Real-time playing method and device for event playback, storage medium and electronic equipment
By obtaining reusable resources from the first game resource in the mobile game and forming the second game resource to play historical events, the problem of large overhead of event playback performance in the mobile game is solved, and an efficient real-time playback experience is achieved.
Patent Information
- Application Number
- CN202410015844.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-02
- Publication Date
- 2025-07-04
AI Technical Summary
In the prior art, the real-time playback function of event playback is inapplicable due to excessive memory and CPU performance overhead in mobile games, and there is a lack of effective solutions.
By obtaining reusable game resources from the first game resources of the mobile game, forming a second game resource for playing historical game events, reducing the redundant steps of creating new game resources, optimizing resource management and frame processing, and realizing data isolation and resource reuse.
Reduces the performance overhead caused by redundant steps, improves the adaptability of event reversion in mobile games, and provides an efficient real-time playback experience.
Smart Images

Figure CN120242447A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular, to a real-time playback method, device, storage medium, and electronic device for event playback. Background Art
[0002] In personal computer (PC) games, a real-time playback function for event playback is usually deployed. However, the above real-time playback function deployed on the PC has relatively large memory and central processing unit (CPU) performance overheads, so it is not suitable for mobile games. As a result, the problem that the real-time playback of event playback is not applicable to mobile games occurs. Therefore, there is a problem that the real-time playback of event playback is not applicable to mobile games.
[0003] For the above problems, no effective solution has been proposed yet. Summary of the Invention
[0004] Embodiments of the present application provide a real-time playback method, device, storage medium, and electronic device for event playback to at least solve the technical problem that the real-time playback of event playback is not applicable to mobile games.
[0005] According to one aspect of the embodiments of the present application, a real-time playback method for event playback is provided, including: displaying a running screen of a mobile game, where the running screen is a screen rendered from first game resources, the first game resources are game resources involved in the current game session of the mobile game, the mobile game is a virtual game running on a mobile device in which a virtual control character participates; in response to an event playback request, obtaining reusable game resources from the first game resources, and forming second game resources based on the reusable game resources, where the event playback request is used to request playback of historical game events of the virtual control character, the historical game events are game events experienced by the virtual control character in the mobile game, and the second game resources are game resources required for playing the historical game events; using the second game resources to play the historical game events during the current game session of the mobile game.
[0006] According to another aspect of the embodiments of the present application, there is also provided a real-time playback device for event playback, including: a first display unit for displaying the running screen of a mobile game, where the running screen is a screen rendered from a first game resource, the first game resource being the game resource involved in the current game session of the mobile game, and the mobile game being a virtual game running on a mobile device in which a virtual control character participates; a first acquisition unit for, in response to an event playback request, acquiring reusable game resources from the first game resource and forming a second game resource based on the reusable game resources, where the event playback request is used to request playback of historical game events of the virtual control character, the historical game events being game events experienced by the virtual control character in the mobile game, and the second game resource being the game resource required for playing the historical game events; a playback unit for using the second game resource to play the historical game events during the current game session of the mobile game.
[0007] As an optional solution, the device further includes: a second display unit for, before acquiring reusable game resources from the first game resource and forming a second game resource in response to the event playback request, displaying an event playback button when the historical game events are in an end state, where the historical game events in the end state are set to be prohibited from being changed; a second acquisition unit for, before acquiring reusable game resources from the first game resource and forming a second game resource in response to the event playback request, acquiring the event playback request in response to a playback trigger operation performed on the event playback button.
[0008] As an optional solution, the device further includes: a third display unit for, during the process of displaying the event playback button, displaying the event playback button in a prohibited operation state and the countdown time for which the prohibited operation state lasts, where the event playback button in the prohibited operation state is set to be prohibited from performing the playback trigger operation; a fourth display unit for, during the process of displaying the event playback button, displaying the event playback button in an allowed operation state when the countdown time for which the prohibited operation state lasts is cleared, where the event playback button in the allowed operation state is set to be allowed to perform the playback trigger operation.
[0009] As an optional solution, the above-mentioned first acquisition unit includes at least one of the following: a first acquisition module, used to acquire reusable scene resources from the above-mentioned first game resources, wherein the above-mentioned scene resources are resources required for rendering the game scene in the above-mentioned current game; a second acquisition module, used to acquire reusable object resources from the above-mentioned first game resources, wherein the above-mentioned object resources are resources required for rendering the game objects involved in the above-mentioned historical game events in the above-mentioned current game.
[0010] As an optional solution, the second acquisition module includes: an acquisition sub-module, used to obtain the game object resources required for rendering the game objects involved in the historical game events from the game object pool, wherein the game object pool is used to manage reusable object resources, and the reusable object resources include the reusable object resources.
[0011] As an optional solution, the above-mentioned device also includes: an isolation unit, which is used to isolate data of game resources involved in the normal game of the above-mentioned mobile game and game resources required for the above-mentioned mobile game to play any historical game event before obtaining the reusable game resources from the above-mentioned first game resources, wherein the above-mentioned normal game includes the above-mentioned current game, and the above-mentioned any historical game event includes the above-mentioned historical game event.
[0012] As an optional solution, the above-mentioned device also includes: a creation unit, which is used to create a first channel list and a second channel list before data isolation of the game resources involved in the normal game of the above-mentioned mobile game and the game resources required for the above-mentioned mobile game to play any historical game event, wherein the above-mentioned first channel list is used to store and manage the game resources involved in the above-mentioned normal game of the above-mentioned mobile game, and the above-mentioned second channel list is used to store and manage the game resources required for the above-mentioned mobile game to play any of the above-mentioned historical game events; the above-mentioned isolation unit includes: an isolation module, which is used to perform data isolation on the game resources stored in the above-mentioned first channel list and the above-mentioned second channel list.
[0013] As an optional solution, the above-mentioned first acquisition unit includes: a removal module, which is used to remove the playback redundant resources from the above-mentioned reusable game resources to obtain the above-mentioned second game resources, wherein the resource similarity between the above-mentioned playback redundant resources and the game resources required for playing the above-mentioned historical game events is less than or equal to a preset threshold.
[0014] As an alternative solution, the above device further includes: a third acquisition unit, configured to acquire game performance parameters of the mobile device during the process of playing the historical game event when using the second game resource to conduct the current game session in the mobile game, where the game performance parameters are performance indicators for evaluating the performance of the mobile device when running the mobile game; a frame division unit, configured to, during the process of playing the historical game event when using the second game resource to conduct the current game session in the mobile game, perform frame division processing on the second game resource by using the game performance parameters, and limit the data volume of the second game resource involved in each frame game screen when playing the historical game event, where the data volume matches the game performance parameters.
[0015] As an alternative solution, the above device further includes: a fourth acquisition unit, configured to acquire a rendering data packet sent by a rendering server to the mobile device through data transmission during the process of playing the historical game event when using the second game resource to conduct the current game session in the mobile game, where the rendering data packet is used to render the historical game event, and the rendering data packet is divided into a target number of frame sub-data during the data transmission process, and the target number matches the network latency of the data transmission.
[0016] As an alternative solution, the above device further includes: a management unit, configured to, after playing the historical game event when using the second game resource to conduct the current game session in the mobile game, delete the second game resource when the replay save function of the mobile game is turned off; or save the second game resource to the local storage space of the mobile device when the replay save function of the mobile game is turned on.
[0017] According to another aspect of the embodiments of the present application, there is provided a computer program product or a computer program, where the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the real-time playback method for event replay as described above.
[0018] According to another aspect of the embodiments of the present application, there is further provided an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor executes the real-time playback method for event replay as described above through the computer program.
[0019] In an embodiment of the present application, the running screen of a mobile game is displayed, where the running screen is a screen rendered from first game resources, the first game resources are game resources involved in the current game session of the mobile game, the mobile game is a virtual game that runs on a mobile device and involves virtual controlled characters; in response to an event replay request, reusable game resources are obtained from the first game resources, and second game resources are formed based on the reusable game resources, where the event replay request is used to request the replay of historical game events of the virtual controlled characters, the historical game events are game events experienced by the virtual controlled characters in the mobile game, and the second game resources are game resources required for playing the historical game events; the historical game events are played using the second game resources when the current game session of the mobile game is in progress. By reusing some game resources (reusable game resources) from the first game resources involved in the current game session of the mobile game to form the second game resources required for playing the historical game events, redundant steps in creating new game resources are eliminated, thereby achieving the purpose of reducing the performance overhead caused by the redundant steps, and thus achieving the technical effect of improving the adaptation degree of real-time playback of event replay in mobile games, and further solving the technical problem that real-time playback of event replay is not applicable to mobile games. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation of the present application. In the drawings:
[0021] Figure 1 is a schematic diagram of an application environment of an optional real-time playback method of event replay according to an embodiment of the present application;
[0022] Figure 2 is a schematic diagram of a process of an optional real-time playback method of event replay according to an embodiment of the present application;
[0023] Figure 3 is a schematic diagram of an optional real-time playback method of event replay according to an embodiment of the present application;
[0024] Figure 4 is a schematic diagram of another optional real-time playback method of event replay according to an embodiment of the present application;
[0025] Figure 5 is a schematic diagram of another optional real-time playback method of event replay according to an embodiment of the present application;
[0026] Figure 6It is a schematic diagram of another optional real-time playback method for event playback according to an embodiment of the present application;
[0027] Figure 7 It is a schematic diagram of another optional real-time playback method for event playback according to an embodiment of the present application;
[0028] Figure 8 It is a schematic diagram of an optional real-time playback device for event playback according to an embodiment of the present application;
[0029] Figure 9 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application. Detailed implementation manners
[0030] In order to enable those skilled in the art to better understand the solutions of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.
[0031] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and do not have to be used to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products, or devices.
[0032] UE4: Unreal Engine 4, a game engine developed by Epic Games, which is widely used in the development of shooting games.
[0033] Video recording system: The game process is recorded by saving the network data of the server as a file for later playback.
[0034] Elimination playback: In a FPS game, after a character is eliminated, the process of this character being located, aimed at, and shot is often played back from the perspective of the enemy.
[0035] According to one aspect of the embodiments of the present application, a real-time playback method for event playback is provided. Optionally, as an alternative implementation, the above real-time playback method for event playback can be, but is not limited to, applied to an environment such as Figure 1 shown. Among them, it may include, but is not limited to, a user device 102 and a server 112. The user device 102 may include, but is not limited to, a display 104, a processor 106, and a memory 108. The server 112 includes a database 114 and a processing engine 116.
[0036] The specific process may be as follows:
[0037] Step S102, the user device 102 obtains an event playback request;
[0038] Step S104, the event playback request is sent to the server 112 through the network 110;
[0039] Steps S106 - S108, the server 112 responds to the event playback request through the processing engine 116, obtains reusable game resources from the first game resources, forms second game resources based on the reusable game resources, and further obtains the historical game screens corresponding to the second game resources;
[0040] Step S110, the historical game screens are sent to the user device 102 through the network 110. The user device 102 displays the historical game screens on the display 104 through the processor 106 and stores the above historical game screens in the memory 108.
[0041] In addition to Figure 1 the examples shown, the above steps can be independently completed by the user device or the server, or jointly completed by the user device and the server. For example, the user device 102 executes the above steps S106 - S108, etc., so as to reduce the processing pressure on the server 112. The user device 102 includes, but is not limited to, a handheld device (such as a mobile phone), a laptop computer, a tablet computer, a desktop computer, a vehicle-mounted device, a smart TV, etc. The present application does not limit the specific implementation manner of the user device 102. The server 112 may be a single server or a server cluster composed of multiple servers, or a cloud server.
[0042] Optionally, as an alternative implementation, as Figure 2 shown, the real-time playback method for event playback can be executed by an electronic device, such as the user device or the server shown in Figure 1 shown. The specific steps include:
[0043] S202, display the running screen of the mobile game. The running screen is the screen rendered from the first game resource, where the first game resource is the game resource involved in the current match of the mobile game. The mobile game is a virtual game running on a mobile device and involves virtual control characters.
[0044] S204, in response to an event replay request, obtain reusable game resources from the first game resource and form a second game resource based on the reusable game resources. The event replay request is used to request the replay of the historical game events of the virtual control character. The historical game events are the game events experienced by the virtual control character in the mobile game. The second game resource is the game resource required for playing the historical game events.
[0045] S206, use the second game resource to play the historical game events during the current match of the mobile game.
[0046] Optionally, in this embodiment, the above real-time playback method of event replay can be but is not limited to being applied in a first-person shooting game (FPS) on a mobile device. After a character (virtual control character) is eliminated, the process of this character being located, aimed at, and shot (historical game events) is often replayed from the perspective of the enemy.
[0047] Optionally, in this embodiment, the mobile game is a virtual game running on a mobile device and involves virtual control characters. In the mobile game, players usually control the virtual characters by touching the screen or using an external controller. These characters can perform various activities in the virtual environment, including but not limited to moving, jumping, attacking, and defending. In addition, in a match of the mobile game, the virtual control character can be eliminated at least twice, and the victory condition of the mobile game match can be but is not limited to being associated with elimination, such as the camp with fewer elimination times wins the match.
[0048] Optionally, in this embodiment, the historical game events can be but are not limited to specified historical game events or any historical game events. The specified historical game events can be but are not limited to the game events of a specified type experienced by the virtual control character in the mobile game, and the any historical game events can be but are not limited to the game events of any type experienced by the virtual control character in the mobile game.
[0049] Specifically, assume that the specified type is the specified task type. Then, when the virtual control character has experienced game event A of task type A in the mobile game and task type A is the specified task type, game event A can be used as the specified historical game event. Or, assume that the specified type is the specified interaction type. Then, when the virtual control character has experienced game event B in the mobile game and the virtual control character has interacted with a virtual character belonging to the specified interaction type in task type B, game event B can be used as the specified historical game event. Or, for example, the specified type is a special event type. Suppose the event of the virtual control character being eliminated in the mobile game is a special event. Then, when the virtual control character is eliminated in the mobile game, the elimination process can be used as the specified historical game event.
[0050] To further illustrate with an example, optionally, for instance, when the character controlled by the player loses health or meets other elimination conditions in the game, the character will change from a non-eliminated state to an eliminated state. This process can be but is not limited to being called the elimination process (historical game event) of the virtual control character in this embodiment. In the historical game event, the character can but is not limited to losing control of the game screen and being unable to continue participating in the game. At the same time, in this embodiment, the game can but is not limited to playing an elimination animation or effect (playing the historical game event) to show the eliminated state of the character to the player. This animation or effect may include the character falling down, dissipating, or other visual effects to create an atmosphere of failure or end. In addition to the visual performance, the game may also emit sound effects or text prompts to further confirm the eliminated state of the character. These effects and prompts can help the player better understand the fact that the character has been eliminated and remind them that they need to restart the game or perform other operations.
[0051] Optionally, in this embodiment, the first game resource is the game resource involved in the current game session of the mobile game, such as character resources (virtual characters available for the player to choose in the game), scene resources (providing different game scenes and battle environments for the player), prop resources (props available for the player to obtain and use in the game), sound effect resources (various sound effects used in the game), plot resources (storylines and mission clues presented in the game), interaction resources (providing interaction functions for multiple accounts in the game), image resources (storylines and mission clues presented in the game), etc.
[0052] Optionally, in this embodiment, the running screen of the mobile game is the screen rendered from the first game resources. Here, rendering can be understood, but is not limited to, converting game resources (such as characters, maps, props, etc.) into images and animations that can be displayed on the screen. In mobile games, rendering is usually completed by the game engine. The game engine can be, but is not limited to, a software tool for creating and managing game screens, responsible for converting game resources into images that can be displayed on the screen, and performing drawing and display through a Graphics Processing Unit (GPU).
[0053] Optionally, in this embodiment, the event replay request is used to request the playback of historical game events of the virtual controlled character. Through the event replay request, players can re-watch the performance of the characters they controlled in the game, including operations such as character movement, attack, defense, or interactions with other players or enemies. This replay function can provide players with more opportunities for reflection and learning, helping them continuously improve their skills and tactical levels in the game. In addition, to provide a better user experience, this embodiment can also, but is not limited to, save the replay video locally or to the cloud for viewing on other devices or platforms. In this way, players can review their game performance at any time and share their elimination experiences with friends, increasing the social interactivity of the game.
[0054] Optionally, in this embodiment, the reusable game resources are extracted from the first game resources and are resources that can be reused in other scenarios or processes. These resources can be textures, models, sounds, objects, etc., used to construct various elements and effects of the game. The second game resources are composed based on the reusable game resources and are the game resources required for playing historical game events. These resources may include specific character models, animations, and sound effects, etc., used to present the visual and auditory effects of a character being eliminated. By obtaining reusable game resources from the first game resources and composing the second game resources required for playing historical game events based on these resources, the game can be developed more efficiently, and repetitive work and waste can be reduced.
[0055] Optionally, in this embodiment, when playing historical game events, the game engine will present the corresponding character models, animations, sound effects, etc. to the players in the form of a replay according to the settings and requirements of the second game resources. This may include visual effects such as a character falling down, dissipating, or other effects, as well as eliminating relevant enemy characters.
[0056] It should be noted that by reusing some of the game resources (reusable game resources) from the first game resources involved in the current game session of the mobile game to form the second game resources required for playing back historical game events, the redundant steps in creating new game resources are eliminated, naturally reducing the performance overhead caused by the redundant steps, and thus achieving the technical effect of improving the adaptation degree of real-time playback of event replay in mobile games.
[0057] For further illustration by way of example, optionally, such as Figure 3 as shown in (a) of, the running screen 304 of the mobile game is displayed, where the running screen 304 is the screen rendered from the first game resources. The first game resources are the game resources involved in the current game session of the mobile game. The mobile game is a virtual game running on the mobile device 302 in which the virtual control character 306 (and the enemy virtual character 308) participates; further in response to the event replay request, the reusable game resources are obtained from the first game resources, and the second game resources are formed based on the reusable game resources. Among them, assuming that the historical event is that the enemy virtual character 308 eliminates the virtual control character 306, and then the event replay request is used to request to play back the historical game event 310 of the virtual control character 306, and the historical game event 310 can also be understood as the process of the virtual control character 306 transitioning from a non-ending state to an ending state. The second game resources are the game resources required for playing back the historical game event 310; furthermore, as Figure 3 shown in (b) of, using the second game resources, the historical game event 310 is played back during the current game session of the mobile game.
[0058] Through the embodiments provided by the present application, the running screen of the mobile game is displayed, where the running screen is the screen rendered from the first game resources. The first game resources are the game resources involved in the current game session of the mobile game. The mobile game is a virtual game running on the mobile device in which the virtual control character participates; in response to the event replay request, the reusable game resources are obtained from the first game resources, and the second game resources are formed based on the reusable game resources. Among them, the event replay request is used to request to replay the historical game event of the virtual control character, and the historical game event is the game event experienced by the virtual control character in the mobile game. The second game resources are the game resources required for playing back the historical game event; using the second game resources, the historical game event is played back during the current game session of the mobile game. By reusing some of the game resources (reusable game resources) from the first game resources involved in the current game session of the mobile game to form the second game resources required for playing back historical game events, the redundant steps in creating new game resources are eliminated, and thus the purpose of reducing the performance overhead caused by the redundant steps is achieved, thereby realizing the technical effect of improving the adaptation degree of real-time playback of event replay in mobile games.
[0059] As an alternative solution, before obtaining reusable game resources from the first game resources in response to an event playback request and composing the second game resources based on the reusable game resources, the method further includes:
[0060] S1-1, when the historical game event is in an end state, display an event playback button, where the historical game event in the end state is set to be prohibited from being changed;
[0061] S1-2, in response to a playback trigger operation performed on the event playback button, obtain an event playback request.
[0062] It should be noted that to improve the operation intuitiveness of event playback, when the historical game event is in an end state, display an event playback button, and the player can trigger the real-time playback of the event playback by performing a playback trigger operation on the event playback button.
[0063] For further illustration by example, optionally based on Figure 3 the scene shown, continue for example Figure 4 as shown in (a) of Figure 4 , when the virtual control character 306 is in a character elimination state (a prompt message of "Waiting to Resurrect!" is displayed on the running screen 402), it is regarded that the historical game event is in an end state, and then display the event playback button 404, where the virtual control character 306 in the character elimination state is set to be prohibited from being controlled; further in response to a playback trigger operation performed on the event playback button 404, as
[0064]
[0065]
[0066]
[0067] S2-1, display the event playback button in a prohibited operation state and the countdown time for which the prohibited operation state lasts, where the event playback button in the prohibited operation state is set to be prohibited from performing a playback trigger operation;
[0067] S2-2. When the countdown time for the prohibited operation state is cleared, display the event replay button in the permitted operation state, where the event replay button in the permitted operation state is set to allow the execution of the replay trigger operation.
[0068] It should be noted that to prevent information leakage caused by event replay, when the historical game event is in the end state, set the countdown time for the prohibited operation state so that the event replay play operation is prohibited during the time when information leakage is likely to occur, avoiding the problem of information leakage, and thus improving the user experience of event replay.
[0069] Furthermore, during the real-time playback of event replay, it is necessary to obtain reusable game resources from the first game resources and form the second game resources based on the reusable game resources. To avoid excessive performance pressure on the mobile device during this process, set the countdown time for the prohibited operation state so that this process has sufficient time to execute without having to call too many resources to consider time issues.
[0070] For further illustration by example, optionally based on Figure 4 the scenario shown, continue for example Figure 5 as shown, display the event replay button 404 in the prohibited operation state and the countdown time 502 for the prohibited operation state. If the countdown time is displayed in the form of a progress bar and the progress bar is not cleared, the event replay button 404 will always be set to prohibit the execution of the replay trigger operation.
[0071] Through the embodiments provided in this application, display the event replay button in the prohibited operation state and the countdown time for the prohibited operation state, where the event replay button in the prohibited operation state is set to prohibit the execution of the replay trigger operation; when the countdown time for the prohibited operation state is cleared, display the event replay button in the permitted operation state, where the event replay button in the permitted operation state is set to allow the execution of the replay trigger operation, thereby achieving the purpose of preventing information leakage caused by event replay and avoiding excessive performance pressure on the mobile device during the event replay process, thus realizing the technical effect of improving the user experience of event replay.
[0072] As an optional solution, obtaining reusable game resources from the first game resources includes at least one of the following:
[0073] S3-1. Obtain reusable scene resources from the first game resources, where the scene resources are the resources required for rendering the game scene where the current game is located.
[0074] S3-2. Obtain reusable object resources from the first game resources, where the object resources are the resources required for rendering the game objects involved in historical game events within the current game session.
[0075] Optionally, in this embodiment, the scene resources refer to the resources required for rendering the game scene where the current game session is located, usually including textures, models, lighting, special effects, etc. These resources are an important part of the game scene and are used to present the appearance and effects of the game scene during the rendering process. In mobile games, the scene resources are usually designed and produced according to different game scenes to provide corresponding visual effects and gaming experiences. By obtaining reusable scene resources from the first game resources, these resources can be reused to construct different game scenes, thereby saving the time and resource costs of event playback.
[0076] Optionally, in this embodiment, the object resources can but are not limited to refer to the resources required for rendering the game objects involved in historical game events within the current game session. These objects may include characters, props, buildings, etc., and are used to present specific game elements and objects in the game. In mobile games, the object resources are usually designed and produced according to different game objects to provide corresponding visual effects and gaming experiences. By obtaining reusable object resources from the first game resources, these resources can be reused to construct different game scenes and game processes, thereby saving the time and resource costs of event playback.
[0077] It should be noted that to improve the diversity of reusable game resources, reusable scene resources or object resources can be obtained from the first game resources.
[0078] Through the embodiments provided in this application, reusable scene resources are obtained from the first game resources, where the scene resources are the resources required for rendering the game scene where the current game session is located; reusable object resources are obtained from the first game resources, where the object resources are the resources required for rendering the game objects involved in historical game events within the current game session. Thus, the purpose of obtaining reusable scene resources or object resources from the first game resources is achieved, and the technical effect of improving the diversity of reusable game resources is realized.
[0079] As an optional solution, obtaining reusable object resources from the first game resources includes:
[0080] Obtain the game object resources required for rendering the game objects involved in historical game events from the game object pool, where the game object pool is used to manage reusable object resources, and the reusable object resources include the reusable object resources.
[0081] It should be noted that obtaining the game object resources required for rendering the game objects involved in historical game events from the game object pool is an efficient management and rendering strategy. The game object pool can be, but is not limited to, a mechanism for managing reusable object resources, which can cache and reuse object resources to reduce the overhead of resource allocation and release, and improve the performance and efficiency of the game. In mobile games, the game object pool is usually provided and managed by the game engine.
[0082] Optionally, in this embodiment, when it is necessary to render a game object involved in a historical game event, the game engine can obtain the corresponding game object resources from the game object pool. These resources include reusable object resources, such as characters, props, and items, which are used to render specific game objects. By obtaining resources from the game object pool, frequent creation and destruction of game objects can be avoided, reducing system overhead and memory usage.
[0083] Through the embodiments provided by the present application, game object resources required for rendering game objects involved in historical game events are obtained from a game object pool, wherein the game object pool is used to manage reusable object resources, and reusable object resources include reusable object resources, thereby achieving the purpose of reducing the overhead of resource allocation and release, thereby achieving the technical effect of improving the performance and efficiency of the game.
[0084] As an optional solution, before obtaining the reusable game resource from the first game resource, the method further includes:
[0085] Data isolation is performed on the game resources involved in a normal game on the mobile terminal and the game resources required when the mobile terminal game plays any historical game event, where the normal game includes the current game and any historical game event includes the historical game event.
[0086] Optionally, in this embodiment, during a normal game, the game uses a set of specific game resources, including characters, maps, props, etc., to build game scenes and present game content. These resources are usually dynamically loaded and rendered according to the specific situation of the current game.
[0087] When playing any historical game event, the game will use another set of specific game resources, including specific character models, animations, and sound effects, to restore the playback screen of the historical game event in multiple dimensions such as vision and hearing. These resources can be, but are not limited to, pre-prepared and stored in the game, and are used to play when the historical game event is executed or executed.
[0088] By isolating the game resources involved in normal matches and historical game events, the game resources and data can be better managed and controlled. Different resources can be developed and maintained independently, avoiding mutual interference and conflicts between data. At the same time, this isolation can also improve the scalability and maintainability of the game, facilitating future upgrades and expansions of the game.
[0089] It should be noted that isolating the game resources involved in normal matches of mobile games from the game resources required for playing any historical game event can improve the maintainability and scalability of the game.
[0090] Through the embodiments provided in this application, the game resources involved in normal matches of mobile games and the game resources required for playing any historical game event of mobile games are isolated. Among them, normal matches include the current match, and any historical game event includes historical game events. Thus, the purpose of isolating the game resources involved in normal matches of mobile games from the game resources required for playing any historical game event is achieved, and the technical effect of high maintainability and scalability of the game is realized.
[0091] As an optional solution, before isolating the game resources involved in normal matches of mobile games from the game resources required for playing any historical game event of mobile games, the method further includes: creating a first channel list and a second channel list, where the first channel list is used to store and manage the game resources involved in normal matches of mobile games, and the second channel list is used to store and manage the game resources required for playing any historical game event of mobile games;
[0092] As an optional solution, isolating the game resources involved in normal matches of mobile games from the game resources required for playing any historical game event of mobile games includes: isolating the game resources stored in the first channel list and the second channel list.
[0093] Optionally, in this embodiment, the first channel list can be used to store and manage the game resources involved in normal matches, such as characters, maps, props, etc. These resources are used to construct the game scene and present the game content, and can be dynamically loaded and rendered according to the specific situation of the current match. By storing the game resources involved in normal matches in the first channel list, these resources can be conveniently managed and controlled, and it can be ensured that they are only loaded and used during normal matches.
[0094] Optionally, in this embodiment, the second channel list can be used to store and manage the game resources required for playing any historical game event, such as specific character models, animations, and sound effects.
[0095] For further illustration, optionally assume that the historical game event is a historical event where the virtual controlled character loses health or meets other elimination conditions. Further utilize the resources stored and managed in the second channel list to present the visual and auditory effects of the character being eliminated, which can be played when the character loses health or meets other elimination conditions. By storing the resources required for the above historical events in the second channel list, it is possible to avoid loading and using these resources during normal gameplay, thereby improving the performance and efficiency of the game.
[0096] It should be noted that in order to achieve data isolation, different game resources can be stored and managed in the first channel list and the second channel list respectively. In this way, the game resources involved in normal gameplay and the resources required for playing any historical game event can be loaded, rendered, and managed independently of each other. This data isolation can avoid interference and conflicts between different types of resources, and improve the maintainability and scalability of the game.
[0097] Through the embodiments provided in this application, a first channel list and a second channel list are created. Among them, the first channel list is used to store and manage the game resources involved in normal gameplay of the mobile game, and the second channel list is used to store and manage the game resources required for playing any historical game event of the mobile game; data isolation is performed on the game resources stored in the first channel list and the second channel list, thereby achieving the purpose of avoiding interference and conflicts between different types of resources, and thus realizing the technical effect of improving the maintainability and scalability of the game.
[0098] As an optional solution, a second game resource is composed based on reusable game resources, including:
[0099] Eliminate the replay redundant resources from the reusable game resources to obtain the second game resource, where the resource similarity between the replay redundant resources and the game resources required for playing the historical game event is less than or equal to a preset threshold.
[0100] Optionally, in this embodiment, in order to eliminate the replay redundant resources, some algorithms and technologies can be used to analyze and compare the similarity between game resources. By calculating the resource similarity between the replay redundant resources and the game resources required for playing the historical game event, it is possible to determine whether they are repeated or similar. If the similarity is less than or equal to the preset threshold, the replay redundant resources can be eliminated from the reusable game resources, thereby obtaining the second game resource.
[0101] In addition, in this embodiment, before removing redundant replay resources, it is necessary to ensure that the reusable game resources are complete and correct, and can meet the requirements of normal game rounds and historical game events. When removing redundant replay resources, careful judgment and screening are required to avoid accidentally deleting important resources required for normal game rounds or historical game events. After removing redundant replay resources, it is necessary to optimize the loading and management of game resources to improve the performance and efficiency of the game. As the game is updated and expanded, it is necessary to update and maintain the game resource library in a timely manner to ensure the integrity and correctness of the resources.
[0102] It should be noted that redundant replay resources refer to game resources that are not required during game replay but are reused, such as information interaction resources in normal game rounds. These resources are not used during event replay, but are repeatedly loaded and used during actual replay, resulting in waste of resources, thereby reducing the additional performance overhead caused by resource waste and improving the adaptability of real-time event replay in mobile games.
[0103] Through the embodiment provided by this application, redundant replay resources are removed from the reusable game resources to obtain the second game resources. Among them, the resource similarity between the redundant replay resources and the game resources required for playing historical game events is less than or equal to a preset threshold, thereby achieving the purpose of reducing the additional performance overhead caused by resource waste, and thus realizing the technical effect of improving the adaptability of real-time event replay in mobile games.
[0104] As an optional solution, when using the second game resources to play historical game events during the current game round in a mobile game, the method further includes:
[0105] S4-1, obtaining the game performance parameters of the mobile device, where the game performance parameters are performance indicators for evaluating the performance of the mobile device when running the mobile game;
[0106] S4-2, using the game performance parameters to perform frame processing on the second game resources, and restricting the data volume of the second game resources involved in each frame of the game screen when playing historical game events, where the data volume matches the game performance parameters.
[0107] Optionally, in this embodiment, according to the game performance parameters and the performance indicators of the device, the amount of resources required for each frame is reasonably allocated. If a certain frame requires more resources, it can be processed separately to ensure its quality and smoothness.
[0108] Optionally, in this embodiment, during frame processing, it is necessary to maintain the consistency of the screen and effects between different frames to ensure the coherence of the game and the user experience. After frame processing, it is necessary to optimize the loading and management of resources. By using techniques such as asynchronous loading and preloading, the delay and lag of resources can be avoided, and the response speed and smoothness of the game can be improved.
[0109] It should be noted that in order to limit the data volume of the second game resources involved in each frame of the game screen when playing historical game events and ensure the performance and smoothness of the game, the game performance parameters of the mobile device are obtained and frame processing is performed.
[0110] For further illustration, optionally, first, by obtaining the game performance parameters of the mobile device, the performance metrics of the mobile device when running a mobile game can be evaluated, such as processor speed, memory occupancy, battery consumption, etc. These parameters can be used to understand the performance bottlenecks and optimization potential of the device and provide a reference for subsequent game optimization. Then, by using the game performance parameters to perform frame processing on the second game resources, the data volume of the second game resources involved in each frame of the game screen when playing historical game events can be limited. By analyzing the game performance parameters, the amount of resources required for each frame can be determined, and corresponding adjustments and optimizations can be made according to the performance metrics of the device. This can ensure the smoothness and response speed of the game screen while reducing unnecessary data transmission and loading.
[0111] Through the embodiment provided by this application, the game performance parameters of the mobile device are obtained, where the game performance parameters are performance metrics for evaluating the mobile device when running a mobile game; by using the game performance parameters, frame processing is performed on the second game resources to limit the data volume of the second game resources involved in each frame of the game screen when playing historical game events, where the data volume matches the game performance parameters, thereby achieving the purpose of limiting the data volume of the second game resources involved in each frame of the game screen when playing historical game events, and thus realizing the technical effect of improving the performance and smoothness of the game.
[0112] As an optional solution, when using the second game resources to play historical game events during the current game session of the mobile game, the method further includes:
[0113] Obtaining a rendering data packet sent by the rendering server to the mobile device through data transmission, where the rendering data packet is used to render historical game events, and the rendering data packet is split into a target number of frame sub-data during data transmission, and the target number matches the network delay of the data transmission.
[0114] It should be noted that if there are too many frame sub - data, it may lead to an increase in network latency, affecting the smoothness and response speed of the game; if there are too few frame sub - data, it may lead to discontinuous pictures or resource waste. Therefore, in this embodiment, a trade - off and optimization are made according to the actual situation, and the number of frame sub - data divided is matched with the network latency to achieve the best game performance and user experience.
[0115] For further illustration by example, an optional rendering server generates a rendering data packet, which contains all the necessary information for rendering historical game events, such as character models, animations, sound effects, etc. These information are packed into a data packet and then sent to the mobile device through data transmission. During the data transmission process, in order to adapt to network latency and traffic fluctuations, the rendering data packet can be divided into multiple frame sub - data. These frame sub - data can be transmitted and loaded independently, thus avoiding the latency and blockage that may be caused by a large data packet. The number of frame sub - data can be dynamically adjusted according to the network conditions to adapt to different network environments and device performances.
[0116] Optionally, on the mobile device side, after receiving these frame sub - data, they can be recombined and parsed according to preset rules and algorithms to restore the complete rendering data packet. Then, these rendering data packets are used to render historical game events to present corresponding game pictures and effects.
[0117] Through the embodiment provided by this application, a rendering data packet sent by the rendering server to the mobile device through data transmission is obtained, where the rendering data packet is used to render historical game events. The rendering data packet is divided into a target number of frame sub - data during the data transmission process, and the target number is matched with the network latency of the data transmission. Furthermore, the purpose of making a trade - off and optimization according to the actual situation and matching the number of frame sub - data divided with the network latency is achieved, thereby realizing the technical effect of improving game performance and user experience.
[0118] As an optional solution, when using the second game resource to play historical game events during the current game session on the mobile game, the method further includes:
[0119] In the case where the replay save function of the mobile game is turned off, delete the second game resource; or, in the case where the replay save function of the mobile game is turned on, save the second game resource to the local storage space of the mobile device.
[0120] Optionally, in this embodiment, when saving the second game resource, it can be but is not limited to directly saving the second game resource to the local storage space of the device. This can be the built-in memory of the device or an external storage medium (such as an SD card). In addition, to save storage space, the second game resource can be compressed before saving. Some compression algorithms and technologies can be used to reduce the size and occupied space of the data. At the same time, to save storage space, the second game resource can be compressed before saving. Some compression algorithms and technologies can be used to reduce the size and occupied space of the data.
[0121] It should be noted that in mobile games, different operations can be performed to process the second game resource according to the user's needs and settings. If the replay save function of the game is turned off, the second game resource can be deleted to free up storage space; if the replay save function of the game is turned on, the second game resource can be saved to the local storage space of the mobile device for subsequent use.
[0122] In addition, when the replay save function of the mobile game is turned off, the second game resource may no longer need to be retained in the device. To free up storage space and avoid unnecessary data redundancy, these second game resources can be deleted. The deletion operation can be performed automatically or manually by the user. Before deletion, a backup can be created or these resources can be marked for recovery when needed.
[0123] On the other hand, when the replay save function of the mobile game is turned on, the second game resource can be saved to the local storage space of the mobile device. This can facilitate the user to use these resources when replaying or reviewing the game. To ensure the correctness and integrity of the resources, the save operation should be performed in a secure environment and necessary encryption and protection measures should be taken.
[0124] Through the embodiment provided by this application, when the replay save function of the mobile game is turned off, the second game resource is deleted; or, when the replay save function of the mobile game is turned on, the second game resource is saved to the local storage space of the mobile device, thereby achieving the purpose of performing different operations to process the second game resource according to the user's needs and settings, and thus achieving the technical effect of improving the user experience of event replay.
[0125] As an alternative solution, for the convenience of understanding, the above real-time playback method of game replays is applied to the scenario of real-time playback of elimination replays in a mobile FPS game based on the UE4 engine. Due to the limitations of product capabilities and technical capabilities, as well as the cumbersome replay system module of the UE4 engine itself, there is currently no function for real-time playback of elimination replays in mobile FPS games based on the UE4 engine on the market. This embodiment pioneers a technology for real-time elimination replays on mobile devices, solving the problem that elimination replays cannot be viewed in real time on UE4 mobile devices.
[0126] Optionally, in this embodiment, the traditional UE4-Replay execution method is adopted. After obtaining the memory recording data, each time PlayReplay is called, a new world is created and the map level is loaded before starting the playback; or, two Worlds are created at the start of the game, namely the replay world and the real world, and both Worlds are running simultaneously during normal matches. When entering the elimination replay, the replay world is switched; or, DuplicateLevelCollection is used to copy the DynamicLevels of the main level and store them in the same world. However, all of these are limited by the performance overhead on the PC side, with relatively large memory and CPU performance overheads, and are not suitable for mobile devices.
[0127] It should be noted that in an FPS game, the battlefield is highly chaotic, there are many gunlines, and the correlation between skills and eliminations is strong. As a result, the reasons for eliminations in this embodiment are diverse. During the stage when novice players have limited control over the battlefield situation, their demand for the elimination replay function is relatively stronger than that in other games.
[0128] The elimination replay in this embodiment can help players clarify the reasons for elimination and the positions of the eliminators, reducing the sense of frustration caused by sudden eliminations and unknown reasons. Furthermore, players can avoid being eliminated for the same reason next time by understanding and learning the reasons for elimination, and think about countermeasures; at the same time, it reduces the negative feedback brought by unknown eliminations, and players can learn the operations of the enemy by watching the elimination perspectives of the enemy.
[0129] In addition, in terms of information presentation, through the elimination replay, players can clarify and learn at least one of the following information, such as who the eliminator is, the locations of both parties when the eliminator eliminated the player, the means used by the eliminator to eliminate the player, the preparatory operations of the eliminator for a period of time before eliminating the player, and the viewer should clearly perceive that this is an elimination shot rather than a spectator view to avoid confusion.
[0130] Optionally, in this embodiment, the built-in video recording system of UE4 provides the ability to save network data in this embodiment. The video recording network driver (DemoNetDriver) on the server will push the network synchronization data to the replay streamer (Replay Streamer), and the Streamer saves the network data in the form of a video recording file. On the client side, after obtaining the video recording file in this embodiment, it deserializes it into network data through the Streamer, and finally reproduces it as a game scene through the DemoNetDriver.
[0131] Optionally, in this embodiment, for the UE engine, the ActorPoolSubsystem object pool technology is customized. The object pool technology (Actor Pooling) is a design pattern that optimizes performance and resource utilization and is commonly used to manage and reuse objects that can be repeatedly created and destroyed. The object pool technology can use existing objects where objects need to be created to avoid frequent object creation and destruction operations, thereby improving the performance and efficiency of the system. Among them, the object pool can but does not necessarily contain a pre-created collection of objects (pool). When an object is needed, an idle object is obtained from the pool and returned to the pool after use instead of destroying it. This can avoid the overhead of repeatedly creating and destroying objects, save system resources, and reduce memory fragmentation. Using the object pool technology can reduce the frequency of object allocation and garbage collection, thereby reducing system overhead. This is often used in scenarios such as game development, network servers, and concurrent programming to improve performance and response speed.
[0132] Optionally, in this embodiment, the level reuse technology is used to achieve sharing and reuse between multiple levels. In game development, there are usually multiple levels or level scenes, and each level has its own design, map, props, enemies, etc. However, sometimes some levels may have similar structures or elements, so that they can be shared and reused through some technical means, thereby reducing repetitive work and resource consumption. Through the level sharing technology, developers can design and create levels more efficiently, reduce the workload, and ensure the consistency and quality between levels. At the same time, it can also reduce memory occupancy and loading time, improving game performance and user experience.
[0133] For further illustration, optionally, for example Figure 6 As shown, when entering the game, a normal network synchronization driver IPNetDriver will be created for the process of network packet synchronization serialization and deserialization. In the spectator interface after elimination, as Figure 7 shown, a defeat replay button is added above the elimination process ([ Figure 7The button selected by the white box on the right (in the middle), the button for the defeat replay is initially grayed out and has a countdown. It can be clicked to enter the elimination replay only after the countdown ends;
[0134] Before the countdown, the server will send the network data stream recorded by the DemoNetDriver to the client for caching until the scene needs to be switched during playback. Here, it is necessary to ensure the accuracy of the restoration when switching scenes. Therefore, in this embodiment, a simple data sheet (DS) recording message method - lightweight DemonetDriver is adopted. The replay client manages 2 channel lists as isolation processing, and for project business processing, a series of systems are isolated to avoid affecting the accuracy of in-game scene / playback scene data. For example, the player state (PlayerState) and game state (GameState) correspond to relevant system processing;
[0135] When clicking the button for the defeat replay and before entering the elimination replay, the game objects (Actors) in the normal combat scene will be hidden, and the synchronization network packets will be cached and paused to ensure the restoration of the normal combat scene. To avoid the lag in the client's transition scene and reduce the performance pressure on the mobile phone, the no-loading map (NoLoadingMap) reuses the levels of the original in-game normal combat without unloading and additional loading, reducing a large amount of performance consumption. And in this embodiment, the ActorPoolSubsystem-Resue technology is used to generate game objects (SpawnActor), greatly improving the execution efficiency, and finally realizing the rapid switching between the normal combat scene and the replay scene. Furthermore, it reduces the useless performance overhead caused by business redundancy, such as some useless data on PlayerState and GameState, and avoids the overhead caused by unnecessary registration and binding processing. SpawnActor performs frame-by-frame processing to avoid performance backlog and lag caused by spawning a large number of Actors. And since the resources of the normal combat scene have been pre-loaded, no additional resources need to be loaded at this time, avoiding the lag caused by loading resources.
[0136] Optionally, in this embodiment, to avoid the synchronization lag when the client receives packets caused by the backlog of DS traffic and reduce the mobile phone traffic pressure, DS frame-by-frame sending of remote procedure call (RPC) messages is performed to avoid the client connection reaching the buffer saturation state. And after exiting the elimination replay, this embodiment clears the ChannelList under DemonetDriver. The previously hidden Actors in the normal combat scene will be displayed, and the synchronization network packets will be restored to restore the normal combat scene.
[0137] Through the embodiments provided in this application, a technology for real-time elimination playback on mobile devices is provided, which solves the problem that elimination playback cannot be viewed in real time on UE4 mobile devices.
[0138] It can be understood that in the specific implementation of this application, data related to user information and the like are involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.
[0139] It should be noted that for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations. However, those skilled in the art should know that this application is not limited by the described action sequence, because according to this application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to this application.
[0140] According to another aspect of the embodiments of this application, a real-time playback device for event playback for implementing the above real-time playback method of event playback is further provided. As Figure 8 shown, the device includes:
[0141] A first display unit 802, configured to display the running screen of a mobile game, where the running screen is a screen rendered from the first game resource, the first game resource is the game resource involved in the current game session of the mobile game, the mobile game is a virtual game running on a mobile device in which a virtual character is controlled;
[0142] A first acquisition unit 804, configured to, in response to an event playback request, acquire reusable game resources from the first game resource and form a second game resource based on the reusable game resources, where the event playback request is used to request playback of the historical game events of the virtual character, the historical game events are the game events experienced by the virtual character in the mobile game, and the second game resource is the game resource required for playing the historical game events;
[0143] A playback unit 806, configured to use the second game resource to play the historical game events during the current game session of the mobile game.
[0144] Specific embodiments can refer to the examples shown in the above real-time playback device for event playback, and are not elaborated herein.
[0145] As an optional solution, the device further includes:
[0146] A second display unit, configured to display an event replay button when a historical game event is in an end state before obtaining reusable game resources from a first game resource in response to an event replay request and composing a second game resource based on the reusable game resources, where the historical game event in the end state is set to be prohibited from being changed;
[0147] A second obtaining unit, configured to obtain an event replay request in response to a replay trigger operation performed on the event replay button before obtaining reusable game resources from a first game resource in response to an event replay request and composing a second game resource based on the reusable game resources.
[0148] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0149] As an optional solution, the apparatus further includes:
[0150] A third display unit, configured to display an event replay button in a prohibited operation state and a countdown time for which the prohibited operation state lasts during the process of displaying the event replay button, where the event replay button in the prohibited operation state is set to be prohibited from performing a replay trigger operation;
[0151] A fourth display unit, configured to display an event replay button in an allowed operation state when the countdown time for which the prohibited operation state lasts is cleared during the process of displaying the event replay button, where the event replay button in the allowed operation state is set to be allowed to perform a replay trigger operation.
[0152] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0153] As an optional solution, the first obtaining unit 804 includes at least one of the following:
[0154] A first obtaining module, configured to obtain reusable scene resources from a first game resource, where the scene resources are resources required for rendering the game scene where the current game is located;
[0155] A second obtaining module, configured to obtain reusable object resources from a first game resource, where the object resources are resources required for rendering game objects involved in historical game events within the current game.
[0156] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0157] As an optional solution, the second obtaining module includes:
[0158] An acquisition sub-module, configured to acquire game object resources required for rendering game objects involved in historical game events from a game object pool, where the game object pool is used to manage reusable object resources, and the reusable object resources include reusable object resources.
[0159] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0160] As an alternative solution, the apparatus further includes:
[0161] An isolation unit, configured to perform data isolation on game resources involved in a normal game session of a mobile game and game resources required for playing any historical game event of the mobile game before acquiring reusable game resources from the first game resources, where the normal game session includes the current game session, and any historical game event includes historical game events.
[0162] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0163] As an alternative solution, the apparatus further includes: a creation unit, configured to create a first channel list and a second channel list before performing data isolation on game resources involved in a normal game session of a mobile game and game resources required for playing any historical game event of the mobile game, where the first channel list is used to store and manage game resources involved in a normal game session of the mobile game, and the second channel list is used to store and manage game resources required for playing any historical game event of the mobile game;
[0164] The isolation unit includes: an isolation module, configured to perform data isolation on game resources stored in the first channel list and the second channel list.
[0165] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0166] As an alternative solution, the first acquisition unit 804 includes:
[0167] A rejection module, configured to reject replay redundant resources from the reusable game resources to obtain second game resources, where the resource similarity between the replay redundant resources and the game resources required for playing historical game events is less than or equal to a preset threshold.
[0168] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0169] As an alternative, the device further includes:
[0170] A third acquisition unit, configured to acquire game performance parameters of the mobile device during the process of playing historical game events when using the second game resource to conduct the current game session on the mobile game, where the game performance parameters are performance metrics for evaluating the performance of the mobile device when running the mobile game;
[0171] A frame division unit, configured to perform frame division processing on the second game resource by using the game performance parameters during the process of playing historical game events when using the second game resource to conduct the current game session on the mobile game, and limit the data volume of the second game resource involved in each frame of game screen when playing historical game events, where the data volume matches the game performance parameters.
[0172] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0173] As an alternative, the device further includes:
[0174] A fourth acquisition unit, configured to acquire a rendering data packet sent by the rendering server to the mobile device through data transmission during the process of playing historical game events when using the second game resource to conduct the current game session on the mobile game, where the rendering data packet is used to render historical game events, and the rendering data packet is divided into a target number of frame sub-data during the data transmission process, and the target number matches the network latency of the data transmission.
[0175] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0176] As an alternative, the device further includes:
[0177] A management unit, configured to delete the second game resource when the replay save function of the mobile game is turned off after playing historical game events when using the second game resource to conduct the current game session on the mobile game; or save the second game resource to the local storage space of the mobile device when the replay save function of the mobile game is turned on.
[0178] For specific embodiments, reference may be made to the examples shown in the above real-time playback method of event replay, and details are not described herein again in this example.
[0179] According to another aspect of the embodiments of the present application, there is also provided an electronic device for implementing the above real-time playback method of event replay. The electronic device may be, but is not limited to, Figure 1 the user device 102 or the server 112 shown inFigure 9 As shown, the electronic device includes a memory 902 and a processor 904. A computer program is stored in the memory 902, and the processor 904 is configured to execute the steps in any of the above method embodiments through the computer program.
[0180] Optionally, in this embodiment, the above electronic device may be at least one network device among multiple network devices of a computer network.
[0181] Optionally, in this embodiment, the above processor may be configured to execute the following steps through a computer program:
[0182] S1, display the running screen of the mobile game. The running screen is a screen rendered from the first game resource, and the first game resource is the game resource involved in the current game session of the mobile game. The mobile game is a virtual game running on a mobile device in which a virtual character is controlled.
[0183] S2, in response to an event replay request, obtain reusable game resources from the first game resource and form a second game resource based on the reusable game resources. The event replay request is used to request the replay of the historical game events of the virtual character. The historical game events are the game events experienced by the virtual character in the mobile game, and the second game resource is the game resource required for playing the historical game events.
[0184] S3, use the second game resource to play the historical game events during the current game session of the mobile game.
[0185] Optionally, those of ordinary skill in the art can understand that Figure 9 the structure shown is only schematic Figure 9 and does not limit the structure of the above electronic device. For example, the electronic device may further include more or fewer components (such as a network interface, etc.) than those shown Figure 9 or have a different configuration from that shown. Figure 9 shown.
[0186] Among them, the memory 902 can be used to store software programs and modules, such as the program instructions / modules corresponding to the real-time playback method and device of event playback in the embodiments of the present application. The processor 904 executes various functional applications and data processing by running the software programs and modules stored in the memory 902, that is, implements the above-mentioned real-time playback method of event playback. The memory 902 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memories, or other non-volatile solid-state memories. In some instances, the memory 902 may further include a memory remotely disposed relative to the processor 904, and these remote memories can be connected to the electronic device through a network. Examples of the above network include but are not limited to the Internet, enterprise intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 902 can specifically but not limitedly be used to store information such as running screens, first game resources, and second game resources. As an example, as Figure 9 shown, the above memory 902 may include but are not limited to the first display unit 802, the first acquisition unit 804, and the playback unit 806 in the above real-time playback device of event playback. In addition, it may also include but are not limited to other module units in the above real-time playback device of event playback, which will not be elaborated in this example.
[0187] Optionally, the above transmission device 906 is used to receive or send data via a network. Specific examples of the above network may include a wired network and a wireless network. In one instance, the transmission device 906 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable, thereby enabling communication with the Internet or a local area network. In one instance, the transmission device 906 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0188] In addition, the above electronic device further includes: a display 908, which is used to display information such as the above running screens, first game resources, and second game resources; and a connection bus 910, which is used to connect each module component in the above electronic device.
[0189] In other embodiments, the above user device or server can be a node in a distributed system. Among them, the distributed system can be a blockchain system, and the blockchain system can be a distributed system formed by connecting multiple nodes through network communication. Among them, the nodes can form a peer-to-peer network, and any form of computing device, such as an electronic device such as a server or a user device, can become a node in the blockchain system by joining the peer-to-peer network.
[0190] According to one aspect of the present application, a computer program product is provided. The computer program product includes computer programs / instructions, and the computer programs / instructions contain program codes for executing the methods shown in the flowcharts. In such an embodiment, the computer program can be downloaded and installed from a network through a communication part, and / or installed from a removable medium. When the computer program is executed by a central processing unit, various functions provided by the embodiments of the present application are executed.
[0191] The serial numbers of the embodiments of the present application above are only for description and do not represent the advantages or disadvantages of the embodiments.
[0192] It should be noted that the computer system of the electronic device is only an example and should not impose any limitations on the functions and usage scope of the embodiments of the present application.
[0193] The computer system includes a central processing unit (CPU), which can perform various appropriate actions and processes according to the program stored in a read-only memory (ROM) or the program loaded from a storage part into a random access memory (RAM). In the random access memory, various programs and data required for system operation are also stored. The central processing unit, the read-only memory, and the random access memory are connected to each other through a bus. An input / output interface (Input / Output interface, i.e., I / O interface) is also connected to the bus.
[0194] The following components are connected to the input / output interface: an input part including a keyboard, a mouse, etc.; an output part including a cathode ray tube (CRT), a liquid crystal display (LCD), etc. and a speaker, etc.; a storage part including a hard disk, etc.; and a communication part including a network interface card such as a local area network card, a modem, etc. The communication part performs communication processing via a network such as the Internet. A drive is also connected to the input / output interface as needed. Removable media, such as magnetic disks, optical disks, magneto-optical disks, semiconductor memories, etc., are installed on the drive as needed so that the computer programs read from them can be installed into the storage part as needed.
[0195] In particular, according to an embodiment of the present application, the processes described in each method flow chart can be implemented as computer software programs. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program contains program codes for executing the methods shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication part, and / or installed from a removable medium. When the computer program is executed by a central processing unit, various functions defined in the system of the present application are executed.
[0196] According to one aspect of the present application, there is provided a computer-readable storage medium, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the above various alternative implementation manners.
[0197] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may be configured to store a computer program for executing the following steps:
[0198] S1, display the running screen of the mobile game, where the running screen is a screen rendered from the first game resource, the first game resource is the game resource involved in the current game session of the mobile game, and the mobile game is a virtual game running on a mobile device in which a virtual control character participates;
[0199] S2, in response to an event replay request, obtain reusable game resources from the first game resources, and form second game resources based on the reusable game resources, where the event replay request is used to request to replay the historical game events of the virtual control character, the historical game events are the game events experienced by the virtual control character in the mobile game, and the second game resources are the game resources required for playing the historical game events;
[0200] S3, use the second game resources to play the historical game events during the current game session of the mobile game.
[0201] Optionally, in this embodiment, those of ordinary skill in the art can understand that all or part of the steps in the above various methods can be completed by instructing the relevant hardware of an electronic device through a program, and the program can be stored in a computer-readable storage medium. The storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disc, etc.
[0202] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages or disadvantages of the embodiments.
[0203] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage media. Based on such understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable one or more computer devices (which can be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods in various embodiments of this application.
[0204] In the above embodiments of this application, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0205] In the several embodiments provided by this application, it should be understood that the disclosed user equipment can be implemented in other ways. Among them, the device embodiments described above are only illustrative. For example, the division of the units is only a logical function division. In actual implementation, there can be other division methods. 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 couplings or direct couplings or communication connections to each other can be through some interfaces. The indirect couplings or communication connections of units or modules can be in electrical or other forms.
[0206] The units described as separate components may or may not be physically separated. The components shown as units may or may not be physical units, that is, they can be located in one place, or distributed to 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.
[0207] In addition, the functional units in each embodiment of this application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware or in the form of software functional units.
[0208] The above is only the preferred embodiment of this application. It should be noted that for those of ordinary skill in the art, without departing from the principle of this application, several improvements and refinements can still be made, and these improvements and refinements should also be regarded as the protection scope of this application.
Claims
1. A real-time playback method for game replay, characterized in that, Including: Display the running screen of the mobile game. Among them, the running screen is the screen rendered from the first game resource, and the first game resource is the game resource involved in the current game session of the mobile game. The mobile game is a virtual game that runs on a mobile device and involves virtual control characters; In response to an event replay request, obtain reusable game resources from the first game resource, and form a second game resource based on the reusable game resources. Among them, the event replay request is used to request the replay of the historical game events of the virtual control character, and the historical game events are the game events experienced by the virtual control character in the mobile game. The second game resource is the game resource required for playing the historical game events; Use the second game resource to play the historical game events during the current game session of the mobile game.
2. The method according to claim 1, wherein Before obtaining the reusable game resources from the first game resource in response to the event replay request and forming the second game resource based on the reusable game resources, the method further includes: When the historical game event is in an end state, display an event replay button, where the historical game event in the end state is set to be prohibited from being changed; Obtain the event replay request in response to a replay trigger operation performed on the event replay button.
3. The method according to claim 2, wherein During the process of displaying the event replay button, the method further includes: Display the event replay button in a prohibited operation state and the countdown time for the duration of the prohibited operation state. Among them, the event replay button in the prohibited operation state is set to be prohibited from performing the replay trigger operation; When the countdown time for the duration of the prohibited operation state is cleared, display the event replay button in an allowed operation state. Among them, the event replay button in the allowed operation state is set to be allowed to perform the replay trigger operation.
4. The method according to claim 1, characterized in that, The obtaining of the reusable game resources from the first game resource includes at least one of the following: Obtain reusable scene resources from the first game resource, where the scene resources are the resources required for rendering the game scene where the current game session is located; Obtain reusable object resources from the first game resource, where the object resources are the resources required for rendering the game objects involved in the historical game events within the current game session.
5. The method according to claim 4, characterized in that The obtaining of the reusable object resources from the first game resource includes: Obtain the game object resources required for rendering the game objects involved in the historical game events from a game object pool, where the game object pool is used to manage reusable object resources, and the reusable object resources include the reusable object resources.
6. The method according to claim 1, characterized in that, Before obtaining the reusable game resources from the first game resource, the method further includes: Data isolation is performed on the game resources involved in a normal game session of the mobile game and the game resources required for the mobile game to play any historical game event, where the normal game session includes the current game session, and the any historical game event includes the historical game event.
7. The method according to claim 6, wherein Before performing data isolation on the game resources involved in a normal game session of the mobile game and the game resources required for the mobile game to play any historical game event, the method further includes: creating a first channel list and a second channel list, where the first channel list is used to store and manage the game resources involved in the normal game session of the mobile game, and the second channel list is used to store and manage the game resources required for the mobile game to play the any historical game event; Performing data isolation on the game resources involved in a normal game session of the mobile game and the game resources required for the mobile game to play any historical game event includes: performing data isolation on the game resources stored in the first channel list and the second channel list.
8. The method according to any one of claims 1 to 7, characterized in that, Composing the second game resources based on the reusable game resources includes: Removing the playback redundant resources from the reusable game resources to obtain the second game resources, where the resource similarity between the playback redundant resources and the game resources required for playing the historical game event is less than or equal to a preset threshold.
9. The method according to any one of claims 1 to 7, characterized in that, During the process of using the second game resources to play the historical game event when the mobile game is in the current game session, the method further includes: Obtaining the game performance parameters of the mobile device, where the game performance parameters are performance indicators for evaluating the performance of the mobile device when running the mobile game; Using the game performance parameters to perform frame processing on the second game resources, and restricting the data volume of the second game resources involved in each frame of the game screen when playing the historical game event, where the data volume matches the game performance parameters.
10. The method according to any one of claims 1 to 7, characterized in that, During the process of using the second game resources to play the historical game event when the mobile game is in the current game session, the method further includes: Obtaining the rendering data packets sent by the rendering server to the mobile device through data transmission, where the rendering data packets are used to render the historical game event, and the rendering data packets are segmented into a target number of frame sub-data during the data transmission process, and the target number matches the network latency of the data transmission.
11. The method according to any one of claims 1 to 7, characterized in that, After using the second game resources to play the historical game event when the mobile game is in the current game session, the method further includes: Deleting the second game resources when the mobile game turns off the playback saving function; or, saving the second game resources to the local storage space of the mobile device when the mobile game turns on the playback saving function.
12. A real-time playback device for event playback, characterized in that, Includes: A first display unit for displaying the running screen of a mobile game, wherein the running screen is a screen rendered from first game resources, the first game resources being the game resources involved in the current game session of the mobile game, and the mobile game being a virtual game running on a mobile device in which a virtual character participates in virtual control; A first acquisition unit for, in response to an event replay request, acquiring reusable game resources from the first game resources and forming second game resources based on the reusable game resources, wherein the event replay request is used to request a replay of historical game events of the virtual character, the historical game events being game events experienced by the virtual character in the mobile game, and the second game resources being the game resources required for playing the historical game events; A playback unit for using the second game resources to play the historical game events during the current game session of the mobile game.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored program, wherein the program, when run by an electronic device, executes the method described in any one of claims 1 to 11.
14. A computer program product, comprising a computer program / instructions, characterized in that, The computer program / instructions, when executed by a processor, implement the steps of the method described in any one of claims 1 to 11.
15. An electronic device, comprising a memory and a processor, characterized in that, A computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 11 through the computer program.