Asynchronous interaction method and device in electronic game, electronic equipment, storage medium and program product
By introducing asynchronous interaction methods in electronic games, the game data of the network failure client is processed and transmitted to another client, the game unfairness and user experience problems caused by network failure are solved, and the game continuity and fairness are achieved.
Patent Information
- Application Number
- CN202510168087.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-14
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2045-02-14
AI Technical Summary
In electronic games, when a client experiences a network failure, it will cause the client to be at a disadvantage or the game fails, and the existing technology is difficult to ensure the fairness of the game and user experience.
An asynchronous interaction method is proposed to control another client in the same game to pause the game by responding to a network failure of the client, and let the client in the network failure play the game locally. When the local game time reaches the preset threshold, game data is obtained and transmitted to another client to continue the game based on that data.
Through asynchronous interaction, the disadvantages of network failure clients are avoided, the game continuity is achieved, the user experience is improved, and the game fairness is ensured.
Smart Images

Figure CN119868945A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of electronic computers and Internet technology, and in particular to an asynchronous interaction method, device, electronic device, storage medium and program product in an electronic game. Background Art
[0002] This section is intended to provide a background or context to the embodiments of the disclosure that are recited in the claims. No description herein is admitted to be prior art by inclusion in this section.
[0003] Electronic games usually require real-time interaction and synchronization between the server and multiple clients to ensure the smoothness and fairness of the game.
[0004] However, when a client experiences a network failure, that client will be forced to be at a disadvantage or even cause the game to fail. Summary of the invention
[0005] In view of this, the purpose of the present disclosure is to propose an asynchronous interaction method, device, electronic device, storage medium and program product in an electronic game, which at least solves one of the technical problems in the related art to a certain extent.
[0006] Based on the above purpose, the first aspect of the exemplary embodiment of the present disclosure provides an asynchronous interaction method in an electronic game, comprising:
[0007] Step S1: in response to determining that a network failure occurs on a first client, controlling a second client in the same game match as the first client to pause the game, and controlling the first client to play the game locally;
[0008] Step S2: in response to determining that the duration of the local game played by the first client is equal to a preset duration threshold, controlling the first client to pause the game, and obtaining first game data from the first client;
[0009] Step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data.
[0010] Based on the same inventive concept, a second aspect of the exemplary embodiment of the present disclosure provides an asynchronous interaction device in an electronic game, comprising:
[0011] The asynchronous control module is configured to execute step S1: in response to determining that a network failure exists in the first client, control a second client in the same game match with the first client to suspend the game, and control the first client to play the game locally;
[0012] The data transmission module is configured to execute step S2: in response to determining that the duration of the first client playing the game locally is equal to a preset duration threshold, control the first client to pause the game, and obtain first game data from the first client;
[0013] The asynchronous interaction module is configured to execute step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data.
[0014] Based on the same inventive concept, a third aspect of the exemplary embodiment of the present disclosure provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the method described in the first aspect is implemented.
[0015] Based on the same inventive concept, a fourth aspect of the exemplary embodiments of the present disclosure provides a non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a computer to execute the method described in the first aspect.
[0016] Based on the same inventive concept, a fifth aspect of the exemplary embodiments of the present disclosure provides a computer program product, including computer program instructions. When the computer program instructions are executed on a computer, the computer executes the method described in the first aspect.
[0017] From the above, it can be seen that the asynchronous interaction method, device, electronic device, storage medium and program product in the electronic game provided by the embodiment of the present disclosure include: step S1: in response to determining that there is a network failure in the first client, controlling the second client in the same game match with the first client to pause the game, and controlling the first client to play the game locally; step S2: in response to determining that the duration of the first client playing the game locally is equal to a preset duration threshold, controlling the first client to pause the game, and obtaining the first game data from the first client; step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data. The present disclosure avoids the situation where the client in the network failure will be forced to be at a disadvantage or even cause the game to fail through asynchronous interaction, and realizes the continuity of the game in the case of network failure, thereby improving the user experience and ensuring the fairness of the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] In order to more clearly illustrate the technical solutions in the present disclosure or related technologies, the drawings required for use in the embodiments or related technical descriptions are briefly introduced below. Obviously, the drawings described below are only embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0019] Figure 1 A schematic diagram of an application scenario of an asynchronous interaction method in an electronic game provided by an exemplary embodiment of the present disclosure;
[0020] Figure 2 A schematic flow chart of an asynchronous interaction method in an electronic game provided by an exemplary embodiment of the present disclosure;
[0021] Figure 3 Another flowchart of an asynchronous interaction method in an electronic game provided by an exemplary embodiment of the present disclosure;
[0022] Figure 4 A schematic diagram of a flow chart of a method for determining a network failure provided by an exemplary embodiment of the present disclosure;
[0023] Figure 5 A schematic diagram of a structure of an asynchronous interaction device in an electronic game provided by an exemplary embodiment of the present disclosure;
[0024] Figure 6 A schematic structural diagram of an electronic device provided by an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION
[0025] It is understandable that before using the technical solutions disclosed in the embodiments of this application, the type, scope of use, usage scenarios, etc. of the personal information involved in this application should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.
[0026] For example, in response to receiving an active request from a user, a prompt message is sent to the user to clearly prompt the user that the operation requested to be performed will require obtaining and using the user's personal information. Thus, the user can autonomously choose whether to provide personal information to software or hardware such as an electronic device, application, server, or storage medium that performs the operation of the technical solution of the present application according to the prompt message.
[0027] As an optional but non-limiting implementation, in response to receiving an active request from the user, the prompt information may be sent to the user in the form of a pop-up window, in which the prompt information may be presented in text form. In addition, the pop-up window may also carry a selection control for the user to choose "agree" or "disagree" to provide personal information to the electronic device.
[0028] It is understandable that the above notification and the process of obtaining user authorization are merely illustrative and do not constitute a limitation on the implementation method of the present application. Other methods that meet the relevant laws and regulations may also be applied to the implementation method of the present application.
[0029] It is understandable that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of relevant laws, regulations and relevant provisions.
[0030] In order to make the purpose, technical solutions and advantages of the present disclosure more clear, the principles and spirit of the present disclosure will be described with reference to several exemplary embodiments. It should be understood that these embodiments are provided only to enable those skilled in the art to better understand and implement the present disclosure, and are not intended to limit the scope of the present disclosure in any way. On the contrary, these embodiments are provided to make the present disclosure more thorough and complete, and to fully convey the scope of the present disclosure to those skilled in the art.
[0031] It should be understood herein that any number of elements in the drawings is for illustration rather than limitation, and any naming is only for distinction rather than having any limiting meaning.
[0032] It should be noted that, unless otherwise defined, the technical terms or scientific terms used in the embodiments of the present disclosure should be understood by people with ordinary skills in the field to which the present disclosure belongs. The "first", "second" and similar words used in the embodiments of the present disclosure do not represent any order, quantity or importance, but are only used to distinguish different components. "Including" or "comprising" and similar words mean that the elements or objects appearing in front of the word cover the elements or objects listed after the word and their equivalents, without excluding other elements or objects. "Connecting" or "connected" and similar words are not limited to physical or mechanical connections, but can include electrical connections, whether direct or indirect. "Up", "down", "left", "right" and the like are only used to indicate relative positional relationships. When the absolute position of the described object changes, the relative positional relationship may also change accordingly. The article "one" or "a" before an element does not exclude the existence of multiple such elements.
[0033] The principle and spirit of the present disclosure are explained in detail below with reference to several representative embodiments of the present disclosure.
[0034] As described in the background art, electronic games usually require real-time interaction and synchronization between a server and multiple clients to ensure the smoothness and fairness of the game.
[0035] However, when a client experiences a network failure, that client will be forced to be at a disadvantage or even cause the game to fail.
[0036] In the related art, when a network failure occurs on a client, the client is usually continuously attempted to reconnect through disconnection and reconnection technology. However, the inventors of the present disclosure have found that disconnection and reconnection cannot change the situation in which the client is forced to be at a disadvantage or even cause the game to fail, and the fairness of the game cannot be guaranteed, which brings a bad experience to the users of the client.
[0037] Therefore, in order to ensure the fairness of the game, in the related art, the entire game is usually paused until the network failure of the client where the network failure occurred is resolved, and then the entire game is resumed. However, the inventor of the present disclosure found that this method brings a bad experience to all users of the entire game.
[0038] In order to solve the above problems, the present disclosure provides an asynchronous interaction solution in electronic games, which specifically includes: step S1: in response to determining that a network failure exists in a first client, controlling a second client in the same game match with the first client to pause the game, and controlling the first client to play the game locally; step S2: in response to determining that the duration of the first client playing the game locally is equal to a preset duration threshold, controlling the first client to pause the game, and obtaining first game data from the first client; step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data.
[0039] The present disclosure avoids the situation in which a client that is experiencing a network failure is forced to be at a disadvantage or even causes the game to fail through asynchronous interaction, thereby achieving the continuity of the game in the event of a network failure, thereby improving the user experience and ensuring the fairness of the game.
[0040] After introducing the basic principles of the present disclosure, various non-limiting embodiments of the present disclosure are described in detail below.
[0041] refer to Figure 1 , which is a schematic diagram of an application scenario of the asynchronous interaction method in an electronic game provided by an exemplary embodiment of the present disclosure.
[0042] This application scenario includes a first terminal device 101, a second terminal device 102 and a server 103. The first terminal device 101, the second terminal device 102 and the server 103 can be connected via a wired or wireless communication network to achieve data interaction.
[0043] The first terminal device 101 and the second terminal device 102 may be electronic devices with data transmission and multimedia input / output functions close to the user side, including but not limited to desktop computers, mobile phones, mobile computers, tablet computers, media players, smart wearable devices, personal digital assistants (PDAs) or other electronic devices capable of implementing the above functions. The electronic device may include a processor and a display screen with a touch input function, the display screen is used to present a graphical user interface, the graphical user interface may display an application interface, and the processor is used to process application data, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0044] Server 103 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), as well as big data and artificial intelligence platforms.
[0045] In some exemplary embodiments, the asynchronous interaction method in the electronic game may be executed on the first terminal device 101 , the second terminal device 102 , and the server 103 .
[0046] The first terminal device 101 is installed with a first client communicating with the server 103, and the second terminal device 102 is installed with a second client communicating with the server 103. The first terminal device 101 and the second terminal device 102 store game programs and are used to present game screens. The first terminal device 101 and the second terminal device 102 are used to interact with players through a graphical user interface, that is, conventionally download and install game programs through electronic devices and run them. The first terminal device 101 and the second terminal device 102 may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the first terminal device 101 and the second terminal device 102 may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0047] In response to determining that a network failure exists in the first client, the server 103 controls a second client in the same game match as the first client to pause the game, and controls the first client to play the game locally; in response to determining that a duration for which the first client plays the game locally is equal to a preset duration threshold, the server 103 controls the first client to pause the game, and obtains first game data from the first client; transmits the first game data to the second client, and controls the second client to play the game based on the first game data.
[0048] The asynchronous interaction method in the electronic game of the embodiment of the present disclosure can be applied to symmetrical competitive game scenarios, such as racing games. Racing games are a type of electronic game with the theme of speed competition. Players usually control vehicles (such as cars, motorcycles, bicycles, etc.) or other means of transportation to compete with other players on various tracks, with the goal of reaching the finish line first. It can also be applied to asymmetrical competitive game scenarios. For example, in an asymmetrical competitive game, there are a chased party and a chaser party. The goal of the chaser party is to capture the chased party, while the goal of the chased party is to decode and escape.
[0049] Combine the following Figure 1 The asynchronous interaction method in the electronic game according to the exemplary embodiment of the present disclosure is described by using the application scenario. It should be noted that the above application scenario is only shown to facilitate understanding of the spirit and principle of the present disclosure, and the embodiments of the present disclosure are not limited in this respect. On the contrary, the embodiments of the present disclosure can be applied to any applicable scenario.
[0050] refer to Figure 2 , which is a flow chart of an asynchronous interaction method in an electronic game provided by an exemplary embodiment of the present disclosure.
[0051] The asynchronous interaction method in the video game comprises the following steps:
[0052] Step S1: In response to determining that a network failure occurs on a first client, a second client in the same game match as the first client is controlled to pause the game, and the first client is controlled to play the game locally.
[0053] Below, the method for determining the first client and the second client will be first introduced. When the asynchronous interaction method in the electronic game is applied to different types of electronic games, the method for determining the first client and the second client is different. Specifically:
[0054] In this exemplary embodiment, when the electronic game is a symmetrical competitive game, the method for determining the first client and the second client includes:
[0055] Symmetrical competitive games include racing games, which are a type of electronic game with the theme of speed competition. Players usually control vehicles (such as cars, motorcycles, bicycles, etc.) or other means of transportation to compete with other players on various tracks. The goal is to reach the finish line first.
[0056] When the asynchronous interaction method in an electronic game is applied to a symmetrical competitive game, any at least one client in the same game match can serve as a first client. When any at least one client serves as the first client, the other clients serve as second clients.
[0057] In specific implementation, the network delay of all clients in the same game is monitored, for example: the network delay of all clients in the same game is continuously obtained, or the network delay of all clients in the same game is obtained at preset time intervals.
[0058] The client with the network failure is regarded as the first client, and the client without the network failure is regarded as the second client.
[0059] In this exemplary embodiment, when the electronic game is an asymmetric competitive game, the method for determining the first client and the second client includes:
[0060] For example, in an asymmetric competitive game, there are a pursued party and a pursuer. The goal of the pursuer is to capture the pursued party, while the goal of the pursued party is to decode and escape.
[0061] When the asynchronous interaction method in the electronic game is applied to the asymmetric competitive game, any at least one pursued client in the same game match can be used as the first client. When any at least one pursued client is used as the first client, the pursuing client is used as the second client.
[0062] In specific implementation, the network delays of all pursued clients in the same game are monitored, for example: the network delays of all pursued clients in the same game are continuously obtained, or the network delays of all pursued clients in the same game are obtained at preset time intervals.
[0063] The pursued client in which the network failure occurs is regarded as the first client, and the pursuing client is regarded as the second client.
[0064] In the above exemplary embodiments, the determination method of the first client and the second client is introduced. When the asynchronous interaction method in the electronic game is applied to different types of electronic games, the determination methods of the first client and the second client are different. The following will introduce a method for determining whether there is a network failure in the first client:
[0065] In this exemplary embodiment, the method of determining whether the first client has a network failure includes:
[0066] Determining a network delay of the first client;
[0067] Determine whether the network delay is higher than or equal to a delay threshold or whether the fluctuation of the network delay is higher than or equal to a fluctuation threshold;
[0068] In response to determining that the network delay is higher than or equal to a delay threshold or that a fluctuation of the network delay is higher than or equal to a fluctuation threshold, determining that a network failure exists in the first client;
[0069] or,
[0070] In response to determining that the network delay is lower than a delay threshold or that the fluctuation of the network delay is lower than a fluctuation threshold, it is determined that there is no network failure on the first client.
[0071] When implementing it, refer to Figure 4 , a method for determining whether a first client has a network failure includes the following steps:
[0072] Step S501: Determine the network delay of the first client.
[0073] Network delay refers to the time required for a data packet to travel from the sender to the receiver, including factors such as transmission delay, processing delay, and queue delay. When the first client is the sender, the server is the receiver; when the server is the sender, the first client is the receiver.
[0074] Step S502: Determine whether the network delay is greater than or equal to a delay threshold.
[0075] Network latency higher than the threshold means that the delay in data transmission exceeds the preset performance standard or the user's expected latency level. Real-time applications such as online games have strict requirements on network latency. If the actual network latency exceeds this threshold, it may lead to application performance degradation, such as delayed operation response, video freeze, voice delay, etc.
[0076] If the network delay is higher than or equal to the delay threshold, jump to step S504 and determine that the first client has a network failure;
[0077] If the network delay is lower than the delay threshold, the process jumps to step S505 to determine that there is no network failure on the first client.
[0078] Step S503: Determine whether the fluctuation of the network delay is higher than or equal to a fluctuation threshold.
[0079] Large fluctuations in network delay, or network jitter, refer to the instability of network delay, which describes the delay variation between data packets. In an ideal network environment, the delay between data packets should be consistent, but in an actual network, the delay of each data packet may vary due to factors such as routing changes and network congestion. Network jitter is an indicator used to describe this delay variation and is an important indicator for evaluating network stability. The smaller the jitter, the more stable the network. Network jitter has a particularly significant impact on real-time applications because it can cause inconsistencies in the arrival of data packets, affecting call clarity or video fluency.
[0080] If the fluctuation of the network delay is higher than or equal to the fluctuation threshold, jump to step S504 and determine that there is a network failure on the first client;
[0081] If the fluctuation of the network delay is lower than the fluctuation threshold, the process jumps to step S505 to determine whether there is no network failure on the first client.
[0082] Step S504: Determine that a network failure exists on the first client.
[0083] Among them, "network delay is higher than the threshold" focuses on whether the absolute value of network delay exceeds a certain standard, while "network delay fluctuation is large" focuses on the consistency and stability of network delay. Both will affect the performance of network applications, but they focus on different aspects.
[0084] Step S505: Determine that there is no network failure on the first client.
[0085] If there is no network failure in the first client, the game proceeds normally.
[0086] In the above exemplary embodiment, a method of determining whether a first client has a network failure is introduced. If a first client has a network failure, a second client in the same game match with the first client is controlled to suspend the game, and the first client is controlled to play the game locally. Specifically:
[0087] In specific implementation, once a network failure is detected on the first client, the second client should immediately pause the game and display a notification to the player of the second client indicating that the first client has been disconnected and the game will be paused.
[0088] In specific implementation, considering the user's gaming experience after the game is paused, the present disclosure displays game-related public information to the player of the second client when the game is paused, so as to help the user smoothly pass the period of pausing the game, specifically:
[0089] In this exemplary embodiment, after controlling the second client to stop playing the game, the method further includes:
[0090] Control the second client to display public information corresponding to the game match.
[0091] In a specific implementation, the public information corresponding to the game match includes at least one of the following:
[0092] Background information of the virtual scene in the game;
[0093] Background information, skill information, and operation technique information of the virtual character in the game;
[0094] Historical game match information that matches the game match.
[0095] In specific implementation, when the second client suspends the game, the first client plays the game locally. Specifically:
[0096] In this exemplary embodiment, controlling the first client to play a game locally includes:
[0097] Control the first client to play the game locally offline.
[0098] In a specific implementation, when the first client detects a network failure, it automatically switches to an offline mode, and the first client continues to execute the game logic locally without relying on a network connection.
[0099] In this exemplary embodiment, within a preset first time period, the user of the first client plays the game locally offline through the first client.
[0100] During specific implementation, the first client configures a timer to track the duration of playing the game locally.
[0101] Step S2: In response to determining that the duration of the first client playing the game locally is equal to a preset duration threshold, controlling the first client to pause the game, and obtaining first game data from the first client.
[0102] In specific implementation, once it is detected that the first client has played the game locally for a certain period of time, the first client should immediately pause the game and display a notification to the player of the first client, indicating that the first client has been disconnected and the game will be paused.
[0103] In specific implementation, considering the user's gaming experience after the game is paused, the present disclosure displays game-related public information to the player of the first client when the game is paused, so as to help the user smoothly pass the period of pausing the game, specifically:
[0104] In this exemplary embodiment, after controlling the first client to stop playing the game, the method further includes:
[0105] Control the first client to display public information corresponding to the game match.
[0106] In a specific implementation, the public information corresponding to the game match includes at least one of the following:
[0107] Background information of the virtual scene in the game;
[0108] Background information, skill information, and operation technique information of the virtual character in the game;
[0109] Historical game match information that matches the game match.
[0110] Step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data.
[0111] In this exemplary embodiment, controlling the second client to play a game based on the first game data includes:
[0112] Determining a starting position and a movement route of a first virtual object manipulated by the first client based on the first game data;
[0113] In a game game involving a second virtual object controlled by the second client, controlling the first virtual object to move from the starting position along the action route;
[0114] In response to a control instruction for the second virtual object, controlling the second virtual object to act based on the control instruction;
[0115] A first position of the first virtual character and a second position of the second virtual character are determined, and in response to determining that the first position and the second position meet a preset condition, the game result is obtained.
[0116] In a specific implementation, in a game scene where a second virtual object manipulated by a second client is located, a first virtual object manipulated by a first client is constructed, and the first virtual object is controlled to reproduce in the game scene the movement trajectory and actions of the first virtual object when the first client plays the game locally.
[0117] Among them, the game scene is a virtual scene displayed (or provided) when the application is running on a terminal or server, that is, the scene used in the normal game process. In other words, the virtual scene refers to the virtual game control that carries the virtual object during the game process. The virtual object can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the virtual scene to move, confront, and other actions. Optionally, the virtual scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. Among them, the virtual scene is a scene in which the user controls the virtual object to execute the complete game logic. Optionally, the virtual scene can also be used for a virtual battle between at least two virtual objects, and there are virtual resources in the virtual scene that can be collected by multiple virtual objects. Exemplarily, the virtual scene can include any one or more of the following elements: game background elements, game character elements, game prop elements, and game material elements.
[0118] A controlled virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual object, etc. The controlled virtual object is an object controlled by a user through an input device, or an artificial intelligence (AI) set in a virtual environment through training. In a possible implementation, the user can control the controlled virtual object to move in the virtual scene, for example, control the controlled virtual object to navigate or collect virtual resources, etc., and can also control the controlled virtual object to upgrade and develop on the building object created by itself, and can also control the controlled virtual object to fight with virtual objects of other camps. Optionally, the controlled virtual object can have multiple functions, such as not only having the function of collecting virtual resources, but also having the function of fighting. Optionally, when the virtual environment is a three-dimensional virtual environment, the controlled virtual object can be a three-dimensional virtual model, each controlled virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. Optionally, the three-dimensional virtual object is a three-dimensional character built based on three-dimensional skeleton technology, and the controlled virtual object realizes different external images through wearable technology. In some implementations, the controlled virtual object may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0119] During specific implementation, the second client can play the game on the server, or can play the game locally on the second client.
[0120] Next, we will first introduce the second client playing the game on the server, specifically:
[0121] When the second client plays the game on the server, the running body of the game program and the presenting body of the game screen are separated. The storage and operation of the control method of the moving state in the game are completed on the server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the information processing is done by the cloud server. When playing the game, the player operates the client device to send operation instructions to the server. The server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0122] In the above exemplary embodiment, it is first introduced that the second client plays a game on the server. Next, it is introduced that the second client plays a game locally. Specifically:
[0123] In this exemplary embodiment, after obtaining the first game data from the first client, the method further includes:
[0124] Transmitting the first game data to the second client;
[0125] Then, controlling the second client to play the game based on the first game data includes:
[0126] The second client is controlled to play the game locally and offline based on the first game data.
[0127] In the above exemplary embodiment, a cycle of the exemplary embodiment of the present disclosure is introduced. In specific implementation, after completing the above cycle, the first client still has a network failure. In this case, the above method can be implemented again until a game result is generated or the first client does not have a network failure. Specifically:
[0128] refer to Figure 3 , which is a flow chart of an asynchronous interaction method in an electronic game provided by an exemplary embodiment of the present disclosure.
[0129] The asynchronous interaction method in the video game comprises the following steps:
[0130] Step S1: In response to determining that a network failure occurs on a first client, a second client in the same game match as the first client is controlled to pause the game, and the first client is controlled to play the game locally.
[0131] Step S2: In response to determining that the duration of the first client playing the game locally is equal to a preset duration threshold, controlling the first client to pause the game, and obtaining first game data from the first client.
[0132] Step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data.
[0133] Step S4: Determine whether a game result is generated when the second client plays a game based on the first game data.
[0134] In response to determining that a game result is generated when the second client plays a game based on the first game data, jump to step S7: end the game game.
[0135] In response to determining that the second client does not generate a game result when playing the game based on the first game data, the process jumps to step S5: determining whether there is a network failure on the first client.
[0136] In response to determining that there is no network failure in the first client, jump to step S6: control the first client and the second client to resume the game.
[0137] In response to determining that the first client has a network failure, steps S1 to S3 are executed in a loop until a game result is generated or the first client has no network failure.
[0138] In this exemplary embodiment, step S4 specifically includes:
[0139] determining whether the first client or the second client achieves a game goal when the second client plays a game based on the first game data;
[0140] In response to determining that the first client or the second client has achieved a game objective, determining that a game outcome has been generated;
[0141] or,
[0142] In response to determining that both the first client and the second client have not achieved a game objective, it is determined that no game outcome has been generated.
[0143] In specific implementation, the asynchronous interaction method in the electronic game of the embodiment of the present disclosure is applied to symmetrical competitive games, such as racing games. Racing games are a type of electronic game with the theme of speed competition. Players usually control vehicles (such as cars, motorcycles, bicycles, etc.) or other means of transportation to compete with other players on various tracks. The goal of the game is to reach the finish line first.
[0144] In specific implementation, the asynchronous interaction method in the electronic game of the embodiment of the present disclosure is applied to an asymmetric competitive game. For example, in an asymmetric competitive game, there are a chased party and a chaser. The game goal of the chaser is to capture the chased party, while the game goal of the chased party is to decode and escape.
[0145] From the above description, it can be seen that the asynchronous interaction method in the electronic game provided by the embodiment of the present disclosure includes: step S1: in response to determining that there is a network failure in the first client, controlling the second client in the same game match with the first client to pause the game, and controlling the first client to play the game locally; step S2: in response to determining that the duration of the first client playing the game locally is equal to a preset duration threshold, controlling the first client to pause the game, and obtaining first game data from the first client; step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data.
[0146] The present disclosure avoids the situation in which a client that is experiencing a network failure is forced to be at a disadvantage or even causes the game to fail through asynchronous interaction, thereby achieving the continuity of the game in the event of a network failure, thereby improving the user experience and ensuring the fairness of the game.
[0147] It should be noted that the method of the embodiment of the present disclosure can be performed by a single device, such as a computer or a server. The method of the present embodiment can also be applied in a distributed scenario and completed by multiple devices cooperating with each other. In the case of such a distributed scenario, one of the multiple devices can only perform one or more steps in the method of the embodiment of the present disclosure, and the multiple devices will interact with each other to complete the described method.
[0148] It should be noted that the above describes some embodiments of the present disclosure. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the above embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0149] Based on the same inventive concept, corresponding to any of the above-mentioned embodiments and methods, the present disclosure further provides an asynchronous interaction device in an electronic game.
[0150] refer to Figure 5 , which is a structural diagram of an asynchronous interaction device in an electronic game provided by an exemplary embodiment of the present disclosure.
[0151] The asynchronous interactive device in the video game includes the following modules:
[0152] The asynchronous control module 910 is configured to execute step S1: in response to determining that a network failure exists in the first client, control a second client in the same game match with the first client to suspend the game, and control the first client to play the game locally;
[0153] The data transmission module 920 is configured to execute step S2: in response to determining that the duration of the first client playing the game locally is equal to a preset duration threshold, control the first client to pause the game, and obtain first game data from the first client;
[0154] The asynchronous interaction module 930 is configured to execute step S3: transmit the first game data to the second client, and control the second client to play the game based on the first game data.
[0155] In some exemplary embodiments, the asynchronous interaction device in the electronic game is further configured to:
[0156] Determining whether a game result is generated when the second client plays a game based on the first game data;
[0157] In response to determining that a game result is generated when the second client plays a game based on the first game data, ending the game match;
[0158] or,
[0159] In response to determining that the second client does not generate a game result when playing a game based on the first game data, determining whether there is a network failure on the first client;
[0160] In response to determining that there is no network failure on the first client, controlling the first client and the second client to resume the game;
[0161] or,
[0162] In response to determining that the first client has a network failure, steps S1 to S3 are executed in a loop until a game result is generated or the first client has no network failure.
[0163] In some exemplary embodiments, the asynchronous control module 910 is further configured to:
[0164] Determining a network delay of the first client;
[0165] Determine whether the network delay is higher than or equal to a delay threshold or whether the fluctuation of the network delay is higher than or equal to a fluctuation threshold;
[0166] In response to determining that the network delay is higher than or equal to a delay threshold or that a fluctuation of the network delay is higher than or equal to a fluctuation threshold, determining that a network failure exists in the first client;
[0167] or,
[0168] In response to determining that the network delay is lower than a delay threshold or that the fluctuation of the network delay is lower than a fluctuation threshold, it is determined that there is no network failure on the first client.
[0169] In some exemplary embodiments, the asynchronous interaction device in the electronic game is further configured to:
[0170] determining whether the first client or the second client achieves a game goal when the second client plays a game based on the first game data;
[0171] In response to determining that the first client or the second client has achieved a game objective, determining that a game outcome has been generated;
[0172] or,
[0173] In response to determining that both the first client and the second client have not achieved a game objective, it is determined that no game outcome has been generated.
[0174] In some exemplary embodiments, the asynchronous control module 910 is further configured to:
[0175] Controlling the second client to display public information corresponding to the game match;
[0176] In some exemplary embodiments, the asynchronous control module 910 is further configured to:
[0177] Control the first client to display public information corresponding to the game match.
[0178] In some exemplary embodiments, the public information corresponding to the game match includes at least one of the following:
[0179] Background information of the virtual scene in the game;
[0180] Background information, skill information, and operation technique information of the virtual character in the game;
[0181] Historical game match information that matches the game match.
[0182] In some exemplary embodiments, the asynchronous control module 910 is further configured to:
[0183] Control the first client to play the game locally offline.
[0184] In some exemplary embodiments, the asynchronous interaction module 930 is specifically configured to:
[0185] Determining a starting position and a movement route of a first virtual object manipulated by the first client based on the first game data;
[0186] In a game game involving a second virtual object controlled by the second client, controlling the first virtual object to move from the starting position along the action route;
[0187] In response to a control instruction for the second virtual object, controlling the second virtual object to act based on the control instruction;
[0188] A first position of the first virtual character and a second position of the second virtual character are determined, and in response to determining that the first position and the second position meet a preset condition, the game result is obtained.
[0189] In some exemplary embodiments, the asynchronous interaction module 930 is specifically configured to:
[0190] The second client is controlled to play the game locally and offline based on the first game data.
[0191] For the convenience of description, the above device is described by dividing it into various modules according to its functions. Of course, when implementing the present disclosure, the functions of each module can be implemented in the same or multiple software and / or hardware.
[0192] The device of the above embodiment is used to implement the asynchronous interaction method in the corresponding electronic game in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be described in detail here.
[0193] Based on the same inventive concept, corresponding to any of the above-mentioned embodiments and methods, the present disclosure also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the asynchronous interaction method in the electronic game described in any of the above embodiments is implemented.
[0194] Figure 6 A more specific schematic diagram of the hardware structure of an electronic device provided in this embodiment is shown, and the device may include: a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. The processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040 are connected to each other through the bus 1050 in the device.
[0195] The processor 1010 can be implemented by a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.
[0196] The memory 1020 may be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 1020 may store an operating system and other application programs. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program codes are stored in the memory 1020 and are called and executed by the processor 1010.
[0197] The input / output interface 1030 is used to connect the input / output module to realize information input and output. The input / output module can be configured in the device as a component (not shown in the figure), or it can be externally connected to the device to provide corresponding functions. The input device may include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device may include a display, a speaker, a vibrator, an indicator light, etc.
[0198] The communication interface 1040 is used to connect a communication module (not shown) to realize communication interaction between the device and other devices. The communication module can realize communication through a wired mode (such as USB, network cable, etc.) or a wireless mode (such as mobile network, WIFI, Bluetooth, etc.).
[0199] The bus 1050 includes a path that transmits information between the various components of the device (eg, the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040).
[0200] It should be noted that, although the above device only shows the processor 1010, the memory 1020, the input / output interface 1030, the communication interface 1040 and the bus 1050, in the specific implementation process, the device may also include other components necessary for normal operation. In addition, it can be understood by those skilled in the art that the above device may also only include the components necessary for implementing the embodiments of the present specification, and does not necessarily include all the components shown in the figure.
[0201] The electronic device of the above embodiment is used to implement the asynchronous interaction method in the corresponding electronic game in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be repeated here.
[0202] The memory 1020 stores machine-readable instructions executable by the processor 1010. When the electronic device is running, the processor 1010 communicates with the memory 1020 via the bus 1030, so that the processor 1010 executes the following instructions when running:
[0203] Step S1: in response to determining that a network failure occurs on a first client, controlling a second client in the same game match as the first client to pause the game, and controlling the first client to play the game locally;
[0204] Step S2: in response to determining that the duration of the local game played by the first client is equal to a preset duration threshold, controlling the first client to pause the game, and obtaining first game data from the first client;
[0205] Step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data.
[0206] In a possible implementation manner, in the instructions executed by the processor 1010, after controlling the second client to play a game based on the first game data, the method further includes:
[0207] Determining whether a game result is generated when the second client plays a game based on the first game data;
[0208] In response to determining that a game result is generated when the second client plays a game based on the first game data, ending the game match;
[0209] or,
[0210] In response to determining that the second client does not generate a game result when playing a game based on the first game data, determining whether there is a network failure on the first client;
[0211] In response to determining that there is no network failure on the first client, controlling the first client and the second client to resume the game;
[0212] or,
[0213] In response to determining that the first client has a network failure, steps S1 to S3 are executed in a loop until a game result is generated or the first client has no network failure.
[0214] In a possible implementation manner, in the instruction executed by the processor 1010, the method further includes:
[0215] Determining a network delay of the first client;
[0216] Determine whether the network delay is higher than or equal to a delay threshold or whether the fluctuation of the network delay is higher than or equal to a fluctuation threshold;
[0217] In response to determining that the network delay is higher than or equal to a delay threshold or that a fluctuation of the network delay is higher than or equal to a fluctuation threshold, determining that a network failure exists in the first client;
[0218] or,
[0219] In response to determining that the network delay is lower than a delay threshold or that the fluctuation of the network delay is lower than a fluctuation threshold, it is determined that there is no network failure on the first client.
[0220] In a possible implementation manner, in the instruction executed by the processor 1010, the method further includes:
[0221] determining whether the first client or the second client achieves a game goal when the second client plays a game based on the first game data;
[0222] In response to determining that the first client or the second client has achieved a game objective, determining that a game outcome has been generated;
[0223] or,
[0224] In response to determining that both the first client and the second client have not achieved a game objective, it is determined that no game outcome has been generated.
[0225] In a possible implementation manner, in the instructions executed by the processor 1010, after controlling the second client to stop playing the game, the method further includes:
[0226] Controlling the second client to display public information corresponding to the game match;
[0227] After controlling the first client to stop playing the game, the method further includes:
[0228] Control the first client to display public information corresponding to the game match.
[0229] In a possible implementation, in the instructions executed by the processor 1010, the public information corresponding to the game game includes at least one of the following:
[0230] Background information of the virtual scene in the game;
[0231] Background information, skill information, and operation technique information of the virtual character in the game;
[0232] Historical game match information that matches the game match.
[0233] In a possible implementation, in the instructions executed by the processor 1010, controlling the first client to play the game locally includes:
[0234] Control the first client to play the game locally offline.
[0235] In a possible implementation, in the instructions executed by the processor 1010, controlling the second client to play a game based on the first game data includes:
[0236] Determining a starting position and a movement route of a first virtual object manipulated by the first client based on the first game data;
[0237] In a game game involving a second virtual object controlled by the second client, controlling the first virtual object to move from the starting position along the action route;
[0238] In response to a control instruction for the second virtual object, controlling the second virtual object to act based on the control instruction;
[0239] A first position of the first virtual character and a second position of the second virtual character are determined, and in response to determining that the first position and the second position meet a preset condition, the game result is obtained.
[0240] In a possible implementation, in the instructions executed by the processor 1010, controlling the second client to play a game based on the first game data includes:
[0241] The second client is controlled to play the game locally and offline based on the first game data.
[0242] Based on the same inventive concept, corresponding to any of the above-mentioned embodiment methods, the present disclosure also provides a non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to enable the computer to execute the asynchronous interaction method in the electronic game as described in any of the above embodiments.
[0243] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, read-only compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device.
[0244] The above-mentioned non-transitory computer-readable storage medium can be any available medium or data storage device that can be accessed by a computer, including but not limited to magnetic storage (such as floppy disks, hard disks, magnetic tapes, magneto-optical disks (MO), etc.), optical storage (such as CD, DVD, BD, HVD, etc.), and semiconductor storage (such as ROM, EPROM, EEPROM, non-volatile memory (NAND FLASH), solid-state drive (SSD)), etc.
[0245] The computer instructions stored in the storage medium of the above embodiment are used to enable the computer to execute the asynchronous interaction method in the electronic game as described in any embodiment in the above exemplary method part, and have the beneficial effects of the corresponding method embodiment, which will not be repeated here.
[0246] Based on the same inventive concept, corresponding to the asynchronous interaction method in the electronic game described in any of the above embodiments, the present disclosure also provides a computer program product, which includes computer program instructions. In some embodiments, the computer program instructions can be executed by one or more processors of a computer so that the computer and / or the processor execute the asynchronous interaction method in the electronic game. Corresponding to the execution subject corresponding to each step in each embodiment of the asynchronous interaction method in the electronic game, the processor that executes the corresponding step may belong to the corresponding execution subject.
[0247] The computer program product of the above embodiment is used to enable the computer and / or the processor to execute the asynchronous interaction method in the electronic game as described in any of the above embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0248] Those skilled in the art will appreciate that the embodiments of the present disclosure may be implemented as a system, method, or computer program product. Therefore, the present disclosure may be specifically implemented in the following forms, namely: complete hardware, complete software (including firmware, resident software, microcode, etc.), or a combination of hardware and software, generally referred to herein as a "circuit," "module," or "system." In addition, in some embodiments, the present disclosure may also be implemented in the form of a computer program product in one or more computer-readable media, which contains computer-readable program code.
[0249] Any combination of one or more computer-readable media may be used. A computer-readable medium may be a computer-readable signal medium or a computer-readable storage medium. A computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples (non-exhaustive examples) of computer-readable storage media may include, for example: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In this document, a computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in combination with an instruction execution system, device or device.
[0250] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, which carry computer-readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Computer-readable signal media may also be any computer-readable medium other than a computer-readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0251] The program code embodied on the computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0252] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages or a combination thereof, including object-oriented programming languages such as Java, Smalltalk, C++, and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a separate software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0253] It should be understood that each box in the flowchart and / or block diagram and the combination of boxes in the flowchart and / or block diagram can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer or other programmable data processing device to produce a machine, and these computer program instructions are executed by a computer or other programmable data processing device to produce a device that implements the functions / operations specified in the boxes in the flowchart and / or block diagram.
[0254] These computer program instructions may also be stored in a computer-readable medium that enables a computer or other programmable data processing device to operate in a specific manner, so that the instructions stored in the computer-readable medium produce a product that includes an instruction device that implements the functions / operations specified in the blocks in the flowchart and / or block diagram.
[0255] Computer program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device so that a series of operational steps are performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby enabling the instructions executed on the computer or other programmable device to provide a process for implementing the functions / operations specified in the blocks in the flowchart and / or block diagram.
[0256] In addition, although the operations of the disclosed method are described in a particular order in the accompanying drawings, this does not require or imply that the operations must be performed in this particular order, or that all the operations shown must be performed to achieve the desired results. On the contrary, the steps depicted in the flow chart can be performed in a different order. Additionally or alternatively, some steps can be omitted, multiple steps can be combined into one step, and / or one step can be decomposed into multiple steps.
[0257] The flowchart and block diagram in the accompanying drawings illustrate the possible architecture, functions and operations of the system, method and computer program product according to various embodiments of the present application. Wherein, each box in the flowchart or block diagram can represent a module, a program segment, or a part of the code, and the above-mentioned module, program segment, or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram or flowchart, and the combination of boxes in the block diagram or flowchart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.
[0258] It should be noted that, although several modules or units of the equipment for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present application, the features and functions of two or more modules or units described above can be embodied in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into being embodied by multiple modules or units.
[0259] Those skilled in the art should understand that the discussion of any of the above embodiments is merely illustrative and is not intended to imply that the scope of the present application (including the claims) is limited to these examples. In line with the concept of the present application, the technical features in the above embodiments or different embodiments may be combined, the steps may be implemented in any order, and there are many other variations of the different aspects of the embodiments of the present application as described above, which are not provided in detail for the sake of simplicity.
[0260] In addition, to simplify the description and discussion, and in order not to make the embodiments of the present application difficult to understand, the known power supply / ground connection with the integrated circuit (IC) chip and other components may or may not be shown in the provided drawings. In addition, the device can be shown in the form of a block diagram to avoid making the embodiments of the present application difficult to understand, and this also takes into account the fact that the details of the implementation of these block diagram devices are highly dependent on the platform to be implemented in the embodiments of the present application (that is, these details should be fully within the scope of understanding of those skilled in the art). In the case of elaborating specific details (e.g., circuits) to describe exemplary embodiments of the present application, it is obvious to those skilled in the art that the embodiments of the present application can be implemented without these specific details or when these specific details are changed. Therefore, these descriptions should be considered to be illustrative rather than restrictive.
[0261] Although the present application has been described in conjunction with specific embodiments of the present application, many replacements, modifications and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may use the embodiments discussed.
[0262] The embodiments of the present application are intended to cover all such substitutions, modifications and variations that fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the embodiments of the present application should be included in the scope of protection of the present application.
[0263] Although the spirit and principle of the present disclosure have been described with reference to several specific embodiments, it should be understood that the present disclosure is not limited to the disclosed specific embodiments, and the division of various aspects does not mean that the features in these aspects cannot be combined to benefit, and such division is only for the convenience of expression. The present disclosure is intended to cover various modifications and equivalent arrangements included in the spirit and scope of the attached claims. The scope of the attached claims conforms to the broadest interpretation, thereby including all such modifications and equivalent structures and functions.
Claims
1. An asynchronous interaction method in an electronic game, characterized in that: include: Step S1: in response to determining that a network failure occurs on a first client, controlling a second client in the same game match as the first client to pause the game, and controlling the first client to play the game locally; Step S2: in response to determining that the duration of the first client playing the game locally is equal to a preset duration threshold, controlling the first client to pause the game, and obtaining first game data from the first client; Step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data.
2. The method according to claim 1, characterized in that After controlling the second client to play a game based on the first game data, the method further includes: Determining whether a game result is generated when the second client plays a game based on the first game data; In response to determining that a game result is generated when the second client plays a game based on the first game data, ending the game match; or, In response to determining that the second client does not generate a game result when playing a game based on the first game data, determining whether there is a network failure on the first client; In response to determining that there is no network failure on the first client, controlling the first client and the second client to resume the game; or, In response to determining that the first client has a network failure, steps S1 to S3 are executed in a loop until a game result is generated or the first client has no network failure.
3. The method according to claim 1, characterized in that The method further comprises: Determining a network delay of the first client; Determine whether the network delay is higher than or equal to a delay threshold or whether the fluctuation of the network delay is higher than or equal to a fluctuation threshold; In response to determining that the network delay is higher than or equal to a delay threshold or that a fluctuation of the network delay is higher than or equal to a fluctuation threshold, determining that a network failure exists in the first client; or, In response to determining that the network delay is lower than a delay threshold or that the fluctuation of the network delay is lower than a fluctuation threshold, it is determined that there is no network failure on the first client.
4. The method according to claim 2, characterized in that: The method further comprises: determining whether the first client or the second client achieves a game goal when the second client plays a game based on the first game data; In response to determining that the first client or the second client has achieved a game objective, determining that a game outcome has been generated; or, In response to determining that both the first client and the second client have not achieved a game objective, it is determined that no game outcome has been generated.
5. The method according to claim 2, characterized in that: After controlling the second client to stop playing the game, the method further includes: Controlling the second client to display public information corresponding to the game match; After controlling the first client to stop playing the game, the method further includes: Control the first client to display public information corresponding to the game match.
6. The method according to claim 5, characterized in that The public information corresponding to the game match includes at least one of the following: Background information of the virtual scene in the game; Background information, skill information, and operation technique information of the virtual character in the game; Historical game match information that matches the game match.
7. The method according to claim 1, characterized in that The controlling the first client to play a game locally includes: Control the first client to play the game locally offline.
8. The method according to claim 1, characterized in that The controlling the second client to play a game based on the first game data includes: Determining a starting position and a movement route of a first virtual object manipulated by the first client based on the first game data; In a game game involving a second virtual object controlled by the second client, controlling the first virtual object to move from the starting position along the action route; In response to a control instruction for the second virtual object, controlling the second virtual object to act based on the control instruction; A first position of the first virtual character and a second position of the second virtual character are determined, and in response to determining that the first position and the second position meet a preset condition, the game result is obtained.
9. The method according to claim 1, characterized in that: The controlling the second client to play a game based on the first game data includes: The second client is controlled to play the game locally and offline based on the first game data.
10. An asynchronous interactive device in an electronic game, characterized in that: include: The asynchronous control module is configured to execute step S1: in response to determining that a network failure exists in the first client, control a second client in the same game match with the first client to suspend the game, and control the first client to play the game locally; The data transmission module is configured to execute step S2: in response to determining that the duration of the first client playing the game locally is equal to a preset duration threshold, control the first client to pause the game, and obtain first game data from the first client; The asynchronous interaction module is configured to execute step S3: transmitting the first game data to the second client, and controlling the second client to play the game based on the first game data.
11. An electronic device, characterized in that: The method comprises a memory, a processor and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the method according to any one of claims 1 to 9 is implemented.
12. A non-transitory computer-readable storage medium, characterized in that: The non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to cause a computer to execute the method according to any one of claims 1 to 9.
13. A computer program product, characterized in that The method comprises computer program instructions, which, when executed on a computer, cause the computer to execute the method according to any one of claims 1 to 9.
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