Scene time scaling management method capable of being used for real-time network synchronization, electronic equipment and storage medium

By presetting multiple domains and time manager objects in the game engine core, time flow rate adjustment and synchronization in multiplayer real-time online game scenarios are achieved, and the problem of inability to adjust time flow rate in the prior art is solved, providing flexibility time experience and efficient time management.

CN119258534APending Publication Date: 2025-01-07SHENZHEN THUNDER DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
CN202411255592.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-09
Publication Date
2025-01-07

AI Technical Summary

Technical Problem

The existing technology is difficult to adjust and synchronize the time flow rate in real-time online game scenarios with multiple players, resulting in the inability to meet the time experience needs of different players, especially in time travel and immortal cultivation games.

Method used

By presetting multiple domains in the battle engine kernel, each domain exclusively owns a thread, and binding domain time manager objects, using time timers and custom timeline scale tables to achieve time control of each frame, the server drives the client's Time speed is changed to realize the adjustment and synchronization of time flow velocity for different scenarios.

Benefits of technology

The time flow rate adjustment and synchronization is achieved in the game scene with multiple players in real-time online, allowing players to feel the changes in the time flow rate, supporting time linkage and efficient time management between multiple scenes, achieving similar "One Day in the Sky, the World" Ten years' game setting.

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Abstract

The invention discloses a scene time scaling management method capable of being used for real-time network synchronization, electronic equipment and a storage medium, and aims to solve the problem that time flow rate adjustment can be carried out on different scenes in a multi-user real-time online game scene. According to the method, a server drives time speed change of a client side, and the method comprises the steps that a plurality of domains are preset in a combat engine kernel, and each domain exclusively occupies a thread and is bound with a domain time manager object; when a new room is created, the room is bound with a preset domain; when a new entity object is created in a room or an existing entity object enters the room, the entity object is bound with a domain where the room is located, and a domain time manager of the domain takes over heartbeat driving logic of the entity object; when the game runs, synchronous time synchronization is carried out between the server and the client; and for the same domain time manager object, the system polling functions of the server and the client are hijacked and hosted by the corresponding domain time manager.
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Description

Technical Field

[0001] The present invention relates to the field of game design technology, and in particular to a scene time scaling management method, electronic device and storage medium that can be used for real-time network synchronization. Background Art

[0002] For different groups of players in the same game, especially time travel and cultivation games, if the speed of time in a certain scene in the game cannot be well controlled, these games will not be able to achieve the user experience they deserve. For example, the speed of time is different in different worlds (the concept of dividing areas in the game); even in the game settings, high-level and high-cultivation players may have skills or magic weapons to change the speed of time in a certain world, thereby changing the evolution rate of each entity in the scene. However, these functions are currently not met.

[0003] In the mainstream games on the market, only stand-alone games can perfectly implement the time scaling function in terms of time acceleration, deceleration and pause. For example, in stand-alone mode, since the battle engine is running locally, it can perfectly implement the acceleration, deceleration and pause of the stage performances of RPG games and the battle scenes of card games, but it is impossible to introduce the game mechanism of multi-player interaction. As for MMO and MOBA multiplayer real-time online games, there is currently no good solution. Among them, the simulation business game is slightly similar, which can accelerate and pause the game rhythm. Although different players may interact with each other, they are all asynchronous interactions (that is, asynchronous online, not real-time online), which is also a stand-alone-like implementation method. Once other players enter the world operated by the player, the speed cannot be changed. Summary of the invention

[0004] The purpose of the present invention is to provide a scene time scaling management method, electronic device and storage medium that can be used for real-time network synchronization, aiming to solve the problem of adjusting the time flow rate of different scenes in a real-time online game scenario with multiple people, so that players in the scene can feel the change in the time flow rate.

[0005] In order to achieve the above object, the solution of the present invention is: A scene time scaling management method that can be used for real-time network synchronization, in which a server drives the time speed change of a client, comprises the following steps: Step 1: In the combat engine kernel, several domains are preset according to the requirements of the game design. Each domain occupies a thread and is bound to a domain time manager object. The domain time manager has a time timer, which is used to redirect the time polling scale of the system CPU and use a custom time axis scale table to customize the duration of each frame. Step 2: When creating a new room, bind the room to the preset domain; Step 3: When a new entity object is created in the room, or when an existing entity object in the game enters the room, the entity object is bound to the domain where the room is located, and the domain time manager of the domain takes over the heartbeat driving logic of the entity object; Step 4. When the game is running, the server and the client are synchronized. For the same domain time manager object, the system polling functions of the server and the client are hijacked and managed by the corresponding domain time manager. The time interval of each frame is customized by the time timer. The speed change operation of the game administrator or entity object on the time flow rate is achieved by adjusting the time interval customized by the time timer.

[0006] An electronic device includes a processor, a memory and an application; the application is stored in the memory and is configured to be executed by the processor to provide a scene time scaling management method that can be used for real-time network synchronization.

[0007] A computer-readable storage medium stores a computer program; when the computer program is executed in the computer, the computer is caused to execute a scene time scaling management method that can be used for real-time network synchronization.

[0008] After adopting the above technical solution, the present invention has the following technical effects: The present invention can adjust the time flow rate of different scenes in a multiplayer real-time online game scene, so that players in the scene can feel the change of the time flow rate, such as the events occurring in the scene and the evolution of the characters have obvious changes in speed, achieving the experience of one flower, one world, one leaf, one bodhi, specifically: (1) In a multiplayer real-time online scenario, the time rate can be adjusted to change the frequency of logical events in the game. For example, players in different scenarios will have different CDs for releasing skills because of the different time flows, which makes it easier to implement game settings such as "one day in heaven is ten years on earth"; (2) In a scenario where multiple people are online in real time, the server can adjust the time flow rate of a certain scene at any time and synchronize it to all clients in the scene in real time, thus achieving time scaling immediately; (3) It can support the linkage of time flow between multiple scenes. As long as the time flow of a certain domain is changed, the time flow of all scenes bound to the domain and the physical objects in the scene will also change. For example, when players A and B switch between different scenes, they can quickly compare the time and change the time flow of the player. (4) Each domain has its own thread, and the domain time manager cannot schedule across threads, thus ensuring that each domain has efficient time management performance. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] Figure 1 It is a system architecture diagram of a specific embodiment of the present invention. DETAILED DESCRIPTION

[0010] In order to further explain the technical solution of the present invention, the present invention is described in detail below through specific embodiments.

[0011] refer to Figure 1 As shown, the present invention discloses a scene time scaling management method that can be used for real-time network synchronization, in which the server drives the time speed change of the client, and can support the experience of different time flow speeds in a multi-person real-time online game scene, including the following steps: Step 1. In the combat engine kernel, several domains are preset according to the requirements of game design. Each domain occupies a thread and is bound to a domain time manager object. The domain time manager has a time timer, which is used to redirect the time polling scale of the system CPU. A customized time axis scale table is used to customize the duration of each frame, and the domain time manager cannot be scheduled across threads to maintain high performance. Step 2: When creating a new room (or "scene"), bind the room to the preset domain, so that the room will enjoy the time control capability of the domain (based on the domain time manager); this means that a domain can be bound to one or more scenes, and different scenes can have a domain exclusively or share a domain, thereby realizing that one domain controls the time flow rate of one or more scenes, and when one domain controls multiple scenes, it can realize time synchronization and speed change of multiple scenes; Step 3: When a new entity object is created in the room, or when an existing entity object in the game enters the room, the entity object is bound to the domain where the room is located, and the domain time manager of the domain takes over the heartbeat driving logic of the entity object; Step 4. When the game is running, the server and the client are synchronized. For the same domain time manager object, the system polling functions of the server and the client are hijacked and managed by the corresponding domain time manager. The time interval of each frame is customized by the time timer. The speed change operation of the game administrator or entity object on the time flow rate is achieved by adjusting the time interval customized by the time timer.

[0012] Through the above scheme, the present invention can adjust the time flow rate of different scenes in a multiplayer real-time online game scene, so that the players in the scene can feel the change of the time flow rate, such as the events occurring in the scene and the evolution of the characters have obvious changes in speed, achieving the experience of one flower, one world, one leaf, one bodhi, specifically: (1) In a multiplayer real-time online scenario, the time rate can be adjusted to change the frequency of logical events in the game. For example, players in different scenarios will have different CDs for releasing skills because of the different time flows, which makes it easier to implement game settings such as "one day in heaven is ten years on earth"; (2) In a scenario where multiple people are online in real time, the server can adjust the time flow rate of a certain scene at any time and synchronize it to all clients in the scene in real time, thus achieving time scaling immediately; (3) It can support the linkage of time flow between multiple scenes. As long as the time flow of a certain domain is changed, the time flow of all scenes bound to the domain and the physical objects in the scene will also change. For example, when players A and B switch between different scenes, they can quickly compare the time and change the time flow of the player. (4) Each domain has its own thread, and the domain time manager cannot schedule across threads, thus ensuring that each domain has efficient time management performance.

[0013] The present invention also discloses an electronic device, comprising a processor, a memory and an application program; the application program is stored in the memory and is configured so that the processor executes the above method.

[0014] The present invention also discloses a computer-readable storage medium, which stores a computer program; when the computer program is executed in a computer, the computer executes the above method. The storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0015] The above embodiments and drawings do not limit the product form and style of the present invention. Any appropriate changes or modifications made by ordinary technicians in the relevant technical field should be deemed to be within the patent scope of the present invention.

Claims

1. A scene time scaling management method that can be used for real-time network synchronization, characterized in that The server drives the client's time speed change, including the following steps: Step 1: In the combat engine kernel, several domains are preset according to the requirements of the game design. Each domain occupies a thread and is bound to a domain time manager object. The domain time manager has a time timer, which is used to redirect the time polling scale of the system CPU and use a custom time axis scale table to customize the duration of each frame. Step 2: When creating a new room, bind the room to the preset domain; Step 3: When a new entity object is created in the room, or when an existing entity object in the game enters the room, the entity object is bound to the domain where the room is located, and the domain time manager of the domain takes over the heartbeat driving logic of the entity object; Step 4. When the game is running, the server and the client are synchronized. For the same domain time manager object, the system polling functions of the server and the client are hijacked and managed by the corresponding domain time manager. The time interval of each frame is customized by the time timer. The speed change operation of the game administrator or entity object on the time flow rate is achieved by adjusting the time interval customized by the time timer.

2. An electronic device, characterized in that It includes a processor, a memory and an application; the application is stored in the memory and is configured to be executed by the processor as claimed in claim 1 for the scene time scaling management method that can be used for real-time network synchronization.

3. A computer-readable storage medium, characterized in that The storage medium stores a computer program; when the computer program is executed in the computer, the computer is caused to execute the scene time scaling management method that can be used for real-time network synchronization as claimed in claim 1.