Method and device for processing data in game and electronic equipment
Through the delayed upload data processing method, the server pressure and response delay problems caused by peak uploads in multiplayer online games are solved, and the client upload efficiency and player experience are improved.
Patent Information
- Application Number
- CN202411449267.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-16
- Publication Date
- 2025-03-25
- Estimated Expiration
- 2044-10-16
AI Technical Summary
In multi-player online games at the same time, especially during group activities such as group weddings, multiple clients upload record data to the server almost simultaneously, resulting in peak uploads, causing server pressure and response delays, affecting the player's experience.
Through the delayed upload data processing method, in response to receiving the interface display data acquisition request sent by the game server, the interface display data of the graphical user interface is obtained, and the data is sent to the designated server after the determined delay time. The delay duration can be determined randomly to disperse the server's data reception pressure.
It effectively avoids excessive server pressure, improves the efficiency of uploading data by the client to the interface display, enables the client to handle other game business logic, and improves the player's gaming experience.
Smart Images

Figure CN119680184A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of rendering technology, and in particular to a data processing method, device and electronic device in a game. Background Art
[0002] In multiplayer online games, there will be many social interaction screens. In order to make the game more spreadable, these interaction screens need to be recorded for players to view later. Generally speaking, automatic recording logic for game screens will be added. The game server usually controls the game client to take screenshots of the game screen based on the automatic recording logic to obtain screenshot images; or record the screen to obtain recorded videos. The client then sends this data to the server. When the player needs to view it, the data is resent to the game client so that the player can view the wonderful moments recorded in these images or videos.
[0003] In some game activities where multiple players participate at the same time, such as a group wedding in a game scene, it is necessary to record the process in which multiple controlled virtual objects in the game scene perform prescribed game behaviors at the same time. This process is usually recorded by the server controlling the client through screenshots or screen recording. When multiple clients upload recorded data to the server almost at the same time, there will be an upload peak, causing server pressure and response delays, resulting in a poor player experience. Summary of the invention
[0004] In view of this, the purpose of the present disclosure is to provide a data processing method, device and electronic device for a game, so as to delay uploading data when multiple terminal devices upload interface display data to a game server at the same time, avoid excessive pressure on the server, improve the client's upload efficiency of interface display data, enable the client to process other game business logic in time, and improve the player's gaming experience.
[0005] In a first aspect, an embodiment of the present disclosure provides a method for processing data in a game, the method being applied to a first terminal device; the first terminal device being communicatively connected to a game server; the game server being further communicatively connected to a plurality of second terminal devices; a first controlled virtual object controlled by the first terminal device and a second controlled virtual object controlled by the second terminal device being in the same game scene; the first terminal device providing a graphical user interface; the graphical user interface displaying the game scene; the method comprising: in response to receiving an interface display data acquisition request sent by the game server, acquiring interface display data of the graphical user interface; wherein the interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying a preset condition; the preset condition comprises at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; determining a delay duration, and sending the interface display data to a specified server based on the delay duration.
[0006] In a second aspect, an embodiment of the present disclosure provides another data processing method in a game, which is applied to a game server; the game server is communicatively connected to multiple third terminal devices; third controlled virtual objects controlled by multiple third terminal devices are in the same game scene; the third terminal device provides a graphical user interface; the graphical user interface displays the game scene; the method includes: in response to at least one third controlled virtual object satisfying a preset condition, generating an interface display data acquisition request; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; sending an interface display data acquisition request to multiple third terminal devices, so that any third terminal device performs the following operations: obtaining interface display data of the graphical user interface, determining a delay duration, and sending the interface display data to a designated server based on the delay duration.
[0007] In a third aspect, an embodiment of the present disclosure provides a data processing device in a game, which is arranged on a first terminal device; the first terminal device is communicatively connected to a game server; the game server is also communicatively connected to multiple second terminal devices; a first controlled virtual object controlled by the first terminal device and a second controlled virtual object controlled by the second terminal device are in the same game scene; the first terminal device provides a graphical user interface; the graphical user interface displays the game scene; the device includes: an interface display data acquisition module, which is used to obtain interface display data of the graphical user interface in response to receiving an interface display data acquisition request sent by the game server; wherein the interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying a preset condition; the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; a data sending module, which is used to determine a delay duration and send the interface display data to a specified server based on the delay duration.
[0008] In a fourth aspect, an embodiment of the present disclosure provides another data processing device in a game, which is arranged on a game server; the game server is communicatively connected to multiple third terminal devices; third controlled virtual objects controlled by multiple third terminal devices are in the same game scene; the third terminal device provides a graphical user interface; the graphical user interface displays the game scene; the device includes: a request generation module, which is used to generate an interface display data acquisition request in response to at least one third controlled virtual object satisfying a preset condition; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; a request sending module, which is used to send an interface display data acquisition request to multiple third terminal devices, so that any third terminal device performs the following operations: obtain interface display data of the graphical user interface, determine the delay duration, and send the interface display data to the designated server based on the delay duration.
[0009] In a fifth aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the data processing method in the above-mentioned game.
[0010] In a sixth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned data processing method in the game.
[0011] The embodiments of the present invention bring the following beneficial effects:
[0012] The above-mentioned data processing method, device and electronic device in a game obtain interface display data of a graphical user interface in response to receiving an interface display data acquisition request sent by a game server; wherein the interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying a preset condition; the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; the delay duration is determined, and the interface display data is sent to a specified server based on the delay duration. In this method, when multiple terminal devices upload interface display data to the game server at the same time, the data is uploaded in a delayed manner to avoid excessive pressure on the server, thereby improving the client's upload efficiency of interface display data, enabling the client to process other game business logics immediately, and improving the player's game experience to a certain extent.
[0013] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0014] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0016] Figure 1 A flowchart of a data processing method in a game provided by an embodiment of the present disclosure;
[0017] Figure 2 A flowchart of another data processing method in a game provided by an embodiment of the present disclosure;
[0018] Figure 3 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0019] Figure 4 A schematic diagram of display content of a virtual prop provided by an embodiment of the present disclosure;
[0020] Figure 5 A schematic diagram of display content of another virtual prop provided by an embodiment of the present disclosure;
[0021] Figure 6 A schematic diagram of a diary system provided by an embodiment of the present disclosure;
[0022] Figure 7 A schematic diagram of another diary system provided by an embodiment of the present disclosure;
[0023] Figure 8 A schematic diagram of the structure of a data processing device in a game provided by an embodiment of the present disclosure;
[0024] Fig. 9 A structural schematic diagram of another data processing device in a game provided by an embodiment of the present disclosure;
[0025] Fig.10 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0026] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.
[0027] There is usually a screenshot function in the game to capture wonderful moments, which requires players to operate it themselves. Players need to manually click on the shooting mode, and then capture the corresponding picture. Finally, they will decide whether to save it locally or share it.
[0028] When all sharing operations need to be performed by the players themselves, when some unexpected wonderful moments occur, the players actually have no idea what will happen next, they just watch with anticipation, and it is difficult for them to prepare to shoot in advance. If the players want the corresponding wonderful moments later, they will not be able to obtain them.
[0029] In multiplayer online games, there will be many social interaction screens. In order to make the game more popular, some automatic recording logic will be added, so that the wonderful moments can be captured by the players during the game and finally returned to the players for their own viewing. For example, there is a group wedding in the game. At this time, it is necessary to record the players' wedding ceremony, automatically take screenshots for the players, and let the players see the recorded wedding ceremony process after the ceremony. This will increase the unforgettable memories of the ceremony, deepen the experience, and increase the popularity of the game.
[0030] Because it is a group wedding, the worshipping action is performed by multiple client users at the same time, and the screenshots are uploaded to the server. Thousands of clients will upload image data at the same second, which will cause an upload peak, causing server pressure and response delays, resulting in a poor player experience.
[0031] Based on this, the embodiments of the present disclosure provide a method, device and electronic device for processing data in a game, and the technology can be applied to scenes that require model rendering.
[0032] See also Figure 1 First, a data processing method in a game provided by an embodiment of the present invention is introduced. The method is applied to a first terminal device; the first terminal device is connected to a game server in communication; the game server is also connected to multiple second terminal devices in communication; the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device are in the same game scene; the first terminal device provides a graphical user interface; the graphical user interface displays the game scene. The method includes the following steps:
[0033] Step S102, in response to receiving an interface display data acquisition request sent by a game server, acquiring interface display data of a graphical user interface; wherein the interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying a preset condition; the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object executes a specified game behavior.
[0034] The game server may send an interface display data acquisition request to the first terminal device and the second terminal device when some or all of the controlled virtual objects in the game scene meet the preset conditions. As described above, the preset condition may be that the controlled virtual object is in a specified state, or that the controlled virtual object performs a specified game behavior, or both. The specified state may be one or more. The specified game behavior may also be one or more.
[0035] For example, when there is a monster object in the game scene that the controlled virtual object needs to attack, and a certain controlled virtual object releases a big move on the monster object, the game server can send an interface display data acquisition request to the terminal devices of the multiple controlled virtual objects participating in the scene. It is also possible that when the game scene has a control attribute so that all controlled virtual objects present a "puppet" state, the game server can send an interface display data acquisition request to the multiple controlled virtual objects participating in the scene. The above-mentioned first terminal device and the second terminal device are both terminal devices that control the controlled virtual objects in the game scene. This method can also be applied to the second terminal device in the same way, and is not limited here.
[0036] In the above two cases, the controlled virtual object releases a big move on the monster object, which is usually achieved by the player through control operations. The game server needs to monitor the game status or executed game behavior of each controlled virtual object in the game scene in real time to determine whether the preset conditions are met. The game scene has control attributes, which can be achieved by the player through control operations or by the game server. When the game server controls the game scene to generate control attributes, it can determine that the preset conditions are met after the attributes take effect, thereby sending an interface display data acquisition request to the terminal devices of the multiple controlled virtual objects participating in the scene. It can be set specifically according to needs and is not limited here.
[0037] After receiving the interface display data acquisition request sent by the game server, the terminal device can take a screenshot of the graphical user interface, or record the graphical user interface displayed on the screen, and the obtained image data or video data can be used as interface display data.
[0038] Step S104, determining the delay duration, and sending the interface display data to a designated server based on the delay duration.
[0039] Multiple terminal devices obtain interface display data almost simultaneously and need to upload the interface display data to a designated server. In order to prevent multiple terminal devices from uploading interface display data to a designated server at the same time, causing communication pressure on the server, it is necessary to determine the delay time for each terminal device. After obtaining the interface display data, the first terminal device needs to wait for the delay time before sending the interface display data to the designated server.
[0040] The delay duration can be randomly determined, and a duration range can be pre-set, and then a duration is randomly selected within the duration range as the delay duration. The game server can also set a corresponding request number for each terminal device, and the request number is usually determined based on the sending order of the interface display data acquisition request, and the interface display data acquisition request carries the request number. After receiving the interface display data request, the terminal device can determine the delay duration based on the number. For example, the last digit of the number can be multiplied by a preset time coefficient, such as 0.8, to determine the delay duration; when the number is 8, the product of 8 and 0.8 is 6.4, then the delay duration is determined to be 6.4s. It can be set specifically according to needs and is not limited here.
[0041] The above-mentioned data processing method in a game obtains the interface display data of the graphical user interface in response to receiving the interface display data acquisition request sent by the game server; wherein the interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying the preset conditions; the preset conditions include at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; the delay time is determined, and the interface display data is sent to the specified server based on the delay time. In this method, when multiple terminal devices upload interface display data to the game server at the same time, the data is delayed to upload, so as to avoid excessive pressure on the server, improve the client's upload efficiency of interface display data, enable the client to process other game business logics immediately, and improve the player's game experience to a certain extent.
[0042] The following embodiment provides a specific method for obtaining interface display data of a graphical user interface.
[0043] In practical applications, the above-mentioned graphical user interface may include multiple sub-interfaces. Multiple sub-interfaces are displayed according to a preset display level. For example, the graphical user interface includes a game interface, and the game scene where the controlled virtual object is located is displayed in the game interface. In addition, controls or links for triggering the display of other interfaces are usually displayed, such as a viewing control of the virtual space owned by the controlled virtual object; when the player triggers the control, the display interface of the virtual space will be displayed on the game interface, and the display level of the display interface is higher than the display level of the game interface. The display interface may partially or completely cover the game interface. In order to prevent other interfaces from blocking the game interface displaying the game scene, it is necessary to close other interfaces with a display level higher than the game interface. Therefore, based on the display level of the sub-interface and the display level of the game interface, the sub-interface to be closed in the multiple sub-interfaces can be determined, and the sub-interface to be closed can be controlled to be closed to obtain an updated graphical user interface; then the interface display data of the updated graphical user interface is obtained. At this time, the interface display data obtained is about the game scene, and does not include other irrelevant display interfaces, which meets the need to record the wonderful moments in the game scene.
[0044] After obtaining the interface display data of the updated graphical user interface, a prompt message may be displayed in the updated graphical user interface. The prompt message is used to prompt that the sub-interface to be closed is closed. For example, the prompt message may be "In order to better record wonderful moments, the XX interface has been closed, please understand", etc. The specific setting can be based on the needs and is not limited here.
[0045] When obtaining the interface display data of the graphical user interface, the graphical user interface can be screenshotted, and the interface display data can be generated based on the image obtained by the screenshot, such as rendering the screenshot image into a file, and determining the file data as the interface display data; or the graphical user interface can be recorded, and the interface display data can be generated based on the video obtained by the screen recording, such as saving the video as a video file, and determining the saved file as the interface display data. It is also possible to take a screenshot first, then record the screen, or determine an optimal image from the screen recording video as the interface display data, etc., which can be set according to the needs and is not limited here.
[0046] The following embodiment provides a specific method for determining a delay duration and sending interface display data to a designated server based on the delay duration.
[0047] In the specific implementation process, the delay duration can be randomly determined within a preset duration range. For example, the duration range is 0 to 10 seconds, and the determined delay duration can be any duration between 0 and 10 seconds. The delay durations determined by different terminal devices are usually different, so that the data receiving pressure of the server can be dispersed.
[0048] In order to reduce the data storage pressure of the game server, the above-mentioned designated server is usually different from the game server. Before uploading data to the designated server, the first terminal device usually needs to obtain an identity authentication token (called "token") from the designated server through the game server. After obtaining the identity authentication token, the first terminal device starts timing. In response to the timing duration reaching the delay duration, the interface display data and the identity authentication token are sent to the designated server, so that the designated server saves the interface display data after determining that the authentication is successful based on the identity authentication token. In this process, the first terminal device obtains the identity authentication token, that is, after determining that it can upload data to the designated server, it delays the already determined delay duration and then uploads data to the designated server, thereby avoiding multiple terminal devices uploading data at the same time to cause data processing pressure on the designated server.
[0049] After saving the interface display data, the designated server usually sends a data storage address corresponding to the interface display data to the first terminal device. The data storage address can be expressed in the form of a uniform resource locator (URL) or in other forms, which are not limited here. The first terminal device receives the data storage address corresponding to the interface display data sent by the designated server, and can send the data storage address to the game server, so that the game server obtains the interface display data from the designated server based on the data storage address, generates the designated virtual props based on the interface display data, and allocates the designated virtual props to the virtual storage space of the first controlled virtual object.
[0050] After the designated virtual item is assigned to the first controlled virtual object, the player can see the logo corresponding to the designated virtual item on the display interface of the virtual storage control, and the player can view the designated virtual item by triggering the logo. In response to the viewing operation for the designated virtual item, the display content of the virtual item is rendered and generated in the graphical user interface; the display content includes an image generated based on the interface display data. The player can view the impact of the wonderful moments recorded by the interface display data, thereby improving the player's gaming experience.
[0051] The embodiment of the present invention also provides another data processing method in a game, which is applied to a game server. The game server is connected to multiple third terminal devices for communication. The third controlled virtual objects controlled by the multiple third terminal devices are in the same game scene. In fact, the multiple third terminal devices may include the first terminal device and the second terminal device. The third terminal device provides a graphical user interface; the graphical user interface displays the game scene. Figure 2 As shown, the method comprises the following steps:
[0052] Step S202, in response to at least one third controlled virtual object satisfying a preset condition, generating an interface display data acquisition request; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior.
[0053] When some or all of the third controlled virtual objects meet the preset conditions, the game server can generate an interface display data acquisition request. The game server usually needs to monitor the state of the third controlled virtual object or the game behavior that occurs, or control the third controlled virtual object to be in a specified state, or perform a specified game behavior. The specific settings can be made according to the needs and are not limited here.
[0054] In the specific implementation process, it is usually necessary to generate a corresponding interface display data acquisition request for each third terminal device.
[0055] Step S204, sending an interface display data acquisition request to multiple third terminal devices, so that any third terminal device performs the following operations: obtaining interface display data of the graphical user interface, determining the delay time, and sending the interface display data to the designated server based on the delay time.
[0056] The game server sends an interface display data acquisition request to each third terminal device respectively. After receiving the interface display acquisition request, the third terminal device needs to obtain the interface display data of its own graphical user interface by taking screenshots or recording the screen; and determine the delay time, so as to determine different data upload times through different delay times, thereby reducing the data transmission pressure of the designated server.
[0057] The above-mentioned data processing method in a game generates an interface display data acquisition request in response to at least one third controlled virtual object meeting a preset condition; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; and sends an interface display data acquisition request to multiple third terminal devices, so that any third terminal device performs the following operations: obtains the interface display data of the graphical user interface, determines the delay time, and sends the interface display data to the specified server based on the delay time. In this method, when multiple terminal devices upload interface display data to the game server at the same time, the data is uploaded in a delayed manner to avoid excessive pressure on the server, thereby improving the client's upload efficiency of interface display data, enabling the client to process other game business logics immediately, and improving the player's game experience to a certain extent.
[0058] The following embodiment provides a specific method for generating an interface to display a data acquisition request.
[0059] In actual applications, a request number corresponding to each third terminal device is usually determined, and an interface display data acquisition request corresponding to the third terminal device is generated based on the request number. Each third terminal device has a different request number, and the data acquisition requests corresponding to each third terminal device can be distinguished based on the request number.
[0060] As described above, the third terminal device sends the data storage address corresponding to the interface display data sent by the designated server to the game server. When the game server receives the data storage address, the interface display data acquisition request for the third terminal device is successfully responded. Since this process is an asynchronous process, in order to reduce process congestion, the game server needs to control the result of the request to be determined within a specified time.
[0061] After sending the interface display data acquisition request, the game server needs to traverse the interface display data acquisition requests corresponding to multiple third terminal devices, and perform the following operations for each interface display data acquisition request: within the specified time after the request number of the interface display data acquisition request is generated, determine whether the data storage address sent by the third terminal device corresponding to the interface display data acquisition request is received; if received, determine that the interface display data acquisition request response is successful; if not received, determine that the interface display data acquisition request response fails. The above specified time can be set according to demand and is not limited here.
[0062] If a data acquisition request is successfully responded to, it is determined that the interface display data uploaded by the third terminal device corresponding to the request can be obtained. The game server can further obtain the interface display data from the designated server based on the data storage address, and then generate the first designated virtual props based on the interface display data, and allocate the first designated virtual props to the virtual storage space of the corresponding third controlled virtual object. When viewing the first designated virtual props, the player can view the image of the wonderful moment corresponding to the interface display data.
[0063] If the interface display data acquisition request fails to respond, the interface display data uploaded by the third terminal device corresponding to the request cannot be obtained. The game server can generate a second designated virtual prop based on the pre-acquired designated data, and allocate the second designated virtual prop to the virtual storage space of the corresponding third controlled virtual object. The designated data usually includes image data. The image data is usually related to the performance of the third controlled virtual object in the game scene, and can be pre-acquired or pre-generated by the game server, or pre-uploaded by the third terminal device that controls the third controlled virtual object, which is not set here. When viewing the second designated virtual prop, although the player cannot view the image of the wonderful moment corresponding to the interface display data, he can also view the image related to the performance of the third controlled virtual object in the current scene, reducing the player's regret.
[0064] The present disclosure also provides another method for processing data in a game. Figure 1 In this method, taking a collective wedding in a game as an example, it specifically describes the process in which a game server controls multiple terminals running game clients to upload screenshots of the collective wedding process (equivalent to the above-mentioned "interface display data") to the game server.
[0065] This method is mainly implemented through the following points:
[0066] 1. There is a peak in the upload of recorded screenshots at the same time. Because all servers hold a collective wedding together, all clients are doing the same action, and the upload server will receive multiple client upload requests at the same time. The solution is to spread out the upload time of these data, add random parameters, delay upload, and avoid causing server pressure. Specifically, you can upload the file within a random 15 seconds (equivalent to the above "duration range") after the screenshot is completed.
[0067] 2. Close all player interfaces before taking screenshots, and a bubble prompt will appear after the screenshot is completed to reduce the player's discomfort caused by the automatic closing of the interface.
[0068] 3. The recorded props can have up to 3 pictures, and at least 1. It can avoid various failures in the transmission process, such as network timeout, network disconnection, game closure, etc. The players will not feel the loss of the content of the recorded props finally distributed.
[0069] 4. The server has a 30-second minimum fault tolerance. If there is no response within 30 seconds after sending the interface display data acquisition request, the minimum logic processing can be performed.
[0070] 5. The props distributed are only available to players who have participated in the ceremony, that is, they are only distributed if there is data.
[0071] 6. The record prop has the function of diary drainage. "Diary" is a secret record system that has always existed. Because the entrance is deep, some players may not know it. The implementation process of this method can also drive players to participate in the activities of this system.
[0072] In the implementation process of the method, the game server first sends a request to the game client to control the controlled virtual object to perform a worship ceremony. During the worship ceremony, the controlled virtual object is locked and needs to be displayed at a fixed position to perform corresponding actions. After receiving the request, the client needs to lock the controlled virtual object, that is, the player cannot operate the virtual object, and then display the controlled virtual object at the corresponding position and fix it for generating the scene screen, prohibiting the player from moving the camera, and then controlling the character to play the corresponding action.
[0073] The game server then needs to send a screenshot request to the game client (equivalent to the above-mentioned "interface display data acquisition request"). At this time, the client needs to close all irrelevant interfaces, then take a screenshot and save it locally. After taking the screenshot, a prompt message (also called "bubble") can be displayed in the graphical user interface, such as "pay attention to the worship hall", to prompt the player why some interfaces are closed.
[0074] In actual applications, when the game client is taking a screenshot, the player may be organizing their backpack or opening other interfaces. The game client needs to close these interface obstacles caused by the player's operation and then successfully take the screenshot. Figure 1 If you close the player interface directly, the player will feel uncomfortable during the operation. You can pop up a prompt like "focus on worshipping" after taking a screenshot, such as Figure 3 As shown, in order to relieve the discomfort of players, you can also smoothly capture good-looking pictures. The prompt is displayed after the screenshot is taken so that there is no prompt interface of this bubble box during the screenshot process.
[0075] In some cases, when the client responds to the screenshot request from the server, it does not directly take a screenshot of the content displayed on the graphical user interface, but needs to create the corresponding interface content and create the corresponding character in the interface and render it into a specific file. The specific settings can be made according to the situation and are not limited here.
[0076] Since the screen capture function needs to be processed by the client, including the subsequent local image upload and remote generation of URL, this series of processes is an asynchronous function, and the server needs to wait for the client to complete a series of operations before getting the result. During this period, there may be abnormal situations such as client code interruption, remote network fluctuation, disconnection of dual-end network communication, weak network, etc. Therefore, the server generates a unique request number for each screen capture request initiated to the client, records the start time corresponding to the request number, and packages and sends this number together when initiating the request; at the same time, the server will generate a timer, traverse all requests to check whether they have timed out. If they have timed out, the request status will be adjusted and wait for the next business function to trigger a retry. Within the limited time, if the client returns the captured image URL in time, the server will rely on the client's upstream number at this time to find the corresponding cache request data, record the image URL, and finally adjust the request status.
[0077] The game client usually saves the file to the mobile phone or computer locally, and then goes to the game server to obtain an upload token. After obtaining the token, the client initiates an upload request to the upload server and uploads the corresponding file to the upload server. The upload server saves the image and calls it the uniform resource locator system of the file (also known as the "file link"). The client then forwards the link of this file to the game server. In the process of obtaining the token, the game server usually needs to send an upload token request to the upload server (equivalent to the "designated server" mentioned above). The upload server will create a token and mark the validity period, and then send the token to the game server, and then the game server returns the request token to the game client.
[0078] When the whole ceremony is over, a recording item will be sent. When the player clicks on the item, there will be 3 pictures inside, such as Figure 4As shown. One is a photo of two people. This is the style when registering. It is generated by one of the clients. If it fails here, you will have to apply again when entering the ceremony. The second is a photo of the wedding process. The server intercepts it after initiating the player's worship action request. The third is the guaranteed speech picture of the matchmaker, which is to bless the newlyweds to participate in the ceremony. The third picture is fixed. Because there are many asynchronous operations in the process of uploading pictures from the client to the server, there are many uncontrollable risks in this process, such as network congestion, or the player suddenly closing the game. Therefore, a bottom-line measure is adopted. When the two pictures generated by the player fail, the last picture will also be displayed, such as Figure 5 As shown. Since it is the first time for the player to collect such a record item, even if he fails and sees 1 or 2 pictures, he does not know that the program failed. He has no perception of failure.
[0079] The game also features a logging system, such as Figure 6 When the mouse pointer is hovering over Figure 6 The date of the collective wedding is displayed with a bubble prompt. Click a date to display the diary interface corresponding to that date, such as Figure 7 When player B clicks Figure 5 After clicking the control marked "Include Love Manual", the image content in the virtual props will be saved to Figure 7 The log interface shown.
[0080] This approach has the following advantages:
[0081] 1. The screenshot process makes players unaware and all interfaces are automatically closed, which can also reduce the discomfort of players. Close all interfaces before taking a screenshot, and only after the screenshot is successful will a bubble prompt the player to "focus on the wedding ceremony" to get a wonderful and real picture without an interface. The bubble box can reduce the discomfort of the player, and it will not appear abrupt if the player is operating the interface. The bubble box should be popped up after the screenshot is taken, because if the bubble box is popped up before the screenshot is taken, the content of the bubble box will be displayed.
[0082] 2. Delaying uploading after taking a screenshot can increase the peak upload success rate of the image and reduce the server's processing pressure on the uploaded data.
[0083] 3. In the props given to players for recording at the end, there are actually 3 pictures, but when they are opened and displayed, it depends on the number of pictures. If an image fails to be uploaded, there is 1 picture as a guarantee. Players actually don’t know the complete content of the data, and there will be no sense of loss.
[0084] 4. The added diary props can also bring traffic and attention to the original diary function. Some players may not know that this function exists.
[0085] 5. Props will be distributed only after all processes are completed, and the corresponding content will be distributed only when the data exists on the server.
[0086] 6. After the server instructs to take a screenshot, there will be a 30-second wait for a response. If no URL data is returned, a bottom-line logic will be performed, that is, virtual props will be generated based on the bottom-line image.
[0087] For the above method embodiment, the embodiment of the present invention provides a data processing device in a game. The device is set in a first terminal device; the first terminal device is connected to a game server in communication; the game server is also connected to multiple second terminal devices in communication; the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device are in the same game scene; the first terminal device provides a graphical user interface; the graphical user interface displays the game scene. Figure 8 As shown, the device comprises:
[0088] The interface display data acquisition module 802 is used to acquire interface display data of the graphical user interface in response to receiving an interface display data acquisition request sent by the game server; wherein the interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying a preset condition; the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior;
[0089] The data sending module 804 is used to determine the delay time and send the interface display data to the designated server based on the delay time.
[0090] The data processing device in the above-mentioned game obtains the interface display data of the graphical user interface in response to receiving the interface display data acquisition request sent by the game server; wherein the interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying the preset condition; the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; the delay duration is determined, and the interface display data is sent to the specified server based on the delay duration. In this method, when multiple terminal devices upload interface display data to the game server at the same time, the data is uploaded in a delayed manner to avoid excessive pressure on the server, thereby improving the client's upload efficiency of the interface display data, enabling the client to process other game business logics immediately, and improving the player's game experience to a certain extent.
[0091] The above-mentioned graphical user interface includes multiple sub-interfaces: the multiple sub-interfaces are displayed according to a preset display level; the interface display data acquisition module is also used to: determine the sub-interface to be closed among the multiple sub-interfaces; control the closing of the sub-interface to be closed to obtain an updated graphical user interface; obtain the interface display data of the updated graphical user interface.
[0092] The above-mentioned device also includes: a prompt information display module, which is used to display prompt information in the updated graphical user interface; the prompt information is used to prompt that: the sub-interface to be closed is closed.
[0093] The above-mentioned interface display data acquisition module is also used to: take a screenshot of the graphical user interface and generate interface display data based on the image obtained by the screenshot; or, record the graphical user interface and generate interface display data based on the video obtained by the screen recording.
[0094] The data sending module is also used to randomly determine the delay duration within a preset duration range.
[0095] The above-mentioned data sending module is also used to: obtain an identity authentication token from a designated server through a game server; start timing in response to obtaining the identity authentication token; in response to the timing duration reaching the delay duration, send the interface display data and the identity authentication token to the designated server, so that the designated server saves the interface display data after determining that the authentication is successful based on the identity authentication token.
[0096] The above-mentioned device also includes: a data storage address receiving module, which is used to receive the data storage address corresponding to the interface display data sent by the designated server; a data storage address sending module, which is used to send the data storage address to the game server, so that the game server obtains the interface display data from the designated server based on the data storage address, generates the designated virtual props based on the interface display data, and allocates the designated virtual props to the virtual storage space of the first controlled virtual object.
[0097] The above-mentioned device also includes: a prop viewing module, which is used to render and generate display content of the virtual prop in the graphical user interface in response to a viewing operation on a specified virtual prop; the display content includes an image generated based on the interface display data.
[0098] For the above method embodiment, the embodiment of the present invention also provides a data processing device in the game, which is set in the game server; the game server is connected to multiple third terminal devices in communication; the third controlled virtual objects controlled by the multiple third terminal devices are in the same game scene; the third terminal device provides a graphical user interface; the graphical user interface displays the game scene. Fig. 9 As shown, the device comprises:
[0099] The request generation module 902 is used to generate an interface display data acquisition request in response to at least one third controlled virtual object satisfying a preset condition; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior;
[0100] The request sending module 904 is used to send an interface display data acquisition request to multiple third terminal devices so that any third terminal device performs the following operations: obtain the interface display data of the graphical user interface, determine the delay time, and send the interface display data to the designated server based on the delay time.
[0101] The data processing device in the above-mentioned game generates an interface display data acquisition request in response to at least one third controlled virtual object satisfying a preset condition; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; and sends an interface display data acquisition request to multiple third terminal devices, so that any third terminal device performs the following operations: obtains the interface display data of the graphical user interface, determines the delay time, and sends the interface display data to the specified server based on the delay time. In this method, when multiple terminal devices upload interface display data to the game server at the same time, the data is uploaded in a delayed manner to avoid excessive pressure on the server, thereby improving the client's upload efficiency of interface display data, enabling the client to process other game business logics immediately, and improving the player's game experience to a certain extent.
[0102] The above-mentioned third terminal device is also used to send the data storage address corresponding to the interface display data sent by the designated server to the game server; the request generation module is also used to: for each third terminal device, determine the request number corresponding to the third terminal device, and generate an interface display data acquisition request corresponding to the third terminal device based on the request number; the above-mentioned device also includes: a data storage address receiving module, which is used to traverse the interface display data acquisition requests corresponding to multiple third terminal devices, and perform the following operations for each interface display data acquisition request: within a specified time period after the request number of the interface display data acquisition request is generated, determine whether the data storage address sent by the third terminal device corresponding to the interface display data acquisition request is received; if received, determine that the interface display data acquisition request response is successful; if not received, determine that the interface display data acquisition request response fails.
[0103] The above-mentioned device also includes: an interface display data acquisition module, which is used to obtain interface display data from a designated server based on a data storage address; a first designated virtual prop generation module, which is used to generate a first designated virtual prop based on the interface display data, and allocate the first designated virtual prop to the virtual storage space of the corresponding third controlled virtual object.
[0104] The above-mentioned device also includes: a second designated virtual prop generation module, which is used to generate a second designated virtual prop based on pre-acquired designated data, and allocate the second designated virtual prop to the virtual storage space of the corresponding third controlled virtual object; the designated data includes image data.
[0105] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the data processing method in the above-mentioned game, for example:
[0106] In response to receiving an interface display data acquisition request sent by a game server, interface display data of a graphical user interface is acquired; wherein the interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying a preset condition; the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; a delay duration is determined, and the interface display data is sent to a specified server based on the delay duration.
[0107] In the above method, when multiple terminal devices upload interface display data to the game server at the same time, the data upload is delayed to avoid excessive pressure on the server, thereby improving the client's upload efficiency of interface display data and enabling the client to process other game business logic in time, thereby improving the player's gaming experience to a certain extent.
[0108] Optionally, the above-mentioned graphical user interface includes multiple sub-interfaces: the multiple sub-interfaces are displayed according to a preset display level; the step of obtaining interface display data of the graphical user interface includes: determining a sub-interface to be closed among the multiple sub-interfaces; controlling the closing of the sub-interface to be closed to obtain an updated graphical user interface; and obtaining interface display data of the updated graphical user interface.
[0109] Optionally, after obtaining the interface display data of the updated graphical user interface, the method further includes: displaying a prompt message in the updated graphical user interface; the prompt message is used to prompt that the sub-interface to be closed is closed.
[0110] Optionally, the above-mentioned step of obtaining interface display data of the graphical user interface includes: taking a screenshot of the graphical user interface, and generating interface display data based on the image obtained by the screenshot; or, recording the graphical user interface, and generating interface display data based on the video obtained by the screen recording.
[0111] Optionally, the above step of determining the delay duration includes: randomly determining the delay duration within a preset duration range.
[0112] Optionally, the above-mentioned step of sending the interface display data to the designated server based on the delay duration includes: obtaining an identity authentication token from the designated server through the game server; starting timing in response to obtaining the identity authentication token; in response to the timing duration reaching the delay duration, sending the interface display data and the identity authentication token to the designated server, so that the designated server saves the interface display data after determining that the authentication is successful based on the identity authentication token.
[0113] Optionally, the above method also includes: receiving a data storage address corresponding to the interface display data sent by the designated server; sending the data storage address to the game server, so that the game server obtains the interface display data from the designated server based on the data storage address, generates designated virtual props based on the interface display data, and allocates the designated virtual props to the virtual storage space of the first controlled virtual object.
[0114] Optionally, the method further includes: in response to a viewing operation on a designated virtual prop, rendering display content of the virtual prop on a graphical user interface; the display content includes an image generated based on the interface display data.
[0115] The processor executes the machine executable instructions to implement the data processing method in the above another game, for example:
[0116] In response to at least one third controlled virtual object satisfying a preset condition, an interface display data acquisition request is generated; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; an interface display data acquisition request is sent to multiple third terminal devices, so that any third terminal device performs the following operations: obtain interface display data of a graphical user interface, determine a delay duration, and send the interface display data to a designated server based on the delay duration.
[0117] In the above method, when multiple terminal devices upload interface display data to the game server at the same time, the data upload is delayed to avoid excessive pressure on the server, thereby improving the client's upload efficiency of interface display data and enabling the client to process other game business logic in time, thereby improving the player's gaming experience to a certain extent.
[0118] Optionally, the third terminal device is also used to send the data storage address corresponding to the interface display data sent by the designated server to the game server; the step of generating an interface display data acquisition request includes: for each third terminal device, determining the request number corresponding to the third terminal device, and generating an interface display data acquisition request corresponding to the third terminal device based on the request number; the method also includes: traversing the interface display data acquisition requests corresponding to multiple third terminal devices, and performing the following operations for each interface display data acquisition request: within a specified time period after the request number of the interface display data acquisition request is generated, determining whether the data storage address sent by the third terminal device corresponding to the interface display data acquisition request is received; if received, determining that the interface display data acquisition request response is successful; if not received, determining that the interface display data acquisition request response is failed.
[0119] Optionally, after the above-mentioned determination that the interface display data acquisition request is responded to successfully, the above-mentioned method further includes: acquiring the interface display data from the designated server based on the data storage address; generating a first designated virtual prop based on the interface display data, and allocating the first designated virtual prop to the virtual storage space of the corresponding third controlled virtual object.
[0120] Optionally, after the above-mentioned determination interface displays that the data acquisition request response fails, the above-mentioned method further includes: generating a second designated virtual prop based on pre-acquired designated data, and allocating the second designated virtual prop to the virtual storage space of the corresponding third controlled virtual object; the designated data includes image data.
[0121] See also Fig.10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the data processing method in the above game.
[0122] Further, Fig.10 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0123] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.10 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0124] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0125] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the data processing method in the above game.
[0126] A method, device and electronic device for processing data in a game provided by an embodiment of the present disclosure include a computer-readable storage medium storing program code, and the program code includes instructions that can be used to execute a method for processing data in a game described in the foregoing method embodiment, for example:
[0127] In response to receiving an interface display data acquisition request sent by a game server, interface display data of a graphical user interface is acquired; wherein the interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying a preset condition; the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; a delay duration is determined, and the interface display data is sent to a specified server based on the delay duration.
[0128] In the above method, when multiple terminal devices upload interface display data to the game server at the same time, the data upload is delayed to avoid excessive pressure on the server, thereby improving the client's upload efficiency of interface display data and enabling the client to process other game business logic in time, thereby improving the player's gaming experience to a certain extent.
[0129] Optionally, the above-mentioned graphical user interface includes multiple sub-interfaces: the multiple sub-interfaces are displayed according to a preset display level; the step of obtaining interface display data of the graphical user interface includes: determining a sub-interface to be closed among the multiple sub-interfaces; controlling the closing of the sub-interface to be closed to obtain an updated graphical user interface; and obtaining interface display data of the updated graphical user interface.
[0130] Optionally, after obtaining the interface display data of the updated graphical user interface, the method further includes: displaying a prompt message in the updated graphical user interface; the prompt message is used to prompt that the sub-interface to be closed is closed.
[0131] Optionally, the above-mentioned step of obtaining interface display data of the graphical user interface includes: taking a screenshot of the graphical user interface, and generating interface display data based on the image obtained by the screenshot; or, recording the graphical user interface, and generating interface display data based on the video obtained by the screen recording.
[0132] Optionally, the above step of determining the delay duration includes: randomly determining the delay duration within a preset duration range.
[0133] Optionally, the above-mentioned step of sending the interface display data to the designated server based on the delay duration includes: obtaining an identity authentication token from the designated server through the game server; starting timing in response to obtaining the identity authentication token; in response to the timing duration reaching the delay duration, sending the interface display data and the identity authentication token to the designated server, so that the designated server saves the interface display data after determining that the authentication is successful based on the identity authentication token.
[0134] Optionally, the above method also includes: receiving a data storage address corresponding to the interface display data sent by the designated server; sending the data storage address to the game server, so that the game server obtains the interface display data from the designated server based on the data storage address, generates designated virtual props based on the interface display data, and allocates the designated virtual props to the virtual storage space of the first controlled virtual object.
[0135] Optionally, the method further includes: in response to a viewing operation on a designated virtual prop, rendering display content of the virtual prop on a graphical user interface; the display content includes an image generated based on the interface display data.
[0136] The instructions included in the program code can be used to execute another data processing method in a game described in the previous method embodiment, for example:
[0137] In response to at least one third controlled virtual object satisfying a preset condition, an interface display data acquisition request is generated; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; an interface display data acquisition request is sent to multiple third terminal devices, so that any third terminal device performs the following operations: obtain interface display data of a graphical user interface, determine a delay duration, and send the interface display data to a designated server based on the delay duration.
[0138] In the above method, when multiple terminal devices upload interface display data to the game server at the same time, the data upload is delayed to avoid excessive pressure on the server, thereby improving the client's upload efficiency of interface display data and enabling the client to process other game business logic in time, thereby improving the player's gaming experience to a certain extent.
[0139] Optionally, the third terminal device is also used to send the data storage address corresponding to the interface display data sent by the designated server to the game server; the step of generating an interface display data acquisition request includes: for each third terminal device, determining the request number corresponding to the third terminal device, and generating an interface display data acquisition request corresponding to the third terminal device based on the request number; the method also includes: traversing the interface display data acquisition requests corresponding to multiple third terminal devices, and performing the following operations for each interface display data acquisition request: within a specified time period after the request number of the interface display data acquisition request is generated, determining whether the data storage address sent by the third terminal device corresponding to the interface display data acquisition request is received; if received, determining that the interface display data acquisition request response is successful; if not received, determining that the interface display data acquisition request response is failed.
[0140] Optionally, after the above-mentioned determination that the interface display data acquisition request is responded to successfully, the above-mentioned method further includes: acquiring the interface display data from the designated server based on the data storage address; generating a first designated virtual prop based on the interface display data, and allocating the first designated virtual prop to the virtual storage space of the corresponding third controlled virtual object.
[0141] Optionally, after the above-mentioned determination interface displays that the data acquisition request response fails, the above-mentioned method further includes: generating a second designated virtual prop based on pre-acquired designated data, and allocating the second designated virtual prop to the virtual storage space of the corresponding third controlled virtual object; the designated data includes image data.
[0142] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0143] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.
[0144] If the function 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 disclosure, or the part that contributes to the prior art or the 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 instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program code.
[0145] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0146] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A data processing method in a game, characterized in that: The method is applied to a first terminal device; the first terminal device is connected to a game server in communication; the game server is also connected to a plurality of second terminal devices in communication; a first controlled virtual object controlled by the first terminal device and a second controlled virtual object controlled by the second terminal device are in the same game scene; The first terminal device provides a graphical user interface; The graphical user interface displays the game scene; the method comprises: In response to receiving the interface display data acquisition request sent by the game server, acquiring the interface display data of the graphical user interface; The interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying a preset condition; the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; Determine a delay duration, and send the interface display data to a designated server based on the delay duration.
2. The method according to claim 1, characterized in that: The graphical user interface includes a plurality of sub-interfaces: the plurality of sub-interfaces are displayed according to a preset display level; The step of obtaining interface display data of the graphical user interface comprises: Determine a sub-interface to be closed among the multiple sub-interfaces; Controlling closing of the sub-interface to be closed to obtain an updated graphical user interface; Obtaining interface display data of the updated graphical user interface.
3. The method according to claim 2, characterized in that After acquiring the interface display data of the updated graphical user interface, the method further includes: A prompt message is displayed in the updated graphical user interface; the prompt message is used to prompt that the sub-interface to be closed is closed.
4. The method according to claim 1, characterized in that: The step of obtaining interface display data of the graphical user interface comprises: Taking a screenshot of the graphical user interface, and generating interface display data based on the image obtained by taking the screenshot; or, The graphical user interface is recorded, and interface display data is generated based on the video obtained by the screen recording.
5. The method according to claim 1, characterized in that The steps to determine the delay duration include: The delay duration is randomly determined within the preset duration range.
6. The method according to claim 1, characterized in that The step of sending the interface display data to a designated server based on the delay duration includes: Obtaining an identity authentication token from a designated server through the game server; In response to obtaining the identity authentication token, starting the timer; In response to the timing duration reaching the delay duration, the interface display data and the identity authentication token are sent to the designated server, so that the designated server saves the interface display data after determining that the authentication is successful based on the identity authentication token.
7. The method according to claim 6, characterized in that The method further comprises: Receiving a data storage address corresponding to the interface display data sent by the designated server; The data storage address is sent to the game server, so that the game server obtains the interface display data from the designated server based on the data storage address, generates designated virtual props based on the interface display data, and allocates the designated virtual props to the virtual storage space of the first controlled virtual object.
8. The method according to claim 7, characterized in that The method further comprises: In response to a viewing operation on the designated virtual prop, display content of the virtual prop is rendered and generated on the graphical user interface; the display content includes an image generated based on the interface display data.
9. A data processing method in a game, characterized in that: The method is applied to a game server; The game server is in communication connection with a plurality of third terminal devices; the third controlled virtual objects controlled by the plurality of third terminal devices are in the same game scene; The third terminal device provides a graphical user interface; The graphical user interface displays the game scene; the method comprises: In response to at least one of the third controlled virtual objects satisfying a preset condition, generating an interface display data acquisition request; Wherein, the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; Send an interface display data acquisition request to the multiple third terminal devices, so that any of the third terminal devices performs the following operations: obtain the interface display data of the graphical user interface, determine the delay time, and send the interface display data to the designated server based on the delay time.
10. The method according to claim 9, characterized in that The third terminal device is further used to send the data storage address corresponding to the interface display data sent by the designated server to the game server; The steps to generate an interface to display a data acquisition request include: For each of the third terminal devices, determining a request number corresponding to the third terminal device, and generating an interface display data acquisition request corresponding to the third terminal device based on the request number; The method further comprises: Traverse the interface display data acquisition requests corresponding to the multiple third terminal devices, and perform the following operations for each of the interface display data acquisition requests: Within a specified time period after the request number of the interface display data acquisition request is generated, determining whether a data storage address sent by a third terminal device corresponding to the interface display data acquisition request is received; If received, determining that the interface displays a successful response to the data acquisition request; If not received, it is determined that the interface displays a data acquisition request response failure.
11. The method according to claim 10, characterized in that After determining that the interface display data acquisition request is responded to successfully, the method further includes: Based on the data storage address, obtaining the interface display data from the designated server; A first designated virtual prop is generated based on the interface display data, and the first designated virtual prop is allocated to a virtual storage space of a corresponding third controlled virtual object.
12. The method according to claim 10, characterized in that After determining that the interface display data acquisition request response fails, the method further includes: A second designated virtual prop is generated based on pre-acquired designated data, and the second designated virtual prop is allocated to a virtual storage space of a corresponding third controlled virtual object; the designated data includes image data.
13. A data processing device in a game, characterized in that: The device is arranged on a first terminal device; the first terminal device is connected to a game server in communication; the game server is also connected to a plurality of second terminal devices in communication; a first controlled virtual object controlled by the first terminal device and a second controlled virtual object controlled by the second terminal device are in the same game scene; The first terminal device provides a graphical user interface; The graphical user interface displays the game scene; the device comprises: An interface display data acquisition module, configured to acquire interface display data of the graphical user interface in response to receiving an interface display data acquisition request sent by the game server; The interface display data acquisition request is generated by the game server in response to at least one of the first controlled virtual object and the second controlled virtual object satisfying a preset condition; the preset condition includes at least one of the following: the controlled virtual object is in a specified state, and the controlled virtual object performs a specified game behavior; The data sending module is used to determine the delay time and send the interface display data to a designated server based on the delay time.
14. A data processing device in a game, characterized in that: The device is arranged on a game server; the game server is in communication connection with a plurality of third terminal devices; the third controlled virtual objects controlled by the plurality of third terminal devices are in the same game scene; The third terminal device provides a graphical user interface; The graphical user interface displays the game scene; the device comprises: A request generation module, configured to generate an interface display data acquisition request in response to at least one of the third controlled virtual objects satisfying a preset condition; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, the controlled virtual object performs a specified game behavior; A request sending module is used to send an interface display data acquisition request to the multiple third terminal devices, so that any of the third terminal devices performs the following operations: obtain the interface display data of the graphical user interface, determine the delay time, and send the interface display data to a designated server based on the delay time.
15. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the data processing method in the game described in any one of claims 1-12.
16. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the data processing method in the game according to any one of claims 1 to 12.
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