Data playback method and related device

By directly playing back the status packets for skill output objects in the playback system of multi-player online games and delaying the playback of the status packets for other game objects, the problem of delayed skill output behavior is solved and the effect of game playback is improved.

CN120285578APending Publication Date: 2025-07-11TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410047399.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-11
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

In the prior art, in the playback system of multi-player online games, the skill output behavior of the skill output object to the skill acceptance object has a delay problem from the playback perspective, resulting in poor playback effect during the game process.

Method used

By obtaining the status data packets corresponding to multiple game objects sent by multiple terminals, the status data packets for skill output objects are played back directly according to the recording time, and the status data packets for other game objects are played back according to the recording time and preset delay time (i.e. the round trip delay time between the server and the skill output object terminal), ensuring that the behavior of the skill output object from the playback perspective is consistent with the behavior of the skill output object from the perspective of the skill output object.

Benefits of technology

It improves the playback effect of the multi-player online game, so that the skill output behavior of the skill output object for the skill receiving object is consistent with the skill output behavior from the perspective of the skill output object, and improves the synchronization and fluency of the playback.

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Abstract

The invention discloses data playback and a related device. The method comprises the following steps: acquiring a plurality of state data packets corresponding to a plurality of game objects sent by a plurality of terminals; directly playing back the state data packets according to the recording time of the state data packets aiming at the state data packets of which the game objects are skill output objects in the plurality of state data packets; for the state data packets of which the game objects are other game objects in the plurality of state data packets, delaying playback of the state data packets according to the recording time and the preset delay time of the state data packets; wherein the other game objects are game objects except the skill output object in the plurality of game objects, and the preset delay time is round-trip delay time between the server and the terminal of the skill output object in the plurality of terminals. According to the method, the skill output behavior of the skill output object for the skill accepting object in the playback view angle is kept consistent with the skill output behavior in the view angle of the skill output object, and the playback effect of the game process of the multi-player online game is improved.
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Description

Technical Field

[0001] This application relates to the technical field of data processing, and in particular, to a data playback method and related device. Background Art

[0002] Currently, for multi-player online games, the playback system of the server records multiple status data packets corresponding to multiple game objects sent by multiple terminals of the multi-player online game, so as to playback the game process after the game ends.

[0003] In the related art, the playback system plays back each status data packet according to the recording time of each status data packet to playback the game process of the multi-player online game.

[0004] However, for the skill output behavior of the skill output object to the skill receiving object among multiple game objects from the playback perspective, there is a playback delay problem compared with the skill output behavior from the perspective of the skill output object, resulting in a poor playback effect of the game process of the multi-player online game. Summary of the Invention

[0005] To solve the above technical problems, this application provides a data playback method and related device, so that the skill output behavior of the skill output object to the skill receiving object from the playback perspective is consistent with the skill output behavior from the perspective of the skill output object, thereby improving the playback effect of the game process of the multi-player online game.

[0006] The embodiments of this application disclose the following technical solutions:

[0007] On the one hand, the embodiments of this application provide a data playback method, and the method includes:

[0008] Obtain multiple status data packets corresponding to multiple game objects sent by multiple terminals;

[0009] For the status data packet in which the game object is the skill output object among the multiple status data packets, directly playback the status data packet according to the recording time of the status data packet;

[0010] For the status data packet in which the game object is other game objects among the multiple status data packets, delay playback of the status data packet according to the recording time of the status data packet and a preset delay time; the other game objects are game objects other than the skill output object among the multiple game objects, and the preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals.

[0011] On the other hand, the embodiments of this application provide a data playback device, and the device includes: an obtaining unit and a playback unit;

[0012] The obtaining unit is configured to obtain a plurality of status data packets corresponding to a plurality of game objects sent by a plurality of terminals;

[0013] The playback unit is configured to directly playback the status data packet according to the recording time of the status data packet for the status data packet in which the game object is a skill output object among the plurality of status data packets;

[0014] The playback unit is further configured to delay and playback the status data packet according to the recording time of the status data packet and a preset delay time for the status data packet in which the game object is another game object among the plurality of status data packets; the other game object is a game object other than the skill output object among the plurality of game objects, and the preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the plurality of terminals.

[0015] On the other hand, an embodiment of the present application provides a computer device, and the computer device includes a processor and a memory:

[0016] The memory is configured to store a computer program and transmit the computer program to the processor;

[0017] The processor is configured to execute the method described in any of the foregoing aspects according to the instructions in the computer program.

[0018] On the other hand, an embodiment of the present application provides a computer-readable storage medium, and the computer-readable storage medium is configured to store a computer program, and when the computer program runs on a computer device, the computer device is caused to execute the method described in any of the foregoing aspects.

[0019] On the other hand, an embodiment of the present application provides a computer program product, including a computer program, and when the computer program runs on a computer device, the computer device is caused to execute the method described in any of the foregoing aspects.

[0020] As can be seen from the above technical solutions, multiple status data packets corresponding to multiple game objects sent by multiple terminals are obtained. On the one hand, for the status data packets in which the game objects are skill output objects among the multiple status data packets, the status data packets are directly played back according to the recording time of the status data packets. On the other hand, for the status data packets in which the game objects are other game objects among the multiple status data packets, the status data packets are played back with a delay according to the recording time of the status data packets and a preset delay time. Wherein, the other game objects are game objects other than the skill output objects among the multiple game objects, and the preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals. It can be seen that this method takes into account the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals. On the basis of the recording time of each status data packet, the status data packets of the skill output objects are directly played back according to the recording time from the playback perspective, and the status data packets of the other game objects are played back with a delay according to the recording time after passing through the round-trip delay time between the server and the terminal of the skill output object, so that the behavior performance of the other game objects from the playback perspective is consistent with the behavior performance of the other game objects from the skill output object perspective, so that the skill output behavior of the skill output object towards the skill receiving object from the playback perspective is consistent with the skill output behavior from the skill output object perspective, thereby improving the playback effect of the game process of the multi-player online game. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the following will briefly introduce the drawings required for use in the description of the embodiments or the prior art. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0022] Figure 1 FIG. is a schematic diagram of a specific game screen for playing back a multi-player online game provided by the related art;

[0023] Figure 2 FIG. is a schematic system diagram of a data playback method provided by an embodiment of the present application;

[0024] Figure 3 FIG. is a flowchart of a data playback method provided by an embodiment of the present application;

[0025] Figure 4 FIG. is a partial schematic diagram of a game process for playing back a multi-player online game provided by the related art;

[0026] Figure 5 FIG. is a schematic diagram of a simple game screen for playing back a multi-player online game provided by an embodiment of the present application;

[0027] Figure 6 A schematic diagram of a specific game screen for replaying a multi-player online game provided by an embodiment of the present application;

[0028] Figure 7 A specific flowchart for replaying multiple status data packets provided by an embodiment of the present application;

[0029] Figure 8 A structural diagram of a data replay device provided by an embodiment of the present application;

[0030] Figure 9 A structural diagram of a server provided by an embodiment of the present application;

[0031] Figure 10 A structural diagram of a terminal provided by an embodiment of the present application. Detailed implementation manners

[0032] The embodiments of the present application will be described below with reference to the accompanying drawings.

[0033] At the current stage, for a multi-player online game, the replay system of the server records multiple status data packets corresponding to multiple game objects sent by multiple terminals of the multi-player online game, and replays each status data packet according to the recording time of each status data packet after the game ends, so as to replay the game process of the multi-player online game.

[0034] However, through research, it is found that there is a replay delay problem in the skill output behavior of the skill output object to the skill receiving object among multiple game objects from the replay perspective of the server of the above method, compared with the skill output behavior from the perspective of the skill output object of the terminal of the skill output object, resulting in a poor replay effect of the game process of the multi-player online game. Refer to Figure 1 , Figure 1 A schematic diagram of a specific game screen for replaying a multi-player online game provided by the related art; Figure 1 In (a), the shooting behavior of the shooting player to the shot player from the replay perspective of the server, compared with Figure 1 in (b) of the shooting player's perspective of the shooting player's terminal, there is a replay delay problem in the shooting behavior of the shooting player to the shot player.

[0035] The embodiment of this application provides a data playback method. Considering the round-trip delay time between the server and the terminal of the skill output object among multiple terminals, based on the recording time of each status data packet, in the playback perspective, the status data packets of the skill output object are directly played back according to the recording time, and the status data packets of other game objects are delayed and played back according to the recording time plus the round-trip delay time between the server and the terminal of the skill output object, so that the performance behaviors of other game objects in the playback perspective are consistent with those in the perspective of the skill output object, so as to make the skill output behavior of the skill output object targeting the skill receiving object in the playback perspective consistent with the skill output behavior in the perspective of the skill output object, thereby improving the playback effect of the game process of multi-player online games.

[0036] Next, the system architecture of the data playback method will be introduced. Refer to Figure 2 , Figure 2 FIG. is a schematic diagram of a system for a data playback method provided by an embodiment of this application. The system includes a server 200, and the server 200 is used to execute the data playback method.

[0037] The server 200 obtains multiple status data packets corresponding to multiple game objects sent by multiple terminals.

[0038] As an example, the multiple terminals include the terminal of the attacking player and the terminals of other players; then the server 200 obtains multiple status data packets corresponding to multiple game objects sent by the terminal of the attacking player and the terminals of other players.

[0039] For the status data packets whose game objects in the multiple status data packets are skill output objects, the server 200 directly plays back the status data packets according to the recording time of the status data packets.

[0040] As an example, based on the above example, the skill output object is the attacking player; then for the status data packets whose game objects in the multiple status data packets are the attacking player, the server 200 directly plays back the status data packets of the attacking player according to the recording time of the status data packets of the attacking player.

[0041] For the status data packets whose game objects in the multiple status data packets are other game objects, the server 200 delays and plays back the status data packets according to the recording time of the status data packets and a preset delay time; the other game objects are the game objects other than the skill output object among the multiple game objects, and the preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals.

[0042] As an example, based on the above example, other game objects are other players, and the preset delay time is the round-trip time (RTT) between the server and the terminal of the attacking player. Then, for the status data packets among the multiple status data packets where the game object is other players, the server 200 delays and replays the status data packets of other players according to the recording time of the status data packets of other players and the RTT between the server and the terminal of the attacking player.

[0043] That is to say, considering the round-trip time between the server and the terminals of the skill output objects among the multiple terminals, on the basis of the recording time of each status data packet, in the replay perspective, the status data packets of the skill output objects are directly replayed according to the recording time, and the status data packets of other game objects are delayed and replayed according to the recording time plus the round-trip time between the server and the terminals of the skill output objects, so that the performance behaviors of other game objects in the replay perspective are consistent with the performance behaviors of other game objects in the skill output object perspective, so that the skill output behavior of the skill output object against the skill receiving object in the replay perspective is consistent with the skill output behavior in the skill output object perspective, thereby improving the replay effect of the game process of multi-player online games.

[0044] That is, considering the round-trip time between the server and the terminals of the attacking players among the multiple terminals, on the basis of the recording time of each status data packet, in the replay perspective, the status data packets of the attacking players are directly replayed according to the recording time, and the status data packets of other players are delayed and replayed according to the recording time plus the round-trip time between the server and the terminals of the attacking players, so that the performance behaviors of other players in the replay perspective are consistent with the performance behaviors of other players in the attacking player perspective, so that the skill output behavior of the attacking player against the skill receiving object in the replay perspective is consistent with the skill output behavior in the attacking player perspective, thereby improving the replay effect of the game process of multi-player online games.

[0045] It should be noted that in the embodiments of the present application, the method provided by the embodiments of the present application can be executed by the server alone, or can be executed in cooperation by the terminal and the server. When the method provided by the embodiments of the present application is executed in cooperation by the terminal and the server, the steps that need to be reflected on the front-end interface can be executed by the terminal, and some steps that require background calculation and do not need to be reflected on the front-end interface can be executed by the server.

[0046] Among them, the terminal can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart voice interaction device, a vehicle-mounted terminal, an extended reality device, an aircraft, etc., but is not limited thereto. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud computing services, but is not limited thereto. The terminal and the server can be directly or indirectly connected through wired or wireless communication means, and this application does not make any restrictions here. For example, the terminal and the server can be connected through a network, and the network can be a wired or wireless network.

[0047] In addition, the embodiments of the present application can be applied to various scenarios, including but not limited to cloud technology, artificial intelligence, intelligent transportation, assisted driving, autonomous driving, digital humans, virtual humans, virtual reality, augmented reality, mixed reality, audio and video, etc.

[0048] Next, taking the computer device executing the method provided by the embodiments of the present application as an example, the data playback method provided by the embodiments of the present application will be introduced in detail with reference to the accompanying drawings. See Figure 3 , Figure 3 which is a flowchart of a data playback method provided by the embodiments of the present application. The method includes:

[0049] S301: Obtain multiple status data packets corresponding to multiple game objects sent by multiple terminals.

[0050] In the embodiments of the present application, in order for the playback system of the server to playback the game process of a multi-player online game, during the game process of a multi-player online game on multiple terminals, multiple terminals send multiple status data packets corresponding to multiple game objects to the server, and the server records the multiple status data packets corresponding to the multiple game objects sent by the multiple terminals, so as to playback the game process of the multi-player online game after the game ends. Based on this, when the playback system of the server plays back the game process of a multi-player online game, first, it is necessary to obtain multiple status data packets corresponding to multiple game objects sent by multiple terminals recorded in advance.

[0051] Among them, the playback system is responsible for processing the reading and writing of the status data packets of the game objects and belongs to the game engine Unreal Engine 4 of the server; the game object is a virtual object that runs independently in the game; the status data packet is used to reflect the performance behavior of the game object. For example, the status data packet of the skill output object is used to reflect the skill output behavior of the skill output object, and the status data packet of the skill receiving object is used to reflect the skill receiving behavior of the skill receiving object, etc.

[0052] One of the core components of the Unreal Engine 4 network architecture is the NetDriver. The NetDriver is responsible for handling the underlying details of network communication. Its main tasks include sending and receiving data packets, handling connection and disconnection events, and managing Channels. A network connection (Connection) can be a connection from a terminal to a server or from a server to a terminal. It is responsible for managing a set of Channels, which are used to send and receive different types of data. Each Connection has an associated NetDriver. Each Channel has a specific type. For example, an ActorChannel is used to replicate the state of an Actor, that is, to replicate the state of a game object.

[0053] As an example of S301, the multi-player online game is a multi-player online shooting game. The multiple terminals include the terminals of the shooting players and the terminals of the shot players. Then the server obtains multiple status data packets corresponding to multiple game objects sent by the terminals of the shooting players and the terminals of the shot players.

[0054] S302: For the status data packet whose game object in the multiple status data packets is a skill output object, directly replay the status data packet according to the recording time of the status data packet.

[0055] S303: For the status data packet whose game object in the multiple status data packets is other game objects, delay the replay of the status data packet according to the recording time of the status data packet and a preset delay time. The other game objects are the game objects other than the skill output object among the multiple game objects. The preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals.

[0056] In the related art, the replay system of the server replays each status data packet according to the recording time of each status data packet to replay the game process of the multi-player online game. However, through research, it is found that for the skill output behavior of the skill output object among multiple game objects from the replay perspective, there is a replay delay problem compared with the skill output behavior from the perspective of the skill output object, resulting in a poor replay effect of the game process of the multi-player online game.

[0057] See Figure 4 , Figure 4A partial schematic diagram of playing back the game process of a multiplayer online game provided for the related art. Among them, due to the round-trip delay time between the server and the terminal of the skill output object, the performance behavior of the skill receiving object from the perspective of the skill output object of the terminal of the skill output object is delayed by 0.5 round-trip delay times between the server and the terminal of the skill output object compared with the performance behavior of the skill receiving object from the perspective of the server's playback, that is, delayed by 0.5 RTTs; and the skill output behavior of the skill output object against the skill receiving object from the perspective of the playback is delayed by 0.5 round-trip delay times between the server and the terminal of the skill output object compared with the skill output behavior from the perspective of the skill output object, that is, delayed by 0.5 RTTs.

[0058] In the embodiments of the present application, to solve the above problems, refer to Figure 5 , Figure 5 A schematic diagram of a simple game screen for playing back a multiplayer online game provided for the embodiments of the present application. Among them, the skill output behavior of the skill output object against the skill receiving object is directly played back from the perspective of the playback, and the performance behavior of the skill receiving object is played back with a delay according to 1 round-trip delay time (1 RTT) between the server and the terminal of the skill output object; so that the skill output behavior of the skill output object against the skill receiving object from the perspective of the playback is consistent with the skill output behavior from the perspective of the skill output object.

[0059] That is, after executing S301 to obtain multiple state data packets corresponding to multiple game objects sent by multiple terminals recorded in advance, it is necessary to distinguish the state data packets of the game objects that are skill output objects and the state data packets of the game objects that are other game objects among the multiple state data packets. The other game objects are the game objects other than the skill output object among the multiple game objects; on the one hand, for the state data packets of the skill output object, the state data packets of the skill output object are directly played back according to the recording time of the state data packets of the skill output object; on the other hand, taking the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals as the preset delay time, for the state data packets of the other game objects, the state data packets of the other game objects are played back with a delay according to the recording time of the state data packets of the other game objects and the preset delay time.

[0060] S302 - S303 takes into account the round - trip latency time between the server and the terminal of the skill output object among multiple terminals. Based on the recording time of each status data packet, in the replay perspective, the status data packets of the skill output object are directly replayed according to the recording time, and the status data packets of other game objects are replayed with a delay according to the recording time plus the round - trip latency time between the server and the terminal of the skill output object, so that the performance behaviors of other game objects in the replay perspective are consistent with those in the perspective of the skill output object, so that the skill output behavior of the skill output object towards the skill receiving object in the replay perspective is consistent with the skill output behavior in the perspective of the skill output object.

[0061] As an example of S302 - S303, the skill output object is the shooting player, and other game objects are the players being shot, and the preset delay time is the RTT between the server and the terminal of the shooting player; then the server directly replays the status data packets of the shooting player among the multiple status data packets according to the recording time of the status data packets of the shooting player; for the status data packets of the players being shot among the multiple status data packets, the server replays the status data packets of the players being shot with a delay according to the recording time of the status data packets of the players being shot and the RTT.

[0062] See Figure 6 , Figure 6 which is a schematic diagram of a specific game screen for replaying a multi - player online game provided by an embodiment of this application; Figure 6 in (a) the replay perspective of the server, the shooting behavior of the shooting player towards the player being shot is relative Figure 6 to (b) the shooting behavior of the shooting player towards the player being shot in the shooting player's perspective of the shooting player's terminal and is consistent.

[0063] As can be seen from the above technical solution, multiple status data packets corresponding to multiple game objects sent by multiple terminals are obtained. On the one hand, for the status data packets in which the game object is a skill output object among the multiple status data packets, the status data packets are directly played back according to the recording time of the status data packets. On the other hand, for the status data packets in which the game object is other game objects among the multiple status data packets, the status data packets are played back with a delay according to the recording time of the status data packets and a preset delay time. Among them, the other game objects are the game objects other than the skill output object among the multiple game objects, and the preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals. It can be seen that this method takes into account the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals. On the basis of the recording time of each status data packet, the status data packets of the skill output object are directly played back according to the recording time in the playback perspective, and the status data packets of other game objects are played back with a delay according to the recording time after passing through the round-trip delay time between the server and the terminal of the skill output object, so that the performance behaviors of other game objects in the playback perspective are consistent with the performance behaviors of other game objects in the skill output object perspective, so that the skill output behavior of the skill output object against the skill receiving object in the playback perspective is consistent with the skill output behavior in the skill output object perspective, thereby improving the playback effect of the game process of multi-player online games.

[0064] In the embodiment of the present application, when the above S303 is specifically implemented, the following implementation manner can be adopted:

[0065] A specific implementation manner means that for the status data packets of other game objects, considering that the status data packets of other game objects are played back with a delay according to the recording time of the status data packets of other game objects and a preset delay time, it essentially means that the recording time of the status data packets of other game objects needs to be delayed by the preset delay time, and the status data packets of other game objects can be directly played back according to the delayed time. Therefore, for the status data packets of other game objects, first delay the recording time of the status data packets of other game objects by the preset delay time as the delayed playback time of the status data packets of other game objects; then play back the status data packets of other game objects according to the delayed playback time of the status data packets of other game objects. Based on this, the present application provides a possible implementation manner, and the above S303 includes the following S3031-S3032 (not shown in the figure):

[0066] S3031: For the status data packets in which the game object is other game objects among the multiple status data packets, delay the recording time of the status data packets according to the preset delay time to obtain the delayed playback time of the status data packets.

[0067] S3032: Play back the status data packets according to the delayed playback time.

[0068] By delaying the recording time of the status data packet of other game objects by a preset delay time, S3031 - S3032 can specifically and accurately determine the delayed playback time of the status data packet of other game objects, so as to specifically and accurately playback the status data packet of other game objects at the delayed playback time; ensure that the performance behaviors of other game objects in the playback perspective are consistent with those in the perspective of the skill output object, so as to ensure that the skill output behavior of the skill output object towards the skill receiving object in the playback perspective is consistent with the skill output behavior in the perspective of the skill output object, thereby effectively and accurately improving the playback effect of the game process of multi - player online games.

[0069] As an example of S3031 - S3032, based on the example of S302 - S303 above, first delay the recording time of the status data packet of the shot player by RTT as the delayed playback time of the status data packet of the shot player; then playback the status data packet of the shot player according to the delayed playback time of the status data packet of the shot player.

[0070] Another specific implementation means: For the status data packet of other game objects, considering that delaying the playback of the status data packet of other game objects according to the recording time of the status data packet of other game objects and the preset delay time means that the status data packet of other game objects is not directly played back at the recording time of the status data packet of other game objects, but waits for the preset delay time before playing back the status data packet of other game objects. Therefore, for the status data packet of other game objects, first add the status data packet of other game objects to the waiting queue according to the recording time of the status data packet of other game objects; then record the waiting time of the status data packet of other game objects in the waiting queue, and determine whether the waiting time has reached the preset delay time. If so, play back the status data packet of other game objects in the waiting queue; if not, return to the step of recording the waiting time of the status data packet of other game objects in the waiting queue. Based on this, the present application provides a possible implementation manner, and the above - mentioned S303 includes the following S3033 - S3035 (not shown in the figure):

[0071] S3033: For the status data packet whose game object in multiple status data packets is other game objects, add the status data packet to the waiting queue according to the recording time of the status data packet.

[0072] S3034: Record the waiting time of the status data packet in the waiting queue.

[0073] S3035: If the waiting time is the preset delay time, play back the status data packet in the waiting queue.

[0074] Among them, the waiting queue is used to store the status data packets of game objects that are not directly played back according to the recording time. The status data packets of game objects in the waiting queue are played back after waiting for a preset delay time.

[0075] By adding the status data packets of other game objects to the waiting queue according to the recording time of the status data packets of other game objects in S3033 - S3035, and playing back the status data packets of other game objects after waiting for a preset delay time, it is possible to uniformly and accurately play back the status data packets of other game objects after waiting for a preset delay time based on the recording time; ensuring that the performance behaviors of other game objects in the playback perspective are consistent with the performance behaviors of other game objects in the skill output object perspective, so as to ensure that the skill output behaviors of the skill output object towards the skill receiving object in the playback perspective are consistent with the skill output behaviors in the skill output object perspective, thereby effectively and accurately improving the playback effect of the game process of multi-player online games.

[0076] As an example of S3033 - S3035, based on the example of S302 - S303 above, first add the status data packet of the shot player to the waiting queue according to the recording time of the status data packet of the shot player; then record the waiting time of the status data packet of the shot player in the waiting queue, and determine whether the waiting time has reached the RTT. If so, play back the status data packet of the shot player in the waiting queue; if not, return to the step of recording the waiting time of the status data packet of the shot player in the waiting queue.

[0077] In addition, in the embodiments of the present application, considering that the proportion of other game objects among multiple game objects is relatively large, that is, the status data packets of most other game objects need to delay the round-trip delay time between the server and the terminal of the skill output object to achieve delayed playback based on the recording time. To facilitate the unified playback processing method of multiple status data packets corresponding to multiple game objects, the round-trip delay time between the server and the terminal of the skill output object can also be configured as the first delay time for each status data packet among the multiple status data packets; further considering that the status data packet of the skill output object among multiple game objects does not need to be delayed for playback based on the recording time, the first delay time of the status data packet of the skill output object also needs to be updated to 0.

[0078] On this basis, for each status data packet, it is determined whether the first delay time of the status data packet is 0, so as to determine whether the status data packet is the status data packet of the skill output object. Specifically, if the status data packet with the first delay time of 0 is the status data packet of the skill output object, the status data packet is directly played back according to the recording time of the status data packet; if the status data packet with the first delay time greater than 0 is the status data packet of other game objects, the first delay time of the status data packet is first used as the preset delay time, and the status data packet is played back with a delay according to the recording time of the status data packet and the preset delay time. Based on this, the present application provides a possible implementation manner, and the method further includes the following S1-S2 (not shown in the figure):

[0079] S1: Configure a first delay time for each status data packet among multiple status data packets; the first delay time is the round-trip delay time between the server and the terminal of the skill output object among multiple terminals.

[0080] S2: For the status data packets whose game object among multiple status data packets is the skill output object, update the first delay time of the status data packet to 0.

[0081] Correspondingly, the above S302 is specifically S3021 (not shown in the figure): For the status data packet with the first delay time of 0, the status data packet is directly played back according to the recording time of the status data packet.

[0082] Correspondingly, the above S303 includes the following S3036-S3037 (not shown in the figure):

[0083] S3036: For the status data packet with the first delay time greater than 0, determine the first delay time of the status data packet as the preset delay time;

[0084] S3037: Play back the status data packet with a delay according to the recording time of the status data packet and the preset delay time.

[0085] The S1-S2, S3021, S3036-S3037 uniformly configure the round-trip delay time between the server and the terminal of the skill output object as the first delay time for each status data packet, and only update the first delay time of the status data packet of the skill output object to 0. Based on the first delay time, it is possible to batch and uniformly distinguish the status data packets of the game object that is the skill output object and the status data packets of the game object that is other game objects among multiple status data packets. In addition, for the status data packets with the first delay time of 0, they are directly played back according to the recording time, and for the status data packets with the first delay time greater than 0, they are played back after delaying the round-trip delay time between the server and the terminal of the skill output object according to the recording time. It is possible to batch and uniformly achieve directly playing back the status data packets of the skill output object according to the recording time from the perspective of playback, and delaying the playback of the status data packets of other game objects by the round-trip delay time between the server and the terminal of the skill output object according to the recording time.

[0086] As an example of S1-S2, S3021, S3036-S3037, on the basis of the example of the above S301, configure the first delay time for each status data packet among multiple status data packets as the RTT between the server and the terminal of the shooting player; update the first delay time of the status data packet of the shooting player to 0; for the status data packets with the first delay time of 0, directly play back the status data packets according to the recording time of the status data packets; for the status data packets with the first delay time greater than 0, first determine the preset delay time as the RTT, and play back the status data packets after delaying according to the recording time and the RTT of the status data packets.

[0087] In addition, in the embodiments of the present application, similarly considering that the proportion of other game objects among multiple game objects is relatively large, that is, for most game objects, the status data packets need to be delayed and played back by delaying the round-trip delay time between the server and the terminal of the skill output object on the basis of the recording time. In order to unify the playback processing methods of multiple status data packets corresponding to multiple game objects, it is also possible to configure the round-trip delay time between the server and the terminal of the skill output object as the first delay time for each status data packet among multiple status data packets; in the case where the first delay time cannot be updated, further considering that the status data packets of the skill output object among multiple game objects do not need to be delayed and played back on the basis of the recording time, it is also necessary to configure a second delay time less than 0 for each status data packet, and update the second delay time of the status data packet of the skill output object to 0.

[0088] On this basis, for each status data packet, determine whether the second delay time of the status data packet is 0, so as to determine whether the status data packet is the status data packet of the skill output object, and thus determine the target delay time indicating whether the status data packet needs to be delayed and played back based on the recording time. Specifically, the status data packet with the second delay time of 0 is the status data packet of the skill output object, and the second delay time of the status data packet is used as the target delay time of the status data packet, indicating that the status data packet of the skill output object does not need to be delayed and played back based on the recording time; the status data packet with the second delay time less than 0 is the status data packet of other game objects, and the first delay time of the status data packet is used as the target delay time of the status data packet, indicating that the status data packet of the skill output object needs to be delayed and played back based on the recording time.

[0089] Based on this, if the status data packet with the target delay time of 0 is the status data packet of the skill output object, then directly play back the status data packet according to the recording time of the status data packet; if the status data packet with the target delay time greater than 0 is the status data packet of other game objects, then first use the target delay time of the status data packet as the preset delay time, and delay and play back the status data packet according to the recording time of the status data packet and the preset delay time. That is, the present application provides a possible implementation manner, and the method further includes the following S3 - S6 (not shown in the figure):

[0090] S3: Configure the first delay time and the second delay time for each status data packet among multiple status data packets; the first delay time is the round - trip delay time between the server and the terminal of the skill output object among multiple terminals, and the second delay time is less than 0.

[0091] S4: For the status data packet whose game object among multiple status data packets is the skill output object, update the second delay time of the status data packet to 0.

[0092] S5: For each status data packet, if the second delay time of the status data packet is 0, determine the second delay time of the status data packet as the target delay time of the status data packet.

[0093] S6: If the second delay time of the status data packet is less than 0, determine the first delay time of the status data packet as the target delay time of the status data packet.

[0094] Correspondingly, the above - mentioned S302 is specifically S3022 (not shown in the figure): For the status data packet with the target delay time of 0, directly play back the status data packet according to the recording time of the status data packet.

[0095] Correspondingly, the above - mentioned S303 includes the following S3038 - S3039 (not shown in the figure):

[0096] S3038: For a status data packet with a target delay time greater than 0, determine the target delay time of the status data packet as the preset delay time.

[0097] S3039: Delay and play back the status data packet according to the recording time of the status data packet and the preset delay time.

[0098] In S3 - S6, S3022, S3038 - S3039, by uniformly configuring the round - trip delay time between the server and the terminal of the skill output object as the first delay time for each status data packet, and uniformly configuring a second delay time less than 0 for each status data packet, only updating the second delay time of the status data packet of the skill output object to 0, determining that the status data packet does not need to be delayed and played back for the status data packet with the second delay time of 0, and determining that the status data packet needs to be delayed and played back for the status data packet with the second delay time less than 0. On the basis that the first delay time cannot be updated, multiple status data packets can be batch - processed and uniformly distinguished into status data packets with the game object being the skill output object and status data packets with the game object being other game objects based on the second delay time. In addition, for a status data packet with a target delay time of 0, play it back directly according to the recording time, and for a status data packet with a target delay time greater than 0, play it back after delaying the round - trip delay time between the server and the terminal of the skill output object according to the recording time; it can batch - process and uniformly achieve playing back the status data packet of the skill output object directly according to the recording time from the playback perspective, and delaying and playing back the status data packet of other game objects after passing the round - trip delay time between the server and the terminal of the skill output object according to the recording time.

[0099] As an example of S3 - S6, S3022, S3038 - S3039, on the basis of the example of the above S301, configure the first delay time for each of the multiple status data packets as the RTT between the server and the terminal of the shooting player, and the second delay time as - 1; update the second delay time of the status data packet of the shooting player from - 1 to 0; for the status data packet with the second delay time of 0, determine the target delay time of the status data packet as 0; for the status data packet with the second delay time of - 1, determine the target delay time of the status data packet as RTT; for the status data packet with the target delay time of 0, play back the status data packet directly according to the recording time of the status data packet; for the status data packet with the target delay time greater than 0, first determine the preset delay time as RTT, and play back the status data packet after delaying according to the recording time of the status data packet and RTT.

[0100] On the basis of the above S3 - S6, refer to Figure 7 , Figure 7A specific flowchart for playing back multiple status data packets provided by an embodiment of the present application; the specific process means: for each status data packet among the multiple status data packets, obtain the target delay time of the status data packet; determine whether the target delay time is 0; if so, directly play back the status data packet according to the recording time of the status data packet; if not, determine the target delay time of the status data packet as the preset delay time; delay and play back the status data packet according to the recording time of the status data packet and the preset delay time.

[0101] In an embodiment of the present application, since the round-trip delay time between the server and the terminal of the skill output object among multiple terminals actually refers to the elapsed time from when the server sends a data packet to the terminal of the skill output object until the server receives the data packet returned by the terminal of the skill output object; therefore, first, it is necessary to obtain the first timestamp when the server sends an exploration data packet to the terminal of the skill output object, then, obtain the second timestamp when the server receives the exploration data packet returned by the terminal of the skill output object, and finally, calculate the time difference between the second timestamp and the first timestamp as the round-trip delay time between the server and the terminal of the skill output object among multiple terminals. Based on this, the present application provides a possible implementation manner. The steps for obtaining the round-trip delay time between the server and the terminal of the skill output object among multiple terminals in step S301 above include the following S7 - S9 (not shown in the figure):

[0102] S7: Obtain the first timestamp when sending an exploration data packet to the terminal of the skill output object.

[0103] S8: Obtain the second timestamp when the terminal of the skill output object returns the exploration data packet.

[0104] S9: Calculate the time difference between the second timestamp and the first timestamp to obtain the round-trip delay time between the server and the terminal of the skill output object among multiple terminals.

[0105] By calculating the time difference between the server sending an exploration data packet to the terminal of the skill output object and receiving the exploration data packet returned by the terminal of the skill output object in S7 - S9, the round-trip delay time between the server and the terminal of the skill output object can be accurately determined; so as to more accurately delay and play back the status data packets of other game objects subsequently, thereby accurately improving the playback effect of the game process of multi-player online games.

[0106] As an example of S7 - S9, based on the example of S302 - S303 above, obtain the first timestamp time1 when the server sends an exploration data packet to the terminal of the skill output object, obtain the second timestamp time2 when the server receives the exploration data packet returned by the terminal of the skill output object, calculate the time difference through time2 and time1, and obtain the round - trip delay time RTT = time2 - time1 between the server and the terminal of the skill output object.

[0107] Among them, when specifically implementing the above S9, considering that during the multi - player online game process, the time difference calculated through time2 and time1 is constantly changing. In order to more accurately determine the round - trip delay time between the server and the terminal of the skill output object, after calculating the time difference through the second timestamp and the first timestamp to obtain the difference time, further smooth the difference time by combining the historical delay time between the server and the terminal of the skill output object, and use the smoothed difference time as the round - trip delay time between the server and the terminal of the skill output object among multiple terminals. Based on this, the present application provides a possible implementation manner. S9 includes the following S91 - S92 (not shown in the figure):

[0108] S91: Calculate the time difference between the second timestamp and the first timestamp to obtain the difference time;

[0109] S92: Smoothly process the difference time and the historical delay time between the server and the terminal of the skill output object among multiple terminals to obtain the round - trip delay time between the server and the terminal of the skill output object among multiple terminals.

[0110] The S91 - S92 smooth the difference time between the second timestamp and the first timestamp through the historical delay time between the server and the terminal of the skill output object, making the determined round - trip delay time between the server and the terminal of the skill output object more accurate, so as to more accurately delay and play back the state data packets of other game objects subsequently, thereby further accurately improving the playback effect of the multi - player online game process.

[0111] As an example of S91 - S92, based on the example of S7 - S9 above, the historical delay time between the server and the terminal of the skill output object is RTT his , calculate the time difference through time2 and time1, obtain the difference time as time2 - time1, and combine RTT his to smooth time2 - time1, and obtain the round - trip delay time RTT = 0.5((time2 - time1)+RTT his ).

[0112] In the embodiments of the present application, considering the skill output behavior of the skill output object towards the skill receiving object in a multi-player online game, it may refer to the skill output behavior of the skill output character using the skill output equipment on the skill receiving character; then the skill output object may include the skill output character and the skill output equipment. As an example, based on the example in S302 - S303 above, the skill output object being the shooting player includes the shooting character and the shooting equipment.

[0113] It should be noted that based on the implementation manners provided in the above aspects of the present application, further combinations can be made to provide more implementation manners.

[0114] Based on Figure 3 the data playback method provided in the corresponding embodiment, the embodiments of the present application further provide a data playback device. Refer to Figure 8 , Figure 8 which is a structural diagram of a data playback device provided in the embodiments of the present application. The data playback device 800 includes: an acquisition unit 801 and a playback unit 802;

[0115] The acquisition unit 801 is used to acquire multiple status data packets corresponding to multiple game objects sent by multiple terminals;

[0116] The playback unit 802 is used to directly playback the status data packets according to the recording time of the status data packets for the status data packets whose game object is the skill output object among the multiple status data packets;

[0117] The playback unit 802 is further used to delay the playback of the status data packets according to the recording time of the status data packets and a preset delay time for the status data packets whose game object is other game objects among the multiple status data packets; the other game objects are the game objects other than the skill output object among the multiple game objects, and the preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals.

[0118] In a possible implementation manner, the playback unit 802 is specifically used for:

[0119] For the status data packets whose game object is other game objects among the multiple status data packets, delay the recording time of the status data packets according to the preset delay time to obtain the delayed playback time of the status data packets;

[0120] Playback the status data packets according to the delayed playback time.

[0121] In a possible implementation manner, the playback unit 802 is specifically used for:

[0122] For the status data packets in which the game object is another game object among multiple status data packets, add the status data packets to the waiting queue according to the recording time of the status data packets;

[0123] Record the waiting time of the status data packets in the waiting queue;

[0124] If the waiting time is the preset delay time, replay the status data packets in the waiting queue.

[0125] In a possible implementation, the device further includes: a first configuration unit and a first update unit;

[0126] The first configuration unit is configured to configure a first delay time for each of the multiple status data packets; the first delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals;

[0127] The first update unit is configured to update the first delay time of the status data packets in which the game object is the skill output object among the multiple status data packets to 0;

[0128] The playback unit 802 is specifically configured to:

[0129] For the status data packets with the first delay time of 0, directly replay the status data packets according to the recording time of the status data packets;

[0130] The playback unit 802 is specifically configured to:

[0131] For the status data packets with the first delay time greater than 0, determine the first delay time of the status data packets as the preset delay time;

[0132] Delay and replay the status data packets according to the recording time of the status data packets and the preset delay time.

[0133] In a possible implementation, the device further includes: a second configuration unit, a second update unit and a determination unit;

[0134] The first configuration unit is configured to configure a first delay time and a second delay time for each of the multiple status data packets; the first delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals, and the second delay time is less than 0;

[0135] The second update unit is configured to update the second delay time of the status data packets in which the game object is the skill output object among the multiple status data packets to 0;

[0136] A determination unit, configured to, for each status data packet, if the second delay time of the status data packet is 0, determine the second delay time of the status data packet as the target delay time of the status data packet; if the second delay time of the status data packet is less than 0, determine the first delay time of the status data packet as the target delay time of the status data packet.

[0137] The playback unit 802 is specifically configured to:

[0138] For a status data packet with a target delay time of 0, directly playback the status data packet according to the recording time of the status data packet.

[0139] The playback unit 802 is specifically configured to:

[0140] For a status data packet with a target delay time greater than 0, determine the target delay time of the status data packet as a preset delay time.

[0141] According to the recording time of the status data packet and the preset delay time, delay and playback the status data packet.

[0142] In a possible implementation manner, the apparatus further includes: a calculation unit;

[0143] The acquisition unit 801 is further configured to acquire a first timestamp for sending an exploration data packet to the terminal of the skill output object.

[0144] The acquisition unit 801 is further configured to acquire a second timestamp for the terminal of the skill output object to return the exploration data packet.

[0145] The calculation unit is configured to calculate the time difference between the second timestamp and the first timestamp to obtain the round-trip delay time between the server and the terminal of the skill output object among multiple terminals.

[0146] In a possible implementation manner, the calculation unit is specifically configured to:

[0147] Calculate the time difference between the second timestamp and the first timestamp to obtain a difference time;

[0148] Perform smoothing processing on the difference time and the historical delay time between the server and the terminal of the skill output object among multiple terminals to obtain the round-trip delay time between the server and the terminal of the skill output object among multiple terminals.

[0149] In a possible implementation manner, the skill output object includes a skill output character and a skill output device.

[0150] As can be seen from the above technical solution, the data playback device includes an acquisition unit and a playback unit. The acquisition unit is used to acquire multiple status data packets corresponding to multiple game objects sent by multiple terminals; on the one hand, for the status data packets in which the game object is a skill output object among the multiple status data packets, the playback unit directly plays back the status data packets according to the recording time of the status data packets; on the other hand, for the status data packets in which the game object is other game objects among the multiple status data packets, the playback unit delays the playback of the status data packets according to the recording time of the status data packets and a preset delay time; wherein, the other game objects are the game objects other than the skill output object among the multiple game objects, and the preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals. It can be seen that this device takes into account the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals. Based on the recording time of each status data packet, in the playback perspective, the status data packets of the skill output object are directly played back according to the recording time, and the status data packets of other game objects are delayed to be played back according to the recording time plus the round-trip delay time between the server and the terminal of the skill output object, so that the performance behaviors of other game objects in the playback perspective are consistent with those of other game objects in the skill output object perspective, so that the skill output behavior of the skill output object against the skill receiving object in the playback perspective is consistent with the skill output behavior in the skill output object perspective, thereby improving the playback effect of the game process of multi-player online games.

[0151] The embodiment of the present application also provides a computer device, which may be a server. Refer to Figure 9 , Figure 9 FIG. [0000347] is a structural diagram of a server provided by an embodiment of the present application. The server 900 may vary greatly due to configuration or performance, and may include one or more processors, such as the CPU 922, and a memory 932, and one or more storage media 930 (such as one or more mass storage devices) for storing application programs 942 or data 944. Among them, the memory 932 and the storage media 930 may be transient storage or persistent storage. The program stored in the storage media 930 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations on the server. Further, the central processing unit 922 may be configured to communicate with the storage media 930 and execute a series of instruction operations in the storage media 930 on the server 900.

[0152] The server 900 may further include one or more power supplies 926, one or more wired or wireless network interfaces 950, one or more input / output interfaces 958, and / or, one or more operating systems 941, such as Windows Server TM , Mac OS XTM , Unix TM , Linux TM , FreeBSD TM and so on.

[0153] In this embodiment, the central processing unit 922 in the server 900 can execute the methods provided in various alternative implementation manners of the foregoing embodiment.

[0154] The computer device provided in the embodiment of the present application may also be a terminal. Refer to Figure 10 , Figure 10 which is a structural diagram of a terminal provided in the embodiment of the present application. Taking the terminal as a smart phone as an example, the smart phone includes components such as a radio frequency (RF) circuit 1010, a memory 1020, an input unit 1030, a display unit 1040, a sensor 1050, an audio circuit 1060, a wireless fidelity (WiFi) module 1070, a processor 1080, and a power supply 1090. The input unit 1030 may include a touch panel 1031 and other input devices 1032. The display unit 1040 may include a display panel 1041. The audio circuit 1060 may include a speaker 1061 and a microphone 1062. Those skilled in the art can understand that Figure 10 the structure of the smart phone shown in

[0155] does not limit the smart phone, and may include more or fewer components than shown in the figure, or combine some components, or have different component arrangements.

[0156] The processor 1080 is the control center of the smart phone, connecting various parts of the entire smart phone using various interfaces and circuits. By running or executing software programs and / or modules stored in the memory 1020, and by invoking data stored in the memory 1020, it performs various functions of the smart phone and processes data. Optionally, the processor 1080 may include one or more processing units; preferably, the processor 1080 may integrate an application processor and a modem processor. Among them, the application processor mainly processes the operating system, user interface, application programs, etc., and the modem processor mainly processes wireless communication. It can be understood that the above-mentioned modem processor may not be integrated into the processor 1080 either.

[0157] In this embodiment, the processor 1080 in the smart phone can execute the methods that the terminal needs to execute in various optional implementation manners of the above embodiment.

[0158] According to one aspect of the present application, there is provided a computer-readable storage medium for storing a computer program. When the computer program runs on a computer device, the computer device is caused to execute the methods provided in various optional implementation manners of the above embodiment.

[0159] According to one aspect of the present application, there is provided a computer program product. The computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium. The processor of the computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, causing the computer device to execute the methods provided in various optional implementation manners of the above embodiment.

[0160] The descriptions of the processes or structures corresponding to the above respective drawings each have their own focuses. For parts not detailed in a certain process or structure, reference may be made to the relevant descriptions of other processes or structures.

[0161] The terms "first", "second", etc. in the specification of the present application and the above drawings are used to distinguish similar objects, and do not necessarily need to be used to describe a specific order or sequence. It should be understood that the data used in this way 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.

[0162] In several embodiments provided by the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may 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 between each other can be through some interfaces, and the indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.

[0163] The units described as separate components may or may not be physically separated. The components displayed 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.

[0164] In addition, in each embodiment of the present application, the functional units 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-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.

[0165] If the above-mentioned integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present 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 a computer device to execute all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: USB flash drives, mobile hard disks, read-only memory (ROM), RAM, magnetic disks, or optical discs, and other various media that can store computer programs.

[0166] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.

[0167] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than limiting them; although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements for some of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A data playback method, characterized in that, Applied to a server, the method includes: Obtaining multiple status data packets corresponding to multiple game objects sent by multiple terminals; For the status data packets in which the game object is a skill output object among the multiple status data packets, directly replay the status data packets according to the recording time of the status data packets; For the status data packets in which the game object is other game objects among the multiple status data packets, delay and replay the status data packets according to the recording time of the status data packets and a preset delay time; the other game objects are the game objects other than the skill output object among the multiple game objects, and the preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals.

2. The method according to claim 1, wherein The step of, for the status data packets in which the game object is other game objects among the multiple status data packets, delaying and replaying the status data packets according to the recording time of the status data packets and a preset delay time, includes: For the status data packets in which the game object is the other game objects among the multiple status data packets, perform delay processing on the recording time of the status data packets according to the preset delay time to obtain the delayed replay time of the status data packets; Replay the status data packets according to the delayed replay time.

3. The method according to claim 1, wherein The step of, for the status data packets in which the game object is other game objects among the multiple status data packets, delaying and replaying the status data packets according to the recording time of the status data packets and a preset delay time, includes: For the status data packets in which the game object is the other game objects among the multiple status data packets, add the status data packets to a waiting queue according to the recording time of the status data packets; Record the waiting time of the status data packets in the waiting queue; If the waiting time is the preset delay time, replay the status data packets in the waiting queue.

4. The method according to claim 1, characterized in that The method further includes: Configuring a first delay time for each of the multiple status data packets; the first delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals; For the status data packets in which the game object is the skill output object among the multiple status data packets, update the first delay time of the status data packets to 0; The step of, for the status data packets in which the game object is a skill output object among the multiple status data packets, directly replay the status data packets according to the recording time of the status data packets, specifically: For the status data packets with the first delay time being 0, directly replay the status data packets according to the recording time of the status data packets; The step of, for the status data packets in which the game object is other game objects among the multiple status data packets, delaying and replaying the status data packets according to the recording time of the status data packets and a preset delay time, includes: For the status data packets with the first delay time being greater than 0, determine the first delay time of the status data packets as the preset delay time; Delay and play back the status data packet according to the recording time of the status data packet and the preset delay time.

5. The method according to claim 1, wherein The method further includes: Configuring a first delay time and a second delay time for each status data packet among the multiple status data packets; the first delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals, and the second delay time is less than 0; For the status data packet whose game object among the multiple status data packets is the skill output object, update the second delay time of the status data packet to 0; For each status data packet, if the second delay time of the status data packet is 0, determine the second delay time of the status data packet as the target delay time of the status data packet; If the second delay time of the status data packet is less than 0, determine the first delay time of the status data packet as the target delay time of the status data packet; For the status data packet whose game object among the multiple status data packets is the skill output object, directly play back the status data packet according to the recording time of the status data packet. Specifically: For the status data packet with a target delay time of 0, directly play back the status data packet according to the recording time of the status data packet; For the status data packet whose game object among the multiple status data packets is other game objects, delay and play back the status data packet according to the recording time of the status data packet and the preset delay time, including: For the status data packet with a target delay time greater than 0, determine the target delay time of the status data packet as the preset delay time; Delay and play back the status data packet according to the recording time of the status data packet and the preset delay time.

6. The method according to claim 1, characterized in that The obtaining step of the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals includes: Obtaining a first timestamp for sending an exploration data packet to the terminal of the skill output object; Obtaining a second timestamp for the terminal of the skill output object to return the exploration data packet; Perform a time difference calculation on the second timestamp and the first timestamp to obtain the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals.

7. The method according to claim 6, wherein The performing a time difference calculation on the second timestamp and the first timestamp to obtain the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals includes: Perform a time difference calculation on the second timestamp and the first timestamp to obtain a difference time; Perform a smoothing process on the difference time and the historical delay time between the server and the terminal of the skill output object among the multiple terminals to obtain the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals.

8. The method according to any one of claims 1 to 7, characterized in that, The skill output object includes a skill output character and a skill output device.

9. A data playback device, characterized in that, The device includes: an acquisition unit and a playback unit; The acquisition unit is used to acquire multiple status data packets corresponding to multiple game objects sent by multiple terminals; The playback unit is configured to directly playback the status data packet for the status data packet in the multiple status data packets where the game object is the skill output object, according to the recording time of the status data packet; The playback unit is further configured to, for the status data packet in the multiple status data packets where the game object is other game objects, delay and playback the status data packet according to the recording time of the status data packet and a preset delay time; the other game objects are game objects other than the skill output object among the multiple game objects, and the preset delay time is the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals.

10. The device according to claim 9, characterized in that, Specifically, the playback unit is configured to: For the status data packet in the multiple status data packets where the game object is the other game object, perform delay processing on the recording time of the status data packet according to the preset delay time to obtain the delayed playback time of the status data packet; Playback the status data packet according to the delayed playback time.

11. The device according to claim 9, characterized in that, Specifically, the playback unit is configured to: For the status data packet in the multiple status data packets where the game object is the other game object, add the status data packet to a waiting queue according to the recording time of the status data packet; Record the waiting time of the status data packet; If the waiting time is the preset delay time, playback the status data packet in the waiting queue.

12. The device according to claim 9, wherein, The device further includes: a calculation unit; The acquisition unit is further configured to acquire a first timestamp for sending an exploration data packet to the terminal of the skill output object; The acquisition unit is further configured to acquire a second timestamp for the terminal of the skill output object to return the exploration data packet; The calculation unit is configured to calculate the time difference between the second timestamp and the first timestamp to obtain the round-trip delay time between the server and the terminal of the skill output object among the multiple terminals.

13. A computer device, characterized in that, The computer device includes a processor and a memory: The memory is configured to store a computer program and transmit the computer program to the processor; The processor is configured to execute the method according to any one of claims 1-8 according to the instructions in the computer program.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium is configured to store a computer program, and when the computer program runs on a computer device, cause the computer device to execute the method according to any one of claims 1-8.

15. A computer program product, comprising a computer program, characterized in that, When the computer program runs on a computer device, cause the computer device to execute the method according to any one of claims 1-8.