control device for a virtual scene, comprising:

[0015] A first display module is used to display a first virtual scene of the zone and server where the target virtual character is currently located in the virtual world, and to display a first zone and server crossing reference map in the first virtual scene, wherein the first zone and server crossing reference map displays a path building control;

[0016] A first processing module, configured to determine a first zone-server crossing path in response to interacting with the path building control, wherein the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers;

[0017] A first sending module, configured to initiate a zone-server crossing for the target virtual character based on the first zone-server crossing path;

[0018] The second display module is used to switch the currently displayed first virtual scene to the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered if an interruption event is triggered when the target virtual character is crossing the zone and server.

[0019] Furthermore, the first processing module is also used for:

[0020] In response to selecting a target service identifier from the plurality of candidate service identifiers in sequence, determining the candidate service identifier corresponding to the target service identifier as the service identifier to be traversed;

[0021] Displaying a direction selection interface, wherein the direction selection interface displays a direction selection control for configuring the connection direction of the zone to be crossed;

[0022] In response to interacting with the direction selection control, a target connection direction of each of the to-be-traveled zones is determined, and a first zone-server crossing path is determined according to the target zone-server identifier and the target connection direction.

[0023] Furthermore, the first processing module is also used for:

[0024] Generating a crossing request for initiating a zone-server crossing for the target virtual character based on the first zone-server crossing path;

[0025] Sending the crossing request to a server, so that the server constructs a crossing vector based on the target zone and server identifier and the target connection direction, and performs the zone and server crossing for the target virtual character according to the crossing vector;

[0026] Among them, the crossing vector is used to indicate the scene server and the information transmission server corresponding to the crossing path of the first area server.

[0027] Furthermore, the first processing module is also used for:

[0028] In response to selecting a target server identifier from the plurality of candidate server identifiers in sequence, when the total virtual resource consumption corresponding to the target server identifier is less than or equal to the virtual resources currently carried by the target virtual character, determining the candidate server corresponding to the target server identifier as the server to be traversed;

[0029] Alternatively, when there is a connection relationship between the selected target area and server identifiers, the candidate area and server corresponding to the target area and server identifier is determined as the area and server to be traversed.

[0030] Furthermore, the first display module is also used for:

[0031] In the first virtual scene, in response to a transaction with a virtual character other than the target virtual character, displaying a first zone and server crossing reference map obtained by the transaction;

[0032] Alternatively, in the first virtual scene, in response to viewing the first virtual bulletin board, displaying a first zone and server crossing reference map in the first virtual bulletin board;

[0033] Alternatively, in the first virtual scene, in response to receiving a first zone-server crossing reference map sent by a virtual character other than the target virtual character, displaying the first zone-server crossing reference map;

[0034] Alternatively, in the first virtual scene, in response to using a first virtual recording prop carried by the target virtual character, a first zone and server crossing reference map pre-created by the target virtual character and stored in the first virtual recording prop is displayed.

[0035] Furthermore, the first display module is also used for:

[0036] When the distance between the target virtual character and virtual characters other than the target virtual character is less than or equal to a first distance threshold, displaying a transaction initiation control;

[0037] In response to triggering the transaction initiation control, at least one candidate map identifier is displayed, wherein the candidate map identifier is used to mark the first zone-server crossing reference map to be traded;

[0038] In response to selecting a target map identifier from at least one of the candidate map identifiers, a second virtual recording prop is obtained through transaction, wherein the second virtual recording prop stores the first zone and server crossing reference map marked with the target map identifier;

[0039] In response to using the second virtual recording prop, the first zone and service crossing reference map stored in the second virtual recording prop is displayed.

[0040] Furthermore, the display control device of the virtual scene further includes a third processing module, and the third processing module is used for:

[0041] After performing the zone-server crossing, determining an actual second zone-server crossing path according to the first zone-server crossing path;

[0042] In response to recording the zone and server crossing, constructing a second zone and server crossing reference map according to the second zone and server crossing path;

[0043] The second zone and server crossing reference map is stored based on the target virtual recording prop, or the second zone and server crossing reference map is sent to the target zone and server.

[0044] Furthermore, the third processing module is also used for:

[0045] Displaying a record interface, wherein the record interface displays the second zone-server crossing path and a zone-server description control of each zone-server indicated by the second zone-server crossing path;

[0046] The area server description information input based on the area server description control is obtained, and a second area server crossing reference graph is constructed according to the second area server crossing path and the area server description information.

[0047] Furthermore, the third processing module is also used for:

[0048] When the distance between the target virtual character and the second virtual bulletin board is less than or equal to a second distance threshold, displaying a bulletin board editing control, and based on the bulletin board editing control, using the second virtual bulletin board as a target virtual recording prop to store the second zone and server crossing reference map, wherein the second virtual bulletin board is located in the second virtual scene;

[0049] Alternatively, based on the target virtual recording props carried by the target virtual character, the second zone and server crossing reference map is stored.

[0050] Furthermore, the third processing module is also used for:

[0051] Starting from the server adjacent to the server currently located by the target virtual character, gradually spreading the second server crossing reference map to multiple target servers until the virtual resources carried by the target virtual character are consumed;

[0052] Alternatively, determine the target area and server to be sent, and when the total virtual resource consumption of sending the second area and server crossing reference map to the target area and server is less than or equal to the virtual resources currently carried by the target virtual character, send the second area and server crossing reference map to the target area and server.

[0053] On the other hand, an embodiment of the present application further provides a display control device for a virtual scene, comprising:

[0054] A first receiving module, configured to receive a crossing request sent by a first terminal for initiating a zone-server crossing for a target virtual character, wherein the crossing request carries a first zone-server crossing path, the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers, and the first zone-server crossing path is determined based on a path construction control in a first zone-server crossing reference graph;

[0055] A second processing module, configured to perform zone-server crossing for the target virtual character based on the first zone-server crossing path;

[0056] The second sending module is used to render the scene image data of the second virtual scene of the server where the target virtual character is located when the interruption event is triggered to the first terminal after being rendered by a rendering server, so that the first terminal can switch the currently displayed first virtual scene to the second virtual scene.

[0057] Furthermore, the first zone-server crossing path is determined based on the target zone-server identifier and the target connection direction, and the second processing module is further used for:

[0058] Constructing a crossing vector based on the target zone and server identifier and the target connection direction, wherein the crossing vector is used to indicate a scene server and an information transmission server corresponding to the first zone and server crossing path;

[0059] The target virtual character is caused to cross the server area according to the crossing vector.

[0060] Furthermore, the second processing module is also used for:

[0061] Determine a candidate scene server and a candidate information delivery server according to the traversal vector;

[0062] A crossing event for causing the target virtual character to cross the server is constructed, the crossing event is transmitted based on the candidate scene server and the candidate information transmission server in sequence, and the crossing event is settled in the candidate scene server, wherein the settlement result of the crossing event is used to indicate whether the interruption event is triggered or not.

[0063] Furthermore, the second sending module is also used for:

[0064] Obtaining a server identifier of a first scene server corresponding to the zone and server where the target virtual character is located when the interruption event is triggered;

[0065] generating a scheduling request according to the server identifier, and sending the scheduling request to a scheduling server, so that the scheduling server allocates a rendering server corresponding to the first scene server to the first terminal according to the server identifier;

[0066] The scene image data is rendered and sent to the first terminal through a rendering server corresponding to the first scene server.

[0067] Furthermore, the first receiving module is also used for:

[0068] A reference map publishing request sent by the first terminal is received, and a second zone and server crossing reference map constructed by the first terminal is obtained according to the reference map publishing request.

[0069] Furthermore, the second sending module is also used for:

[0070] When the total virtual resource consumption of sending the second area and server crossing reference map to the target area and server is less than or equal to the virtual resources currently carried by the target virtual character, the second area and server crossing reference map is rendered by the rendering server corresponding to the second scene server and sent to the second terminal, wherein the second scene server is the scene server corresponding to the target area and server.

[0071] On the other hand, an embodiment of the present application further provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor implements the above-mentioned display control method of the virtual scene when executing the computer program.

[0072] On the other hand, an embodiment of the present application further provides a computer-readable storage medium, wherein the storage medium stores a computer program, and the computer program is executed by a processor to implement the above-mentioned display control method of the virtual scene.

[0073] On the other hand, the embodiment of the present application further provides a computer program product, which includes a computer program, and the computer program is stored in a computer-readable storage medium. The processor of the computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the computer device executes the display control method for implementing the above-mentioned virtual scene.

[0074] The embodiments of the present application include at least the following beneficial effects: by displaying the first virtual scene of the zone and server where the target virtual character is currently located in the virtual world, displaying the first zone and server crossing reference map in the first virtual scene, determining the first zone and server crossing path for indicating the crossing order between multiple zones and servers in response to interacting with the path building control in the first zone and server crossing reference map, and then initiating zone and server crossing for the target virtual character based on the first zone and server crossing path, compared with the method of selecting only one of the zones and servers, the method based on configuring the first zone and server crossing path can effectively improve the interactivity and flexibility of zone and server crossing, and on this basis, if an interruption event is triggered when the target virtual character is performing the zone and server crossing, the first virtual scene currently displayed is switched to the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered, that is, the impact of the interruption event is further considered in the zone and server crossing process, so that the zone and server crossing can be performed more refined, thereby improving the rationality of the zone and server crossing.

[0075] Other features and advantages of the present application will be set forth in the following description, and in part will become apparent from the description, or may be understood by practicing the present application. BRIEF DESCRIPTION OF THE DRAWINGS

[0076] The accompanying drawings are used to provide further understanding of the technical solution of the present application and constitute a part of the specification. Together with the embodiments of the present application, they are used to explain the technical solution of the present application and do not constitute a limitation on the technical solution of the present application.

[0077] Figure 1 A global map in a virtual game world in the related technology provided by an embodiment of the present application;

[0078] Figure 2 A schematic diagram of an optional implementation environment provided for an embodiment of the present application;

[0079] Figure 3 A schematic diagram of an optional flow chart of a display control method of a virtual scene provided in an embodiment of the present application;

[0080] Figure 4 A schematic diagram of an optional virtual world provided in an embodiment of the present application;

[0081] Figure 5 is a schematic diagram of an optional first virtual scene provided in an embodiment of the present application;

[0082] Figure 6 is a schematic diagram of an optional first zone server crossing reference map provided in an embodiment of the present application;

[0083] Figure 7 is a schematic diagram of a triggering method for displaying a first zone server crossing reference map provided by an embodiment of the present application;

[0084] Figure 8 It is an optional process diagram of the transaction zone server traversal reference diagram provided in the embodiment of the present application;

[0085] Fig. 9 This is a schematic diagram of an optional process of displaying a zone and server crossing reference map through a virtual bulletin board provided in an embodiment of the present application;

[0086] Fig.10 This is a schematic diagram of an optional process of recording history on a virtual bulletin board provided in an embodiment of the present application;

[0087] Fig.11 This is a schematic diagram of an optional process for constructing a first zone-server traversal path provided in an embodiment of the present application;

[0088] Fig.12 This is a schematic diagram of an optional connection direction provided in an embodiment of the present application;

[0089] Fig.13 This is an optional process diagram of the application process of the first zone server crossing reference map provided in the embodiment of the present application;

[0090] Fig.14 This is a schematic diagram of an optional process of zone-server crossing for triggering an interruption event provided in an embodiment of the present application;

[0091] Fig.15 This is an optional schematic diagram in which the first zone-server crossing path provided in the embodiment of the present application does not match the actual crossing path;

[0092] Fig.16 This is an optional process diagram for recording the experience of crossing regions and servers provided in an embodiment of the present application;

[0093] Fig.17 It is a schematic diagram of an optional recording interface provided by the implementation of this application;

[0094] Fig.18 This is a schematic diagram of an optional process of uploading a zone and server crossing reference map through a virtual bulletin board provided in an embodiment of the present application;

[0095] Fig.19It is a schematic diagram of two cross-server message releases provided in an embodiment of the present application;

[0096] Fig. 20 This is a schematic diagram of an optional process for a virtual character to cross a zone and a server provided in an embodiment of the present application;

[0097] Fig.21 A schematic diagram of an optional flow chart of a display control method of a virtual scene provided in an embodiment of the present application;

[0098] Fig. 22 This is an optional process diagram of data interaction when the target virtual character performs zone-server crossing provided by the embodiment of the present application;

[0099] Fig.23 This is an optional specific process diagram of data interaction when the target virtual character performs zone-server crossing provided in the embodiment of the present application;

[0100] Fig.24 This is an optional specific process diagram of data interaction when the target virtual character performs cross-server information publishing provided by the embodiment of the present application;

[0101] Fig.25 This is another optional specific process diagram of data interaction when the target virtual character moves or trades provided in the embodiment of the present application;

[0102] Fig.26 This is another optional specific process diagram of data interaction when the target virtual character moves or records provided in the embodiment of the present application;

[0103] Fig. 27 An optional overall flow chart of a display control method for a virtual scene applied to a first terminal provided in an embodiment of the present application;

[0104] Fig.28 An optional overall flow chart of a display control method for a virtual scene applied to a server provided in an embodiment of the present application;

[0105] Fig.29 A schematic diagram of an optional structure of a display control device for a virtual scene provided in an embodiment of the present application;

[0106] Fig.30 A schematic diagram of an optional structure of a display control device for a virtual scene provided in an embodiment of the present application;

[0107] Fig.31 A partial structural block diagram of a terminal provided in an embodiment of the present application;

[0108] Fig.32 A partial structural block diagram of the server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0109] In order to make the purpose, technical solution and advantages of the present application more clearly understood, the present application is further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not used to limit the present application.

[0110] It should be noted that in each specific embodiment of the present application, when it comes to the need to perform relevant processing based on data related to the characteristics of the target object such as target object attribute information or attribute information set, the permission or consent of the target object will be obtained first, and the collection, use and processing of these data will comply with relevant laws, regulations and standards. Among them, the target object can be a user. In addition, when the embodiment of the present application needs to obtain the target object attribute information, the target object's separate permission or separate consent will be obtained by means of a pop-up window or jumping to a confirmation page, etc., and after the separate permission or separate consent of the target object is clearly obtained, the necessary target object-related data for enabling the normal operation of the embodiment of the present application will be obtained.

[0111] To facilitate understanding of the technical solutions provided in the embodiments of the present application, some key terms used in the embodiments of the present application are explained here:

[0112] Cloud gaming: refers to a gaming method based on cloud computing. When cloud gaming is running, the logical processing and screen rendering of cloud gaming are all performed on the server. The server transmits the video stream and audio stream corresponding to the game screen to the client through the network. Users only need to have a device with streaming media playback function and a device that can obtain control operations to play the game. Cloud computing refers to a distributed computing method that processes large amounts of data in a short period of time through a system composed of multiple servers, and feeds back the calculation results to the user.

[0113] Server: refers to the server used to distinguish the game environment (area) where the player is located in an online game. Usually, the game server is provided by the game developer or operator, and players can log in to the corresponding game server to play the game. Each game server has its own specific name or number so that players can choose the game server they want to enter. Different game servers are usually independent of each other, and the game data and characters of players on the same game server can be inherited or transferred to another game server. In some online games, the game server can also divide different game scenes according to different player attributes or levels to ensure fairness among players in the game. The embodiment of the present application can configure different game scenes for different game servers, or configure the same game scene for all game servers. The virtual resources of each game scene can be the same or different, which helps to increase the enthusiasm of players to explore different servers.

[0114] Virtual character: also known as game character, game person, etc., can refer to the object that the player substitutes and controls during the game, or it can refer to the object controlled by the game program. In a server, the number of virtual characters can be one or more. Multiple virtual characters can correspond to multiple different clients, and the player of each client can substitute and control one or more virtual characters. In the game, the virtual character can move in the virtual scene, such as walking, running, jumping, etc., and can also view the information in the virtual scene, record information in the virtual scene, exchange information or virtual props with other virtual characters, and initiate server crossing operations in the virtual scene.

[0115] Virtual scene: refers to the scene created in the game for virtual characters to interact in the game, such as virtual maps, virtual islands, virtual houses, etc. The virtual scene can be in 3D (three-dimensional) form or 2D (two-dimensional) form. The virtual scene rendered and displayed by the server generally includes multiple scene elements. The scene elements refer to the various components required to constitute the virtual scene. For example, the scene elements of the virtual scene may include: the background of the virtual scene, and the objects presented in the virtual scene. Depending on the game, the objects presented in the virtual scene will also be different. For example, the objects in the virtual scene can be: virtual characters, animals, objects, mountains, flowers, etc., and optionally also include one or more objects located in the virtual scene.

[0116] At present, in the related art, a virtual game world is constructed in the game, and there are multiple different servers in the virtual game world. Players can select a server and make the virtual character controlled by themselves travel to the selected server to play the game in the server. Figure 1 , Figure 1 In the global map of the virtual game world in the related technology provided in the embodiment of the present application, it can be seen that the zone and server map is fixed, and the player can learn the specific locations of all zones and servers through the zone and server map. The player selects one of the zones and servers to be crossed, and then the virtual character controlled by the player directly crosses to the selected zone and server. The zone and server crossing method is too simple and the interactivity needs to be improved.

[0117] Reference Figure 2 , Figure 2 A schematic diagram of an optional implementation environment provided for an embodiment of the present application, the implementation environment includes a first terminal 201 and a server 202, wherein the first terminal 201 and the server 202 are connected via a communication network.

[0118] Server 202 can 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 (Content Delivery Network), and big data and artificial intelligence platforms. In addition, server 202 can also be a node server in a blockchain network.

[0119] The first terminal 201 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, etc., but is not limited thereto. The first terminal 201 and the server 202 may be directly or indirectly connected via wired or wireless communication, which is not limited in the present embodiment.

[0120] Exemplarily, the first terminal 201 can display the first virtual scene of the zone where the target virtual character is currently located in the virtual world, and display the first zone and server crossing reference map in the first virtual scene. In response to interacting with the path building control in the first zone and server crossing reference map, the first terminal 201 can determine the first zone and server crossing path for indicating the crossing order between multiple zones and servers, and then initiate zone and server crossing for the target virtual character based on the first zone and server crossing path, that is, initiate a zone and server crossing request to the server 202, wherein the zone and server crossing request includes at least relevant information of the target virtual character and the first zone and server crossing path. Because the target virtual character needs to select the virtual path for the target virtual character to cross the zone and server according to the reference positions of each zone and server in the virtual world before initiating the zone and server crossing, the method based on configuring the first zone and server crossing path can effectively improve the interactivity and flexibility of the zone and server crossing. If an interruption event is triggered when the target virtual character is crossing the server, the first terminal 201 switches the currently displayed first virtual scene to the second virtual scene of the server where the target virtual character is located when the interruption event is triggered. That is to say, the impact of the interruption event is further considered in the process of crossing the server, so that the server crossing can be performed more refinedly, thereby improving the rationality of the server crossing.

[0121] The method provided in the embodiments of the present application can be applied to different technical fields, including but not limited to cloud technology, games and other technical fields.

[0122] Reference Figure 3 , Figure 3 An optional flow chart of a display control method for a virtual scene provided in an embodiment of the present application, the display control method for the virtual scene can be executed by a first terminal, and the display control method for the virtual scene includes but is not limited to the following steps 301 to 304.

[0123] Step 301: Displaying a first virtual scene of the server area in which the target virtual character is currently located in the virtual world, and displaying a first server area crossing reference map in the first virtual scene;

[0124] In a possible implementation, the target virtual character refers to the virtual character currently controlled by the player. The virtual world includes multiple servers, for example, Figure 4 , Figure 4 This is a schematic diagram of an optional virtual world provided in an embodiment of the present application. It can be seen that: Figure 4 The left sub-image in the middle is a display image of the reference structure 400 corresponding to the virtual world. Figure 4 The right sub-figure in the middle is the architecture diagram of the reference structure 400 corresponding to the virtual world. Figure 4 As shown in the left sub-figure, a plurality of zone and server identifiers 401 are displayed in the reference structure 400 corresponding to the virtual world, and the relative position of each zone and server identifier 401 in the reference structure 400 can represent the virtual position of each zone and server in the virtual world. Since different zones and servers are independent of each other, the operating rules and contents of different zones and servers can be the same or different. For example, the time of different zones and servers can be calculated independently, and different zones and servers can set different virtual scenes according to their respective positions in the virtual world 400. In addition, each virtual character in each zone and server continuously interacts with the game, so that each zone and server changes in real time, but the events occurring in each zone and server are not transmitted in real time. The duration of information transmission can be adjusted according to the distance between the two zone and server identifiers 401 in the reference structure 400, that is, it can be adjusted according to the distance between the two zones and servers in the virtual world, such as Figure 4As shown in the right sub-figure, the solid triangle represents the scene server 402 of the zone server corresponding to the zone server identifier 401, and the dotted triangle represents the information transmission server 403. The virtual scene of each zone server is rendered and generated by the scene server 402. At the same time, the events triggered in each zone server are settled and processed by the corresponding scene server 402. Therefore, the events occurring in each zone server can be updated in real time and fed back to the corresponding virtual scene, and the event data transmission between each zone server needs to rely on the information transmission server 403 between each scene server 402. Each scene server 402 is connected to a plurality of information transmission servers 403, and a plurality of adjacently connected information transmission servers 403 constitute an information transmission server cluster, thereby realizing the construction of multiple data transmission directions. Therefore, by selecting different data transmission directions, event data can be transmitted to different scene servers 402, i.e., different zones and servers. For example, when a target virtual character initiates a zone and server crossing, the data of the crossing event corresponding to the target virtual character needs to be transmitted by the scene server 402 and the information transmission server 403. For different crossing paths, the data representing the crossing event is transmitted through different scene servers 402, and for different zone and server crossing directions, the data representing the crossing event is transmitted through different information transmission servers 403.

[0125] In addition, since cross-server information has a time lag, events occurring in each server are unlikely to affect other servers in real time. Therefore, it is difficult for players to learn about the situation in servers other than the current server. For example, other servers may have abundant virtual resources or may be short of resources. In order to obtain more virtual resources, players need to control virtual characters to travel across servers to other servers for collection. Initiating server crossing for the target virtual character requires meeting preset crossing conditions, which makes it difficult for the target virtual character to frequently travel across servers. As a result, each server crossing initiated for the target virtual character has different risks and benefits, which helps to improve the authenticity of server crossing.

[0126] In a possible implementation, the first virtual scene of the server where the target virtual character is currently located can display the background, items, and virtual characters other than the target virtual character of the corresponding server. If the current perspective mode is a third-person perspective, the first virtual scene can also display the target virtual character. Figure 5 , Figure 5is a schematic diagram of an optional first virtual scene 500 provided in an embodiment of the present application. It can be seen that part or all of the target virtual character 501 can also be displayed in the first virtual scene 500. The player can control the target virtual character 501 to trigger an interactive event in the first virtual scene 500. The interactive event will generate corresponding behaviors. The results of these behaviors will affect the virtual world, causing the first virtual scene 500 or the virtual scenes of other servers in the virtual world to change. Therefore, the virtual scene can be displayed dynamically, which helps to understand the real-time changes of the virtual scene and optimize the presentation effect of the virtual scene. For example, the player controls the target virtual character 501 to trigger a resource collection event in the first virtual scene 500. The resource collection event will cause the number of virtual resources in the server in the virtual world to decrease, while the number of virtual resources carried by the target virtual character 501 will increase, and the corresponding virtual resources will be cancelled in the first virtual scene 500. For another example, the player controls the target virtual character 501 to trigger a server crossing event in the first virtual scene 500. The server crossing event will cause the target virtual character 501 in the virtual world to transfer from the current server to another server, so that the target virtual character 501 disappears in the first virtual scene 500, and is transferred to the virtual scene corresponding to another server to display the target virtual character 501.

[0127] In a possible implementation, a first zone and server traversal reference map may be displayed in the first virtual scene, and the first zone and server traversal reference map may display a path building control. Figure 6 , Figure 6It is a schematic diagram of an optional first server crossing reference map 600 provided in an embodiment of the present application. It can be seen that the first server crossing reference map 600 only contains information about some servers in the virtual world, wherein the first server crossing reference map 600 displays multiple candidate server identifiers 1101, and the candidate server identifiers 1101 can be used to indicate the reference position of the server in which the target virtual character is currently located in the virtual world, and can also display the relative reference positions of other servers. Since the first server crossing reference map 600 is pre-generated, the positions of each server in the first server crossing reference map 600 are not updated in real time, so that the server corresponding to the candidate server identifier 1101 displayed in the first server crossing reference map 600 may be inconsistent with the server actually existing in the virtual world, such as the number of servers, server positions, and the number of server resources. Therefore, the first server crossing reference map 600 has uncertainty, which can improve the authenticity of server crossing and improve the enthusiasm of players to obtain the first server crossing reference map 600. Assume that the target virtual character 501 is currently in "Server 1" in the first server crossing reference map 600. The player can learn the information of "Server 1" in real time by controlling the target virtual character 501, but it is difficult to learn the information of servers other than "Server 1", such as "Server 2", "Server 3", "Server 4" and "Server 5". For the target virtual character 501, not only is it impossible to know the event information occurring in the four servers "Server 2", "Server 3", "Server 4" and "Server 5", but the reference positions of the four servers "Server 2", "Server 3", "Server 4" and "Server 5" are also uncertain, that is, as time changes, "Server 2" may change. , "Server 3", "Server 4" and "Server 5" may move and deviate from the reference position shown in the first server crossing reference map 600. If the target virtual character 501 crosses the servers according to the reference position shown in the first server crossing reference map 600, the crossing may fail, or the server reached by the crossing may not be the target server. By increasing the uncertainty of server crossing through a real-time changing virtual world and a server crossing reference map with time lag, the target virtual character 501 can be encouraged to obtain more server crossing reference maps to continuously update the server crossing reference maps, which helps to improve the interactivity of server crossing.

[0128] like Figure 6As shown, a path construction control 610 is also displayed in the first server crossing reference map 600. The path construction control 610 is used to construct a first server crossing path for the target virtual character 501 to cross servers. The first server crossing path can be input by interacting with the path construction control 610. In addition, in a possible implementation, the candidate server identifiers 1101 of multiple candidate servers can also be directly used as path construction controls. By simultaneously displaying the path construction control 610 and the reference positions of multiple servers in the first server crossing reference map 600, it is helpful for players to refer to the reference positions of each server to construct the first server crossing path, that is, the first server crossing path is the desired server crossing path constructed by the player.

[0129] In one possible implementation, there are multiple ways to display the first server-area crossing reference map in the first virtual scene, including at least one of the following situations: in the first virtual scene, in response to a transaction with a virtual character other than the target virtual character, the first server-area crossing reference map obtained by the transaction is displayed; or, in the first virtual scene, in response to viewing the first virtual bulletin board, the first server-area crossing reference map is displayed in the first virtual bulletin board; or, in the first virtual scene, in response to receiving the first server-area crossing reference map sent by a virtual character other than the target virtual character, the first server-area crossing reference map is displayed; or, in the first virtual scene, in response to using the first virtual recording prop carried by the target virtual character, the first server-area crossing reference map stored in the first virtual recording prop and created in advance by the target virtual character is displayed.

[0130] For example, refer to Figure 7 , Figure 7 It is a schematic diagram of a triggering method for displaying a first zone and server crossing reference map provided by an embodiment of the present application. It can be seen that there are multiple triggering methods for the first zone and server crossing reference map, such as trading with other virtual characters 700, viewing the first virtual bulletin board 701, receiving a zone and server crossing reference map sent by other zones and servers, and using a virtual recording prop 703. There can be multiple first zone and server crossing reference maps, and each first zone and server crossing reference map can be different. Therefore, different first zone and server crossing reference maps can be obtained in one or more ways to understand the virtual world, which helps to determine the target zone and server of the target virtual character and the corresponding first zone and server crossing path, and can improve the interactivity and authenticity of zone and server crossing.

[0131] In one possible implementation, in the first virtual scene, there are multiple virtual characters, wherein virtual characters other than the target virtual character may be controlled by other players or by a game program. When in the first virtual scene, there are other virtual characters in addition to the target virtual character, the target virtual character may trade with other virtual characters, and the target virtual character may obtain the first zone and server crossing reference map from other virtual characters from the trading behavior, thereby displaying the first zone and server crossing reference map in the first virtual scene. It should be noted that the target virtual character may trade with other virtual characters using the virtual resources it carries, wherein the virtual resources carried by the target virtual character itself may include zone and server crossing reference maps other than the first zone and server crossing reference map.

[0132] In one possible implementation, in a first virtual scene, when the distance between a target virtual character and virtual characters other than the target virtual character is less than or equal to a first distance threshold, a transaction initiation control is displayed; then, in response to triggering the transaction initiation control, at least one candidate map identifier is displayed, wherein the candidate map identifier is used to mark a first zone and server crossing reference map to be traded; then, in response to selecting a target map identifier from at least one candidate map identifier, a second virtual recording prop is obtained through a transaction, wherein the second virtual recording prop stores the first zone and server crossing reference map marked with the target map identifier; in response to using the second virtual recording prop, the first zone and server crossing reference map stored in the second virtual recording prop is displayed.

[0133] For example, refer to Figure 8 , Figure 8It is an optional process diagram of the transaction zone and server crossing reference map provided by the embodiment of the present application. When the distance between the target virtual character 501 and the other virtual character 700 is less than or equal to the first distance threshold, the transaction initiation control 800 can be displayed on the side of the other virtual character 700, that is, the target virtual character 501 can be prompted to initiate a transaction with the virtual character 700. In response to the click operation on the transaction initiation control 800, a transaction interface 801 can be displayed, and the transaction interface 801 can display the items to be traded by both parties, such as virtual props, etc., wherein the first zone and server crossing reference map 600 to be traded can be displayed through the candidate map identifier 802, and the candidate map identifier 802 can display the introduction of the first zone and server crossing reference map, so as to facilitate the transaction parties to understand the information of the items to be traded and distinguish the first zone and server crossing reference map 600. In response to the selection operation of the candidate map identifier 802 displayed on the transaction interface 801, a transaction event is triggered, and the second virtual recording prop 803 corresponding to the target map identifier in the virtual resources of the virtual character 700 is transferred to the virtual resources of the target virtual character 501, so that the target virtual character 501 obtains the second virtual recording prop 803 corresponding to the target map identifier. Therefore, in response to the target virtual character using the second virtual recording prop 803, the first zone and server crossing reference map 600 stored in the second virtual recording prop 803 can be displayed in the first virtual scene 500.

[0134] In one possible implementation, the objects presented in the first virtual scene may include a virtual character and a first virtual bulletin board. The first virtual bulletin board may contain at least one server-area crossing reference map, so that the server-area crossing reference map of the first virtual bulletin board may be obtained by interacting with the first virtual bulletin board, wherein the server-area crossing reference map in the first virtual bulletin board may be uploaded by the virtual character.

[0135] For example, refer to Fig. 9 , Fig. 9 It is a schematic diagram of an optional process of displaying a reference map of zone and server crossing through a virtual bulletin board provided in an embodiment of the present application. It can be seen that a first virtual bulletin board 701 is displayed in the first virtual scene 500. When the distance between the target virtual character 501 and the first virtual bulletin board 701 is less than or equal to a second distance threshold, a view announcement control 900 can be displayed on one side of the first virtual bulletin board 701. In response to a click operation on the view announcement control 900, a bulletin board interface 901 can be displayed in the first virtual scene 500, and a first zone and server crossing reference map 600 can be displayed in the bulletin board interface 901.

[0136] In one possible implementation, the first virtual bulletin board can also display server information, including information about the current server and information about other servers. The first virtual bulletin board can record event information occurring in the current server, and can also record event information from other servers. Among them, the first virtual bulletin board can record the event content of the event occurring in the current server, the occurrence of the event, and the virtual character information that triggered the event.

[0137] Specifically, refer to Fig.10 , Fig.10 This is an optional process diagram of recording history in a virtual bulletin board provided in an embodiment of the present application. Since each zone is independent of each other and the time between each zone is not synchronized, a unique chronology can be set for the current zone in the first virtual bulletin board 701 and the current zone is named. Then the player can control the target virtual character 501 in the current zone to record the zone historical events in the first virtual bulletin board 701 according to the chronology of the current zone, so that the zone historical events of the current zone can be viewed by viewing the first virtual bulletin board 701.

[0138] In a possible implementation, information from servers other than the current server may be received in the first virtual scene, such as a server crossing reference map, for example, Figure 7 As shown, when a server crossing reference map is received from other servers other than the current server, a message notification bar 704 may be displayed at the top of the first virtual scene 500, and the message notification bar 704 may display a prompt content of "received server crossing reference map from other servers" and a receiving view control 705. In response to triggering the receiving view control 705, the first server crossing reference map 600 sent from other servers may be displayed in the first virtual scene 500, so that cross-server communication may be performed with servers other than the current server.

[0139] In a possible implementation, a prop identifier corresponding to the virtual recording prop carried by the target virtual character may be displayed in the first virtual scene, for example, Figure 7 As shown, a prop identification pop-up window 703 may be displayed at the lower left corner of the first virtual scene, and a prop identification corresponding to the first virtual recording prop may be displayed in the prop identification pop-up window 703. In response to triggering the prop identification 703, the first virtual recording prop corresponding to the prop identification 703 may be used to display the first server-area crossing reference map 600 stored in the first virtual recording prop in the first virtual scene 500, wherein the first server-area crossing reference map 600 stored in the first virtual recording prop is pre-created by the target virtual character 501, that is, after the target virtual character 501 creates the first server-area crossing reference map 600, it stores the first server-area crossing reference map in the first virtual recording prop.

[0140] In one possible implementation, a prop identification of a virtual recording prop carried by a target virtual character may be displayed in a first virtual scene, and the virtual recording prop carried by the target virtual character may include a first virtual recording prop and a second virtual recording prop, wherein the first virtual recording prop stores a first zone and server crossing reference map pre-created by the target virtual character, and the second virtual recording prop stores a first zone and server crossing reference map pre-created by a virtual character other than the target virtual character. For example, the second virtual recording prop may be obtained by trading between the target virtual character and a virtual character other than the target virtual character, that is, the virtual recording prop obtained through the transaction may be a prop with a limited number of uses, or may be an unlimited prop until the virtual recording prop is traded or sold by the target virtual character.

[0141] Step 302: In response to interacting with a path building control, determine a first zone and server traversal path.

[0142] Among them, the first server-area crossing path is used to indicate the crossing order between multiple servers. Since the first server-area crossing reference map is created by the virtual character itself, the accuracy of the first server-area crossing reference map is difficult to guarantee. At the same time, the virtual world changes in real time, that is, the positions of each server are constantly changing, and the first server-area crossing reference map no longer changes after creation, that is, the first server-area crossing reference map has a time lag. Therefore, when using the first server-area crossing path to cross servers, it is possible to pass through servers that are not displayed in the first server-area crossing reference map. Therefore, the first server-area crossing path represents the relative crossing order between multiple servers, not the absolute crossing order when the target virtual character crosses servers.

[0143] In one possible implementation, the path building control may be implemented in a variety of ways, for example, referring again to Figure 6 , the first server crossing reference map 600 may display numbers or names corresponding to each server, that is, candidate server identifiers 1101, therefore, the path construction control 601 may display a plurality of server input boxes arranged in sequence, and the order of each server input box in the queue may indicate the crossing order of the servers corresponding to the server input box, so that by inputting the corresponding server numbers or server names in each server input box, the first server crossing path may be determined; for another example, the first server crossing reference map 600 displays reference positions of each server, and each server has a designated server crossing path, therefore, the path construction control 601 may include a connecting line identifier between two servers, that is, using a connecting line identifier to represent an optional server crossing path between two servers, so that by selecting a target line identifier from a plurality of connecting line identifiers in sequence, the crossing order of each server may be determined, that is, the first server crossing path is obtained.

[0144] In addition, in a possible implementation, the path construction control may also include candidate server identifiers of multiple candidate servers. In response to interacting with the path construction control to determine the first server crossing path, in response to selecting the target server identifier in sequence from the multiple candidate server identifiers, the candidate server corresponding to the target server identifier is determined as the server to be crossed; then, a direction selection interface is displayed, wherein the direction selection interface displays a direction selection control for configuring the connection direction of the server to be crossed; then, in response to interacting with the direction selection control, the target connection direction of each server to be crossed is determined, and the first server crossing path is determined according to the target server identifier and the target connection direction.

[0145] Among them, the candidate server may refer to the server displayed in the currently displayed first server crossing reference map. Therefore, the candidate server identifier of each candidate server may be used to represent the server in the first server crossing reference map. The target connection direction is the server crossing direction of the crossing event selected by the player, which is used to indicate the information transmission server that transmits the data of the crossing event.

[0146] For example, refer to Fig.11 , Fig.11This is an optional process diagram for constructing a first server crossing path provided by an embodiment of the present application. It can be seen that the reference position of the corresponding server in the virtual world is represented by the relative position of each candidate server identifier 1101 in the first server crossing reference map 600, so that the target server identifier 1102 can be selected in sequence from the multiple candidate server identifiers 1101 displayed in the first server crossing reference map 600. The target server identifier 1102 is represented as the candidate server identifier 1101 corresponding to the server to be crossed. The display mode of the selected target server identifier 1102 is different from the display mode of the unselected candidate server identifier 1101, so that the distinction between the target server identifier 1102 and the candidate server identifier 1101 can be improved. Therefore, by using the path construction control 610 to represent the reference positions of multiple servers in the virtual world, the interface of the first server crossing reference map 600 can be simplified, and the visualization of the candidate server identifier 1101 can be improved, which is convenient for constructing the first server crossing path. Next, after the candidate server corresponding to the target server identifier 1102 is determined as the server to be crossed, a direction selection interface 1103 may be displayed, in which the servers to be crossed are displayed in sequence according to the selection order, and a direction selection control 1104 is displayed between two adjacent servers to be crossed. By clicking on the direction selection control 1104, an optional direction list 1105 may be displayed below the corresponding direction selection control 1104, wherein at least one candidate connection direction 1106 is displayed in the optional direction list 1105, wherein the candidate connection direction 1106 may represent a known crossing direction between two corresponding to-be-crossed areas and servers in the first area and server crossing reference map 600, and the candidate connection direction 1106 may also represent a traversable direction between two adjacent areas and servers to be crossed in the direction selection control 1104; then, by selecting a target connection direction 1107 from the candidate connection directions 1106 displayed in the optional direction list 1105, the target connection direction 1107 between two adjacent areas and servers to be crossed is determined, so that the target connection direction 1107 between each area and server to be crossed may be selected through the direction selection control 1104 between each area and server to be crossed, and then the first area and server crossing path is determined by using the selection order of each target area and server identifier 1102 and the corresponding target connection direction 1107, and the first area and server crossing path is displayed in the direction selection interface 1103.

[0147] In a possible implementation, the direction selection interface may display the connection direction of the zone to be crossed, wherein the connection direction may be adjusted in number and direction according to the first information delivery server directly connected to the corresponding scene server and the second information delivery server directly connected to each first information delivery server. Fig.12 , Fig.12It is an optional schematic diagram of the connection direction provided in the embodiment of the present application. It can be seen that each scene server 402 is respectively connected to three information transmission servers 403, and each information transmission server 403 is respectively connected to two information transmission servers 403 and one scene server 402. The mutually connected information transmission servers 403 constitute an information transmission server cluster, which is equivalent to each scene server 402 being respectively connected to three information transmission server clusters. Since the case where the event data is directly returned to the data sender is not considered in this embodiment, the data sender can choose to select an information transmission server cluster from the three information transmission server clusters for event data transmission, that is, the data sender can have three cluster entry directions of the first direction, the second direction and the third direction, wherein the first direction represents the direction of transmitting the event data to the first information transmission server cluster, the second direction represents the direction of transmitting the event data to the second information transmission server cluster, and the third direction represents the direction of transmitting the event data to the third information transmission server cluster. Among them, when the data sender needs to send event data, one of the cluster entry directions can be randomly selected from the three cluster entry directions, or one of the cluster entry directions can be specified from the three cluster entry directions to enter the information transmission server cluster.

[0148] In addition, after determining the cluster entry direction, that is, after transmitting the event data to the designated information transmission server cluster, the cluster transmission direction of the event data in the information transmission server cluster can be selected. The cluster transmission direction includes a clockwise transmission direction and a counterclockwise transmission direction. The clockwise transmission direction indicates that the event data is transmitted in a clockwise direction in the information transmission server cluster based on the cluster entry direction. Correspondingly, the counterclockwise transmission direction indicates that the event data is transmitted in a counterclockwise direction in the information transmission server cluster based on the cluster entry direction. Therefore, multiple optional directions can be obtained based on the three cluster entry directions and the two cluster transmission directions. The optional directions include a first clockwise transmission direction, a first counterclockwise transmission direction, a second clockwise transmission direction, a second counterclockwise transmission direction, a third clockwise transmission direction, and a third counterclockwise transmission direction. Among them, the first clockwise transmission direction indicates that the event data of the zone server 1 enters the first information transmission server cluster and is transmitted in a clockwise direction, and the second counterclockwise transmission direction indicates that the event data of the zone server 1 enters the second information transmission server cluster and is transmitted in a counterclockwise direction. And so on to obtain multiple optional directions. For example, taking the scene server 402 corresponding to the zone server 1 as the data sender, when the target connection direction of the zone server 1 is the first clockwise direction, the event data of the zone server 1 can be transmitted to the zone server 2, the zone server 8 or the zone server 4; when the target connection direction of the zone server 1 is the first counterclockwise direction, the event data of the zone server 1 can be transmitted to the zone server 3, the zone server 9 or the zone server 4; when the target connection direction of the zone server 1 is the third counterclockwise direction, the event data of the zone server 1 can be transmitted to the zone server 3, the zone server 10 or the zone server 6. Therefore, selecting the same target connection direction can transmit event data to different zones and servers, and selecting different target connection directions can also transmit event data to the same zone and server, thereby realizing the randomness of data transmission.

[0149] Specifically, the clockwise and counterclockwise transmission directions can also be distance-limited or angle-limited. For example, the scene server corresponding to area server 1 is used as the data sender. When the target connection direction of area server 1 is the first clockwise 120-degree direction, the event data of area server 1 can be transmitted to area server 2; and when the target connection direction of area server 1 is the second counterclockwise 120-degree direction, the event data of area server 1 can also be transmitted to area server 2.

[0150] In a possible implementation, in response to selecting a target service identifier from multiple candidate service identifiers in sequence, and determining the candidate service identifier corresponding to the target service identifier as the service identifier to be crossed, the target service identifier can be selected in sequence from multiple candidate service identifiers, and when the total virtual resource consumption corresponding to the target service identifier is less than or equal to the virtual resources currently carried by the target virtual character, the candidate service identifier corresponding to the target service identifier is determined as the service identifier to be crossed; or, when there is a connection relationship between the selected target service identifiers, the candidate service identifier corresponding to the target service identifier is determined as the service identifier to be crossed. The target virtual character can obtain the virtual resources required for service crossing by triggering an interactive event in the first virtual scene. For example, the virtual resources can be virtual diamonds or virtual physical strength. The virtual character can trigger a collection event in the first virtual scene to obtain virtual diamonds, and the virtual character can trigger a character rest event in the first virtual scene to obtain virtual physical strength, so that virtual diamonds or virtual physical strength can be consumed to initiate service crossing. When the total virtual resource consumption corresponding to the target server identifier is greater than the virtual resources currently carried by the target virtual character, an error message prompt of the server to be crossed can be displayed; or, when there is no connection relationship between the selected target server identifiers, an error message prompt of the server to be crossed can be displayed. In addition, when it is shown in the first server crossing reference map that there is no connection relationship between the selected target server identifiers, although the candidate server corresponding to the target server identifier cannot be directly determined as the server to be crossed, the corresponding target connection direction can be adjusted in the direction selection interface, so that if there is a connection relationship between the selected target server identifiers in the virtual world, the adjusted target connection direction can be used to cross the server to the server corresponding to the target server identifier. By setting the restriction conditions for server crossing, the time it takes for the virtual character to achieve historical crossing of all servers is extended, the challenge of exploring the virtual world is increased, and at the same time, the balance of virtual characters in virtual resources can be improved, thereby improving the interactivity and rationality of server crossing.

[0151] Step 303: Initiate zone-server crossing for the target virtual character based on the first zone-server crossing path.

[0152] In a possible implementation, after determining the first zone-server crossing path, the first zone-server crossing path can be used to initiate zone-server crossing for the target virtual character. In the process of the target virtual character initiating zone-server crossing, a crossing transition animation can be played in the first virtual scene, and the crossing transition animation can be a simulated picture of the target virtual character crossing zones and servers according to the first zone-server crossing path, thereby enriching the display content of the first virtual scene during zone-server crossing and optimizing the presentation effect of zone-server crossing.

[0153] In one possible implementation, in the process of initiating area-server crossing for the target virtual character based on the first area-server crossing path, a crossing request for initiating area-server crossing for the target virtual character can be generated based on the first area-server crossing path; then, the crossing request is sent to the server side, so that the server side constructs a crossing vector based on the target area-server identifier and the target connection direction, and performs area-server crossing for the target virtual character according to the crossing vector; wherein the crossing vector is used to indicate the scene server and the information transmission server corresponding to the first area-server crossing path. Since the first zone and server crossing path is used to indicate the relative crossing order between multiple zones and servers, and relative to the server side, there are multiple information transmission servers between the scene servers corresponding to each zone and server, and the data transmission between the two scene servers needs to rely on the information transmission server, there are multiple data transmission directions. In order to make the data transmission direction close to the first zone and server crossing path of the target virtual character, the crossing request sent to the server side at least includes each target zone and server identifier and the target connection direction in the first zone and server crossing path, so that the server side can determine the target scene server according to the target zone and server identifier, and determine the target data transmission direction between the two target scene servers using the target connection direction, and then construct a crossing vector using the target scene server and the target data transmission direction, thereby improving the accuracy of data transmission, improving the fit between the actual zone and server crossing path and the first zone and server crossing path, and reducing the occurrence of zone and server crossing deviations due to data errors.

[0154] In a possible implementation, after determining the first zone-server crossing path, a zone-server crossing may be initiated according to the first zone-server crossing path, or a corresponding zone-server crossing reference map may be constructed according to the first zone-server crossing path, and the first virtual recording prop may be used to store and record the zone-server crossing reference map. Fig.13 , Fig.13 It is an optional process diagram of the application process of the first area server crossing reference map provided in the embodiment of the present application. It can be seen that the target virtual character can obtain the first area server crossing reference map by trading with other virtual characters, or by viewing public information. The public information includes the first virtual bulletin board and the first area server crossing reference map received from other areas servers, so that the required information can be selected from multiple first area server crossing reference maps to determine the first area server crossing path required by the target virtual character. Therefore, the target virtual character can use the first area server crossing path to initiate area server crossing, or use the first virtual recording prop to store the first area server crossing reference map constructed by the first area server crossing path, so that the first virtual recording prop can be traded to other virtual characters in exchange for virtual resources.

[0155] Step 304: If an interruption event is triggered when the target virtual character is crossing the server, the currently displayed first virtual scene is switched to the second virtual scene of the server where the target virtual character is located when the interruption event is triggered.

[0156] In one possible implementation, since the target virtual character can use a simulated crossing method to cross the server when initiating the server crossing, that is, the target virtual character still stays in the current server and displays the first virtual scene until the simulated crossing of the target virtual character is completed, the currently displayed first virtual scene is switched to the virtual scene of the server where the target virtual character is located after the server crossing, thereby optimizing the presentation effect of the server crossing.

[0157] In a possible implementation, since the first zone-server crossing reference map has a time lag and the first zone-server crossing path is customizable, zone-server crossing is uncertain. In addition, an interruption event may be triggered when the target virtual character is crossing zones and servers. The interruption event may refer to an event that interrupts the target virtual character's zone-server crossing. When the target virtual character is crossing zones and servers, the target virtual character may appear in the zone and server when the interruption event is triggered, or in the previous zone and server reached when the interruption event is triggered, or in the zone and server before the zone and server crossing is performed. That is, the target virtual character may have multiple results of zone and server crossing based on the first zone and server crossing path, including but not limited to the following situations: crossing to the last zone and server in the first zone and server crossing path, that is, the destination zone and server, crossing to the zone and server other than the last zone and server in the first zone and server crossing path; specifically, when the target virtual character is crossing zones and servers, an interruption event is triggered, and the target virtual character may stay in the zone and server before the zone and server crossing is initiated, that is, the second virtual scene may be the same as the first virtual scene.

[0158] In addition, if no interruption event is triggered when the target virtual character is crossing the server, the currently displayed first virtual scene is switched to the second virtual scene of the last server in the first server crossing path. That is to say, when the target virtual character is crossing the server, no interruption event is triggered, then the target virtual character can reach the last server in the first server crossing path, that is, the destination server. It should be noted that since the first server crossing reference map has a time lag, the first server crossing path constructed by the first server crossing reference map also has a time lag. If the position of the server to be crossed in the first server crossing path is inconsistent with the position of each server in the actual virtual world, even if the target virtual character is crossing the server without triggering an interruption event, the target virtual character may appear in servers other than the last server in the first server crossing path or in servers other than the first server crossing path.

[0159] For example, refer to Fig.14 , Fig.14 This is an optional process diagram of zone-server crossing that triggers an interruption event provided by an embodiment of the present application. The first zone-server crossing path is specifically from zone-server 1 to zone-server 2 after passing through zone-server 5 and zone-server 3 in sequence, and an interruption event is triggered when the target virtual character 501 crosses the zone-server to zone-server 5. If the port of zone-server 5 is closed and it is impossible to leave zone-server 5, the target virtual character 501 stays in zone-server 5. Therefore, the first virtual scene 500 corresponding to the currently displayed zone-server 1 is switched to the second virtual scene 1400 of zone-server 5 where the target virtual character 501 is located when the interruption event is triggered.

[0160] For example, refer to Fig.15 , Fig.15 This is an optional schematic diagram of the first zone server crossing path provided by the embodiment of the present application not being consistent with the actual crossing path. Since the first zone server crossing reference map 600 has a time lag and the first zone server crossing path is customizable, only zone servers 1, 2, 3, and 5 are displayed in the first zone server crossing reference map 600. By interacting with the path building control 610, the first zone server crossing path is determined. Specifically, the first zone server crossing path is from zone server 1 to zone server 2 after passing through zone server 5 and zone server 3 in sequence; however, in the actual virtual world, Fig.15 As shown, there is a server 4 between server 1 and server 5. When traveling from server 1 to server 5, it is necessary to pass through server 4. Therefore, in the process of traveling through servers using the first server traveling path, when the target virtual character 501 simulates traveling from server 1 to server 5, it will pass through server 4 and arrive at server 5. Therefore, when the target virtual character 501 triggers an interruption event when traveling to server 4, the target virtual character 501 stays in server 4 outside the first server traveling path, and switches the first virtual scene 500 corresponding to server 1 currently displayed to the second virtual scene 1400 of server 4 where the target virtual character 501 is located when the interruption event is triggered.

[0161] In one possible implementation, after the target virtual character completes the server crossing, the server crossing result of the target virtual character can be displayed in a new virtual scene. For example, the server crossing result can include the actual crossing path of the target virtual character during the server crossing process, and can also include the crossing event triggered by the target virtual character during the server crossing process, as well as the server information of the target virtual character's current location. Specifically, when an interruption event is triggered when the target virtual character is crossing the server, the currently displayed first virtual scene is switched to the second virtual scene of the server where the target virtual character is located when the interruption event is triggered. The server where the target virtual character is currently located can be displayed in the second virtual scene, and the target virtual character is prompted that an interruption event is triggered when crossing a certain server. The specific content of the interruption event triggered by the target virtual character can also be displayed. For example, referring again to Fig.14When the first virtual scene 500 corresponding to the currently displayed zone server 1 is switched to the second virtual scene 1400 of the zone server 5 where the target virtual character 501 is located when the interruption event is triggered, the second virtual scene 1400 can be displayed Fig.14 The middle sub-graph (schematic diagram of the area server crossing process) can also display a crossing result prompt box, which can display "Because the port of area server 5 is closed, it is impossible to leave area server 5. The target virtual character currently stays in area server 5."

[0162] In addition, when no interruption event is triggered when the target virtual character is crossing servers, the currently displayed first virtual scene is switched to the second virtual scene of the last server in the first server crossing path. The actual crossing path of the target virtual character in the server crossing can be displayed in the second virtual scene, and the crossing result prompt box can be displayed. The crossing result prompt box can display "The target virtual character successfully crossed to server 2".

[0163] In one possible implementation, after performing zone crossing, the actual second zone crossing path is determined based on the first zone crossing path; then, in response to recording the zone crossing, a second zone crossing reference map is constructed based on the second zone crossing path; then, the second zone crossing reference map is stored based on the target virtual recording prop, or the second zone crossing reference map is sent to the target zone.

[0164] For example, refer to Fig.16 , Fig.16 It is an optional process diagram for recording the experience of crossing the area and server provided in an embodiment of the present application. Since the area and server crossing is uncertain, the crossing result can be known after the area and server crossing is performed using the first area and server crossing path. The crossing result may be the same as the expected crossing result displayed in the first area and server crossing path, that is, the crossing result meets expectations; the crossing result may also be different from the expected crossing result displayed in the first area and server crossing path, for example, the actual crossing path is different from the first area and server crossing path, or the area and server arrived at after the area and server crossing is not the expected crossing area and server, that is, the crossing result deviates from the expected crossing result. Regardless of whether the crossing result is consistent with the expected crossing result, the target virtual character appears in the area and server where the area and server is located after the area and server crossing, and the target virtual character can be recorded based on this area and server crossing experience.

[0165] In a possible implementation, after performing a zone-server crossing, the actual zone-server crossing path of the target virtual character may be different from the first zone-server crossing path. For example, the actual zone-server crossing path increases or decreases some zones and servers compared to the first zone-server crossing path. Therefore, adjustments may be made based on the first zone-server crossing path to determine the actual zone-server crossing path, i.e., the second zone-server crossing path. After determining the second zone-server crossing path, the target virtual character may record the second zone-server crossing path. Specifically, in response to recording the zone-server crossing, the second zone-server crossing path may be constructed to generate a second zone-server crossing reference map, and then the second zone-server crossing reference map may be recorded and stored through a virtual recording prop, or the second zone-server crossing reference map may be sent to the target zone-server for recording. It should be noted that the target zone-server may be a zone-server designated by the target virtual character, or may be at least one zone-server that the target virtual character arrives at when crossing the zone-server (including the starting zone-server before the target virtual character initiates the zone-server crossing or the zone-server where the target virtual character is currently located).

[0166] In a possible implementation, in the process of constructing the second zone and server crossing reference map according to the second zone and server crossing path, a recording interface may be displayed, wherein the recording interface displays the second zone and server crossing path and the zone and server description controls of each zone and server indicated by the second zone and server crossing path; then, the zone and server description information input based on the zone and server description control is obtained, and the second zone and server crossing reference map is constructed according to the second zone and server crossing path and the zone and server description information. Therefore, the zone and server description information customized by the producer may be displayed in the second zone and server crossing reference map, thereby helping players understand the information of each zone and server and improving the interactivity of zone and server crossing.

[0167] For example, refer to Fig.17 , Fig.17 It is a schematic diagram of an optional recording interface provided by the implementation of this application. In response to recording the zone and server crossing, the recording interface is displayed in the virtual scene of the current zone and server, and the recording interface 1700 displays the second zone and server crossing path, wherein the second zone and server crossing path includes a plurality of zone and server identifiers 1701 that are actually crossed, and the actual connection direction 1702 of two sequentially adjacent zones and servers; and a zone and server description control 1703 is displayed below each zone and server identifier 1701, and the zone and server description control 1703 can be a text input box, and the player can input customized zone and server description information through the zone and server description control 1703, so that the zone and server description information and the second zone and server crossing path can be used to construct and generate a second zone and server crossing reference map. In addition, in the recording interface 1700, a direction editing control 1704 can also be displayed, and the actual connection direction 1702 of two sequentially adjacent zones and servers can be adjusted using the direction editing control 1704.

[0168] In one possible implementation, in the process of storing a second zone and server crossing reference map based on a target virtual recording prop, when the distance between the target virtual character and the second virtual bulletin board is less than or equal to a second distance threshold, a bulletin board editing control is displayed, and based on the bulletin board editing control, the second virtual bulletin board is used as a target virtual recording prop to store the second zone and server crossing reference map, wherein the second virtual bulletin board is located in a second virtual scene; or, based on the target virtual recording prop carried by the target virtual character, the second zone and server crossing reference map is stored.

[0169] For example, refer to Fig.18 , Fig.18 It is a schematic diagram of an optional process of uploading a reference map of zone and server crossing through a virtual bulletin board provided in an embodiment of the present application. It can be seen that a second virtual bulletin board 1401 is displayed in the second virtual scene 1400 of the zone and server where the zone and server are located after the zone and server crossing. When the distance between the target virtual character 501 and the second virtual bulletin board 1401 is less than or equal to the second distance threshold, a bulletin board editing control 1800 can be displayed on one side of the second virtual bulletin board 1401. In response to a click operation on the bulletin board editing control 1800, a bulletin board editing interface 1801 can be displayed in the second virtual scene 1400, and interact with the upload control 1802 displayed in the bulletin board editing interface 1801 to upload and store the second zone and server crossing reference map.

[0170] In one possible implementation, in the process of sending the second server-area crossing reference map to the target server-area, the second server-area crossing reference map is gradually spread and sent to multiple target servers, starting from the server-area adjacent to the server-area where the target virtual character is currently located, until the virtual resources carried by the target virtual character are consumed; or, the target server-area to be sent is determined, and when the total virtual resource consumption of sending the second server-area crossing reference map to the target server-area is less than or equal to the virtual resources currently carried by the target virtual character, the second server-area crossing reference map is sent to the target server.

[0171] In an optional implementation, the adjacent zone to the current zone may refer to a zone with which the current zone is directly connected in the virtual world, and two adjacent zones may also refer to the scene servers corresponding to the two zones on the server side being able to communicate only through an information transmission server. Fig.19 , Fig.19 Schematic diagram of two cross-server message releases provided in the embodiment of the present application. The cross-server message diffusion release may refer to the message being delivered to adjacent servers in sequence, such as Fig.19 As shown in the left sub-figure of , server 1 diffuses and publishes cross-server messages; the directional release of cross-server messages can be to transmit messages in the direction of the target server until the message is delivered to the target server, such as Fig.19As shown in the right sub-figure, zone 3 publishes a cross-server message to zone 7. It should be noted that since the scene server 402 corresponding to each zone is respectively connected to three information transmission servers 403, that is, the scene server 402 corresponding to the zone to be issued a cross-server message has three data transmission directions for sending cross-server message event data to the information transmission server 402, the scene server 402 corresponding to the zone can randomly select one of the three data transmission directions as the starting transmission direction to send the cross-server message event data, or can specify one of the three data transmission directions as the starting transmission direction to send the cross-server message event data. After determining the starting transmission direction of the event data, the non-starting transmission direction can be determined based on the pre-specified traversal path.

[0172] In a possible implementation, the target virtual character can obtain the virtual resources required to publish cross-server messages by triggering interactive events in a virtual scene. For example, the virtual resources can be virtual diamonds or virtual physical strength. The virtual character can trigger a collection event in the virtual scene to obtain virtual diamonds, and the virtual character can trigger a character rest event in the virtual scene to obtain virtual physical strength, so that virtual diamonds or virtual physical strength can be consumed to publish cross-server messages. When the virtual resources carried by the target virtual character are consumed, the diffusion release of the second zone server crossing reference map is stopped, and a message prompt indicating the end of the message release is displayed; or, if the total virtual resource consumption of sending the second zone server crossing reference map to the target zone server is greater than the virtual resources currently carried by the target virtual character, a message prompt indicating a message release error can be displayed. By setting restrictions on cross-server message release, the number of cross-server message releases is limited, the challenge of exploring the virtual world is increased, and the balance of virtual resources among various virtual characters can be improved, thereby improving the interactivity and rationality of publishing cross-server messages.

[0173] In one possible implementation, the target virtual character can use a random zone-server crossing path as the first zone-server crossing path and perform zone-server crossing. For example, if the target virtual character does not obtain any zone-server crossing reference map, the target virtual character can use a random zone-server crossing path to perform zone-server crossing to explore new zones; or, if the target zone-server crossing of the target virtual character does not exist in the known zone-server crossing reference map, the target virtual character can use a random zone-server crossing path to perform zone-server crossing to explore new zones. Therefore, there are many ways for the target virtual character to initiate zone-server crossing, which improves the interactivity of zone-server crossing. For example, referring to Fig. 20 , Fig. 20This is an optional process diagram of a virtual character performing zone-server crossing provided by an embodiment of the present application. It can be seen that when the target virtual character is ready to initiate zone-server crossing, the target virtual character can view the first zone-server crossing reference map, that is, view the historical record, and determine the first zone-server crossing path with the assistance of the first zone-server crossing reference map, and then use the first zone-server crossing path to initiate zone-server crossing; in addition, when the target virtual character is ready to initiate zone-server crossing, the target virtual character can also initiate zone-server crossing by replacing the first zone-server crossing path with a random zone-server crossing path. When the target virtual character adopts the first zone-server crossing path determined according to the first zone-server crossing reference map, or adopts a random zone-server crossing path to perform zone-server crossing, the target virtual character can reach the zone-server after the zone-server crossing, and the actual zone-server crossing path can be recorded.

[0174] Reference Fig.21 , Fig.21 An optional flow chart of a display control method for a virtual scene provided in an embodiment of the present application. The display control method for the virtual scene can be executed by a server side, and the display control method for the virtual scene includes but is not limited to the following steps 2101 to 2103.

[0175] Step 2101: Receive a crossing request sent by a first terminal for initiating a zone and server crossing for a target virtual character.

[0176] In one possible implementation, when the first terminal initiates a server crossing for the target virtual character based on the first server crossing path, the first terminal can send a crossing request to the server, and the crossing request carries at least the first server crossing path. Since the first server crossing path is used to indicate the relative crossing order between multiple servers, and the first server crossing path is determined based on the path construction control in the first server crossing reference map, the first server crossing path can include each target server identifier and the target connection direction.

[0177] In a possible implementation, the server side may be a server cluster, which includes multiple scene servers, each scene server corresponding to a zone server, and is used to carry the data of the corresponding zone server. The data of the target virtual character can be synchronized in all servers, or the data of the target virtual character only exists in the server corresponding to the zone server where the target virtual character is currently located. Therefore, when the data of the target virtual character can be synchronized in all servers, the crossing request can include the number corresponding to the target virtual character. After the target virtual character initiates the zone server crossing, the corresponding server can directly call the data of the target virtual character according to the number corresponding to the target virtual character, thereby completing the zone server crossing, so that the target virtual character is displayed in the virtual scene of the new zone server. When the data of the target virtual character only exists in the server corresponding to the zone server where the target virtual character is currently located, the crossing request may include all the character data of the target virtual character, that is, the character data of the target virtual character is completely migrated from the server before the zone server crossing to the corresponding server after the zone server crossing, thereby completing the zone server crossing, so that the target virtual character is displayed in the virtual scene of the new zone server.

[0178] Step 2102: Perform zone-server crossing for the target virtual character based on the first zone-server crossing path.

[0179] In one possible implementation, the server side may be a server cluster including multiple servers. Adjacently connected servers may transmit data, thereby realizing multiple data transmission directions. Therefore, by selecting different data transmission directions, data may be transmitted to different scene servers, i.e., different servers. When the target virtual character initiates server crossing, the data corresponding to the target virtual character needs to be transmitted via the information transmission server. By selecting different server crossing directions, crossing to different servers may be realized.

[0180] In a possible implementation, the server can transfer the relevant data of the target virtual character in the server cluster according to the first zone-server crossing path until it is transferred to the server corresponding to the end point of the first zone-server crossing path, or the data transfer is interrupted in one of the servers, thereby realizing zone-server crossing. At the same time, since the target virtual character can use a simulated crossing method to cross the zone-server when initiating the zone-server crossing, that is, the target virtual character still stays in the current zone-server and displays the first virtual scene, the relevant data of the target virtual character is transferred in the server cluster, and when the data transfer is completed, the relevant data of the target virtual character is restored in the corresponding server, and the target virtual character is displayed in the virtual scene of the corresponding server.

[0181] In one possible implementation, in the process of performing area-server crossing for the target virtual character based on the first area-server crossing path, a crossing vector is constructed based on the target area-server identifier and the target connection direction, wherein the crossing vector is used to indicate the scene server and the information transmission server corresponding to the first area-server crossing path; then, the target virtual character is subjected to area-server crossing according to the crossing vector, and the first area-server crossing path is determined based on the target area-server identifier and the target connection direction.

[0182] In a possible implementation, since the first zone-server crossing path is used to indicate the relative crossing order between multiple zones-servers, and relative to the server side, as mentioned above, there are multiple information transmission servers between the scene servers corresponding to each zone-server, and the data transmission between two scene servers needs to rely on the information transmission server, and there are multiple data transmission directions, in order to make the data transmission direction close to the first zone-server crossing path of the target virtual character, the crossing request sent to the server side at least includes each target zone-server identifier and the target connection direction in the first zone-server crossing path, so that the server side can determine the target scene server according to the target zone-server identifier, and determine the target data transmission direction between the two target scene servers using the target connection direction, and then construct a crossing vector using the target scene server and the target data transmission direction, thereby improving the accuracy of data transmission, improving the fit between the actual zone-server crossing path and the first zone-server crossing path, and reducing the occurrence of zone-server crossing deviations due to data errors.

[0183] In one possible implementation, the crossing vector can be used to indicate the order in which data is transmitted in each scene server and each information transmission server, wherein the crossing vector can be constructed by the independent number of each server, so that each independent number can be used to represent the server to which the data is transmitted each time, and the crossing vector can be used to directly determine the scene server and information transmission server corresponding to the first area server crossing path; or, the transmission direction of each server can be marked, and the crossing vector can be constructed according to the data transmission direction of the first area server crossing path, so that the scene server and information transmission server corresponding to the first area server crossing path can be determined based on the server location of the data sender and each data transmission direction.

[0184] For example, the server numbers of the scene servers are A, B, C..., and each scene server is connected to three information transmission servers, which are numbered 1, 2, and 3 respectively. When crossing from scene server A to scene server B, four information transmission servers are passed, and the server numbers are 1, 2, 2, and 1 respectively. The crossing vector can be expressed as (A, 1, 2, 2, 1, B). For another example, "1" represents clockwise transmission and "-1" represents counterclockwise transmission. The crossing vector can be expressed as (1, 1, -1, 1, -1, 1), which means that the event data is transmitted in the directions of clockwise, clockwise, counterclockwise, clockwise, counterclockwise, and clockwise.

[0185] In one possible implementation, in the process of making the target virtual character cross the server according to the crossing vector, the candidate scene server and the candidate information delivery server can be determined according to the crossing vector; then, a crossing event for making the target virtual character cross the server is constructed, the crossing event is delivered in turn based on the candidate scene server and the candidate information delivery server, and the crossing event is settled in the candidate scene server, wherein the settlement result of the crossing event is used to indicate whether an interruption event is triggered or not.

[0186] In a possible implementation, the virtual scenes of each zone and server are rendered and generated by the scene server, and the events triggered in each zone and server are settled and processed by the corresponding scene server. Therefore, the events occurring in each zone and server can be updated in real time and fed back to the corresponding virtual scene. Among them, the data transmission between each zone and server needs to rely on the information transmission server between each scene server. Each scene server is connected to multiple information transmission servers, and multiple adjacent information transmission servers constitute an information transmission server cluster. Therefore, data can be transmitted to the corresponding scene server through the information transmission server cluster. When the target virtual character initiates zone and server crossing, the candidate scene server and candidate information transmission server that need to perform data transmission are determined according to the crossing vector, and then a crossing event for the target virtual character to cross the zone and server is established. Then, according to the order of the crossing vector, the crossing event is sequentially transmitted in the candidate scene server and the candidate information transmission server. Since the events triggered in each zone and server are settled by the corresponding scene server, when the crossing event of the target virtual character's zone and server crossing is transmitted to the candidate scene server, the scene server needs to settle the crossing event. The settlement result of the crossing event can indicate that the target virtual character passes through the zone and server corresponding to the scene server when crossing the zone and server. Among them, the settlement result of the crossing event is used to indicate whether an interruption event is triggered or not. An interruption event can refer to an event that interrupts the target virtual character's zone and server crossing. For example, the current zone and server cannot cross the zone and server. In this way, the impact of the interruption event is further considered in the zone and server crossing process, making the zone and server crossing uncertain, so that the zone and server crossing can be carried out more finely, and the rationality of the zone and server crossing is improved.

[0187] Step 2103: When an interruption event is triggered during the process of crossing the server, the scene image data of the second virtual scene of the server where the target virtual character is located when the interruption event is triggered will be rendered by the rendering server and sent to the first terminal, so that the first terminal can switch the currently displayed first virtual scene to the second virtual scene.

[0188] In one possible implementation, since the target virtual character can use a simulated crossing method to cross the server when initiating the server crossing, that is, the target virtual character remains in the current server and displays the first virtual scene until an interruption event is triggered, the scene image data of the second virtual scene of the server where the target virtual character is located when the interruption event is triggered is rendered by the rendering server and sent to the first terminal, so that the first terminal can switch the currently displayed first virtual scene to the second virtual scene of the server where the target virtual character is located after the server crossing, thereby optimizing the presentation effect of the server crossing.

[0189] Among them, the display control method provided in the embodiment of the present application can be applied to cloud gaming scenarios, and the rendering server is used to transfer the instructions sent by the first terminal and obtain the corresponding scene image data from the scene server for rendering.

[0190] For example, refer to Fig. 22 , Fig. 22 It is an optional process diagram of data interaction when the target virtual character 501 performs zone-server crossing provided by an embodiment of the present application. When the target virtual character 501 is in zone-server 1, the first terminal 201 can send a display screen request to the rendering server 2201 of the first scene server corresponding to zone-server 1, and the rendering server 2201 corresponding to the first scene server obtains the scene image data in the first scene server, and renders the scene image data and sends it to the first terminal 201, so that the first terminal 201 can display the first virtual scene 500 of the zone-server where the target virtual character 501 is currently located. When the rendering server 2201 corresponding to the first scene server corresponding to zone-server 1 receives the crossing request issued by the first terminal 201, the rendering server 2201 corresponding to the first scene server can send a crossing command to the first scene server according to the crossing request, so that the first scene server can form a crossing event according to the crossing command to settle the target virtual character 501. The first scene server can construct a crossing event and transmit the crossing event through the corresponding scene server and the corresponding information transmission server, so that the crossing event can be crossed according to the route set in the crossing request. When the crossing event stops transmitting after reaching the target scene server, the target scene server can obtain the server identifier of the first scene server, and generate a scheduling request according to the server identifier, and send the scheduling request of the target virtual character 501 to the scheduling server 2202, so that the scheduling server 2202 allocates the rendering server 2201 corresponding to the first scene server to the first terminal 201 according to the server identifier; then, the scene image data of the target scene server is rendered and sent to the first terminal 201 through the rendering server 2201 corresponding to the first scene server, so that the first virtual scene 500 can be switched to the second virtual scene corresponding to the target scene server in the first terminal 201. In addition, when the rendering server 2201 corresponding to the target scene server receives a recording request sent by the first terminal 201 for recording the travel experience, the rendering server 2201 corresponding to the target scene server can send a recording command to the target scene server according to the recording request, so that the target scene server can form a recording event according to the recording command to perform settlement processing on the target virtual character 501, thereby recording the travel experience of the target virtual character 501, and enabling the rendering server 2201 corresponding to the target scene server to render and generate a picture of the target virtual character 501 recording the travel experience in the second virtual scene, so that the corresponding picture of the recorded travel experience can be displayed on the first terminal 201.

[0191] In one possible implementation, in the process of rendering the scene image data of the second virtual scene in the zone where the target virtual character is located when the interruption event is triggered and sending it to the first terminal through a rendering server, the server identifier of the first scene server corresponding to the zone where the target virtual character is located when the interruption event is triggered can be obtained; then, a scheduling request is generated according to the server identifier, and the scheduling request is sent to the scheduling server, so that the scheduling server assigns the rendering server corresponding to the first scene server to the first terminal according to the server identifier; then, the scene image data is rendered and sent to the first terminal through the rendering server corresponding to the first scene server.

[0192] For example, refer to Fig.23 , Fig.23It is an optional specific process diagram of data interaction when the target virtual character 501 crosses the zone provided by the embodiment of the present application. When the target virtual character 501 is in zone 1, the first terminal 201 can send a display screen request to the rendering server 2201 of the first scene server corresponding to zone 1, and the rendering server 2201 corresponding to the first scene server obtains the scene image data in the first scene server, and sends the rendered scene image data to the first terminal 201, so that the first terminal 201 can display the first virtual scene 500 of the zone where the target virtual character 501 is currently located. When the rendering server 2201 corresponding to the first scene server corresponding to the zone server 1 receives the crossing request sent by the first terminal 201, the rendering server 2201 corresponding to the first scene server can send a crossing command to the first scene server according to the crossing request, so that the first scene server can form a crossing event according to the crossing command to settle the target virtual character 501, so that the rendering server 2201 can render and generate a screen in which the target virtual character 501 initiates zone server crossing in the first virtual scene 500, that is, the request sent by the first terminal 201 to the first scene server can form an event to settle the target virtual character 501, so that the rendering server 2201 can render and generate a screen in which the target virtual character 501 performs the action initiated by the first terminal 201 in the first virtual scene 500. The first scene server can construct a crossing event and transmit the crossing event through the corresponding scene server and the corresponding information transmission server, so that the crossing event can be crossed according to the route set in the crossing request. When the crossing event stops transmitting in the second scene server according to the settlement result, i.e., triggering an interruption event, the crossing event is restored to the character element, i.e., the relevant data of the target virtual character 501, in the second scene server, and the second scene server can obtain the server identification of the first scene server, and generate a scheduling request according to the server identification, and send the scheduling request of the target virtual character 501 to the scheduling server 2202, so that the scheduling server 2202 assigns the rendering server 2201 corresponding to the first scene server to the first terminal 201 according to the server identification; then, through the rendering server 2201 corresponding to the first scene server, the scene image data of the second scene server is rendered and sent to the first terminal 201, so that the first virtual scene 500 can be switched to the second virtual scene 1400 in the first terminal 201. Among them, the rendering server 2201 and the scheduling server 2202 can be deployed in the local cloud node corresponding to the first terminal 201.

[0193] In one possible implementation, a reference map publishing request sent by a first terminal can be received, and a second area server crossing reference map constructed by the first terminal can be obtained according to the reference map publishing request; then, when the total virtual resource consumption of sending the second area server crossing reference map to the target area server is less than or equal to the virtual resources currently carried by the target virtual character, the second area server crossing reference map is rendered by the rendering server corresponding to the second scene server and sent to the second terminal, wherein the second scene server is the scene server corresponding to the target area server.

[0194] For example, refer to Fig.24 , Fig.24 It is an optional specific process diagram of data interaction when the target virtual character 501 provides cross-server information release in an embodiment of the present application. When the rendering server 2201 corresponding to the first scene server receives a message sending request sent by the first terminal 201 for publishing a cross-server message (carrying a second zone server crossing reference map), the rendering server 2201 corresponding to the first scene server can send a message sending command to the first scene server according to the message sending request, so that the first scene server can form a message sending event according to the message sending command to perform settlement processing on the target virtual character 501, so that the rendering server 2201 can render and generate a screen of the target virtual character 501 publishing cross-server information in the first virtual scene 500. If the virtual resources carried by the target virtual character 501 are sufficient, the information that the target virtual character 501 needs to release can be constructed into a cross-server event and sent to the target zone server, such as constructing a cross-server event by crossing the second zone server reference map, and sending it to a neighboring zone server or a designated zone server. When the scene servers corresponding to other servers receive a cross-server event, the scene image data of the corresponding virtual scene will change due to the cross-server event, such as displaying a second server crossing reference map in the virtual scene, so that the corresponding scene server can send the changed scene image data to the corresponding rendering server 2201, and the corresponding rendering server 2201 renders and generates a virtual scene carrying a cross-server message published by the target virtual character 501, so that the corresponding second terminal 2401 can display a screen with the cross-server message published by the target virtual character 501.

[0195] For example, refer to Fig.25 , Fig.25This is another optional specific process diagram of data interaction when the target virtual character 501 moves or trades according to an embodiment of the present application. When the rendering server 2201 corresponding to the first scene server corresponding to the zone server 1 receives a movement request for moving the target virtual character 501 or a transaction request for the target virtual character 501 to trade with other virtual characters 700 issued by the first terminal 201, the rendering server 2201 corresponding to the first scene server can send the corresponding movement command or transaction command to the first scene server according to the crossing request, so that the first scene server can form a movement event or transaction event according to the movement command or transaction command to perform settlement processing on the target virtual character 501, realize moving the target virtual character 501 to the vicinity of other virtual characters 700, moving the target virtual character 501 to the vicinity of the first virtual bulletin board 701, and the target virtual character 501 trading with other virtual characters 700, and enable the rendering server 2201 corresponding to the first scene server to render and generate a picture of the target virtual character 501 moving or trading in the first virtual scene 500, and then the first terminal 201 can display the picture of the target virtual character 501 moving or trading in the first virtual scene 500 by receiving the picture of the rendering server 2201.

[0196] For example, refer to Fig.26 , Fig.26 It is another optional specific process diagram of data interaction when the target virtual character 501 moves or records provided in the embodiment of the present application. When the rendering server 2201 corresponding to the first scene server corresponding to the zone server 1 receives a movement request for moving the target virtual character 501 or a recording request for recording the traversal experience issued by the first terminal 201, the rendering server 2201 corresponding to the first scene server can send a corresponding movement command or recording command to the first scene server according to the movement request or recording request, so that the first scene server can form a movement event or recording event according to the movement command or recording command to perform settlement processing on the target virtual character 501, and realize moving the target virtual character 501 to the vicinity of the first virtual bulletin board 701, and recording the traversal experience in the first virtual bulletin board 701. The target virtual character 501 can record the crossing experience in the virtual recording props, or realize the crossing experience of the target virtual character 501 in the virtual recording props, and make the rendering server 2201 corresponding to the first scene server render and generate the target virtual character 501 in the first virtual scene 500500 to move to the vicinity of the first virtual bulletin board 701, and record the crossing experience in the first virtual bulletin board 701, or render and generate the target virtual character 501 Recording the crossing experience in the virtual recording props, and then the first terminal 201 can display the corresponding picture of the target virtual character 501 moving or trading in the first virtual scene 500500 by receiving the picture from the rendering server 2201.

[0197] The principle of the display control method of the virtual scene provided in the embodiment of the present application is described in detail below with specific examples.

[0198] Reference Fig. 27 , Fig. 27 An optional overall flow chart of a display control method for a virtual scene applied to a first terminal provided in an embodiment of the present application, wherein the display control method includes but is not limited to the following steps 2701 to 2126:

[0199] Step 2701: Display the first virtual scene of the server where the target virtual character is currently located in the virtual world, and execute any one of steps 2702 to 2705.

[0200] Step 2702: Determine whether to trade with a virtual character other than the target virtual character. If yes, execute step 2706; if no, return to step 2701.

[0201] In this step, when the distance between the target virtual character and virtual characters other than the target virtual character is less than or equal to the first distance threshold, the transaction initiation control is displayed; if the transaction initiation control is triggered, at least one candidate map identifier is displayed, wherein the candidate map identifier is used to mark the first zone and server crossing reference map to be traded; if the target map identifier is selected from at least one candidate map identifier, the transaction obtains a second virtual recording prop, wherein the second virtual recording prop stores the first zone and server crossing reference map marked with the target map identifier; when the second virtual recording prop is used, step 2706 is executed.

[0202] Step 2703: Determine whether to view the first virtual bulletin board. If yes, execute step 2706; if no, return to step 2701.

[0203] Step 2704: Determine whether the first zone and server crossing reference map sent by a virtual character other than the target virtual character is received. If yes, execute step 2706; if no, return to step 2701.

[0204] Step 2705: Determine whether to use the first virtual recording prop carried by the target virtual character. If yes, execute step 2706; if no, return to step 2701.

[0205] Step 2706: Display the first zone and server crossing reference map.

[0206] In this step, the first zone server traversal reference map is displayed with path building controls.

[0207] Step 2707: After receiving the target zone and server identifier selected in sequence from a plurality of candidate zone and server identifiers, execute steps 2708 and 2709 respectively.

[0208] Step 2708: Determine whether the total virtual resource consumption corresponding to the target zone and server identifier is less than or equal to the virtual resources currently carried by the target virtual character. If so, execute step 2710; if not, execute step 2711.

[0209] Step 2709: Determine whether there is a connection relationship between the selected target zone and server identifiers. If yes, execute step 2710; if no, execute step 2711.

[0210] Step 2710: Determine the candidate server area corresponding to the target server area identifier as the server area to be traversed, and execute 2712.

[0211] Step 2711: Display a prompt indicating an error in the server area to be crossed, and return to step 2707.

[0212] Step 2712: Display the direction selection interface.

[0213] In this step, a direction selection control for configuring the connection direction of the zone to be crossed is displayed in the direction selection interface.

[0214] Step 2713: Obtain the target connection direction of each zone to be crossed determined in the direction selection control.

[0215] Step 2714: Determine the first zone-server crossing path according to the target zone-server identifier and the target connection direction.

[0216] Step 2715: Generate a crossing request for initiating a zone-server crossing for the target virtual character based on the first zone-server crossing path.

[0217] Step 2716: Send a traversal request to the server.

[0218] In this step, a crossing request is sent to the server side, so that the server side constructs a crossing vector based on the target zone and server identifier and the target connection direction, and performs zone and server crossing for the target virtual character according to the crossing vector. The crossing vector is used to indicate the scene server and information transmission server corresponding to the first zone and server crossing path.

[0219] Step 2717: Receive the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered, which is sent by the server.

[0220] Step 2718: Switch the currently displayed first virtual scene to the second virtual scene.

[0221] Step 2719: Determine the actual second zone and server crossing path based on the first zone and server crossing path.

[0222] Step 2720: Display the record interface.

[0223] In this step, the recording interface displays the second zone and server crossing path, and the zone and server description controls of each zone and server indicated by the second zone and server crossing path.

[0224] Step 2721: Obtain the region and server description information based on the region and server description control input.

[0225] Step 2722: Construct a second zone and server crossing reference map according to the second zone and server crossing path and zone and server description information.

[0226] Step 2723: Determine whether the event triggers a record storage event or a message publishing event. If the event triggers a record storage event, execute step 2724; if the event triggers a message publishing event, execute step 2725.

[0227] Step 2724: Store the second zone and server crossing reference map based on the target virtual recording prop, and execute step 2726.

[0228] In this step, when the distance between the target virtual character and the second virtual bulletin board is less than or equal to the second distance threshold, the bulletin board editing control is displayed. Based on the bulletin board editing control, the second virtual bulletin board can be used as a target virtual recording prop to store the second zone and server crossing reference map, wherein the second virtual bulletin board is located in the second virtual scene; or, based on the target virtual recording prop carried by the target virtual character, the second zone and server crossing reference map is stored.

[0229] Step 2725: Send the second zone server crossing reference map to the target zone server.

[0230] In this step, starting from the server adjacent to the server where the target virtual character is currently located, the second server crossing reference map is gradually spread and sent to multiple target servers until the virtual resources carried by the target virtual character are consumed; or, the target server to be sent is determined, and when the total virtual resource consumption of sending the second server crossing reference map to the target server is less than or equal to the virtual resources currently carried by the target virtual character, the second server crossing reference map is sent to the target server.

[0231] Step 2726: End the step process.

[0232] The display control method of the virtual scene provided in the embodiment of the present application displays the first virtual scene of the zone and server where the target virtual character is currently located in the virtual world, displays the first zone and server crossing reference map in the first virtual scene, and determines the first zone and server crossing path for indicating the crossing order between multiple zones and servers in response to interaction with the path construction control in the first zone and server crossing reference map, and then initiates zone and server crossing for the target virtual character based on the first zone and server crossing path. Compared with the method of selecting only one of the zones and servers, the method based on configuring the first zone and server crossing path can effectively improve the interactivity and flexibility of zone and server crossing. On this basis, if an interruption event is triggered when the target virtual character is crossing the zone and server, the currently displayed first virtual scene is switched to the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered. That is to say, the impact of the interruption event is further considered in the zone and server crossing process, so that the zone and server crossing can be performed more refined, thereby improving the rationality of the zone and server crossing.

[0233] Reference Fig.28 , Fig.28 An optional overall flow chart of a display control method for a virtual scene applied to a server provided in an embodiment of the present application, wherein the display control method includes but is not limited to the following steps 2801 to 2813:

[0234] Step 2801: Receive a crossing request sent by a first terminal for initiating a zone and server crossing for a target virtual character.

[0235] In this step, the crossing request carries a first zone server crossing path, the first zone server crossing path is used to indicate the crossing order between multiple zones servers, and the first zone server crossing path is determined based on the path construction control in the first zone server crossing reference graph.

[0236] Step 2802: Construct a traversal vector based on the target zone and server identifier and the target connection direction.

[0237] In this step, the crossing vector is used to indicate the scene server and information transmission server corresponding to the crossing path of the first zone server.

[0238] Step 2803: Determine candidate scene servers and candidate information delivery servers according to the traversal vector.

[0239] Step 2804: Construct a crossing event for the target virtual character to cross the server.

[0240] Step 2805: Deliver the crossing event based on the candidate scene server and the candidate information delivery server in sequence.

[0241] Step 2806: Settle the crossing event in the candidate scene server.

[0242] In this step, the settlement result of the crossing event is used to indicate whether the interruption event is triggered or not.

[0243] Step 2807: Determine whether the settlement result triggers an interruption event. If yes, execute step 2808; if no, execute step 2811.

[0244] Step 2808: Obtain the server identifier of the first scene server corresponding to the zone and server where the target virtual character is located when the interruption event is triggered.

[0245] Step 2809: Generate a scheduling request according to the server identifier, and send the scheduling request to the scheduling server.

[0246] In this step, the scheduling request may enable the scheduling server to allocate the rendering server corresponding to the first scene server to the first terminal according to the server identifier.

[0247] Step 2810: Render the scene image data through the rendering server corresponding to the first scene server and send it to the first terminal, and execute step 2813.

[0248] Step 2811: Determine whether it is the last candidate scene server. If yes, execute step 2812; if no, return to step 2805.

[0249] Step 2812: Obtain the server identifier of the last candidate scene server and execute step 2809.

[0250] Step 2813: End the step process.

[0251] The display control method of the virtual scene provided in the embodiment of the present application receives a crossing request for initiating zone and server crossing for the target virtual character sent by the first terminal, and performs zone and server crossing for the target virtual character based on the first zone and server crossing path carried in the crossing request; when an interruption event is triggered during the zone and server crossing process, the scene image data of the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered is rendered by the rendering server and sent to the first terminal, so that the first terminal switches the currently displayed first virtual scene to the second virtual scene; compared with the method of selecting only one of the zones and servers, since the first zone and server crossing path is determined based on the path construction control in the first zone and server crossing reference diagram, that is, the method of configuring the first zone and server crossing path can effectively improve the interactivity and flexibility of the zone and server crossing, on this basis, if an interruption event is triggered when the target virtual character is performing zone and server crossing, the currently displayed first virtual scene is switched to the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered, that is, the impact of the interruption event is further considered in the zone and server crossing process, so that the zone and server crossing can be performed more finely, and the rationality of the zone and server crossing is improved.

[0252] It is to be understood that, although each step in the above-mentioned each flow chart is shown in sequence according to the indication of the arrow, these steps are not necessarily performed in sequence according to the order indicated by the arrow. Unless there is a clear explanation in the present embodiment, the execution of these steps does not have a strict order restriction, and these steps can be performed in other orders. Moreover, at least a portion of the steps in the above-mentioned flow chart can include a plurality of steps or a plurality of stages, and these steps or stages are not necessarily performed at the same time, but can be performed at different times, and the execution order of these steps or stages is not necessarily performed in sequence, but can be performed in turn or alternately with at least a portion of the steps or stages in other steps or other steps.

[0253] Reference Fig.29 , Fig.29 An optional structural diagram of a display control device 2900 of a virtual scene provided in an embodiment of the present application, the display control device 2900 includes:

[0254] The first display module 2901 is used to display a first virtual scene of the zone and server where the target virtual character is currently located in the virtual world, and to display a first zone and server crossing reference map in the first virtual scene, wherein the first zone and server crossing reference map displays a path building control;

[0255] A first processing module 2902 is configured to determine a first zone-server crossing path in response to interacting with a path building control, wherein the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers;

[0256] The first sending module 2903 is used to initiate a zone-server crossing for the target virtual character based on the first zone-server crossing path;

[0257] The second display module 2904 is used to switch the currently displayed first virtual scene to the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered, if an interruption event is triggered when the target virtual character is crossing zones and servers.

[0258] Furthermore, the first processing module 2902 is also used for:

[0259] In response to selecting the target service identifier from the plurality of candidate service identifiers in sequence, determining the candidate service identifier corresponding to the target service identifier as the service identifier to be traversed;

[0260] Displaying a direction selection interface, wherein the direction selection interface displays a direction selection control for configuring a connection direction for a server to be crossed;

[0261] In response to interacting with the direction selection control, a target connection direction of each zone to be crossed is determined, and a first zone crossing path is determined according to the target zone identifier and the target connection direction.

[0262] Furthermore, the first processing module 2902 is also used for:

[0263] Generating a crossing request for initiating a zone-server crossing for a target virtual character based on the first zone-server crossing path;

[0264] Sending a crossing request to the server, so that the server can build a crossing vector based on the target zone and server identifier and the target connection direction, and perform zone and server crossing for the target virtual character according to the crossing vector;

[0265] Among them, the crossing vector is used to indicate the scene server and information transmission server corresponding to the crossing path of the first zone server.

[0266] Furthermore, the first processing module 2902 is also used for:

[0267] In response to selecting a target server identifier from a plurality of candidate server identifiers in sequence, when the total virtual resource consumption corresponding to the target server identifier is less than or equal to the virtual resources currently carried by the target virtual character, determining the candidate server corresponding to the target server identifier as the server to be traversed;

[0268] Alternatively, when there is a connection relationship between the selected target area and server identifiers, the candidate area and server corresponding to the target area and server identifier is determined as the area and server to be traversed.

[0269] Furthermore, the first display module 2901 is also used for:

[0270] In the first virtual scene, in response to a transaction with a virtual character other than the target virtual character, a first zone and server crossing reference map obtained by the transaction is displayed;

[0271] Alternatively, in the first virtual scene, in response to viewing the first virtual bulletin board, displaying the first zone and server crossing reference map in the first virtual bulletin board;

[0272] Alternatively, in the first virtual scene, in response to receiving the first zone-server crossing reference map sent by a virtual character other than the target virtual character, displaying the first zone-server crossing reference map;

[0273] Alternatively, in the first virtual scene, in response to using the first virtual recording prop carried by the target virtual character, a first zone and server crossing reference map pre-created by the target virtual character and stored in the first virtual recording prop is displayed.

[0274] Furthermore, the first display module 2901 is also used for:

[0275] When the distance between the target virtual character and virtual characters other than the target virtual character is less than or equal to a first distance threshold, displaying a transaction initiation control;

[0276] In response to triggering the transaction initiation control, at least one candidate map identifier is displayed, wherein the candidate map identifier is used to mark the first zone-server crossing reference map to be traded;

[0277] In response to selecting a target map identifier from at least one candidate map identifier, a second virtual recording prop is obtained through the transaction, wherein the second virtual recording prop stores a first zone and server crossing reference map marked with the target map identifier;

[0278] In response to using the second virtual recording prop, the first zone and service crossing reference map stored in the second virtual recording prop is displayed.

[0279] Furthermore, the display control device 2900 of the virtual scene further includes a third processing module, and the third processing module is used for:

[0280] After the zone-server crossing is performed, the actual second zone-server crossing path is determined based on the first zone-server crossing path;

[0281] In response to recording the zone and server crossing, constructing a second zone and server crossing reference map according to the second zone and server crossing path;

[0282] The second zone and server crossing reference map is stored based on the target virtual recording prop, or the second zone and server crossing reference map is sent to the target zone and server.

[0283] Furthermore, the third processing module is also used for:

[0284] Displaying a record interface, wherein the record interface displays the second zone and server crossing path, and a zone and server description control of each zone and server indicated by the second zone and server crossing path;

[0285] The server description information based on the server description control input is obtained, and a second server crossing reference map is constructed according to the second server crossing path and the server description information.

[0286] Furthermore, the third processing module is also used for:

[0287] When the distance between the target virtual character and the second virtual bulletin board is less than or equal to the second distance threshold, displaying the bulletin board editing control, based on the bulletin board editing control, using the second virtual bulletin board as the target virtual recording prop to store the second zone and server crossing reference map, wherein the second virtual bulletin board is located in the second virtual scene;

[0288] Alternatively, based on the target virtual recording props carried by the target virtual character, the second zone and server crossing reference map is stored.

[0289] Furthermore, the third processing module is also used for:

[0290] Starting from the server adjacent to the server currently located by the target virtual character, the second server crossing reference map is gradually spread and sent to multiple target servers until the virtual resources carried by the target virtual character are consumed;

[0291] Alternatively, the target server to be sent is determined, and when the total virtual resource consumption of sending the second server crossing reference map to the target server is less than or equal to the virtual resources currently carried by the target virtual character, the second server crossing reference map is sent to the target server.

[0292] The above-mentioned virtual scene display control device 2900 and the virtual scene display control method applied to the first terminal are based on the same inventive concept, by displaying the first virtual scene of the zone and server where the target virtual character is currently located in the virtual world, displaying the first zone and server crossing reference map in the first virtual scene, and in response to interacting with the path construction control in the first zone and server crossing reference map, determining the first zone and server crossing path for indicating the crossing order between multiple zones and servers, and then initiating zone and server crossing for the target virtual character based on the first zone and server crossing path. Compared with the method of selecting only one of the zones and servers, the method based on configuring the first zone and server crossing path can effectively improve the interactivity and flexibility of zone and server crossing. On this basis, if an interruption event is triggered when the target virtual character is crossing the zone and server, the currently displayed first virtual scene is switched to the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered. That is to say, the impact of the interruption event is further considered in the zone and server crossing process, so that the zone and server crossing can be performed more refined, thereby improving the rationality of the zone and server crossing.

[0293] Reference Fig.30 , Fig.30 An optional structural diagram of a display control device 3000 of a virtual scene provided in an embodiment of the present application, the display control device 3000 includes:

[0294] The first receiving module 3001 is used to receive a crossing request sent by the first terminal for initiating a zone-server crossing for a target virtual character, wherein the crossing request carries a first zone-server crossing path, the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers, and the first zone-server crossing path is determined based on a path construction control in a first zone-server crossing reference graph;

[0295] The second processing module 3002 is used to perform zone-server crossing for the target virtual character based on the first zone-server crossing path;

[0296] The second sending module 3003 is used to render the scene image data of the second virtual scene of the server where the target virtual character is located when the interruption event is triggered to the first terminal after being rendered by the rendering server, so that the first terminal can switch the currently displayed first virtual scene to the second virtual scene.

[0297] Further, the first zone-server crossing path is determined based on the target zone-server identifier and the target connection direction, and the second processing module 3002 is further used for:

[0298] Constructing a traversal vector based on the target zone and server identifier and the target connection direction, wherein the traversal vector is used to indicate the scene server and the information transmission server corresponding to the traversal path of the first zone and server;

[0299] The target virtual character crosses the server according to the crossing vector.

[0300] Furthermore, the second processing module 3002 is also used for:

[0301] Determine a candidate scene server and a candidate information delivery server according to the traversal vector;

[0302] A crossing event is constructed for the target virtual character to cross the server, the crossing event is transmitted based on the candidate scene server and the candidate information transmission server in turn, and the crossing event is settled in the candidate scene server, wherein the settlement result of the crossing event is used to indicate whether an interruption event is triggered or not.

[0303] Furthermore, the second sending module 3003 is further used for:

[0304] Obtaining the server identifier of the first scene server corresponding to the zone where the target virtual character is located when the interruption event is triggered;

[0305] Generate a scheduling request according to the server identifier, and send the scheduling request to the scheduling server, so that the scheduling server allocates the rendering server corresponding to the first scene server to the first terminal according to the server identifier;

[0306] The scene image data is rendered by a rendering server corresponding to the first scene server and then sent to the first terminal.

[0307] Furthermore, the first receiving module 3001 is further used for:

[0308] A reference map publishing request sent by the first terminal is received, and a second zone and server crossing reference map constructed by the first terminal is obtained according to the reference map publishing request.

[0309] Furthermore, the second sending module 3003 is further used for:

[0310] When the total virtual resource consumption of sending the second area and server crossing reference map to the target area and server is less than or equal to the virtual resources currently carried by the target virtual character, the second area and server crossing reference map is rendered by the rendering server corresponding to the second scene server and sent to the second terminal, wherein the second scene server is the scene server corresponding to the target area and server.

[0311] The above-mentioned virtual scene display control device 3000 and the virtual scene display control method applied to the server are based on the same inventive concept, by receiving a crossing request sent by the first terminal for initiating a zone-server crossing for the target virtual character, and performing zone-server crossing for the target virtual character based on the first zone-server crossing path carried in the crossing request; when an interruption event is triggered during the zone-server crossing process, the scene image data of the second virtual scene of the zone-server where the target virtual character is located when the interruption event is triggered is rendered by the rendering server and sent to the first terminal, so that the first terminal can switch the currently displayed first virtual scene to the second virtual scene; compared As for the method of selecting only one of the zones and servers, since the first zone and server crossing path is determined based on the path construction control in the first zone and server crossing reference diagram, that is, the method of configuring the first zone and server crossing path can effectively improve the interactivity and flexibility of zone and server crossing. On this basis, if an interruption event is triggered when the target virtual character is crossing the zone and server, the currently displayed first virtual scene is switched to the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered. In other words, the impact of the interruption event is further considered in the process of zone and server crossing, so that the zone and server crossing can be performed more refinedly, thereby improving the rationality of zone and server crossing.

[0312] The electronic device for executing the display control method of the virtual scene provided in the embodiment of the present application may be a terminal. Fig.31 , Fig.31 This is a partial structural block diagram of a terminal provided in an embodiment of the present application. The terminal includes: a camera assembly 3110, a memory 3120, an input unit 3131, a display unit 3140, a sensor 3150, an audio circuit 3160, a wireless fidelity (WiFi) module 3170, a processor 3180, and a power supply 3190. Those skilled in the art can understand that Fig.31 The terminal structure shown in the figure does not constitute a limitation on the terminal, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.

[0313] The camera assembly 3110 can be used to capture images or videos. Optionally, the camera assembly 3110 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal, and the rear camera is disposed on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize the panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions.

[0314] The memory 3120 may be used to store software programs and modules. The processor 3180 executes various functional applications and data processing of the terminal by running the software programs and modules stored in the memory 3120 .

[0315] The input unit 3131 may be used to receive input digital or character information and generate key signal input related to the terminal's settings and function control. Specifically, the input unit 3131 may include a touch panel 3131 and other input devices 3132 .

[0316] The display unit 3140 may be used to display input information or provided information and various menus of the terminal. The display unit 3140 may include a display panel 3141.

[0317] The audio circuit 3160 , the speaker 3161 , and the microphone 3162 may provide an audio interface.

[0318] The power source 3190 may be alternating current, direct current, a disposable battery, or a rechargeable battery.

[0319] The number of sensors 3150 may be one or more, and the one or more sensors 3150 include but are not limited to: acceleration sensors, gyroscope sensors, pressure sensors, optical sensors, etc. Among them:

[0320] The acceleration sensor can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal. For example, the acceleration sensor can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 3180 can control the display unit 3140 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor. The acceleration sensor can also be used for collecting game or user motion data.

[0321] The gyroscope sensor can detect the body direction and rotation angle of the terminal. The gyroscope sensor can work with the acceleration sensor to collect the user's 3D actions on the terminal. The processor 3180 can implement the following functions based on the data collected by the gyroscope sensor: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0322] The pressure sensor can be set in the side frame of the terminal and / or the lower layer of the display unit 3140. When the pressure sensor is set in the side frame of the terminal, the user's holding signal of the terminal can be detected, and the processor 3180 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor. When the pressure sensor is set in the lower layer of the display unit 3140, the processor 3180 controls the operability controls on the UI interface according to the user's pressure operation on the display unit 3140. The operability control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0323] The optical sensor is used to collect the ambient light intensity. In one embodiment, the processor 3180 can control the display brightness of the display unit 3140 according to the ambient light intensity collected by the optical sensor. Specifically, when the ambient light intensity is high, the display brightness of the display unit 3140 is increased; when the ambient light intensity is low, the display brightness of the display unit 3140 is reduced. In another embodiment, the processor 3180 can also dynamically adjust the shooting parameters of the camera assembly 3110 according to the ambient light intensity collected by the optical sensor.

[0324] In this embodiment, the processor 3180 included in the terminal can execute the display control method of the virtual scene in the previous embodiment.

[0325] The electronic device for executing the display control method of the virtual scene provided in the embodiment of the present application may also be a server. Fig.32 , Fig.32Partial structural block diagram of the server provided in the embodiment of the present application, the server 3200 may have relatively large differences due to different configurations or performances, and may include one or more central processing units (CPUs) 3222 (for example, one or more processors) and memory 3232, one or more storage media 3230 (for example, one or more mass storage devices) storing application programs 3242 or data 3244. Among them, the memory 3232 and the storage medium 3230 can be short-term storage or permanent storage. The program stored in the storage medium 3230 may include one or more modules (not shown in the figure), and each module may include a series of command operations on the server 3200. Furthermore, the central processing unit 3222 can be configured to communicate with the storage medium 3230 to execute a series of command operations in the storage medium 3230 on the server 3200.

[0326] The server 3200 may also include one or more power supplies 3226, one or more wired or wireless network interfaces 3250, one or more input and output interfaces 3258, and / or one or more operating systems 3241, such as Windows ServerTM, Mac OS XTM, UnixTM, LinuxTM, FreeBSDTM, etc.

[0327] The processor in the server 3200 can be used to execute the display control method of the virtual scene.

[0328] An embodiment of the present application further provides a computer-readable storage medium, which is used to store program code, and the program code is used to execute the display control method of the virtual scene of each of the aforementioned embodiments.

[0329] The embodiment of the present application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. The processor of the computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the computer device executes the display control method for implementing the above-mentioned virtual scene.

[0330] The terms "first", "second", "third", "fourth", etc. (if any) in the specification of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate to describe the embodiments of the present application, for example, it can be implemented in an order other than those illustrated or described here. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0331] It should be understood that in the present application, "at least one (item)" means one or more, and "plurality" means two or more. "And / or" is used to describe the association relationship of associated objects, indicating that three relationships may exist. For example, "A and / or B" can mean: only A exists, only B exists, and A and B exist at the same time, where A and B can be singular or plural. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. "At least one of the following" or similar expressions refers to any combination of these items, including any combination of single or plural items. For example, at least one of a, b or c can mean: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, c can be single or multiple.

[0332] It should be understood that in the description of the embodiments of the present application, the meaning of multiple (or multiple items) is more than two, greater than, less than, exceed, etc. are understood to not include the number, and above, below, within, etc. are understood to include the number.

[0333] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.

[0334] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0335] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0336] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of commands to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the various embodiments of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, referred to as ROM), random access memory (Random Access Memory, referred to as RAM), disk or optical disk and other media that can store program codes.

[0337] It should also be understood that the various implementations provided in the embodiments of the present application can be combined arbitrarily to achieve different technical effects.

[0338] The above is a specific description of the preferred implementation of the present application, but the present application is not limited to the above implementation mode. Technical personnel familiar with the field can also make various equivalent modifications or substitutions under the shared conditions without violating the spirit of the present application. These equivalent modifications or substitutions are all included in the scope defined by the claims of the present application.

Claims

1. A display control method for a virtual scene, characterized in that: include: Displaying a first virtual scene of the zone and server where the target virtual character is currently located in the virtual world, and displaying a first zone and server crossing reference map in the first virtual scene, wherein the first zone and server crossing reference map displays a path building control; In response to interacting with the path building control, determining a first zone-server crossing path, wherein the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers; Initiating a zone-server crossing for the target virtual character based on the first zone-server crossing path; If an interruption event is triggered when the target virtual character is crossing the zone and server, the first virtual scene currently displayed is switched to a second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered.

2. The display control method according to claim 1, characterized in that: The path building control includes candidate zone and server identifiers of a plurality of candidate zones and servers, and the determining of a first zone and server crossing path in response to interacting with the path building control includes: In response to selecting a target service identifier from the plurality of candidate service identifiers in sequence, determining the candidate service identifier corresponding to the target service identifier as the service identifier to be traversed; Displaying a direction selection interface, wherein the direction selection interface displays a direction selection control for configuring the connection direction of the zone to be crossed; In response to interacting with the direction selection control, a target connection direction of each of the to-be-traveled zones is determined, and a first zone-server crossing path is determined according to the target zone-server identifier and the target connection direction.

3. The display control method according to claim 2, characterized in that: The initiating a zone-server crossing for the target virtual character based on the first zone-server crossing path includes: Generating a crossing request for initiating a zone-server crossing for the target virtual character based on the first zone-server crossing path; Sending the crossing request to a server, so that the server constructs a crossing vector based on the target zone and server identifier and the target connection direction, and performs the zone and server crossing for the target virtual character according to the crossing vector; Among them, the crossing vector is used to indicate the scene server and the information transmission server corresponding to the crossing path of the first area server.

4. The display control method according to claim 2, characterized in that: In response to sequentially selecting a target service identifier from the plurality of candidate service identifiers, determining the candidate service identifier corresponding to the target service identifier as the service identifier to be traversed, including: In response to selecting a target server identifier from the plurality of candidate server identifiers in sequence, when the total virtual resource consumption corresponding to the target server identifier is less than or equal to the virtual resources currently carried by the target virtual character, determining the candidate server corresponding to the target server identifier as the server to be traversed; Alternatively, when there is a connection relationship between the selected target area and server identifiers, the candidate area and server corresponding to the target area and server identifier is determined as the area and server to be traversed.

5. The display control method according to claim 1, characterized in that: The displaying of the first zone and server crossing reference map in the first virtual scene includes: In the first virtual scene, in response to a transaction with a virtual character other than the target virtual character, displaying a first zone and server crossing reference map obtained by the transaction; Alternatively, in the first virtual scene, in response to viewing the first virtual bulletin board, displaying a first zone and server crossing reference map in the first virtual bulletin board; Alternatively, in the first virtual scene, in response to receiving a first zone-server crossing reference map sent by a virtual character other than the target virtual character, displaying the first zone-server crossing reference map; Alternatively, in the first virtual scene, in response to using a first virtual recording prop carried by the target virtual character, a first zone and server crossing reference map pre-created by the target virtual character and stored in the first virtual recording prop is displayed.

6. The display control method according to claim 5, characterized in that: In response to the transaction with the virtual character other than the target virtual character, displaying the first zone and server crossing reference map obtained by the transaction includes: When the distance between the target virtual character and virtual characters other than the target virtual character is less than or equal to a first distance threshold, displaying a transaction initiation control; In response to triggering the transaction initiation control, at least one candidate map identifier is displayed, wherein the candidate map identifier is used to mark the first zone-server crossing reference map to be traded; In response to selecting a target map identifier from at least one of the candidate map identifiers, a second virtual recording prop is obtained through transaction, wherein the second virtual recording prop stores the first zone and server crossing reference map marked with the target map identifier; In response to using the second virtual recording prop, the first zone and service crossing reference map stored in the second virtual recording prop is displayed.

7. The display control method according to any one of claims 1 to 6, characterized in that: The display control method further includes: After performing the zone-server crossing, determining an actual second zone-server crossing path according to the first zone-server crossing path; In response to recording the zone and server crossing, constructing a second zone and server crossing reference map according to the second zone and server crossing path; The second zone and server crossing reference map is stored based on the target virtual recording prop, or the second zone and server crossing reference map is sent to the target zone and server.

8. The display control method according to claim 7, characterized in that: The constructing the second zone-server crossing reference graph according to the second zone-server crossing path includes: Displaying a record interface, wherein the record interface displays the second zone-server crossing path and a zone-server description control of each zone-server indicated by the second zone-server crossing path; The area server description information input based on the area server description control is obtained, and a second area server crossing reference graph is constructed according to the second area server crossing path and the area server description information.

9. The display control method according to claim 7, characterized in that: The storing the second zone and server crossing reference map based on the target virtual recording prop includes: When the distance between the target virtual character and the second virtual bulletin board is less than or equal to a second distance threshold, displaying a bulletin board editing control, and based on the bulletin board editing control, using the second virtual bulletin board as a target virtual recording prop to store the second zone and server crossing reference map, wherein the second virtual bulletin board is located in the second virtual scene; Alternatively, based on the target virtual recording props carried by the target virtual character, the second zone and server crossing reference map is stored.

10. The display control method according to claim 7, characterized in that: The sending the second zone-server crossing reference map to the target zone-server includes: Starting from the server adjacent to the server currently located by the target virtual character, gradually spreading the second server crossing reference map to multiple target servers until the virtual resources carried by the target virtual character are consumed; Alternatively, determine the target area and server to be sent, and when the total virtual resource consumption of sending the second area and server crossing reference map to the target area and server is less than or equal to the virtual resources currently carried by the target virtual character, send the second area and server crossing reference map to the target area and server.

11. A method for controlling display of a virtual scene, characterized in that: include: Receiving a crossing request sent by a first terminal for initiating a zone-server crossing for a target virtual character, wherein the crossing request carries a first zone-server crossing path, the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers, and the first zone-server crossing path is determined based on a path construction control in a first zone-server crossing reference graph; Performing zone-server crossing for the target virtual character based on the first zone-server crossing path; When an interruption event is triggered during the process of crossing the server, the scene image data of the second virtual scene of the server where the target virtual character is located when the interruption event is triggered will be rendered by the rendering server and sent to the first terminal, so that the first terminal can switch the currently displayed first virtual scene to the second virtual scene.

12. The display control method according to claim 11, characterized in that: The first zone-server crossing path is determined based on a target zone-server identifier and a target connection direction, and the zone-server crossing of the target virtual character based on the first zone-server crossing path includes: Constructing a crossing vector based on the target zone and server identifier and the target connection direction, wherein the crossing vector is used to indicate a scene server and an information transmission server corresponding to the first zone and server crossing path; The target virtual character is caused to cross the server area according to the crossing vector.

13. The display control method according to claim 12, characterized in that: The performing zone and server crossing for the target virtual character according to the crossing vector includes: Determine a candidate scene server and a candidate information delivery server according to the traversal vector; A crossing event for causing the target virtual character to cross the server is constructed, the crossing event is transmitted based on the candidate scene server and the candidate information transmission server in sequence, and the crossing event is settled in the candidate scene server, wherein the settlement result of the crossing event is used to indicate whether the interruption event is triggered or not.

14. The display control method according to claim 11, characterized in that: The scene image data of the second virtual scene in the zone and server where the target virtual character is located when the interruption event is triggered is rendered by a rendering server and sent to the first terminal, including: Obtaining a server identifier of a first scene server corresponding to the zone and server where the target virtual character is located when the interruption event is triggered; generating a scheduling request according to the server identifier, and sending the scheduling request to a scheduling server, so that the scheduling server allocates a rendering server corresponding to the first scene server to the first terminal according to the server identifier; The scene image data is rendered and sent to the first terminal through a rendering server corresponding to the first scene server.

15. The display control method according to any one of claims 11 to 14, characterized in that: The display control method further includes: receiving a reference map publishing request sent by the first terminal, and acquiring a second zone-server crossing reference map constructed by the first terminal according to the reference map publishing request; When the total virtual resource consumption of sending the second area and server crossing reference map to the target area and server is less than or equal to the virtual resources currently carried by the target virtual character, the second area and server crossing reference map is rendered by the rendering server corresponding to the second scene server and sent to the second terminal, wherein the second scene server is the scene server corresponding to the target area and server.

16. A display control device for a virtual scene, characterized in that: include: A first display module is used to display a first virtual scene of the zone and server where the target virtual character is currently located in the virtual world, and to display a first zone and server crossing reference map in the first virtual scene, wherein the first zone and server crossing reference map displays a path building control; A first processing module, configured to determine a first zone-server crossing path in response to interacting with the path building control, wherein the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers; A first sending module, configured to initiate a zone-server crossing for the target virtual character based on the first zone-server crossing path; The second display module is used to switch the currently displayed first virtual scene to the second virtual scene of the zone and server where the target virtual character is located when the interruption event is triggered if an interruption event is triggered when the target virtual character is crossing the zone and server.

17. A display control device for a virtual scene, characterized in that: include: A first receiving module, configured to receive a crossing request sent by a first terminal for initiating a zone-server crossing for a target virtual character, wherein the crossing request carries a first zone-server crossing path, the first zone-server crossing path is used to indicate a crossing order between multiple zones and servers, and the first zone-server crossing path is determined based on a path construction control in a first zone-server crossing reference graph; A second processing module, configured to perform zone-server crossing for the target virtual character based on the first zone-server crossing path; The second sending module is used to render the scene image data of the second virtual scene of the server where the target virtual character is located when the interruption event is triggered to the first terminal after being rendered by a rendering server, so that the first terminal can switch the currently displayed first virtual scene to the second virtual scene.

18. An electronic device comprising a memory and a processor, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the display control method of the virtual scene described in any one of claims 1 to 15 is implemented.

19. A computer-readable storage medium storing a computer program, characterized in that: When the computer program is executed by a processor, the display control method of the virtual scene described in any one of claims 1 to 15 is implemented.

20. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the display control method of the virtual scene described in any one of claims 1 to 15 is implemented.