Game scene data synchronization method and device, electronic equipment and storage medium

By dynamically adjusting the synchronization area configuration of the game scene and optimizing data synchronization based on the number of player objects, the network traffic and rendering performance problems caused by the change in the number of player objects are solved, and a stable and efficient game experience and lively atmosphere are achieved.

CN120227638APending Publication Date: 2025-07-01DUOYI NETWORK CO LTD
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Patent Information

Application Number
CN202311852423.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-28
Publication Date
2025-07-01

AI Technical Summary

Technical Problem

In game scenarios, the change in the number of player objects leads to an increase in the consumption of network traffic and server synchronous data, affecting the rendering performance and user experience, and may lead to insufficient popularity or risk of churn of the game.

Method used

According to the number of player objects in the game scene, dynamically adjust the area configuration strategy, update the synchronization area, and synchronize the resource data of player objects in the synchronization area, optimize server resource utilization, and reduce client rendering performance losses.

Benefits of technology

While ensuring the stability and efficiency of server performance, it reduces client rendering performance losses, creates a lively atmosphere, reduces the risk of user churn, and improves user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to a game scene data synchronization method, which comprises the following steps: when a data synchronization updating condition is monitored to be satisfied, acquiring player object data of a target game scene, and according to the number of player objects, updating a divided area of the target game scene; updating a synchronization region of the first player object according to the coordinate data of the first player object and the updated divided region; according to the coordinate data of the plurality of second player objects, determining a plurality of target player objects located in the synchronization area; and determining resource data of the plurality of target player objects, and synchronizing the resource data of the plurality of target player objects in the synchronization region. The performance stability and efficiency of the server during operation are guaranteed, server resources are fully utilized, the rendering performance loss of the client is reduced to guarantee smooth operation, the number of player objects displayed on the display interface of the client is adjusted, and the lively atmosphere is created to reduce the risk of user loss.
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Description

Technical Field

[0001] This application relates to the technical field of game scene data synchronization, and particularly relates to a method, device, electronic device, and storage medium for synchronizing game scene data. Background Art

[0002] In a game world, different scenes mainly carry different game contents, and the carrying situation of player objects in the scene varies with the different demands of players in the game. When the number of player objects carried in the scene increases, the player objects in the synchronization areas of each player object generally increase, and the player objects that need to be synchronized when the object data state is updated will also increase accordingly, resulting in an increase in network traffic and the consumption of server synchronization data, and the terminal generates higher rendering consumption due to receiving more frequent data updates. When the number of player objects carried in the scene decreases, the synchronization areas of each player object generally decrease. From the perspective of the player's perception, it may feel that the game popularity is insufficient and there is a risk of loss. Summary of the Invention

[0003] Based on this, this application provides a method, device, electronic device, and storage medium for synchronizing game scene data. According to the actual situation of the number of player objects in the game scene, different area configuration strategies are selected to obtain the updated synchronization areas of each player in the game scene, and based on the resource data of the player objects in the synchronization areas, data synchronization operations are performed. While ensuring the stable performance and efficiency of the server during operation, the server resources are fully utilized, the rendering performance loss of the client is reduced to ensure smooth operation, the number of player objects displayed on the display interface of the client is adjusted, and a lively atmosphere is created to reduce the risk of user loss.

[0004] As the first aspect of the embodiments of this application, a method for synchronizing game scene data is provided, including the following steps:

[0005] When it is monitored that the data synchronization update condition is met, obtain the player object data of the target game scene, where the player object data includes the number of all player objects in the target game scene, the coordinate data of the current first player object, and the coordinate data of several other second player objects in the target game scene except the current first player object;

[0006] Update the divided area of the target game scene according to the number of player objects; update the synchronization area of the first player object according to the coordinate data of the first player object and the updated divided area;

[0007] Determine a plurality of target player objects located in the synchronization area according to the coordinate data of the plurality of second player objects; determine the resource data of the plurality of target player objects, and synchronize the resource data of the plurality of target player objects within the synchronization area.

[0008] As a second aspect of the embodiments of the present application, there is provided a data synchronization device for a game scene, including:

[0009] A data acquisition module, configured to acquire player object data of a target game scene when it is monitored that the data synchronization update condition is satisfied, where the player object data includes the number of all player objects in the target game scene, the coordinate data of the current first player object, and the coordinate data of a plurality of other second player objects in the target game scene except the current first player object;

[0010] A region update module, configured to update the divided region of the target game scene according to the number of player objects; update the synchronization region of the first player object according to the coordinate data of the first player object and the updated divided region;

[0011] A data synchronization module, configured to determine a plurality of target player objects located in the synchronization area according to the coordinate data of the plurality of second player objects; determine the resource data of the plurality of target player objects, and synchronize the resource data of the plurality of target player objects within the synchronization area.

[0012] As a third aspect of the embodiments of the present application, there is provided an electronic device, including a processor, a memory, and a computer program stored in the memory and executable on the processor, where the processor is connected to the display and the storage; when the computer program is executed by the processor, the steps of the data synchronization method for the game scene described in the first aspect are implemented.

[0013] As a fourth aspect of the embodiments of the present application, there is provided a storage medium storing a computer program, and when the computer program is executed by a processor, the steps of the data synchronization method for the game scene described in the first aspect are implemented.

[0014] In the embodiments of the present application, according to the actual situation of the number of player objects in the game scene, different region configuration strategies are selected to obtain the updated synchronization regions of each player in the game scene, and based on the resource data of the player objects in the synchronization regions, data synchronization operations are performed. While ensuring the stable performance and efficiency of the server during operation, the server resources are fully utilized, the rendering performance loss of the client is reduced to ensure smooth operation, the number of player objects displayed on the display interface of the client is adjusted, and a lively atmosphere is created to reduce the risk of user loss.

[0015] For better understanding and implementation, the present application will be described in detail below with reference to the accompanying drawings. Description of the Drawings

[0016] Figure 1 Schematic diagram of the application scenario of the data synchronization method for the game scenario provided by the first embodiment of the present application;

[0017] Figure 2 Schematic flowchart of the data synchronization method for the game scenario provided by an embodiment of the present application;

[0018] Figure 3 Schematic flowchart of S1 in the data synchronization method for the game scenario provided by an embodiment of the present application;

[0019] Figure 4 Schematic flowchart of S2 in the data synchronization method for the game scenario provided by an embodiment of the present application;

[0020] Figure 5 Schematic flowchart of S21 in the data synchronization method for the game scenario provided by an embodiment of the present application;

[0021] Figure 6 Schematic flowchart of S2 in the data synchronization method for the game scenario provided by an embodiment of the present application;

[0022] Figure 7 Schematic diagram of the divided area and the synchronized area in the data synchronization method for the game scenario provided by an embodiment of the present application;

[0023] Figure 8 Schematic flowchart of S3 in the data synchronization method for the game scenario provided by an embodiment of the present application;

[0024] Figure 9 Schematic flowchart of S3 in the data synchronization method for the game scenario provided by another embodiment of the present application;

[0025] Figure 10 Schematic diagram of the structure of the data synchronization device for the game scenario provided by an embodiment of the present application;

[0026] Figure 11 Schematic diagram of the structure of the electronic device provided by an embodiment of the present application. Detailed Embodiments

[0027] To make the objectives, technical solutions, and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the accompanying drawings. Among them, when the following description involves the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements.

[0028] It should be clear that the embodiments described in the following examples do not represent all embodiments consistent with this application. On the contrary, they are merely examples of devices and methods consistent with some aspects of this application as detailed in the appended claims. Based on the embodiments of this application, all other embodiments obtained by those of ordinary skill in the art without creative efforts fall within the scope of protection of this application.

[0029] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms "a", "the", and "said" used in this application are also intended to include the plural forms unless the context clearly indicates otherwise. In addition, in the description of this application, unless otherwise stated, "a plurality" means two or more. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more of the associated listed items. For example, A and / or B can represent three situations: A exists alone, A and B exist simultaneously, and B exists alone; the character " / " generally indicates an "or" relationship between the associated objects before and after.

[0030] It should be understood that although the terms first, second, third, etc. may be used in this application to describe various information, such information should not be limited to these terms. Moreover, these terms are only used to distinguish similar objects and do not have to be used to describe a specific order or sequence, nor can they be understood as indicating or implying relative importance. For those of ordinary skill in the art, the specific meanings of the above terms in this application can be understood according to specific circumstances. Depending on the context, the words "if" / "when" used in this application can be interpreted as "when...", "while...", or "in response to a determination".

[0031] Please refer to Figure 1 , Figure 1 FIG. is a schematic diagram of an application scenario of a data synchronization method for a game scenario provided by an embodiment of this application. The application scenario includes a server 130. The server 130 can access the Internet through a network access method and establish a data communication connection with the user's client 110 and the client 120. Among them, the network can be a communication medium of various connection types capable of realizing communication between the server and the user's client. For example, it can be a wired communication link, a wireless communication link, or an optical fiber cable, etc. This application does not limit this here.

[0032] It should be noted that in the prior art, there are multiple understandings of the concept of "client". For example: it can be understood as an application program installed in a computer device, or it can also be understood as a hardware device corresponding to the server.

[0033] In the embodiments of the present application, the so-called "client" refers to the hardware device corresponding to the server. More specifically, it refers to a computer device, such as a smart phone, a smart interactive tablet, and a personal computer, etc.

[0034] When the client is a mobile device such as a smart phone or a smart interactive tablet, the user can install a matching mobile application on the client or access a Web application on the client.

[0035] When the client is a non-mobile device such as a personal computer (PC), the user can install a matching PC application on the client or access a Web application on the client as well.

[0036] Among them, the mobile application refers to an application that can be installed on a mobile device, the PC application refers to an application that can be installed on a non-mobile device, and the Web application refers to an application that needs to be accessed through a browser.

[0037] Specifically, the Web application can be further divided into a mobile version and a PC version according to the difference in the client type, and there may be differences in the page layout mode and the server support that can be provided between the two.

[0038] The server can act as a business server, which can be responsible for further connecting relevant audio data servers, video stream servers, and other servers providing relevant support, etc., so as to form a logically related service cluster to provide services for relevant terminal devices, such as Figure 1 the client of the user shown in

[0039] Please refer to Figure 2 , Figure 2 which is a schematic flow chart of the data synchronization method for the game scenario provided by an embodiment of the present application. The data synchronization method for the game scenario in the embodiments of the present application is applied to the game service business of an enterprise, especially the game service business executed by a server. Specifically, the data synchronization method for the game scenario in the embodiments of the present application is executed with the server as the execution subject. The method includes the following steps:

[0040] S1: When it is monitored that the data synchronization update condition is met, obtain the player object data of the target game scenario.

[0041] In this embodiment, when the server monitors that the data synchronization update condition is met, it obtains the player object data of the target game scenario. Among them, the player object data includes the number of all player objects in the target game scenario, the coordinate data of the current first player object, and the coordinate data of several other second player objects except the current first player object in the target game scenario.

[0042] The target game scene is a description of the map in the game world. Different coordinate systems may be divided according to different types of games. Specifically, the target game scene adopted in this embodiment is a rectangular coordinate system with the origin at the lower left. Each object in the scene has 2D coordinates in this coordinate system. The objects include virtual game objects, player game objects, and scene objects.

[0043] Please refer to Figure 3 , Figure 3 which is a schematic flowchart of step S1 in the game scene data synchronization method provided by an embodiment of this application, including steps S11 to S13, specifically as follows:

[0044] S11: In response to the player object quantity detection instruction, obtain the quantity of player objects before detection and the quantity of player objects after detection in the target game scene.

[0045] Since the amount of data to be synchronized increases when the quantity of player objects in the game scene is high, which increases the load on the server, resulting in a larger performance loss of network traffic and server data synchronization. In this embodiment, the server, in response to the player object quantity detection instruction, obtains the quantity of player objects before detection and the quantity of player objects after detection in the target game scene. Specifically, the server generates a player object quantity detection instruction and responds every 60 seconds to reflect the change in the quantity of player objects in the target game scene.

[0046] S12: According to the preset player object quantity threshold interval, determine the first player object quantity threshold interval corresponding to the quantity of player objects before detection and the second player object quantity threshold interval corresponding to the quantity of player objects after detection.

[0047] To more precisely reflect the change in the quantity of player objects in the target game scene, in this embodiment, the server determines the first player object quantity threshold interval corresponding to the quantity of player objects before detection and the second player object quantity threshold interval corresponding to the quantity of player objects after detection according to the preset player object quantity threshold interval.

[0048] S13: If the first player object quantity threshold interval is different from the second player object quantity threshold interval, generate a data synchronization update instruction and respond to obtain the player object data of the target game scene.

[0049] If the first player object quantity threshold range is different from the second player object quantity threshold range, it indicates that the change in the current player object quantity causes a change in the server load, such as an increase or decrease in the load. In this embodiment, the server generates a data synchronization update instruction and responds, obtaining the player object data of the target game scene, while ensuring the stable performance and efficiency of the server operation and making full use of the server resources.

[0050] S2: Update the divided area of the target game scene according to the player object quantity; update the synchronization area of the first player object according to the coordinate data of the first player object and the updated divided area.

[0051] In this embodiment, the server updates the divided area of the target game scene according to the player object quantity; updates the synchronization area of the first player object according to the coordinate data of the first player object and the updated divided area. The game scene is logically divided by regions, and each region maintains records of all player objects within that region.

[0052] Please refer to Figure 4 , Figure 4 which is a schematic flowchart of S2 in the game scene data synchronization method provided by an embodiment of this application, including steps S21 to S22, specifically as follows:

[0053] S21: Obtain the region size type data corresponding to the player object quantity according to the relationship between the preset player object quantity and the region size type data.

[0054] In this embodiment, the server obtains the region size type data corresponding to the player object quantity according to the relationship between the preset player object quantity and the region size type data, where the region size type data is used to indicate the abscissa length and the ordinate length of the unit area in the game scene.

[0055] Please refer to Figure 5 , Figure 5 which is a schematic flowchart of S21 in the game scene data synchronization method provided by an embodiment of this application, including step S211, specifically as follows:

[0056] S211: Obtain the target player object quantity threshold range corresponding to the player object quantity; obtain the region size type data corresponding to the player object quantity according to the correspondence between the player object quantity threshold range and the region size type data.

[0057] In this embodiment, the server obtains the target player object quantity threshold range corresponding to the quantity of player objects. Specifically, the server determines the player object quantity threshold range in which the quantity of player objects is located according to the quantity of player objects and the preset player object quantity threshold range, and obtains the target player object quantity threshold range. The server obtains the area size type data corresponding to the quantity of player objects according to the correspondence between the player object quantity threshold range and the area size type data.

[0058] S22: Update the divided areas of the target game scene according to the area size type data.

[0059] In this embodiment, the server updates the divided areas of the target game scene according to the area size type data.

[0060] Please refer to Figure 6 , Figure 6 , which is a schematic flowchart of step S2 in the game scene data synchronization method provided by an embodiment of the present application, including steps S23 to S25, specifically as follows:

[0061] S23: Determine the divided area where the first player object is located according to the coordinate data of the first player object and the updated divided areas.

[0062] In this embodiment, the server classifies each of the first player objects into the corresponding updated divided areas according to the coordinate data of the first player object and the updated divided areas, and determines the divided area where the first player object is located, so as to maintain the record of the player objects.

[0063] S24: Obtain the field of view radius data corresponding to the quantity of player objects according to the relationship between the preset quantity of player objects and the field of view radius data.

[0064] The field of view radius data reflects the field of view range that the user sees when operating the first player object on the client side. In this embodiment, the server obtains the field of view radius data corresponding to the quantity of player objects according to the relationship between the preset quantity of player objects and the field of view radius data.

[0065] S25: Expand the divided area where the first player object is located with the field of view radius data to obtain the synchronization area of the first player object.

[0066] In order to ensure that when data is synchronized, the data of the objects within the user's field of view can be synchronized to the user's client, so that the user's client can render based on the obtained synchronized data, and the display interface corresponding to the user's client can display the objects within the field of view. In this embodiment, the server expands the division area where the first player object is located with the field of view radius data to obtain the synchronization area of the first player object.

[0067] As Figure 7 shown, Figure 7 This is a schematic diagram of the division area and the synchronization area in the data synchronization method for the game scene provided by an embodiment of the present application.

[0068] Specifically, the server confirms that the coordinate data of the first player object is (50, 60), where 50 is the abscissa parameter of the first player object and 60 is the ordinate parameter of the first player object.

[0069] The server determines the division area where the first player object is located as (3, 4) according to the position of the coordinate data of the first player object in the rectangular coordinate system corresponding to the target game scene, where 3 is the abscissa parameter of the division area and 4 is the ordinate parameter of the division area.

[0070] The server obtains the field of view radius data corresponding to the number of player objects according to the relationship between the preset number of player objects and the field of view radius data. For example, the field of view radius data is 2. The server expands outward along the abscissa parameter and the ordinate parameter of the division area according to the field of view radius data to obtain the synchronization area of the first player object, that is Figure 7 the combined area of the gray area in and the division area (3, 4).

[0071] In a preferred embodiment, the larger the threshold interval of the number of player objects, the larger the area size type data and the field of view radius data in the corresponding area configuration data; the larger the threshold interval of the number of player objects, the larger the area size type data and the field of view radius data in the corresponding area configuration data. The purpose is to solve the problem that when the number of player objects in the game scene is too large, the synchronization area can be adaptively enlarged, so that the number of objects within the field of view seen by the user controlling the player object is reduced, thereby reducing the data synchronization consumption and client rendering consumption of the server. When the number of player objects in the game scene is relatively small, the synchronization area can be adaptively reduced, so that the number of objects within the field of view seen by the user controlling the player object is increased. While ensuring the stable performance and efficiency of the server during operation, the server resources are fully utilized, thereby maintaining the lively atmosphere in the game.

[0072] S3: Determine several target player objects located in the synchronization area according to the coordinate data of the several second player objects; determine the resource data of the several target player objects, and synchronize the resource data of the several target player objects within the synchronization area.

[0073] The resource data of the target player object is used to describe the specific situation of the player object in the game. In this embodiment, the server determines several target player objects located in the synchronization area according to the coordinate data of the several second player objects; determines the resource data of the several target player objects, and synchronizes the resource data of the several target player objects within the synchronization area. Specifically, the server will send the resource data of the several target player objects within the synchronization area to the client of the user controlling the first player object, so that the client can perform rendering based on the synchronized data.

[0074] It realizes the technical effect of selecting different area configuration strategies according to the actual situation of the number of player objects in the game scene, obtaining the updated synchronization areas of each player in the game scene, and performing data synchronization operations based on the resource data of the player objects within the synchronization area. While ensuring the stable performance and efficiency of the server during operation, it makes full use of server resources, reduces the rendering performance loss of the client to ensure smooth operation, adjusts the number of player objects displayed on the display interface of the client, and creates a lively atmosphere to reduce the risk of user churn.

[0075] Please refer to Figure 8 , Figure 8 which is a schematic flowchart of S3 in the data synchronization method for the game scene provided by an embodiment of the present application, including steps S301 to S303, specifically as follows:

[0076] S301: Obtain the traffic control identifier of the first player object.

[0077] In this embodiment, the server obtains the traffic control identifier of the first player object, where the traffic control identifier includes a traffic-saving identifier and a non-traffic-saving identifier. Specifically, the server receives the traffic control information sent by the client of the user, and the server generates the corresponding traffic control identifier of the first player object according to the traffic control information.

[0078] S302: If the traffic control identifier of the first player object is a traffic-saving identifier, use the second player objects that subsequently enter the synchronization area of the first player object as the target player objects.

[0079] Due to changes in the synchronization area, the number of player objects in the updated synchronization area of each of the first player objects may increase compared to the number of player objects in the synchronization area before the update. If all the newly added second player objects are regarded as target player objects for data synchronization, it will lead to an increase in traffic and an increase in the burden on the client rendering of users, affecting the overall gaming experience of users.

[0080] If the traffic control flag of the first player object is a traffic-saving flag, it means that the primary requirement of the user controlling the first player object is to reduce traffic loss. In this embodiment, the server uses the second player objects that subsequently enter the synchronization area of the first player object as the target player objects for the synchronization player objects of users with traffic-saving requirements, ensuring the overall gaming experience of users.

[0081] S303: If the traffic control flag of the first player object is a non-traffic-saving flag, obtain the extended area of the first player object. According to the coordinate data of the several second player objects, determine the several second player objects located in the extended area as the target player objects, and use the second player objects that subsequently enter the synchronization area of the first player object as the target player objects.

[0082] If the traffic control flag of the player object is a non-traffic-saving flag, it means that the primary requirement of the user controlling the player object is to experience all the content provided by the game.

[0083] To avoid the server sending duplicate synchronization data to the user's client, causing the client to repeatedly render the duplicate synchronization data, wasting server resources and at the same time causing an increase in network traffic and performance loss of server synchronization data. In this embodiment, the server obtains the extended area of the first player object. Specifically, the server obtains the synchronization area of the first player object before the update, and determines the newly added area after the area update based on the synchronization area of the first player object before the update and the updated synchronization area as the extended area.

[0084] The server determines the several second player objects located in the extended area as the target player objects according to the coordinate data of the several second player objects, and uses the second player objects that subsequently enter the synchronization area of the first player object as the target player objects.

[0085] Please refer to Figure 9 , Figure 9 which is a flowchart of step S3 in the data synchronization method for a game scenario provided in another embodiment of this application, and further includes step S311, specifically as follows:

[0086] S311: Obtain the game scene resource data of the extended area of the first player object, and synchronize the game scene resource data of the extended area within the extended area according to the game scene resource data of the extended areas of the respective first player objects.

[0087] The game scene resource data is the resource data of other objects in the game scene except the player object, that is, it includes the resource data of virtual game objects and the resource data of scene objects.

[0088] While ensuring the stable performance and efficiency of the server during operation, and ensuring the game content that the user can experience when manipulating the player object in the target game scene, in this embodiment, the server obtains the game scene resource data of the extended area of the first player object, and synchronizes the game scene resource data of the extended area within the extended area according to the game scene resource data of the extended areas of the respective first player objects.

[0089] Please refer to Figure 10 , Figure 10 FIG. is a schematic structural diagram of a game scene data synchronization device provided in an embodiment of the present application. The device can implement all or part of the game scene data synchronization method through software, hardware, or a combination of both. The device 10 includes:

[0090] A data acquisition module 101, configured to obtain player object data of a target game scene when it is monitored that a data synchronization update condition is met. The player object data includes the number of all player objects in the target game scene, the coordinate data of the current first player object, and the coordinate data of several other second player objects except the current first player object in the target game scene;

[0091] A region update module 102, configured to update the divided region of the target game scene according to the number of player objects; update the synchronization region of the first player object according to the coordinate data of the first player object and the updated divided region;

[0092] A data synchronization module 103, configured to determine several target player objects located in the synchronization region according to the coordinate data of the several second player objects; determine the resource data of the several target player objects, and synchronize the resource data of the several target player objects within the synchronization region.

[0093] In this embodiment, a data acquisition module is used to acquire player object data of a target game scene when it is monitored that the data synchronization update condition is met. The player object data includes the number of all player objects in the target game scene, the coordinate data of the current first player object, and the coordinate data of several other second player objects in the target game scene except the current first player object. A region update module is used to update the divided regions of the target game scene according to the number of player objects, and update the synchronization region of the first player object according to the coordinate data of the first player object and the updated divided regions. A data synchronization module is used to determine several target player objects located in the synchronization region according to the coordinate data of the several second player objects, determine the resource data of the several target player objects, and synchronize the resource data of the several target player objects within the synchronization region. According to the actual situation of the number of player objects in the game scene, different region configuration strategies are selected to obtain the updated synchronization regions of each player in the game scene, and based on the resource data of the player objects in the synchronization region, a data synchronization operation is performed. While ensuring the stable performance and efficiency of the server during operation, the server resources are fully utilized, the rendering performance loss of the client is reduced to ensure smooth operation, the number of player objects displayed on the display interface of the client is adjusted, and a lively atmosphere is created to reduce the risk of user loss.

[0094] Please refer to Figure 11 , Figure 11 which is a schematic structural diagram of an electronic device provided by an embodiment of the present application. The electronic device 11 includes: a processor 111, a memory 112, and a computer program 113 stored on the memory 112 and executable on the processor 111; the processor 111 is connected to the storage 112; the electronic device 10 can store multiple instructions, and the instructions are suitable for being loaded and executed by the processor 111 to perform the steps of the data synchronization method for the game scene in the above embodiment. The specific execution process can refer to the specific description of the above Figures 1 to 6 and Figures 8 to 9 illustrated embodiment, and details are not described herein again.

[0095] Among them, the processor 111 may include one or more processing cores. The processor 111 is connected to various parts within the server through various interfaces and lines. By running or executing instructions, programs, code sets, or instruction sets stored in the memory 112, and by invoking the data in the memory 112, it performs various functions of the data synchronization device 10 for the game scenario and processes data. Optionally, the processor 111 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), or programmable logic array (PLA). The processor 111 may integrate one or a combination of a central processing unit (CPU), a graphics processing unit (GPU), and a modem, etc. Among them, the CPU mainly processes the operating system, user interface, application programs, etc.; the GPU is responsible for the rendering and drawing of the content to be displayed on the touch display screen; the modem is used to process wireless communication. It can be understood that the above-mentioned modem may not be integrated into the processor 111 and may be implemented separately by a single chip.

[0096] Among them, the memory 112 may include a random access memory (RAM) and may also include a read-only memory (ROM). Optionally, the memory 112 includes a non-transitory computer-readable storage medium. The memory 112 can be used to store instructions, programs, code, code sets, or instruction sets. The memory 112 may include a program storage area and a data storage area. Among them, the program storage area may store instructions for implementing the operating system, instructions for at least one function (such as touch instructions, etc.), instructions for implementing the above-mentioned method embodiments, etc.; the data storage area may store the data involved in the above-mentioned method embodiments. Optionally, the memory 112 may also be at least one storage device located far from the aforementioned processor 111.

[0097] The embodiment of the present application also provides a storage medium, which can store multiple instructions, and the instructions are suitable for being loaded and executed by a processor to perform the above Figures 1 to 6 and Figures 8 to 9 The method steps of the shown embodiments, and the specific execution process can be referred to Figures 1 to 6 and Figures 8 to 9Details of the illustrated embodiments are not elaborated herein.

[0098] Those skilled in the art can clearly understand that, for the convenience and brevity of description, only the above division of each functional unit and module is used as an example. In actual applications, the above functions can be allocated to different functional units and modules according to needs, that is, the internal structure of the device is divided into different functional units or modules to complete all or part of the functions described above. Each functional unit and module in the embodiments can be integrated into a processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit. The above integrated unit can be implemented in the form of hardware or in the form of a software functional unit. In addition, the specific names of each functional unit and module are only for the convenience of mutual distinction and do not limit the protection scope of the present application. The specific working processes of the units and modules in the above system can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.

[0099] In the above embodiments, the descriptions of the respective embodiments have their own emphases. For parts not elaborated or recorded in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0100] Those of ordinary skill in the art can realize that the units and algorithm steps of the examples described in conjunction with the embodiments disclosed herein can be implemented by electronic hardware, or by a combination of computer software and electronic hardware. Whether these functions are executed in hardware or software depends on the specific application and design constraints of the technical solution. Professionals can use different methods to implement the described functions for each specific application, but such implementation should not be considered to exceed the scope of the present application.

[0101] In the embodiments provided in the present application, it should be understood that the disclosed device / terminal device and method can be implemented in other ways. For example, the device / terminal device embodiments described above are only illustrative. For example, the division of the module or unit is only a logical function division, and there can be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection to each other can be through some interfaces. The indirect coupling or communication connection of the device or unit can be in electrical, mechanical or other forms.

[0102] The unit described as a separation component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or distributed across multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0103] In addition, each functional unit in various embodiments of the present application may be integrated in a processing unit, may exist separately as individual physical units, or two or more units may be integrated in one unit. The above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.

[0104] If the integrated module / unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, to implement all or part of the processes in the above-mentioned embodiment methods of the present application, it can also be completed by instructing relevant hardware through a computer program. The computer program can be stored in a computer-readable storage medium. When the computer program is executed by a processor, the steps of the above-mentioned various method embodiments can be implemented. Among them, the computer program includes computer program code, and the computer program code can be in the form of source code, object code, executable file or some intermediate form, etc.

[0105] The present application is not limited to the above embodiments. If various changes or deformations to the present application do not depart from the spirit and scope of the present application, and if these changes and deformations are within the scope of the claims of the present application and equivalent technical scope, then the present application also intends to include these changes and deformations.

Claims

1. A data synchronization method for a game scenario, characterized in that, Including the following steps: When it is monitored that the data synchronization update condition is met, obtain the player object data of the target game scene, where the player object data includes the number of all player objects in the target game scene, the coordinate data of the current first player object, and the coordinate data of several other second player objects in the target game scene except the current first player object; Update the divided area of the target game scene according to the number of player objects; update the synchronization area of the first player object according to the coordinate data of the first player object and the updated divided area; Determine several target player objects located in the synchronization area according to the coordinate data of the several second player objects; determine the resource data of the several target player objects, and synchronize the resource data of the several target player objects within the synchronization area.

2. The data synchronization method for the game scenario according to claim 1, wherein The step of "When it is monitored that the data synchronization update condition is met, obtain the player object data of the target game scene" includes the steps: In response to the player object number detection instruction, obtain the number of player objects before detection and the number of player objects after detection of the target game scene; According to the preset player object number threshold interval, determine the first player object number threshold interval corresponding to the number of player objects before detection and the second player object number threshold interval corresponding to the number of player objects after detection; If the first player object number threshold interval is different from the second player object number threshold interval, generate a data synchronization update instruction and respond to it to obtain the player object data of the target game scene.

3. The data synchronization method for the game scene according to claim 1, wherein The step of "Update the divided area of the target game scene according to the number of player objects" includes the steps: Obtain the area size type data corresponding to the number of player objects according to the preset relationship between the number of player objects and the area size type data; Update the divided area of the target game scene according to the area size type data.

4. The data synchronization method for a game scenario according to claim 3, wherein: The relationship between the number of player objects and the area size type data includes the relationship between the player object number threshold and the area size type data; The step of "Obtain the area size type data corresponding to the number of player objects according to the preset relationship between the number of player objects and the area size type data" includes the steps: Obtain the target player object number threshold interval corresponding to the number of player objects; obtain the area size type data corresponding to the number of player objects according to the corresponding relationship between the player object number threshold interval and the area size type data.

5. The data synchronization method for a game scenario according to claim 1, wherein The step of "Update the synchronization area of the first player object according to the coordinate data of the first player object and the updated divided area" includes: Determine the divided area where the first player object is located according to the coordinate data of the first player object and the updated divided area; Obtain the field of view radius data corresponding to the number of player objects according to the preset relationship between the number of player objects and the field of view radius data; Expand the divided area where the first player object is located with the field of view radius data to obtain the synchronization area of the first player object.

6. The data synchronization method for a game scenario according to claim 5, wherein Determining a plurality of target player objects located in the synchronization area according to the coordinate data of the plurality of second player objects includes the steps of: Obtaining the traffic control identifier of the first player object, where the traffic control identifier includes a traffic-saving identifier and a non-traffic-saving identifier; If the traffic control identifier of the first player object is a traffic-saving identifier, taking the second player objects that subsequently enter the synchronization area of the first player object as the target player objects; If the traffic control identifier of the first player object is a non-traffic-saving identifier, obtaining the extended area of the first player object, determining a plurality of second player objects located in the extended area according to the coordinate data of the plurality of second player objects as the target player objects, and taking the second player objects that subsequently enter the synchronization area of the first player object as the target player objects.

7. The data synchronization method for a game scenario according to claim 6, characterized in that, It further includes the steps of: Obtaining the game scene resource data of the extended area of the first player object, and synchronizing the game scene resource data of the extended area within the extended area according to the game scene resource data of the extended area of each first player object.

8. A data synchronization device for a game scenario, characterized in that, It includes: A data acquisition module, configured to acquire player object data of a target game scene when it is monitored that the data synchronization update condition is satisfied, where the player object data includes the number of all player objects in the target game scene, the coordinate data of the current first player object, and the coordinate data of a plurality of other second player objects in the target game scene except the current first player object; A region update module, configured to update the divided region of the target game scene according to the number of player objects; and update the synchronization area of the first player object according to the coordinate data of the first player object and the updated divided region; A data synchronization module, configured to determine a plurality of target player objects located in the synchronization area according to the coordinate data of the plurality of second player objects; determine the resource data of the plurality of target player objects, and synchronize the resource data of the plurality of target player objects within the synchronization area.

9. An electronic device, characterized in that, It includes a processor, a memory, and a computer program stored in the memory and executable on the processor. The processor is connected to the display and the storage; when the processor executes the computer program, it implements the steps of the game scene data synchronization method according to any one of claims 1 to 7.

10. A storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by the processor, it implements the steps of the game scene data synchronization method according to any one of claims 1 to 7.