Data processing methods, devices and electronic equipment in games

By delaying the data upload process and displaying it on the interface, the problem of excessive server load in multiplayer online games was solved, improving data upload efficiency and the player's gaming experience.

CN119680184BActive Publication Date: 2026-03-06NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-10-16
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

In multiplayer online games, when servers upload data to the interface from multiple clients simultaneously, they are prone to excessive pressure and response delays, resulting in a poor player experience.

Method used

By delaying the data upload interface display, the upload time is spread out to avoid excessive server load and improve upload efficiency.

Benefits of technology

When multiple terminal devices upload data simultaneously, it reduces the pressure on the server, improves the upload efficiency of the client, and enhances the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119680184B_ABST
    Figure CN119680184B_ABST
Patent Text Reader

Abstract

This disclosure provides a data processing method, apparatus, and electronic device for games. In response to receiving a request from a game server to acquire interface display data, the method acquires interface display data for a graphical user interface. The interface display data acquisition request is generated by the game server in response to at least one of a first controlled virtual object and a second controlled virtual object meeting preset conditions. These preset conditions include at least one of the following: the controlled virtual object is in a specified state; the controlled virtual object has performed a specified game action; a delay duration is determined; and the interface display data is sent to a specified server based on the delay duration. This method delays the upload of interface display data when multiple terminal devices simultaneously upload data to the game server, avoiding excessive server load, improving the client's upload efficiency for interface display data, and enabling the client to handle other game business logic promptly, thus improving the player's gaming experience.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to the field of rendering technology, and more specifically, to a data processing method, apparatus, and electronic device for games. Background Technology

[0002] In multiplayer online games, there are numerous social interactions. To enhance the game's reach and shareability, these interactions need to be recorded for players to review later. Typically, this is achieved through automatic recording logic. The game server usually uses this logic to control the game client to take screenshots or record the screen. The client then sends this data back to the server. When players want to view the footage, this data is resent to the game client, allowing them to see the memorable moments captured in the images or videos.

[0003] In multiplayer games, such as group weddings, it's necessary to record the process of multiple controlled virtual objects simultaneously performing prescribed game behaviors. This process is typically recorded by the server controlling the client through screenshots or screen recording. Multiple clients uploading data to the server almost simultaneously can create upload spikes, putting pressure on the server, causing response delays, and resulting in a poor player experience. Summary of the Invention

[0004] In view of this, the purpose of this disclosure is to provide a data processing method, apparatus, and electronic device for games, so as to delay the data upload when multiple terminal devices simultaneously upload interface display data to the game server, 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 a timely manner, and improve the player's game experience.

[0005] In a first aspect, embodiments of this disclosure provide a data processing method for a game, the method being applied to 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 devices 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: 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 and second controlled virtual objects satisfying preset conditions; the preset conditions include at least one of the following: the controlled virtual object is in a specified state, the controlled virtual object has performed a specified game behavior; determining a delay duration, and sending the interface display data to a specified server based on the delay duration.

[0006] Secondly, this 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-party terminal devices; third-controlled virtual objects controlled by the multiple third-party terminal devices are in the same game scene; the third-party terminal devices provide 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, the controlled virtual object performs a specified game behavior; sending the interface display data acquisition request to the multiple third-party terminal devices, so that any third-party terminal device performs the following operations: acquiring the interface display data of the graphical user interface, determining the delay duration, and sending the interface display data to a specified server based on the delay duration.

[0007] Thirdly, embodiments of this disclosure provide a data processing device for a game, which is disposed 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 devices 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, 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 and second controlled virtual objects satisfying preset conditions; the preset conditions include at least one of the following: the controlled virtual object is in a specified state, or the controlled virtual object has performed a specified game behavior; and a data sending module, used to determine a delay duration and send the interface display data to a specified server based on the delay duration.

[0008] Fourthly, embodiments of this disclosure provide another data processing apparatus for a game, the apparatus being disposed on a game server; the game server being communicatively connected to multiple third-party terminal devices; third-controlled virtual objects controlled by the multiple third-party terminal devices being in the same game scene; the third-party terminal devices providing a graphical user interface; the graphical user interface displaying the game scene; the apparatus comprising: a request generation module, configured to generate an interface display data acquisition request in response to at least one third-controlled virtual object satisfying preset conditions; wherein the preset conditions include at least one of the following: the controlled virtual object being in a specified state, or the controlled virtual object performing a specified game behavior; and a request sending module, configured to send the interface display data acquisition request to the multiple third-party terminal devices, so that any third-party terminal device performs the following operations: acquiring interface display data of the graphical user interface, determining a delay duration, and sending the interface display data to a specified server based on the delay duration.

[0009] Fifthly, embodiments of the present invention provide 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 above-described data processing method in the game.

[0010] In a sixth aspect, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned data processing method in the game.

[0011] The embodiments of the present invention bring the following beneficial effects:

[0012] The aforementioned data processing method, apparatus, and electronic device in a game, in response to receiving a request for interface display data acquisition from a game server, acquires interface display data for a graphical user interface. The interface display data acquisition request is generated by the game server in response to at least one of a first controlled virtual object and a second controlled virtual object meeting preset conditions. These preset conditions include at least one of the following: the controlled virtual object is in a specified state; the controlled virtual object has performed a specified game action; a 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 simultaneously upload interface display data to the game server, the data upload is delayed, avoiding excessive server load and improving the client's efficiency in uploading interface display data. This allows the client to process other game business logic promptly, thereby improving the player's gaming experience to some extent.

[0013] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0014] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0015] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0016] Figure 1 A flowchart illustrating a data processing method in a game, as provided in this embodiment of the disclosure;

[0017] Figure 2 A flowchart illustrating another data processing method in a game provided in this disclosure embodiment;

[0018] Figure 3 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0019] Figure 4 A schematic diagram illustrating the display content of a virtual prop provided in an embodiment of this disclosure;

[0020] Figure 5 A schematic diagram illustrating the display content of another virtual prop provided in an embodiment of this disclosure;

[0021] Figure 6 A schematic diagram of a diary system provided in an embodiment of this disclosure;

[0022] Figure 7 A schematic diagram of another diary system provided in this disclosure embodiment;

[0023] Figure 8 This is a schematic diagram of the structure of a data processing device in a game provided in an embodiment of the present disclosure;

[0024] Figure 9 A schematic diagram of the structure of another data processing device in a game provided in this disclosure embodiment;

[0025] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0026] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0027] Games usually have a screenshot function to capture exciting moments, which players need to operate manually. Players need to manually open the shooting mode, then capture the corresponding scene, and finally decide whether to save it locally or share it.

[0028] When all sharing actions require players to perform them independently, and unexpected exciting moments occur, players have no idea what will happen next; they simply watch with anticipation, making it difficult to prepare in advance for recording. Therefore, if players want to capture those exciting moments later, they have no way to do so.

[0029] In multiplayer online games, there are numerous social interactions. To enhance the game's viral potential, automatic recording logic is added to capture memorable moments during gameplay and provide them to players for later viewing. For example, in a game featuring a group wedding, the system could automatically capture screenshots of players during the wedding ceremony and allow them to view the recorded process afterward. This increases the memorable experience, enhances the overall gaming experience, and increases the game's viral potential.

[0030] Because it is a group wedding, the wedding ceremony is performed by multiple client users simultaneously. Screenshots are uploaded to the server, and thousands of clients upload image data at the same time, creating upload peaks, putting pressure on the server, causing response delays, and resulting in a poor player experience.

[0031] Based on this, the present disclosure provides a data processing method, apparatus, and electronic device for games, which can be applied to scenarios requiring model rendering.

[0032] See Figure 1 First, a data processing method for a game provided by an embodiment of the present invention will be introduced. This method is applied to 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 devices 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 a request to acquire interface display data from the game server, acquire the interface display data of the graphical user interface; wherein, the request to acquire interface display data 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, or the controlled virtual object has performed a specified game behavior.

[0034] The game server can send a request to acquire interface display data to the first terminal device and the second terminal device when some or all of the controlled virtual objects in the aforementioned game scenario meet preset conditions. As mentioned above, the preset conditions can be that the controlled virtual object is in a specified state, that the controlled virtual object has performed a specified game behavior, or both. The specified state can be one or more. The specified game behavior can also be one or more.

[0035] For example, when a controlled virtual object in a game scene needs to attack a monster, and a controlled virtual object unleashes a powerful attack on that monster, the game server can send interface display data retrieval requests to the terminal devices of multiple controlled virtual objects participating in that scene. Alternatively, when the game scene possesses control attributes, causing all controlled virtual objects to be in a "puppet" state, the game server can send interface display data retrieval requests to the multiple controlled virtual objects participating in that scene. Both the first and second terminal devices mentioned above are 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, without limitation.

[0036] In both scenarios described above, the controlled virtual object unleashes a powerful attack on the monster object, typically achieved through player control. The game server needs to monitor the game status or actions of each controlled virtual object in the game scene in real time to determine if preset conditions are met. The game scene possesses control attributes, which can be achieved through player control 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 upon the attribute taking effect, and then send interface display data retrieval requests to the terminal devices of multiple controlled virtual objects participating in that scene. Specific settings can be configured according to requirements and are not limited here.

[0037] After receiving a request from the game server to obtain interface display data, the terminal device can take a screenshot of the graphical user interface or record the graphical user interface displayed on the screen. The resulting image or video data can be used as interface display data.

[0038] Step S104: Determine the delay duration and send the interface display data to the designated server based on the delay duration.

[0039] Multiple terminal devices acquire interface display data almost simultaneously and need to upload it to a designated server. To prevent multiple terminal devices from simultaneously uploading interface display data to the designated server, causing communication pressure on the server, a delay time needs to be determined for each terminal device. After acquiring the interface display data, the first terminal device needs to wait for the specified delay time before sending the interface display data to the designated server.

[0040] The delay duration can be randomly determined. A preset duration range can be established, and then a duration within that range can be randomly selected as the delay duration. The game server can also assign a corresponding request number to each terminal device. This request number is typically determined based on the order in which the interface display data retrieval requests are sent, and the request number is carried within the interface display data retrieval request. After receiving the interface display data request, the terminal device can determine the delay duration based on this 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, thus determining the delay duration as 6.4 seconds. Specific settings can be configured according to requirements and are not limited here.

[0041] The aforementioned data processing method in a game involves receiving a request from a game server to acquire interface display data, and then 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 a first controlled virtual object and a second controlled virtual object meeting preset conditions. These preset conditions include at least one of the following: the controlled virtual object is in a specified state; the controlled virtual object has performed a specified game action; a 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 simultaneously upload interface display data to the game server, the data upload is delayed, avoiding excessive server load and improving the client's efficiency in uploading interface display data. This allows the client to process other game business logic promptly, thereby improving the player's gaming experience to some extent.

[0042] The following embodiments provide a specific method for obtaining interface display data of a graphical user interface.

[0043] In practical applications, the aforementioned graphical user interface (GUI) may include multiple sub-interfaces. These sub-interfaces are displayed according to a preset display hierarchy. For example, the GUI may include a game interface displaying the game scene where the controlled virtual object resides. Additionally, it typically displays controls or links to trigger the display of other interfaces, such as a view control for the virtual space owned by the controlled virtual object. When the player triggers this control, a virtual space display interface appears above the game interface, with its display hierarchy higher than the game interface. This display interface may partially or completely cover the game interface. To prevent other interfaces from obscuring the game interface displaying the game scene, other interfaces with higher display hierarchies than the game interface need to be closed. Therefore, based on the display hierarchy of the sub-interfaces and the game interface, the sub-interfaces to be closed can be determined, and the closed sub-interfaces can be controlled to obtain an updated GUI. Then, the updated GUI's display data can be acquired. At this point, the acquired display data pertains to the game scene and excludes other irrelevant displays, thus fulfilling the need to record exciting moments within the game scene.

[0044] After obtaining the updated graphical user interface (GUI) display data, a prompt message can be displayed in the updated GUI. This prompt message indicates that the sub-interface to be closed has been closed. For example, the prompt message could be something like, "To better record wonderful moments, the XX interface has been closed. We apologize for the inconvenience." Specific settings can be configured according to needs and are not limited here.

[0045] When acquiring graphical user interface (GUI) display data, you can take a screenshot of the GUI and generate the display data based on the screenshot. For example, you can render the screenshot to a file and use the file data as the display data. Alternatively, you can record the GUI and generate the display data based on the recorded video. For example, you can save the video as a video file and use the saved file as the display data. You can also take a screenshot first and then record the screen, or select the best image from the recorded video as the display data. The specific settings can be configured according to your needs, and there are no restrictions here.

[0046] The following embodiments provide 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 actual implementation, the delay duration can be randomly determined within a preset time range. For example, if the time range is 0 to 10 seconds, the determined delay duration can be any duration within 0 to 10 seconds. Different terminal devices typically have different determined delay durations, thereby distributing the data receiving load on the server.

[0048] To reduce the data storage pressure on the game server, the designated server is usually different from the game server. Before uploading data to the designated server, the first terminal device typically needs to obtain an authentication token (called a "token") from the designated server through the game server. After obtaining the authentication token, the first terminal device starts a timer. In response to the timer reaching the delay period, the interface display data and the authentication token are sent to the designated server, so that the designated server can save the interface display data after confirming successful authentication based on the authentication token. In this process, after the first terminal device obtains the authentication token, i.e., it is determined that it can upload data to the designated server, it delays for the predetermined delay period before uploading data to the designated server, avoiding the data processing pressure on the designated server caused by multiple terminal devices uploading data simultaneously.

[0049] After saving the interface display data, the designated server typically sends the corresponding data storage address to the first terminal device. This data storage address can be represented in the form of a Uniform Resource Locator (URL) or other formats; no restrictions are placed here. Upon receiving the data storage address from the designated server, the first terminal device can send it to the game server. The game server then retrieves the interface display data from the designated server based on this address, generates the specified virtual item based on the data, and allocates the virtual item to the virtual storage space of the first controlled virtual object.

[0050] Once a specified virtual item is assigned to the first controlled virtual object, the player can see an icon corresponding to that virtual item in the virtual storage control's display interface. The player can view the specified virtual item by triggering this icon. In response to the viewing operation for the specified virtual item, the graphical user interface renders and generates the display content for the virtual item; the display content includes an image generated based on the interface display data. Players can then view the impact of the exciting moments recorded in the interface display data, enhancing their gaming experience.

[0051] This invention also provides another data processing method for games, applied to a game server. The game server is communicatively connected to multiple third-party terminal devices. Third-controlled virtual objects controlled by these multiple third-party terminal devices are located in the same game scene. In practice, the multiple third-party terminal devices may include the aforementioned first and second terminal devices. Each third-party terminal device provides a graphical user interface; the graphical user interface displays the game scene. Figure 2 As shown, the method includes the following steps:

[0052] Step S202: In response to at least one third controlled virtual object satisfying a preset condition, a request for obtaining interface display data is generated; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, or the controlled virtual object has performed a specified game behavior.

[0053] When some or all of the third-party controlled virtual objects meet preset conditions, the game server can generate a request to retrieve data for interface display. The game server typically needs to monitor the state or game behavior of the third-party controlled virtual objects, or control them to be in a specified state or to execute specified game behaviors. Specific settings can be configured according to requirements and are not limited here.

[0054] In practice, it is usually necessary to generate a corresponding interface display data acquisition request for each third-party terminal device.

[0055] Step S204: Send an interface display data acquisition request to multiple third terminal devices so that any third terminal device performs the following operations: acquire the 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.

[0056] The game server sends a request to each third-party terminal device to retrieve interface display data. Upon receiving the request, the third-party terminal device needs to obtain its own graphical user interface display data by taking a screenshot or recording the screen; and determine the delay duration to determine different data upload times, thereby reducing the data transmission pressure on the designated server.

[0057] The aforementioned data processing method in a game generates a request to acquire interface display data in response to at least one third-party controlled virtual object meeting preset conditions. The preset conditions include at least one of the following: the controlled virtual object is in a specified state; the controlled virtual object has performed a specified game action. The method sends interface display data acquisition requests to multiple third-party terminal devices, causing any one of the third-party terminal devices to perform the following operations: acquire interface display data from the graphical user interface, determine a delay duration, and send the interface display data to a specified server based on the delay duration. In this method, when multiple terminal devices simultaneously upload interface display data to the game server, the data upload is delayed, avoiding excessive server load and improving the client's efficiency in uploading interface display data. This allows the client to process other game business logic promptly, thereby improving the player's gaming experience to some extent.

[0058] The following embodiments provide a specific method for generating an interface to display a data acquisition request.

[0059] In practical applications, a request number is typically assigned to each third-party terminal device, and a corresponding interface display data retrieval request is generated based on this request number. Each third-party terminal device has a unique request number, which allows for the differentiation of data retrieval requests from different devices.

[0060] As described above, the third-party terminal device sends the data storage address corresponding to the interface display data sent by the designated server to the game server. The game server only successfully responds to the interface display data retrieval request from the third-party terminal device when it receives the data storage address. Since this process is asynchronous, to reduce process congestion, the game server needs to determine the result of the request within a specified timeframe.

[0061] After sending a request to retrieve interface display data, the game server needs to iterate through multiple requests from third-party devices and perform the following operations for each request: Within a specified time period after the request number is generated, it checks whether the data storage address sent by the third-party device corresponding to the request has been received; if received, the request is considered successful; if not received, the request is considered unsuccessful. The specified time period can be set according to requirements and is not limited here.

[0062] If a data retrieval request is successfully responded to, it confirms that the interface display data uploaded by the corresponding third-party terminal device can be obtained. The game server can then further retrieve the interface display data from the designated server based on the data storage address, generate a first designated virtual item based on the interface display data, and allocate the first designated virtual item to the virtual storage space of the corresponding third-party controlled virtual object. When players view the first designated virtual item, they can see footage of the exciting moment corresponding to the interface display data.

[0063] If the interface displays a failed data retrieval request, the interface display data uploaded by the corresponding third-party terminal device cannot be retrieved. The game server can generate a second specified virtual item based on pre-acquired specified data and allocate this second specified virtual item to the virtual storage space of the corresponding third-party controlled virtual object. This specified data typically includes image data. This image data is usually related to the performance of the third-party 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-party terminal device controlling the third-party controlled virtual object; no settings are specified here. When players view the second specified virtual item, although they cannot see the video of the exciting moment corresponding to the interface display data, they can still see images related to the performance of the third-party controlled virtual object in the current scene, reducing the player's sense of disappointment.

[0064] This disclosure also provides another data processing method in games. This method... Figure 1 This method is implemented based on the method shown. Taking a group wedding in a game as an example, this method specifically illustrates the process in which the game server controls multiple terminals running game clients to upload screenshots of the group wedding process (equivalent to the "interface display data" mentioned above) to the game server during the group wedding.

[0065] This method is mainly achieved through the following points:

[0066] 1. There is a peak in screenshot uploads at the same time. Because all servers are performing a mass upload simultaneously, all clients are doing the same action, and the upload server will receive multiple upload requests from clients at the same time. The solution is to distribute these data upload times, add random parameters, and delay uploads to avoid putting pressure on the server. Specifically, the file can be uploaded within a random 15 seconds after the screenshot is taken (equivalent to the "duration range" mentioned above).

[0067] 2. Close all player interfaces before taking a screenshot, and display a notification after the screenshot is completed to reduce player discomfort from the automatic closing of interfaces.

[0068] 3. Recorded items can contain a maximum of 3 images, with a minimum guaranteed 1. This avoids various failures during transmission, such as network timeouts, network disconnections, game crashes, etc., ensuring that players are unaware of any loss of content when the recorded items are finally distributed.

[0069] 4. The server has a 30-second safety margin. If there is no response within 30 seconds after sending the request to retrieve the data displayed on the interface, a safety margin logic can be implemented.

[0070] 5. The items distributed are only available to players who participated in the ceremony; they are only distributed if there is data available.

[0071] 6. The "Diary" feature serves as a way to attract players. The "Diary" is a hidden recording system; because the entry point is relatively deep, some players may not be aware of it. The process of implementing this system can also encourage players to participate in its activities.

[0072] In this method, the game server first sends a request to the game client to control a virtual object to perform a wedding ceremony. During the ceremony, the virtual object is locked and displayed in a fixed position, performing corresponding actions. Upon receiving the request, the client needs to lock the virtual object, preventing the player from interacting with it. Then, the client displays the virtual object in the corresponding position and fixes it in place to generate the scene, preventing the player from moving the camera, thus controlling the character to perform the corresponding actions.

[0073] The game server then needs to send a screenshot request to the game client (equivalent to the "interface display data acquisition request" mentioned above). At this point, the client needs to close all irrelevant interfaces, take a screenshot, and save it locally. After taking the screenshot, a prompt message (also known as a "bubble") can be displayed in the graphical user interface, such as "Follow the wedding ceremony," to inform the player why some interfaces were closed.

[0074] In practical applications, when a player is taking a screenshot, the game client may be organizing their inventory or opening another interface. The game client needs to disable these interface obstacles created by player actions before successfully taking the screenshot. Figure 1 Zhang Zhen's screenshots showcase the wonderful moments of the ceremony. If the player interface is closed directly, players may experience discomfort while performing the ceremony. A notification like "Focus on the wedding ceremony" could appear after the screenshot is taken. Figure 3 As shown, this is designed to reduce player discomfort and ensure successful capture of good-looking images. The notification only appears after the screenshot is taken so that the bubble notification interface is not displayed during the screenshot process.

[0075] In some cases, when responding to a screenshot request from the server, the client does not directly capture the content displayed in the graphical user interface. Instead, it needs to create the corresponding interface content, create corresponding characters within the interface, and render them into a specific file. The specific settings can be configured according to the situation, and no restrictions are imposed here.

[0076] Because the image capture function requires client-side processing, including subsequent local image uploads and URL generation, this process is asynchronous. The server needs to wait for the client to complete a series of operations before receiving the result. During this time, abnormal situations may occur, such as client code interruption, remote network fluctuations, network communication breakdowns, or weak network conditions. Therefore, the server generates a unique request number for each image capture request sent to the client, records the start time corresponding to the request number, and sends this number along with the request. Simultaneously, the server generates a timer to iterate through all requests and check if they have timed out. If they have, the request status is adjusted, and the server waits for the next business function trigger to retry. Within the specified time, if the client promptly returns the captured image URL, the server relies on the client's uplink number to find the corresponding cached request data, records the image URL, and finally adjusts the request status.

[0077] Game clients typically save files locally on their phones or computers, then obtain an upload token from the game server. With the token, the client initiates an upload request to the upload server, uploading the corresponding file. The upload server saves the file as a Uniform Resource Locator (URL) for that file (also known as a "file link"). The client then forwards this file link to the game server. The token acquisition process usually involves the game server sending an upload token request to the upload server (equivalent to the "designated server" mentioned above). The upload server creates a token, marks its expiration, and then sends the token to the game server, which in turn returns the requested token to the game client.

[0078] After the entire ceremony concludes, a recording item will be sent out. Clicking the item will reveal three images, such as... Figure 4As shown. The first image is a photo of the two people, their appearance during registration, generated by one of the clients. If this fails, they will reapply during the ceremony. The second image is a photo from the wedding ceremony. It's captured after the server initiates the player's wedding ceremony request. The third image is a guaranteed image of the Matchmaker's speech, blessing the newlyweds for attending the ceremony. This third image is fixed. Because there are multiple asynchronous operations between the client and server for uploading images, this process involves many uncontrollable risks, such as network congestion or the player suddenly closing the game. Therefore, a backup measure is used. Even if both of the player's generated images fail, the final image will still be displayed, such as... Figure 5 As shown. Since this is the player's first time collecting such a record item, even if they fail and only see one or two images, they won't realize the program failed. They have no awareness of the failure.

[0079] The game also features a log recording system, such as Figure 6 As shown. The mouse pointer hovers over... Figure 6 The date of the mass wedding is indicated by a bubble notification. Clicking on a date will display the corresponding diary entry, such as... Figure 7 As shown. When player B clicks... Figure 5 After clicking the control labeled "Income and Dating Manual," the image content in the virtual props will be saved to... Figure 7 The log interface shown.

[0080] This method has the following advantages:

[0081] 1. To minimize player discomfort during the screenshot process, all interfaces should be automatically closed. Closing all interfaces before taking the screenshot and only displaying a notification "Focus on the wedding ceremony" after successful capture results in a clear, realistic image without any interface clutter. This minimizes player discomfort and avoids abruptness if the player is actively interacting with the interface. The timing of the notification after the screenshot is crucial because displaying it beforehand would reveal the message.

[0082] 2. Delaying the upload after taking a screenshot can increase the peak upload success rate of images and reduce the processing pressure on the server for uploaded data.

[0083] 3. In the final item given to the player, there are actually 3 images. However, the number of images displayed depends on the number of images. If an image fails to upload, there is always 1 image as a backup. The player does not actually know the complete content of the data and will not feel any sense of loss or incompleteness.

[0084] 4. The addition of diary props can also bring traffic and attention to the original diary function, although some players may not know that this function exists.

[0085] 5. Items will only be distributed after all processes are completed, and the corresponding content will only be distributed if the server has the data.

[0086] 6. After the server instructs you to take a screenshot, there will be a 30-second wait for a response. If no URL data is returned, a backup logic will be implemented, which means virtual items will be generated based on the backup image.

[0087] Regarding the above method embodiments, this invention provides a data processing device for a game. This device is located 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 devices 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 includes:

[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 preset conditions; the preset conditions include at least one of the following: the controlled virtual object is in a specified state, or the controlled virtual object has performed a specified game behavior;

[0089] The data sending module 804 is used to determine the delay duration and send the interface display data to the designated server based on the delay duration.

[0090] The aforementioned data processing device in a game, in response to receiving a request from a game server to acquire interface display data, acquires 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 a first controlled virtual object and a second controlled virtual object meeting preset conditions. These preset conditions include at least one of the following: the controlled virtual object is in a specified state; the controlled virtual object has performed a specified game action; a 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 simultaneously upload interface display data to the game server, the data upload is delayed, avoiding excessive server load and improving the client's efficiency in uploading interface display data. This allows the client to process other game business logic promptly, thereby improving the player's gaming experience to some extent.

[0091] The aforementioned graphical user interface includes multiple sub-interfaces: the multiple sub-interfaces are displayed according to a preset display hierarchy; the interface display data acquisition module is also used to: determine the sub-interfaces to be closed among the multiple sub-interfaces; control the closure of the sub-interfaces to be closed to obtain the updated graphical user interface; and acquire the interface display data of the updated graphical user interface.

[0092] The aforementioned device further includes: a prompt information display module, used to display prompt information in the updated graphical user interface; the prompt information is used to indicate that the sub-interface to be closed has been closed.

[0093] The aforementioned interface display data acquisition module is also used for: taking screenshots of the graphical user interface and generating interface display data based on the screenshot images; or, recording the graphical user interface and generating interface display data based on the recorded video.

[0094] The aforementioned data transmission module is also used to: randomly determine the delay duration within a preset time range.

[0095] The aforementioned data sending module is also used to: obtain an authentication token from a designated server through the game server; start a timer in response to obtaining the authentication token; and send the interface display data and the authentication token to the designated server in response to the timer reaching the delay duration, so that the designated server saves the interface display data after confirming successful authentication based on the authentication token.

[0096] The aforementioned device further includes: a data storage address receiving module, used to receive the data storage address corresponding to the interface display data sent by the designated server; and a data storage address sending module, used to send the data storage address to the game server, so that the game server can obtain the interface display data from the designated server based on the data storage address, generate the designated virtual item based on the interface display data, and allocate the designated virtual item to the virtual storage space of the first controlled virtual object.

[0097] The aforementioned device further includes: an item viewing module, used to render and generate display content of the virtual item in a graphical user interface in response to a viewing operation for a specified virtual item; the display content includes an image generated based on the interface display data.

[0098] In addition to the above method embodiments, this invention also provides a data processing device for a game, which is located on a game server; the game server is communicatively connected to multiple third-party terminal devices; third-controlled virtual objects controlled by the multiple third-party terminal devices are in the same game scene; the third-party terminal devices provide a graphical user interface; the graphical user interface displays the game scene. Figure 9 As shown, the device includes:

[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 meeting preset conditions; wherein the preset conditions include at least one of the following: the controlled virtual object is in a specified state, or the controlled virtual object performs a specified game behavior;

[0100] The request sending module 904 is used to send interface display data acquisition requests to multiple third terminal devices, so that any third terminal device can perform the following operations: acquire interface display data of the graphical user interface, determine the delay duration, and send the interface display data to the specified server based on the delay duration.

[0101] The aforementioned data processing device in a game generates a request to acquire interface display data in response to at least one third controlled virtual object meeting preset conditions. The preset conditions include at least one of the following: the controlled virtual object is in a specified state; the controlled virtual object has performed a specified game action. The device sends the interface display data acquisition request to multiple third terminal devices, causing any third terminal device to perform the following operations: acquire interface display data from the graphical user interface, determine a delay duration, and send the interface display data to a specified server based on the delay duration. In this method, when multiple terminal devices simultaneously upload interface display data to the game server, the data upload is delayed, avoiding excessive server load and improving the client's efficiency in uploading interface display data. This allows the client to process other game business logic promptly, thereby improving the player's gaming experience to some extent.

[0102] The aforementioned 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: determine the request number corresponding to each third-terminal device, and generate an interface display data acquisition request corresponding to the third-terminal device based on the request number; the aforementioned device also includes: a data storage address receiving module, 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 has been received; if received, determine that the interface display data acquisition request response was successful; if not received, determine that the interface display data acquisition request response failed.

[0103] The aforementioned device further includes: an interface display data acquisition module, used to acquire interface display data from a designated server based on the data storage address; and a first designated virtual item generation module, used to generate a first designated virtual item based on the interface display data, and allocate the first designated virtual item to the virtual storage space of the corresponding third controlled virtual object.

[0104] The aforementioned device further includes: a second designated virtual item generation module, used to generate a second designated virtual item based on pre-acquired designated data, and to allocate the second designated virtual item 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. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned data processing method in a game, for example:

[0106] In response to receiving a request for obtaining interface display data from the game server, the interface display data of the graphical user interface is obtained; wherein, the request for obtaining interface display data 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 preset conditions; the preset conditions include at least one of the following: the controlled virtual object is in a specified state, or the controlled virtual object has performed a specified game behavior; a delay duration is determined, and the interface display data is sent to the specified server based on the delay duration.

[0107] In the above method, when multiple terminal devices simultaneously upload interface display data to the game server, the data upload is delayed to avoid excessive pressure on the server, thereby improving the client's efficiency in uploading interface display data. This allows the client to process other game business logic in a timely manner, which to some extent improves the player's gaming experience.

[0108] Optionally, the graphical user interface includes multiple sub-interfaces: the multiple sub-interfaces are displayed according to a preset display hierarchy; the step of obtaining the interface display data of the graphical user interface includes: determining the sub-interface to be closed among the multiple sub-interfaces; controlling the closure of the sub-interface to be closed to obtain the updated graphical user interface; and obtaining the interface display data of the updated graphical user interface.

[0109] Optionally, after obtaining the updated graphical user interface display data, the method further includes: displaying a prompt message in the updated graphical user interface; the prompt message is used to indicate that the sub-interface to be closed has been closed.

[0110] Optionally, the steps for obtaining the graphical user interface display data described above include: taking a screenshot of the graphical user interface and generating interface display data based on the image obtained from the screenshot; or, recording the graphical user interface and generating interface display data based on the video obtained from the screen recording.

[0111] Optionally, the above steps for determining the delay duration include: randomly determining the delay duration within a preset duration range.

[0112] Optionally, the above step of sending the interface display data to the designated server based on the delay duration includes: obtaining an authentication token from the designated server through the game server; starting a timer in response to obtaining the authentication token; and sending the interface display data and the authentication token to the designated server in response to the timer reaching the delay duration, so that the designated server saves the interface display data after confirming successful authentication based on the authentication token.

[0113] Optionally, the above method further includes: receiving the 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 can obtain the interface display data from the designated server based on the data storage address, generate the designated virtual item based on the interface display data, and allocate the designated virtual item to the virtual storage space of the first controlled virtual object.

[0114] Optionally, the above method further includes: in response to a viewing operation for a specified virtual item, rendering and generating display content of the virtual item in a graphical user interface; the display content includes an image generated based on interface display data.

[0115] The processor executes machine-executable instructions to implement another data processing method in the game, as described above:

[0116] In response to at least one third controlled virtual object satisfying a preset condition, a request for obtaining interface display data is generated; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, or the controlled virtual object has performed a specified game behavior; the request for obtaining interface display data is sent 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 duration, and sending the interface display data to a specified server based on the delay duration.

[0117] In the above method, when multiple terminal devices simultaneously upload interface display data to the game server, the data upload is delayed to avoid excessive pressure on the server, thereby improving the client's efficiency in uploading interface display data. This allows the client to process other game business logic in a timely manner, which to some extent improves the player's gaming experience.

[0118] Optionally, the aforementioned third terminal device is further configured 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 the interface display data acquisition request includes: for each third terminal device, determining the request number corresponding to the third terminal device, and generating the interface display data acquisition request corresponding to the third terminal device based on the request number; the method further 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 has been received; if received, determining that the interface display data acquisition request response was successful; if not received, determining that the interface display data acquisition request response failed.

[0119] Optionally, after the above-mentioned method confirms that the interface display data acquisition request has been successfully received, the method further includes: acquiring interface display data from a specified server based on the data storage address; generating a first specified virtual item based on the interface display data; and allocating the first specified virtual item to the virtual storage space of the corresponding third controlled virtual object.

[0120] Optionally, after the above-mentioned interface displays a failure to respond to the data acquisition request, the above method further includes: generating a second specified virtual item based on the pre-acquired specified data, and allocating the second specified virtual item to the virtual storage space of the corresponding third controlled virtual object; the specified data includes image data.

[0121] See Figure 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 game described above.

[0122] Furthermore, Figure 10 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0123] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0124] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0125] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the data processing method in the above game.

[0126] This disclosure provides a data processing method, apparatus, and electronic device for games, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the data processing method for games described in the preceding method embodiments, for example:

[0127] In response to receiving a request for obtaining interface display data from the game server, the interface display data of the graphical user interface is obtained; wherein, the request for obtaining interface display data 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 preset conditions; the preset conditions include at least one of the following: the controlled virtual object is in a specified state, or the controlled virtual object has performed a specified game behavior; a delay duration is determined, and the interface display data is sent to the specified server based on the delay duration.

[0128] In the above method, when multiple terminal devices simultaneously upload interface display data to the game server, the data upload is delayed to avoid excessive pressure on the server, thereby improving the client's efficiency in uploading interface display data. This allows the client to process other game business logic in a timely manner, which to some extent improves the player's gaming experience.

[0129] Optionally, the graphical user interface includes multiple sub-interfaces: the multiple sub-interfaces are displayed according to a preset display hierarchy; the step of obtaining the interface display data of the graphical user interface includes: determining the sub-interface to be closed among the multiple sub-interfaces; controlling the closure of the sub-interface to be closed to obtain the updated graphical user interface; and obtaining the interface display data of the updated graphical user interface.

[0130] Optionally, after obtaining the updated graphical user interface display data, the method further includes: displaying a prompt message in the updated graphical user interface; the prompt message is used to indicate that the sub-interface to be closed has been closed.

[0131] Optionally, the steps for obtaining the graphical user interface display data described above include: taking a screenshot of the graphical user interface and generating interface display data based on the image obtained from the screenshot; or, recording the graphical user interface and generating interface display data based on the video obtained from the screen recording.

[0132] Optionally, the above steps for determining the delay duration include: randomly determining the delay duration within a preset duration range.

[0133] Optionally, the above step of sending the interface display data to the designated server based on the delay duration includes: obtaining an authentication token from the designated server through the game server; starting a timer in response to obtaining the authentication token; and sending the interface display data and the authentication token to the designated server in response to the timer reaching the delay duration, so that the designated server saves the interface display data after confirming successful authentication based on the authentication token.

[0134] Optionally, the above method further includes: receiving the 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 can obtain the interface display data from the designated server based on the data storage address, generate the designated virtual item based on the interface display data, and allocate the designated virtual item to the virtual storage space of the first controlled virtual object.

[0135] Optionally, the above method further includes: in response to a viewing operation for a specified virtual item, rendering and generating display content of the virtual item in a graphical user interface; the display content includes an image generated based on interface display data.

[0136] The program code includes instructions that can be used to execute another data processing method in a game as described in the preceding method embodiments, for example:

[0137] In response to at least one third controlled virtual object satisfying a preset condition, a request for obtaining interface display data is generated; wherein the preset condition includes at least one of the following: the controlled virtual object is in a specified state, or the controlled virtual object has performed a specified game behavior; the request for obtaining interface display data is sent 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 duration, and sending the interface display data to a specified server based on the delay duration.

[0138] In the above method, when multiple terminal devices simultaneously upload interface display data to the game server, the data upload is delayed to avoid excessive pressure on the server, thereby improving the client's efficiency in uploading interface display data. This allows the client to process other game business logic in a timely manner, which to some extent improves the player's gaming experience.

[0139] Optionally, the aforementioned third terminal device is further configured 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 the interface display data acquisition request includes: for each third terminal device, determining the request number corresponding to the third terminal device, and generating the interface display data acquisition request corresponding to the third terminal device based on the request number; the method further 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 has been received; if received, determining that the interface display data acquisition request response was successful; if not received, determining that the interface display data acquisition request response failed.

[0140] Optionally, after the above-mentioned method confirms that the interface display data acquisition request has been successfully received, the method further includes: acquiring interface display data from a specified server based on the data storage address; generating a first specified virtual item based on the interface display data; and allocating the first specified virtual item to the virtual storage space of the corresponding third controlled virtual object.

[0141] Optionally, after the above-mentioned interface displays a failure to respond to the data acquisition request, the above method further includes: generating a second specified virtual item based on the pre-acquired specified data, and allocating the second specified virtual item to the virtual storage space of the corresponding third controlled virtual object; the specified data includes image data.

[0142] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0143] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0144] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of this disclosure, in essence, or the parts that contribute to the prior art, or parts of the technical solutions, can be embodied in the form of software products. These computer software products are stored in a storage medium and include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0145] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0146] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A data processing method in a game, characterized by, The method is applied to a first terminal device; the first terminal device is in communication connection with a game server; the game server is also in communication connection with 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 are in a 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 an interface display data acquisition request sent by the game server, acquiring 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 at least includes one of the following: the controlled virtual object is in a specified state, the controlled virtual object has performed a specified game behavior; Within a preset time range, a delay time is randomly determined; An identity authentication token is acquired from a specified server through the game server; In response to acquiring the identity authentication token, start timing; In response to the timing time reaching the delay time, the interface display data and the identity authentication token are sent to the specified server, so that the specified server saves the interface display data after determining that the authentication is successful based on the identity authentication token.

2. The method of claim 1, wherein, The graphical user interface comprises a plurality of sub-interfaces: the plurality of sub-interfaces are displayed according to a preset display level; The step of acquiring the interface display data of the graphical user interface comprises: Determine a to-be-closed sub-interface in the plurality of sub-interfaces; Control to close the to-be-closed sub-interface to obtain an updated graphical user interface; Acquire the interface display data of the updated graphical user interface.

3. The method of claim 2, wherein, After acquiring the interface display data of the updated graphical user interface, the method further comprises: Display prompt information in the updated graphical user interface; the prompt information is used to prompt that the to-be-closed sub-interface is closed.

4. The method of claim 1, wherein, The step of acquiring the interface display data of the graphical user interface comprises: Perform a screenshot processing on the graphical user interface, and generate interface display data based on an image obtained through the screenshot; Or, Perform a screen recording processing on the graphical user interface, and generate interface display data based on a video obtained through the screen recording.

5. The method of claim 1, wherein, The method further comprises: Receive a data saving address corresponding to the interface display data sent by the specified server; Send the data saving address to the game server, so that the game server acquires the interface display data from the specified server based on the data saving address, generates a specified virtual prop based on the interface display data, and distributes the specified virtual prop to a virtual storage space of the first controlled virtual object.

6. The method of claim 5, wherein, The method further comprises: In response to a viewing operation on the specified virtual prop, render and generate display content of the specified virtual prop in the graphical user interface; the display content comprises an image generated based on the interface display data.

7. A data processing method in a game, characterized by, The method is applied to a game server; The game server is in communication connection with a plurality of third terminal devices; third controlled virtual objects controlled by the plurality of third terminal devices are in a 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, for each third terminal device, determining a request number corresponding to the third terminal device, generating an interface display data acquisition request corresponding to the third terminal device based on the request number; The preset condition at least includes one of the following: the third controlled virtual object is in a specified state, and the third controlled virtual object executes a specified game behavior; The plurality of third terminal devices are sent to the interface display data acquisition request, so that any third terminal device executes the following operation: acquiring the interface display data of the graphical user interface, determining a delay time length, and sending the interface display data to a specified server based on the delay time length; The third terminal device is also used for sending a data saving address corresponding to the interface display data sent by the specified server to the game server; The method further comprises: Iterating the interface display data acquisition request corresponding to the plurality of third terminal devices, for each interface display data acquisition request, executing the following operation: Within a specified time length after the request number of the interface display data acquisition request is generated, it is judged whether the data saving address sent by the third terminal device corresponding to the interface display data acquisition request is received; If received, it is determined that the interface display data acquisition request response is successful; If not received, it is determined that the interface display data acquisition request response fails.

8. The method of claim 7, wherein, After it is determined that the interface display data acquisition request response is successful, the method further comprises: Based on the data saving address, the interface display data is acquired from the specified server; Based on the interface display data, a first specified virtual prop is generated, and the first specified virtual prop is distributed to the virtual storage space of the corresponding third controlled virtual object.

9. The method of claim 7, wherein, After it is determined that the interface display data acquisition request response fails, the method further comprises: Based on the pre-acquired specified data, a second specified virtual prop is generated, and the second specified virtual prop is distributed to the virtual storage space of the corresponding third controlled virtual object; the specified data includes image data.

10. A data processing device in a game, characterized by, The device is arranged in a first terminal device; the first terminal device is in communication connection with a game server; the game server is also in communication connection with 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 are in a 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 is arranged for acquiring the interface display data of the graphical user interface in response to receiving the 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 at least includes 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 configured to: randomly determine a delay time length within a preset time length range. Obtain an identity authentication token from a specified server through the game server; Start timing in response to obtaining the identity authentication token; In response to the timing time length reaching the delay time length, send the interface display data and the identity authentication token to the specified server, so that the specified server saves the interface display data based on the identity authentication token after determining that the authentication is successful.

11. A data processing device in a game, characterized by, The device is arranged in a game server; the game server is in communication connection with a plurality of third terminal devices; 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 is configured to, in response to at least one of the third controlled virtual objects satisfying a preset condition, determine, for each of the third terminal devices, a 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; wherein the preset condition at least includes one of the following: the third controlled virtual object is in a specified state, and the third controlled virtual object performs a specified game behavior; A request sending module is configured to send the interface display data acquisition request to the plurality of third terminal devices, so that any third terminal device performs the following operation: obtaining interface display data of the graphical user interface, determining a delay time length, and sending the interface display data to a specified server based on the delay time length; The third terminal device is further configured to send a data saving address corresponding to the interface display data sent by the specified server to the game server; The device further comprises a data saving address receiving module configured to: traverse the interface display data acquisition requests corresponding to the plurality of third terminal devices, and perform the following operations for each of the interface display data acquisition requests: Within a specified time length after the request number of the interface display data acquisition request is generated, determine whether a data saving address sent by a 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.

12. An electronic device, comprising: The device comprises a processor and a memory, the memory stores machine executable instructions executable by the processor, and the processor executes the machine executable instructions to implement the game data processing method in any one of claims 1-9.

13. A machine-readable storage medium, characterized in that, The machine readable storage medium stores machine executable instructions that, when called and executed by the processor, cause the processor to implement the data processing method in a game according to any one of claims 1-9.

Citation Information

Patent Citations

  • Information processing method in game, electronic equipment and storage medium

    CN112827170A

  • Interaction method and device, electronic equipment and computer readable storage medium

    CN113318446A