Game asset processing method and device, electronic equipment and storage medium

Through the unified asset system, the access requests are parsed and configuration information is obtained, and the game asset display interface is generated, which solves the problem of low efficiency in asset management of different types of game, and realizes efficient unified management and optimized user experience.

CN120335891APending Publication Date: 2025-07-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510733105.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-03
Publication Date
2025-07-18

AI Technical Summary

Technical Problem

In the prior art, different types of game assets are inefficient in management, resulting in high development costs and poor user experience.

Method used

Receive access requests through the unified asset system, analyze the target entity type, and obtain corresponding configuration information from the configuration information of multiple types of entities, generate a game asset display interface, and realize unified management of different types of game assets.

Benefits of technology

It improves the efficiency and user experience of game asset management, realizes unified management of different types of game assets, and simplifies the generation process of asset display interface.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game asset processing method, a game asset processing device, electronic equipment and a computer readable storage medium, and belongs to the technical field of computers. The method comprises the following steps: receiving an access request for a unified asset system; the unified asset system is integrated with various types of game assets; analyzing the access request to determine a target entity type to which game assets to be accessed by the access request belong; acquiring first configuration information corresponding to the target entity type from multi-type entity configuration information; the multi-type entity configuration information comprises configuration information corresponding to various types of game assets; and generating a game asset display interface corresponding to the access request according to the first configuration information. According to the method and the device, various types of game assets can be uniformly and reasonably managed and configured.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and in particular to a game asset processing method, a game asset processing device, an electronic device, and a computer-readable storage medium. Background Art

[0002] Game assets refer to the physical data content involved in running the game program, such as 3D models, textures, animations, sound effects, special effects or text information. In different processes such as game development, updating and maintenance, a large number of different types of game assets are involved, and the game assets required by technicians in different departments to perform different tasks are also different. In the prior art, different types of game assets often require the development of corresponding management pages, resulting in high development costs, low efficiency, and poor user experience for technicians. Therefore, how to manage a large number of different types of game assets is a technical problem that needs to be solved urgently in the prior art.

[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0004] The present disclosure provides a game asset processing method, a game asset processing device, an electronic device and a computer-readable storage medium, thereby overcoming the problem of low game asset management efficiency in the prior art at least to a certain extent.

[0005] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by the practice of the present disclosure.

[0006] According to one aspect of the present disclosure, a game asset processing method is provided, including: receiving an access request for a unified asset system; the unified asset system integrates multiple types of game assets; parsing the access request to determine the target entity type to which the game asset to be accessed by the access request belongs; obtaining first configuration information corresponding to the target entity type from multi-type entity configuration information; the multi-type entity configuration information includes configuration information corresponding to multiple types of game assets; and generating a game asset display interface corresponding to the access request according to the first configuration information.

[0007] In an exemplary embodiment of the present disclosure, parsing the access request to determine the target entity type to which the game asset to be accessed by the access request belongs includes: parsing entity type identification information from a path parameter of the access request, and determining the target entity type to which the game asset to be accessed by the access request belongs based on the entity type identification information.

[0008] In an exemplary embodiment of the present disclosure, generating the game asset display interface corresponding to the access request according to the first configuration information includes: converting the first configuration information into second configuration information corresponding to each page component for generating the game asset display interface; and calling the corresponding page component according to the second configuration information to render the page area to form the game asset display interface.

[0009] In an exemplary embodiment of the present disclosure, the method further includes: in response to a configuration update instruction, determining the page component to be updated among the page components, and updating the second configuration information corresponding to the page component to be updated; and calling the corresponding page component to be updated according to the updated second configuration information to update the page area to form the updated game asset display interface.

[0010] In an exemplary embodiment of the present disclosure, generating the game asset display interface corresponding to the access request according to the first configuration information includes: obtaining page setting information according to the target entity type and the user identifier in the access request; and generating the game asset display interface according to the first configuration information and the page setting information.

[0011] In an exemplary embodiment of the present disclosure, when generating the game asset display interface, the method further includes: in response to an information search instruction, obtaining query information in a unified query language format according to the information search instruction; searching for corresponding game asset data according to the query information, and generating a target table according to the game asset data.

[0012] In an exemplary embodiment of the present disclosure, the method further includes: setting a corresponding information search control in the game asset display interface according to the field information in the first configuration information; and the information search control is used to trigger the information search instruction.

[0013] In an exemplary embodiment of the present disclosure, generating the target table according to the game asset data includes: determining data display configuration information according to the first configuration information; and generating the target table according to the data display configuration information and the game asset data.

[0014] In an exemplary embodiment of the present disclosure, the data display configuration information includes table structure information; generating the target table based on the game asset data further includes: determining cell configuration information according to the field information in the first configuration information; generating the search result according to the data display configuration information and the game asset data includes: determining the overall structure of the target table according to the table structure information, and rendering each cell according to the cell configuration information and the game asset data of each cell in the target table to form the target table.

[0015] In an exemplary embodiment of the present disclosure, the method further includes: in response to a first trigger instruction for the target table, generating one or more operation items according to the target entity type.

[0016] In an exemplary embodiment of the present disclosure, generating one or more operation items according to the target entity type includes: if the first trigger instruction is an instruction for the first data unit in the target table, generating one or more operation options according to the target entity type and the data status of the first data unit.

[0017] In an exemplary embodiment of the present disclosure, the method further includes: in response to a view details instruction for the second data unit in the target table, obtaining the identification information of the second data unit; obtaining corresponding details data according to the identification information of the second data unit, and determining a details view result according to the details data.

[0018] In an exemplary embodiment of the present disclosure, the method further includes: in response to a data update instruction for the details view result, updating the details view result and the target table.

[0019] In an exemplary embodiment of the present disclosure, the method further includes: providing a tree control on the game asset display interface according to the first configuration information; in response to a second trigger instruction for the target node in the tree control, searching for information according to the search condition corresponding to the target node, and updating the target table.

[0020] In an exemplary embodiment of the present disclosure, the method further includes: in response to a data operation instruction for the target table, searching for cached data corresponding to the data operation instruction; if there is cached data corresponding to the data operation instruction, generating an operation result corresponding to the data operation instruction according to the cached data; if there is no cached data corresponding to the data operation instruction, updating the target table according to the data operation instruction to obtain an operation result corresponding to the data operation instruction.

[0021] In an exemplary embodiment of the present disclosure, updating the target table according to the data operation instruction includes: determining the update rate of each area according to the cache hit rate of different areas in the target table; the cache hit rate represents the probability that the cached data hits the data operation instruction; updating each area according to the data operation instruction and in accordance with the update rate.

[0022] In an exemplary embodiment of the present disclosure, the method further includes: in response to a batch operation instruction for a plurality of data units in the target table, performing verification on the batch operation instruction, and performing aggregation processing on the plurality of data units when the verification passes; wherein, performing verification on the batch operation instruction includes one or more of the following verifications: verifying whether the user has the operation authority corresponding to the batch operation instruction; verifying whether the entity states corresponding to the plurality of data units support the batch operation instruction; verifying whether the batch operation instruction conforms to the business rules; verifying whether the batch operation instruction conforms to the performance constraint conditions; verifying whether the plurality of data units meet the data consistency corresponding to the batch operation instruction.

[0023] According to one aspect of the present disclosure, there is provided a game asset processing device, including: an access request receiving module, configured to receive an access request for a unified asset system; the unified asset system integrates multiple types of game assets; an access request parsing module, configured to parse the access request to determine the target entity type to which the game asset to be accessed by the access request belongs; a configuration information obtaining module, configured to obtain first configuration information corresponding to the target entity type from multi-type entity configuration information; the multi-type entity configuration information includes configuration information corresponding to multiple types of game assets; a display interface generating module, configured to generate a game asset display interface corresponding to the access request according to the first configuration information.

[0024] According to one aspect of the present disclosure, there is provided an electronic device, including: a processor; and a memory, configured to store executable instructions of the processor; wherein, the processor is configured to execute the game asset processing method according to any one of the above by executing the executable instructions.

[0025] According to one aspect of the present disclosure, there is provided a computer program product, including a computer program, which when executed by a processor, implements the game asset processing method according to any one of the above.

[0026] The exemplary embodiments of the present disclosure have the following beneficial effects:

[0027] Receive an access request for a unified asset system; the unified asset system integrates multiple types of game assets; analyze the access request to determine the target entity type to which the game asset to be accessed by the access request belongs; obtain first configuration information corresponding to the target entity type from multi-type entity configuration information; the multi-type entity configuration information includes configuration information corresponding to multiple types of game assets; generate a game asset display interface corresponding to the access request according to the first configuration information. On the one hand, the present exemplary embodiment proposes a new game asset processing method. The unified asset system can integrate multiple types of game assets. By receiving an access request and analyzing to determine the target entity type, it can accurately locate the assets required by the user. Combining with the corresponding configuration information obtained from the multi-type entity configuration information, it can generate a corresponding asset display interface according to the configuration information, changing the situation in the past where different types of game assets need to be configured for access in their respective independent systems and the display states vary greatly, realizing the unified management of assets and greatly improving the efficiency and experience of users in obtaining assets. On the other hand, the present exemplary embodiment generates a game asset display interface according to the configuration information corresponding to different target entity types, and can display asset data for each type of game asset through a relatively simple process.

[0028] It should be understood that the above general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. Brief Description of the Drawings

[0029] The drawings herein are incorporated into the specification and constitute a part of the specification, showing embodiments consistent with the present disclosure, and are used together with the specification to explain the principles of the present disclosure. Obviously, the drawings in the following description are only some embodiments of the present disclosure. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0030] Figure 1 Schematically show a flowchart of a game asset processing method in the present exemplary embodiment;

[0031] Figure 2 Schematically show a schematic diagram of a front-end architecture including a core layer in the present exemplary embodiment;

[0032] Figure 3 Schematically show a schematic diagram of another front-end architecture in the present exemplary embodiment;

[0033] Figure 4 Schematically show a flowchart of another game asset processing method in the present exemplary embodiment;

[0034] Figure 5 Schematically show an interaction flowchart of a game asset processing method in the present exemplary embodiment;

[0035] Figure 6 Schematically show a partial effect schematic diagram of an asset display interface in this exemplary embodiment;

[0036] Figure 7 Schematically show a partial effect schematic diagram of another asset display interface in this exemplary embodiment;

[0037] Figure 8 Schematically show a structural block diagram of a game asset processing method device in this exemplary embodiment;

[0038] Figure 9 Schematically show an electronic device for implementing the above method in this exemplary embodiment. Detailed implementation manners

[0039] Example embodiments will now be described more fully with reference to the accompanying drawings. However, the example embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be more complete and comprehensive, and will fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments.

[0040] The exemplary embodiments of the present disclosure first provide a game asset processing method.

[0041] The following will be further described with reference to the attached Figure 1 This exemplary embodiment will be further described. As Figure 1 shown, the game asset processing method may include the following steps S110 to S140:

[0042] Step S110, receive an access request for a unified asset system; the unified asset system integrates multiple types of game assets.

[0043] Game assets refer to the asset data involved in stages such as game R & D, management, and maintenance. Different R & D departments, different R & D stages, or different content updates and maintenance of the game can correspond to different types of asset data. For example, 3D models, textures, animations, sound effects, special effects, or text documents can be regarded as different types of game assets. The unified asset system refers to a platform or system that can manage multiple different types of game assets. Users can perform resource configuration, information query, etc. on the game assets therein by interacting with the unified asset system. An access request refers to the request data generated when a user performs a preset interaction operation in the same asset system to access a certain game asset. For example, when a user accesses an entity page by means of a navigation menu, directly entering a URL (Uniform Resource Locator) or clicking a link, an access request including the URL can be generated. A front-end routing system, such as Vue Router or React Router, can obtain the access request by capturing the navigation event.

[0044] Step S120: Parse the access request to determine the target entity type to which the game asset to be accessed by the access request belongs.

[0045] Among them, the entity type can be an asset type divided according to standards. For example, textures and animations can belong to different entity types. There can be multiple entity types, and the type to which the currently accessed game asset belongs is the target entity type. In this exemplary embodiment, after obtaining the access request, the access request can be parsed through a configured processing pipeline. For example, the access request can be parsed through a preset parser to extract characters or identification data that can represent type information from the access request, and further determine the target entity type to which the game asset to be accessed by the access request belongs according to the characters or identification data.

[0046] In an exemplary embodiment, parsing the access request to determine the target entity type to which the game asset to be accessed by the access request belongs may include:

[0047] Parse the entity type identification information from the path parameters of the access request, and determine the target entity type to which the game asset to be accessed by the access request belongs according to the entity type identification information.

[0048] In this exemplary embodiment, the access request may include path parameters, such as URL information. By parsing the path parameters of the access request through a preset parser, entity type identification information can be determined therefrom. For example, the system can parse the URL information in the access request through a URL path parameter parser. For example, the parser can extract the value of the {entity Type} part from the URL path "https: / / xxx.com / entity-asset,url", and this value can represent the entity type identification information. Further, the target entity type to which the game asset to be accessed by the access request belongs can be determined according to the entity type identification information. In this way, the same page component can display different types of asset management interfaces according to the identifier in the URL, avoiding the repetitive work of developing independent page components for each asset type.

[0049] Step S130, obtain first configuration information corresponding to the target entity type from the multi-type entity configuration information; the multi-type entity configuration information includes configuration information corresponding to multiple types of game assets.

[0050] Among them, the multi-type entity configuration information may include multiple entity types and configuration information corresponding to the entity types, which can be stored in various forms such as lists or graphs. In this exemplary embodiment, a data graph of different entity types and configuration information corresponding to the entity types can be pre-configured. This data graph can be an internal structure constructed by the system according to the entity type identifier, used to describe the association and loading order between various data required to fully present a certain entity page. It can not only include the correspondence between entities and configuration information, but also reflect a more complex dependency network. For example, the model asset page may need to first load the basic configuration, then the search condition definition, then the table column configuration, and finally the permission rules and operation definitions, etc. After determining the target entity type, the corresponding first configuration information is found in the multi-type entity configuration information according to the target entity type. For example, after determining the identifier of the target entity type, the pre-constructed entity configuration graph can be queried according to this identifier to obtain the corresponding structure definition, display rules and other first configuration information, so that the system can dynamically construct page components according to the first configuration information.

[0051] Step S140, generate a game asset display interface corresponding to the access request according to the first configuration information.

[0052] After determining the first configuration information corresponding to the target entity type, the display interface of the game asset corresponding to the access request can be configured with information to generate the corresponding game asset display interface. Specifically, the system can dynamically construct page components, such as a search area, a classification tree, a data table, etc., according to the first configuration information to form a complete entity display interface. In this exemplary embodiment, each component in the interface can achieve loose-coupled communication through the publish-subscribe mode, enabling a set of frameworks to adapt to the display requirements of multiple business entities. Subsequently, the user can perform interaction operations in this game asset display interface to manage or view different types of game assets, etc.

[0053] Based on the above description, in this exemplary embodiment, an access request for the unified asset system is received; the unified asset system integrates multiple types of game assets; the access request is parsed to determine the target entity type to which the game asset to be accessed by the access request belongs; the first configuration information corresponding to the target entity type is obtained from the multi-type entity configuration information; the multi-type entity configuration information includes the configuration information corresponding to multiple types of game assets; a game asset display interface corresponding to the access request is generated according to the first configuration information. On the one hand, this exemplary embodiment proposes a new game asset processing method. The unified asset system can integrate multiple types of game assets. By receiving the access request and parsing to determine the target entity type, it can accurately locate the assets required by the user. Combining with the corresponding configuration information obtained from the multi-type entity configuration information, it can generate the corresponding asset display interface according to the configuration information, changing the situation in the past where different types of game assets needed to be configured for access in their respective independent systems and had significant differences in display states, realizing the unified management of assets and greatly improving the efficiency and experience of users in obtaining assets. On the other hand, this exemplary embodiment generates the game asset display interface according to the configuration information corresponding to different target entity types, and can display the asset data for each type of game asset through a relatively simple process.

[0054] In one exemplary embodiment, the generating a game asset display interface corresponding to the access request according to the first configuration information may include:

[0055] Converting the first configuration information into the second configuration information corresponding to each page component for generating the game asset display interface;

[0056] Invoking the corresponding page component according to the second configuration information to render the page area to form a game asset display interface.

[0057] The first configuration information may refer to all the configuration information of the entity corresponding to the game asset, and the second configuration information refers to the configuration information for the page components. In the present exemplary embodiment, the game asset display interface may include a variety of different front-end components. After determining the first configuration information, the first configuration information can be converted to obtain the second configuration information corresponding to different page components. Then, the corresponding page components can be called according to the second configuration information to render the page area to form the game asset display interface.

[0058] In the present exemplary embodiment, after parsing the entity type identification information from the path parameters of the access request, the system can start the configuration processing pipeline and execute four links: loading, conversion, caching, and application. Among them, the loading link can obtain the original first configuration information according to the entity type identification information, such as JSON configuration information; the conversion link can convert the first configuration information into the second configuration information through a configuration parser to adapt to the requirements of the front-end components; the caching link can select the session-level or persistent-level storage strategy according to the configuration characteristics; the application link distributes the processed second configuration information to each functional component.

[0059] In the present exemplary embodiment, the second configuration information may include an internal representation model, which may be a standardized data object formed by the system after structuring the original JSON configuration. In the implementation of the Entity page, this model is a multi-level object, including core parts such as a search area model, a table model, an operation model, and a permission model. The conversion process performs necessary type verification, default value filling, and derived attribute calculation to ensure that all components obtain configuration data with a consistent format. This model can be directly used in the application link. The system splits and distributes the corresponding parts in the model according to the component requirements. Specifically, the search component receives fieldModels to generate filters, the table component receives columnsModel to construct data display, and the menu system uses operationsModel to create context operations. Each models is a configuration data. The internal representation model is a standardized data structure that connects the original configuration and the front-end components. It unifies the configuration application method and ensures that each component can correctly understand and use the configuration information.

[0060] In an exemplary embodiment, the above game asset processing method may further include:

[0061] In response to a configuration update instruction, determine the page component to be updated among the page components, and update the second configuration information corresponding to the page component to be updated;

[0062] Call the corresponding page component to be updated according to the updated second configuration information to update the page area to form an updated game asset display interface.

[0063] In practical applications, there may be situations where the configuration needs to be updated. A configuration update instruction refers to an operation that triggers the update of configuration information, such as inputting new configuration information or adjusting existing configuration information. In this exemplary embodiment, the system can design a configuration observer mechanism. When a configuration update instruction is received, it can determine the page component to be updated corresponding to the update instruction in the page component, update the second configuration information corresponding to the page component to be updated, and call the corresponding page component to be updated according to the updated second configuration information to update the page area, so as to form an updated game asset display interface. In this way, the page component can respond to configuration changes in real time, dynamically adjust the interface layout and functional characteristics, and there is no need to develop an interface separately for each entity type.

[0064] In one exemplary embodiment, generating a game asset display interface corresponding to an access request according to the first configuration information may include:

[0065] Obtain page setting information according to the target entity type and the user identifier in the access request;

[0066] Generate a game asset display interface according to the first configuration information and the page setting information.

[0067] Components in different page entities can have different display states, such as table size, sorting rules, layout ratio, etc. Page setting information refers to information used to set the state of page entities, and may include historically saved search conditions, table display states, such as column width, sorting rules, etc., or view preferences, such as layout ratio, etc. To ensure that the configurations of different entity pages do not interfere with each other, this exemplary embodiment can adopt a specific namespace isolation mechanism including the target entity type and the user identifier in the access request to organize and store the key names of page setting information, so that after the system completes configuration loading, it can obtain the page setting information according to the target entity type and the user identifier in the access request, and generate a game asset display interface according to the first configuration information and the page setting information. By saving the page setting information and applying the page setting information to the corresponding page components, this exemplary embodiment can provide a consistent user experience for users, enabling them to continue the previous working state when re-accessing the page.

[0068] In an exemplary embodiment, when page setting information is stored, the storage key name may include, in addition to the target entity type and user identifier, a functional domain. The system may adopt a multi-level storage strategy and organize the key names for storing different page setting information in the form of "entity type + user identifier + functional domain". Subsequently, based on the key names in this form, the corresponding page setting information can be retrieved from the local stored data. This exemplary embodiment adopts a naming space isolation mechanism of "entity type + user identifier + functional domain", which can ensure that the page settings of different entities do not interfere with each other. The state restoration controller can automatically apply the saved preferences, including search conditions, table display states, and view layouts, to build a consistent and coherent user experience foundation.

[0069] In an exemplary embodiment, in the case of generating a game asset display interface, the game asset processing method may further include:

[0070] In response to an information search instruction, obtain query information in the format of a unified query language according to the information search instruction;

[0071] Find the corresponding game asset data according to the query information, and generate a target table according to the game asset data.

[0072] The information search instruction refers to the instruction information used to search for game asset data. For example, a user enters search information or interacts with a search control, etc. In this exemplary embodiment, the query information in the format of a unified query language can be obtained based on the information search instruction, that is, it can standardize and convert unified or non-unified query information to obtain query information in the format of a unified query language. Then, find the corresponding game asset data according to the query information, and generate a target table according to the game asset data. The target table refers to the target storage form used to maintain and manage game asset data, which may include relevant display data of game assets.

[0073] The process of standardizing and converting the query information is very crucial because it can uniformly process various different types of input query information, such as text, date, selection items, etc., into a query parameter format that the server can understand. For example, the date range selected by the user in the date control will be converted into a standard date range parameter; multiple options selected from the drop-down menu will be converted into an array-form parameter, etc. After the conversion is completed, the system will construct a complete query request and send it to the server. After receiving these standardized query parameters, the server can directly apply them to the database query without additional processing of the user input format. The server executes the query and returns the qualified entity data, and then the front-end renders these data into the table.

[0074] In an exemplary embodiment, the game asset processing method may further include:

[0075] According to the field information in the first configuration information, set the corresponding information search control on the game asset display interface; the information search control is used to trigger an information search instruction.

[0076] The information search control refers to a control used to perform information search, such as a search information input control. In this exemplary embodiment, the system can generate a suitable information search control according to the first configuration information of the asset entity, such as a text box, a drop-down menu, a date selector, etc. After the user inputs search conditions through these controls, the system will collect these input values and convert them into a standardized query language format.

[0077] In constructing the information search control in this exemplary embodiment, the system needs to first know the field information in the first configuration information, such as the field type, in order to generate the corresponding information search control. At the same time, it also needs to know how to correctly convert the input values of these controls into standard query parameters. The above two steps together ensure that the user can accurately query through an intuitive interface, and the backend can correctly understand and process these query requests. The entire search process realizes a seamless conversion from a user-friendly input interface to a strict backend query standard, ensuring that the query is both user-friendly and compliant with the system technical specifications.

[0078] In this exemplary embodiment, the first configuration information includes the control definitions of the information search controls required for information search and retrieval. Each entity type has its own specific set of fields and corresponding search requirements, and the system differentiates these differences through configuration. Specifically, when the page loads the first configuration information of a certain entity type, such as "texture asset" or "sound effect asset", the first configuration information will include the definitions of all searchable fields of the entity, including information such as field names, data types, and optional value ranges. The condition generator will parse these field definitions and automatically select the most suitable information search control according to the data type of the field. For example, for texture assets, the configuration may define that "texture size" is a field of the numerical range type, and the system will generate a numerical range selector; while "texture format" is an enumeration type, a drop-down selection box will be generated. Similarly, for sound effect assets, "audio duration" may require a time range selector, and "channel type" will require a radio button group. When the user switches to different entity type pages, the search or retrieval area will reconstruct the corresponding set of information search controls according to the configuration of the current entity. This dynamic construction mechanism enables the same search framework to adapt to the specific search requirements of various different entity types, without the need to develop a separate search interface for each entity type. Through this configuration-driven condition generation mechanism, the system realizes a high degree of flexibility and configurability of the search interface, and can accurately match the professional search requirements of different entity types.

[0079] In addition, in this exemplary embodiment, the system can also adopt an anti-shake design to automatically merge multiple condition changes within a short period of time and reduce redundant requests. At the same time, the query syntax tree optimizes the processing efficiency of complex condition combinations to ensure search performance.

[0080] In one exemplary embodiment, generating a target table based on game asset data may include:

[0081] Determining data display configuration information according to the first configuration information;

[0082] Generating a target table according to the data display configuration information and the game asset data.

[0083] In this exemplary embodiment, the page components of the game asset display interface may include a table component, and the table component may include a rendering layer, a configuration layer, and a data layer; the configuration layer can determine the data display configuration information according to the first configuration information, the data layer can obtain the corresponding game asset data according to the query information, and the rendering layer can generate a target table according to the data display configuration information and the game asset data.

[0084] In this exemplary embodiment, the rendering layer is responsible for creating, updating, and event handling of specific table DOM (Document Object Model) elements, directly interacting with the browser. The data display configuration information refers to the overall structural information of the table to be generated during display, such as row and column structure, sorting method, table size, number of cells, distribution and size of cells, hierarchical data display, or setting information of table headers and columns, etc. The rendering layer can generate a target table according to the display configuration information and the game asset data.

[0085] The generated target table can support multiple advanced features, such as adaptive layout, such as dynamically adjusting the table area according to the window size, fixed table headers and columns, such as implemented using absolute positioning and synchronous scrolling technology, hierarchical data display, such as expressing the parent-child relationship through indentation and connection lines, supporting expand / collapse operations, complex cell merging, such as automatically merging adjacent cells based on the same value, etc.

[0086] In one exemplary embodiment, the data display configuration information may include table structure information; generating a target table based on game asset data may further include:

[0087] Determining cell configuration information according to the field information in the first configuration information;

[0088] The above-mentioned generating a search result according to the data display configuration information and the game asset data may include:

[0089] Determine the overall structure of the target table based on the table structure information, and render each cell according to the cell configuration information and game asset data in each cell of the target table to form the target table.

[0090] In this exemplary embodiment, the first configuration information may further include cell configuration information. The system can first parse the first configuration information and obtain the configuration information of each cell in the target table to be rendered according to the field information in the first configuration information. The cell configuration information may include column information. For example, in each column definition, it is specified how the data in that column should be displayed in the cell. Then, determine the overall structure of the target table based on the table structure information, and render each cell according to the cell configuration information and game asset data in each cell of the target table to form the target table.

[0091] In this exemplary embodiment, the rendering process of the target cell may include multiple processes such as parsing the first configuration information, data type matching, component selection, data conversion, interaction binding, and rendering output. Specifically, the system can first parse the part of the first configuration information regarding the cell; then determine the type of data in the cell. For example, the system will determine whether the content of the current cell is text, link, date, numeric value, status label, or icon, etc. This type of determination is based on the field type and display settings in the column definition; then, according to the determined data type, the system selects a matching rendering component from the registered component library. For example, a plain text display component will be used for the text type, a clickable link component will be used for the link type, a label component with color identification will be used for the status type, and a thumbnail component will be used for the image type. These components are small UI components designed specifically for table cell display; after selecting the component, the system will perform necessary conversions on the original data to make it suitable for the input format of the selected component. For example, convert the timestamp to a formatted date string, convert the status code to a human-readable status name and the corresponding style class, or convert the file path to an accessible URL; further, the system binds interaction events to the rendered component. For example, add a click event handler to the link, add a double-click edit trigger to the editable cell, and add a hover tooltip detail to the status label, which ensures that the user can interact with the cell content; finally, the system actually inserts the processed component into the corresponding table cell position in the DOM to complete the rendering. When the table scrolls or the data is updated, this process will be repeated for the cells in the visible area. The entire cell rendering process realizes an efficient conversion from the original data to a user-friendly interface, supporting specialized display and interaction of various data types.

[0092] In this exemplary embodiment, for editable cells, the system designs a dual-state mode (view / edit). In the edit state, editing components are dynamically loaded according to the field type, validators are provided to ensure data legality, and an edit context manager is implemented to maintain multiple edit states in one session. The system supports cell-level permission control and dynamically determines the editability according to the user role and data status.

[0093] In this exemplary embodiment, the table structure information is about the rendering and construction of the overall structure, which can handle the basic framework of the table, layout calculation, header fixation, and overall scrolling behavior, etc. It provides a unified container environment for all cells and handles table-level interactions such as column width adjustment and table sorting. Table rendering is the framework construction at the macroscopic level. The cell configuration information of each cell is about the rendering and construction of each cell, which can select different display components according to the field type and data characteristics. It processes the professional display and state switching of various types of data such as text, links, and icons to ensure that the data is presented to the user in the most appropriate and intuitive way. Cell rendering is the content presentation at the microscopic level.

[0094] In one exemplary embodiment, the above game asset processing method may further include:

[0095] In response to a first trigger instruction for a target table, generate one or more operation items according to the target entity type.

[0096] After the target table is rendered, the interaction system can be activated, and the user can perform interaction operations in the target table to input relevant instructions. In this exemplary embodiment, when a first trigger instruction for the target table is received, one or more operation items can be generated according to the target entity type. Among them, the first trigger instruction can be an instruction generated by performing a preset operation such as double-clicking, long-pressing, or right-clicking, and the operation item can be a control that can display information and perform operation interactions with the user, such as a menu or list control, etc.

[0097] In one exemplary embodiment, generating one or more operation items according to the target entity type may include:

[0098] If the first trigger instruction is an instruction for the first data unit in the target table, generate one or more operation options according to the target entity type and the data status of the first data unit.

[0099] In this exemplary embodiment, the first trigger instruction may be an instruction for the first data unit in the target table. The first data unit may be any data unit in the target table. One or more operation options may be generated according to the target entity type and the data status of the first data unit. For example, when the user selects a data row in the table and performs a right-click operation, the right-click menu manager constructs a context menu according to the entity type and the current row data status.

[0100] Specifically, the rendering process of the context menu may include multiple processes such as data acquisition, menu matching, permission filtering, visibility check, and menu rendering. In the data acquisition stage, the system first acquires two types of data: one is the row data clicked by the user with the right mouse button, which contains the complete attributes and status information of the entity; the other is to load all available menu item definitions of the entity type from the entity configuration. These menu configurations are usually part of the entity configuration and define all operations that each entity can perform. In the menu matching stage, the system matches and evaluates all menu items with the entity status of the current row. Each menu item contains an applicable condition definition, and the system will check whether the current entity meets these conditions. For example, the "Approval Passed" menu only matches successfully when the entity status is "Pending Approval"; the "Edit Attributes" menu only matches when the entity is not locked; the "View Historical Versions" menu only matches when the entity has a historical record. In the permission filtering stage, the system checks whether the current user has the execution permission for the menu items that match successfully. This step reads the user role information and compares it with the permissions required for each menu item. For example, ordinary users may not have the permission to "Delete Assets", even though this operation is theoretically executable in the current state. In the visibility check stage, the system further filters the display of menu items according to business rules. Although some menu items are executable by the user, they should not be displayed in specific scenarios. For example, in the batch selection mode, some menu items that only apply to single-row operations will be hidden; or in some special business stages, some regular operations will be temporarily disabled. Finally, the system renders all the menu items that pass the filtering into a right-click context menu and presents it to the user. The menu items are grouped and arranged by function category, with frequently used operations at the top, and the style may be adjusted according to the current context, such as highlighting urgent operations or marking recommended operations. The above process ensures that the right-click menu always displays the most relevant, most useful, and user-executable operation options, improving the operation efficiency and reducing the possibility of incorrect operations.

[0101] In this exemplary embodiment, each menu item can be associated with a command processor to implement three processes: pre-verification, operation execution, and post-refresh. The row status visualization engine maps data attributes to style classes, enabling visually different data for different states. The role of the row status visualization engine is to enable users to quickly identify data rows in different states in the table visually. There are differences in the background colors of odd and even rows, the background color of a row is highlighted when the mouse hovers over it, and there is a different highlighted background color for a selected row, etc. In this system, business rules refer to a set of preset conditional judgment criteria used to determine how entity data should be displayed. For example, "tasks that are overdue are displayed with a red background", "high-priority projects are displayed in bold font", "the to-be-audited status is displayed with a yellow border", etc. These rules are usually determined by business requirements and reflect the importance of the data in the business process or the current stage it is in. Status data refers to the field values in an entity that represent the current situation. For example, the "progress status" of a task may have values such as "not started", "in progress", "completed", "overdue", etc.; the "audit status" of an asset may have values such as "to be submitted", "under audit", "passed", "rejected", etc. These status values reflect the position of the entity in the business process. After the table data is loaded, the row status visualization engine checks the status fields of each row of data and then adds the corresponding CSS style class to this row according to the preset business rules. For example, when the status of an entity is "overdue", the system adds the "overdue" style class to this row, making its background turn red; when the status is "high-priority", the "high-priority" style class is added to make the text bold or add a special icon. This visual differentiation enables users to quickly identify items that require attention without having to carefully read each row of data. For example, red rows represent problem items, yellow rows represent items to be processed, and green rows represent items that are normally completed. This greatly improves the efficiency of users when browsing a large amount of data, especially when monitoring and managing large projects or asset libraries. The row status visualization engine greatly enhances the user's perception ability and processing efficiency of data status by converting abstract data status into intuitive visual effects.

[0102] In one exemplary embodiment, the above game asset processing method may further include:

[0103] In response to a view details instruction for a second data unit in a target table, obtain the identification information of the second data unit;

[0104] Obtain corresponding details data according to the identification information of the second data unit, and determine the details viewing result according to the details data.

[0105] The second data unit may be any data unit in the target table. The view details instruction refers to the instruction data of the user requesting to view the asset entity. For example, when the user performs a specific interactive operation on the second data unit in the target table, or the user inputs a quick operation for viewing the details of the second data unit, it is determined that the view details instruction is received. After receiving the view details instruction, the identification information of the second data unit, such as the identifier of the data unit, can be extracted, and the corresponding detail data can be obtained based on the identifier to determine the detail viewing result.

[0106] In this exemplary embodiment, determining the result of detail viewing may include extracting identifiers, obtaining detailed data, dynamically loading components, data such as, and displaying multiple processes on the panel. Extracting identifiers refers to extracting the unique identifier of the currently selected entity from the table row or right-click menu clicked by the user, which is usually the ID or code of the entity. For example, when the user clicks the "View Details" link on the model asset row with ID "A001", the system will extract the identifier "A001". Obtaining detailed data refers to sending a request to the server using the extracted identifier to obtain the complete detailed information of the entity. The table usually only displays some basic properties of the entity, while the detail view needs to display more comprehensive information, including detailed descriptions, various types of associated data, historical records, etc. The system will initiate a special detail data request based on the entity type and ID. Dynamic loading of components refers to loading the corresponding detail display component from the component library according to the current entity type. Different types of entities have different detail display requirements. For example, model assets may require 3D preview components, document assets may require file preview components, and task entities may require progress tracking components. The system will dynamically decide which detail component to use for display based on the entity type. Data injection refers to passing the acquired detailed data to the loaded detail component, which enables the component to be initialized and rendered according to the actual data content. Data injection may include setting the initial state of the component, filling in the values of each field, preparing related resources, etc. Panel display refers to activating the side drawer panel and rendering the detail component with the injected data in it to present it to the user. This includes the sliding animation of the control panel, setting the panel title, adjusting the panel size and position, etc., to ensure that the detail content is displayed in the best way. The entire detail system and the main view linkage process create a seamless user experience, allowing users to drill down to the details of a single entity while maintaining an awareness of the overall data view, and achieve efficient switching between data browsing and detail viewing.

[0107] In an exemplary embodiment, the game asset processing method may further include:

[0108] In response to the data update instruction for the detail view result, the detail view result and the target table are updated.

[0109] In this exemplary embodiment, the detailed viewing result of the details panel can be kept in data linkage with the data of the target table, and any data update on either side will notify the other side to synchronize the change. For example, when a data update instruction for the detailed viewing result is received, the detailed viewing result and the target table can be updated in real time. In this way, the user can complete information viewing and operations without leaving the list page, achieving a one-stop task processing experience.

[0110] In an exemplary embodiment, the game asset processing method may further include:

[0111] Providing a tree control on the game asset display interface according to the first configuration information;

[0112] In response to a second trigger instruction for a target node in the tree control, searching for information according to the search condition corresponding to the target node, and updating the target table.

[0113] Among them, the game asset display interface can be a display page of resource entities. In this display page, a tree control can be provided according to the first configuration information. For example, on the left side of the entity page, the system can load a classification tree component according to the first configuration information. The tree control can include multiple nodes and the data information corresponding to the nodes. When a second trigger instruction for a target node in the tree control is received, relevant information can be searched according to the search condition corresponding to the target node, and the target table can be updated. For example, when the user selects a certain number node, it can be considered that a second trigger instruction with this node as the target node is received. The system can extract the search condition associated with this node and search for relevant information according to the search condition, and finally trigger the reloading of the target table data. Among them, the search condition can be a node association condition, which can include the filtering rules corresponding to the nodes.

[0114] In this exemplary embodiment, the update of the target table may include extracting node association conditions, updating the filtering status, and triggering data reloading in multiple processes. The node association condition is the filtering rule represented by a tree node, which determines which entities should be displayed in the table. For example, in an asset management system, the tree structure may display different asset categories: the association condition of the "3D model" node is "asset type = 3D model"; the association condition of the "scene texture map" node is "asset type = texture map AND usage = scene"; the association condition of the "created this week" node is "creation time > Monday this week AND creation time < Sunday this week"; the filtering status refers to the current set of search conditions on the page, including the keywords entered by the user in the search box, the selected filter values, and the sorting rules, etc. When the user clicks on a tree node, the system will merge or replace the association condition of this node into the current filtering status. Reloading means that according to the updated filtering status, the system will re-obtain the list of entity data that meets the conditions from the server and refresh the table display. This is not to load the detailed information of a single entity node, but to load an overview of a group of entities that meet the conditions. For example, when the user clicks on the "3D model" tree node, the system will extract the association condition of this node "asset type = 3D model", set it as the current filtering condition, and then re-request the server data. The table will only display assets of type 3D model; if the user previously entered the keyword "character" in the search box, the final filtering condition will be "asset type = 3D model AND name contains "character"", and the table will display 3D model assets whose names contain "character". This linkage mechanism is essentially a fast filtering navigation. The tree node is equivalent to a preset combination of filtering conditions. Users can quickly switch different data views by clicking on the tree structure without having to manually set complex filtering parameters each time. This greatly improves the efficiency and convenience when users browse and manage a large amount of data.

[0115] In this exemplary embodiment, the tree control can adopt virtual scrolling technology, only rendering the nodes within the visible area, supporting on-demand loading of child nodes, and efficiently processing large-scale hierarchical data. The system has implemented a layout adjuster that allows users to adjust the ratio of the tree area to the table area by dragging and automatically optimizes the layout allocation according to the screen size.

[0116] In an exemplary embodiment, the game asset processing method may further include:

[0117] In response to a data operation instruction for the target table, check whether there is cached data corresponding to the data operation instruction;

[0118] If there is cached data corresponding to the data operation instruction, generate an operation result corresponding to the data operation instruction according to the cached data;

[0119] If there is no cached data corresponding to the data operation instruction, update the target table according to the data operation instruction to obtain the operation result corresponding to the data operation instruction.

[0120] A data operation instruction refers to an interactive operation performed by a user on a target table, such as paging, sorting, or filtering. When a data operation instruction for the target table is received, the system can initiate an optimistic update process.

[0121] In this exemplary embodiment, a state predictor, a data cache, and a differential rendering engine can be configured in the system. Among them, the state predictor can predict data changes according to the operation type. For example, it can determine which type of operation the user has performed, such as paging, sorting, or filtering, through the state predictor, and predict the data change trend. The data cache manager can maintain a multi-level cache system, such as the current view cache (storing the visible data of the page), the adjacent page cache (storing the data of the previous and next pages), and the historical operation cache (stored by hash index according to operation parameters). The data cache manager can check whether there is a cache hit for the data operation instruction. If there is cache data corresponding to the data operation instruction, the operation result corresponding to the data operation instruction is generated according to the cache data; if there is no cache data corresponding to the data operation instruction, the target table is updated according to the data operation instruction to obtain the operation result corresponding to the data operation instruction. When updating the target table, the differential rendering engine can be used to compare the old and new data, and only update the changed DOM nodes to achieve a smooth transition. Specifically, multiple stages can be executed, including immediately displaying cache data, marking the update status, requesting new data in the background, differential calculation, and smooth transition update. Among them, immediately displaying cache data means that the system first checks whether there is cached data that meets the current operation parameters. For example, when the user clicks the "Next Page" button, the system will immediately display the pre-loaded next page data (if any). This cached data may come from the adjacent page cache (data of the previous and next pages) or the historical operation cache (data with the same parameter combination previously accessed by the user). What is displayed is the entity list data in the table, enabling the user to see the content without having to wait for the new request to complete. Marking the update status means that the system uses a visual indicator, such as a slight loading animation or a refresh icon at the top of the table, to inform the user that the data is being updated. This marking does not block the interface, but only provides a subtle hint that the currently visible data may be cached data and new data is being fetched. Requesting new data in the background means that the system simultaneously sends a request to the server in the background to obtain the latest entity list data. This request includes all current parameters: page number, sorting method, filtering conditions, number of items per page, etc. The background request does not block the user interface, and the user can continue to browse and operate on the cached data. Differential calculation means that when the new data is returned, the system compares the differences between the new data and the currently displayed cached data to determine which rows need to be added, deleted, or updated. The system accurately identifies the specific locations and contents of the data changes to prepare for minimizing DOM operations. Smooth transition update means that according to the differential calculation results, the system selectively updates the entity data in the table. New rows will slide in smoothly, rows that are no longer needed will fade out, and changed cells will be highlighted and then return to normal, ensuring visual coherence. This update method avoids the flickering redrawing of the entire table and provides a better visual experience.This entire workflow eliminates the waiting feeling of the traditional "request - wait - display" mode. Users can view and operate on data at any time, even if the data may temporarily be the cached old version. The system will seamlessly update them to the latest version in the background.

[0122] In an exemplary embodiment, updating a target table according to a data operation instruction may include:

[0123] Determine the update rate for each region according to the cache hit rate of different regions in the target table; the cache hit rate represents the probability that the cached data hits the data operation instruction;

[0124] Update each region according to the data operation instruction and in accordance with the update rate.

[0125] Considering that the content data distribution of the target table has differences and there may be a situation where the cache hit rate is low, this exemplary embodiment can determine the update rate for each region according to the cache hit rate of different regions in the target table, and update each region according to the data operation instruction and in accordance with the update rate. This enables the system to adopt a partial update strategy, allowing different regions of the table to be refreshed at different rates, ensuring that users can always see meaningful content.

[0126] In addition, a request priority manager can be set to cancel low - priority requests, ensuring that the response to the latest operation is not delayed, and effectively solving the data consistency problem caused by users' rapid operations.

[0127] This exemplary embodiment proposes an optimistic update strategy. When a user performs operations such as paging, sorting, or filtering, the system does not display a blank loading state but immediately uses the previously cached data for rendering first. The system simultaneously marks the interface as being in an "updating" state, for example, a local loading indicator is used for prompting, and new data requests are made in the background. When the data returns, the system uses an efficient DOM difference comparison algorithm to only update the parts of the table that have changed. If the new data is exactly the same as the cached data, the system can even cancel unnecessary re - rendering, further improving performance.

[0128] In an exemplary embodiment, the above - mentioned game asset processing method may further include:

[0129] In response to a batch operation instruction for multiple data units in the target table, verify the batch operation instruction. If the verification passes, perform an aggregation process on the multiple data units;

[0130] Among them, verifying the batch operation instruction includes one or more of the following verifications:

[0131] Verify whether the user has the operation permission corresponding to the batch operation instruction;

[0132] Verify whether the entity statuses corresponding to multiple data units support batch operation instructions;

[0133] Verify whether the batch operation instruction complies with the business rules;

[0134] Verify whether the batch operation instruction complies with the performance constraint conditions;

[0135] Verify whether multiple data units meet the data consistency corresponding to the batch operation instruction.

[0136] To ensure the accuracy of cross-page selection, when the user selects multiple records and triggers a batch operation, this exemplary embodiment can maintain the current selected record set through the selection status manager. The system can execute multiple processes including pre-verification, confirmation prompt, batch request, result processing, and status refresh according to the operation type. The pre-verification can include one or more verification processes. For example, the system can first verify the user's operation permissions to check whether the current user has the permission to execute this batch operation. For example, ordinary users may not have the right to batch delete important assets, while administrators have this permission. Secondly, the system verifies whether the status of the selected entities allows the execution of the target operation. For example, the "batch approval passed" operation can only be applied to entities in the "pending approval" state, and the system will check whether all selected records are in the appropriate state. Then, the system can verify the business rule limitations of the operation. Some operations may have specific business conditions. For example, "batch transfer" needs to verify that the recipient has the ability to process these entities, and "batch publish" may need to verify that all selected items have completed the necessary pre-steps. Further, the system can verify the technical constraint conditions. For example, for performance-sensitive operations, the system will check whether the number of selected records exceeds the security threshold; for some special operations, the network connection status or server load may need to be verified. Finally, the system can also verify the data consistency to ensure that the selected entities have sufficient consistency for batch operations. For example, the "batch modify attribute" operation may need to verify that all selected entities have this attribute field.

[0137] This exemplary embodiment also sets up a data aggregation processor to be responsible for calculating statistical information in each dimension, including total quantity statistics and status distribution. The system adopts an incremental calculation strategy. When the filtering conditions change, only the affected statistical items are updated, avoiding full-scale recalculation, improving the response efficiency, and providing users with real-time data overviews and decision-making support.

[0138] To ensure the accuracy of the system, in this exemplary embodiment, a multi-layer exception handling framework is also set to continuously work throughout the system operation. The exception handling framework may include a front-end verification layer, a network request layer, and a data parsing layer. Among them, the front-end verification layer uses a declarative verification engine to automatically generate verification logic according to field rules and capture user input errors in real time; the network request layer manages the entire life cycle of API communication through request and response interceptors to implement automatic retry and degradation strategies; the data parsing layer uses pattern matching technology to verify server responses and automatically repair recoverable format errors; the rendering layer implements component error boundaries to limit rendering exceptions to the minimum affected range. The system adopts a multi-level feedback mechanism based on severity: fatal errors use modal dialog boxes to provide focus locking and clear guidance; general errors use non-blocking notifications to achieve intelligent positioning and queue management; warnings use context-embedded prompts; operation results use lightweight temporary prompts.

[0139] In this exemplary embodiment, the system classifies exceptions into recoverable and non-recoverable types. Recoverable exceptions execute an automatic repair process through an exception recovery controller; non-recoverable exceptions protect user data through a secure exit mechanism and provide clear guidance. The system integrates a hierarchical sampling error log collector and an aggregation analysis engine to continuously learn and optimize the exception handling ability, forming a complete closed-loop improvement mechanism.

[0140] Figure 2 FIG. shows a schematic diagram of a front-end architecture including a core layer in this exemplary embodiment, which may include a server 210. The server 210 may include a configuration center 211, authentication and authorization 212, and a data service 213. The core layer 220 may include a configuration parser 230 and a data layer 240. The configuration center 211 is connected to the configuration parser 230 to perform corresponding operations through a dynamic component factory 231, a permission controller 232, and a state manager 233. For example, the configuration center may use the configuration parser to parse the configuration information of components from access requests, perform permission control, and perform state recovery, etc.; authentication and authorization 212 may be connected to the permission controller 232 to participate in relevant processing processes; the data service 213 is connected to the data layer 240 to perform relevant operations through a data cache 241, a request management 242, and a data conversion 243. For example, storing data, managing requests, or performing data conversion processing, etc.

[0141] In addition to Figure 2 the architecture content shown, in this exemplary embodiment, the front-end architecture may also include other frameworks and an exception handling framework, etc. Figure 3The figure shows a schematic diagram of another front - end architecture in this exemplary embodiment. The front - end architecture may further include a local storage module 302 for storing page setting information; a user preference management module 304 for obtaining page setting information from local storage to assist in generating a game asset display interface; a data table 306; a search area 308; a table rendering engine 310 for rendering a target table; a search condition generator 312 for generating query information; a page container 314; a classification tree 316, i.e., a tree - shaped control; a tree - shaped data controller 318; a unified query processor 320; an update framework 322 for updating the table and the interface; a DOM difference update module 324 for determining data differences for area updates. And the front - end architecture also includes an exception handling framework 326, which can execute processes such as front - end verification 328, network exception handling 330, data exception handling 332, and rendering exception handling 334.

[0142] Figure 4 The figure shows a flowchart of a game asset processing method in this exemplary embodiment, which may specifically include the following steps:

[0143] Step S402, receiving an access request input by a user;

[0144] Step S404, parsing out entity type identification information from the path parameters of the access request;

[0145] Step S406, determining the target entity type to which the game asset to be accessed by the access request belongs according to the entity type identification information;

[0146] Step S408, obtaining first configuration information corresponding to the target entity type from a multi - type entity configuration atlas;

[0147] Step S410, using a configured processing pipeline to convert the first configuration information into second configuration information corresponding to each page component for generating a game asset display interface, and storing the configuration information;

[0148] Step S412, calling corresponding page components to render a page area according to the second configuration information;

[0149] Step S414, obtaining stored page setting information according to the target entity type, the user identification in the access request, and the functional domain;

[0150] Step S416, restoring user state preferences and interaction habit data through a state restoration controller according to the first configuration information and the page setting information;

[0151] Step S418, through page component rendering, respectively rendering components of the search area, the classification tree, and the data table to form a game asset display interface;

[0152] Step S420, start data loading and load relevant data;

[0153] Step S422, activate the unified asset system;

[0154] Step S424, handle the exception events that occur in the system through the exception handling and fault tolerance mechanism;

[0155] In addition, in response to receiving a user operation instruction, relevant tasks can also be executed according to the user operation instruction.

[0156] Figure 5 The interaction flowchart of a game asset processing in this exemplary embodiment is shown, which may include a user 510, an interface component 520, a configuration parser 530, a query processor 540, a cache manager 550, a request manager 560, a server API 570, a differential renderer 580, and an exception handler 590. Specifically, it may include the following steps:

[0157] User 510, execute step S511 to send an access request to the interface component 520;

[0158] After receiving the access request, the interface component 520 executes step S521 to extract the entity type and send it to the configuration parser 530, so that the configuration parser 530 executes step S531 to request the server API 570 to configure the entity game assets;

[0159] Server API 570, execute step S571 to return configuration data to the configuration parser 530; the configuration parser 530, execute step S532 to dynamically generate a game asset display interface;

[0160] User 510, execute step S512 to input search conditions;

[0161] Interface component 520, execute step S522 to submit search parameters to the query processor 540;

[0162] Query processor 540, execute step S541 to find out whether there is cache data corresponding to the data operation instruction;

[0163] Region S1 represents the first conditional branch processing process. If there is cache data corresponding to the data operation instruction, the cache manager 550 executes step S551 to send the cache data to the differential renderer 580, and makes the differential renderer 580 execute step S581 to update the view to the interface component 520;

[0164] If there is no cached data corresponding to the data operation instruction, the cache manager 550 executes step S552 to return partial / null data to the interface component 520. The interface component executes step S523 to display the loading status to the user 510.

[0165] Region S2 represents the parallel processing process. The query processor 540 executes step S542 to initiate a data request to the request manager 560, causing the request manager 560 to execute step S561 to request new data from the server API 570. Additionally, the user 510 can execute step S513 to continue performing other non-blocking interactive operations, and cause the server API 570 to execute step S572 to return data.

[0166] Region S3 represents the second conditional branch processing process. When the data request is successful, the request manager 560 executes step 562 to update the cache in the cache manager 550, causing the cache manager 550 to execute step S553 to provide complete data to the difference renderer 580, and causing the difference renderer to execute step S582 to incrementally update the view of the interface component 520.

[0167] When the data request fails, the request manager 560 executes step S563 to trigger an exception to the exception handler 590, causing the exception handler 590 to execute step S591 to display an error message to the interface component 520. Additionally, the exception handler 590 can also execute step S592 to provide a recovery option to the user 510.

[0168] Furthermore, the user 510 can also execute step S514 to select a table row in the interface component 520. The interface component 520 executes step 523 to provide a context menu. In response to the user executing step S515 to perform a selection operation on the interface component 520, the interface component 520 executes step S524 to execute an operation request to the request manager 560, causing the request manager 560 to execute step S564 to send an operation instruction to the server API 570, and causing the server API 570 to execute step S572 to return an operation result to the request manager 560. Further, the request manager 560 executes step S565 to update the operation status in the interface component 520, and the interface component 520 executes step S524 to display a result notification to the user 510.

[0169] In Figure 5 the shown process, it demonstrates how the entity page system achieves a highly responsive user interface experience through parallel processing, conditional branching, and state management, making the data loading and update process almost imperceptible to the user.

[0170] Figure 6 and Figure 7The partial effect schematic diagram of the asset display interface in this exemplary embodiment is shown, where Figure 6 The schematic diagram of the components regarding the tree control is shown. Figure 7 The schematic diagram including specific tasks and detailed content is shown, which may include a right-click menu component and a table component.

[0171] The exemplary embodiment of the present disclosure also provides a game asset processing device. Referring to Figure 8 , the device 800 may include an access request receiving module 810, configured to receive an access request for a unified asset system; the unified asset system integrates multiple types of game assets; an access request parsing module 820, configured to parse the access request to determine the target entity type to which the game asset to be accessed by the access request belongs; a configuration information obtaining module 830, configured to obtain the first configuration information corresponding to the target entity type from the multi-type entity configuration information; the multi-type entity configuration information includes the configuration information corresponding to multiple types of game assets; a display interface generating module 840, configured to generate a game asset display interface corresponding to the access request according to the first configuration information.

[0172] In an exemplary embodiment, the access request parsing module includes: a type identifier parsing unit, configured to parse the entity type identifier information from the path parameters of the access request, and determine the target entity type to which the game asset to be accessed by the access request belongs according to the entity type identifier information.

[0173] In an exemplary embodiment, the display interface generating module includes: a configuration information conversion unit, configured to convert the first configuration information into the second configuration information corresponding to each page component for generating the game asset display interface; a page area rendering unit, configured to call the corresponding page component to render the page area according to the second configuration information to form the game asset display interface.

[0174] In an exemplary embodiment, the game asset processing device further includes: an information updating module, configured to, in response to a configuration update instruction, determine the page component to be updated among the page components, and update the second configuration information corresponding to the page component to be updated; call the corresponding page component to be updated according to the updated second configuration information to update the page area to form the updated game asset display interface.

[0175] In an exemplary embodiment, the display interface generating module includes: a page setting information obtaining unit, configured to obtain page setting information according to the target entity type and the user identifier in the access request; a display interface generating unit, configured to generate a game asset display interface according to the first configuration information and the page setting information.

[0176] In an exemplary embodiment, when generating a game asset display interface, the game asset processing device may further include: a query information acquisition module, configured to, in response to an information search instruction, acquire query information in a unified query language format according to the information search instruction; a target table generation module, configured to find corresponding game asset data according to the query information and generate a target table according to the game asset data.

[0177] In an exemplary embodiment, the game asset processing device further includes: a search control setting module, configured to set a corresponding information search control in the game asset display interface according to the field information in the first configuration information; the information search control is used to trigger an information search instruction.

[0178] In an exemplary embodiment, the target table generation module includes: a display configuration information determination unit, configured to determine data display configuration information according to the first configuration information; a target table generation unit, configured to generate a target table according to the data display configuration information and the game asset data.

[0179] In an exemplary embodiment, the data display configuration information includes table structure information; the target table generation module further includes: a cell configuration information determination unit, configured to determine cell configuration information according to the field information in the first configuration information; the target table generation unit, configured to determine the overall structure of the target table according to the table structure information, and render each cell according to the cell configuration information of each cell in the target table and the game asset data to form a target table.

[0180] In an exemplary embodiment, the game asset processing device further includes: an operation item generation module, configured to, in response to a first trigger instruction for the target table, generate one or more operation items according to the target entity type.

[0181] In an exemplary embodiment, the operation item generation module includes: an operation item generation unit, configured to, if the first trigger instruction is an instruction for the first data unit in the target table, generate one or more operation options according to the target entity type and the data state of the first data unit.

[0182] In an exemplary embodiment, the game asset processing device further includes: an identification information acquisition unit, configured to, in response to a view details instruction for the second data unit in the target table, acquire the identification information of the second data unit; a view details result determination unit, configured to acquire corresponding details data according to the identification information of the second data unit and determine a view details result according to the details data.

[0183] In an exemplary embodiment, the game asset processing device further includes: an information update module, configured to, in response to a data update instruction for the view details result, update the view details result and the target table.

[0184] In an exemplary embodiment, the game asset processing device further includes: a tree control providing module, configured to provide a tree control on the game asset display interface according to first configuration information; and a target table updating module, configured to, in response to a second trigger instruction for a target node in the tree control, search for information according to a search condition corresponding to the target node, and update the target table.

[0185] In an exemplary embodiment, the game asset processing device further includes: a cached data searching module, configured to, in response to a data operation instruction for the target table, search for whether there is cached data corresponding to the data operation instruction; a first determination module, configured to, if there is cached data corresponding to the data operation instruction, generate an operation result corresponding to the data operation instruction according to the cached data; and a second determination module, configured to, if there is no cached data corresponding to the data operation instruction, update the target table according to the data operation instruction to obtain an operation result corresponding to the data operation instruction.

[0186] In an exemplary embodiment, the second determination module includes: an update rate determining unit, configured to determine an update rate for each region according to the cache hit rate of different regions in the target table, where the cache hit rate represents the probability that cached data hits the data operation instruction; and a region update unit, configured to update each region according to the data operation instruction and in accordance with the update rate.

[0187] In an exemplary embodiment, the game asset processing device further includes: an aggregation processing module, configured to, in response to a batch operation instruction for a plurality of data units in the target table, perform verification on the batch operation instruction, and perform aggregation processing on the plurality of data units in the case where the verification passes; where performing verification on the batch operation instruction includes one or more of the following verifications: verifying whether the user has an operation permission corresponding to the batch operation instruction; verifying whether the entity states corresponding to the plurality of data units support the batch operation instruction; verifying whether the batch operation instruction complies with business rules; verifying whether the batch operation instruction complies with performance constraint conditions; and verifying whether the plurality of data units satisfy data consistency corresponding to the batch operation instruction.

[0188] The specific details of each part in the above device have been described in detail in the implementation manner of the method part. The undisclosed detailed content can be referred to the implementation manner content of the method part, and thus will not be elaborated herein.

[0189] It should be noted that although several modules or units of devices for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by a plurality of modules or units.

[0190] Exemplary embodiments of the present disclosure also provide a computer program product. The computer program product includes a computer program which, when executed by a processor, implements the above-mentioned game asset processing method.

[0191] In one embodiment, the computer program product may be a tangible product containing the computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium may be a storage medium based on signals such as electricity, magnetism, light, electromagnetic, infrared, etc., including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, mechanical hard disk drive (HDD), solid state drive (SSD), and so on. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.

[0192] In one embodiment, the computer program product may be an intangible product containing the computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as an executable file storing the computer program, an installation package, and other digital files.

[0193] The code of the computer program can be written in one or more programming languages. Programming languages such as C, Java, C++, etc. The program code can be executed entirely on the user's computing device, or partially on the user's computing device, or executed as an independent software package, or partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device can be connected to the user's computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (for example, through an Internet connection provided by an operator).

[0194] The computer program can be carried or transmitted by signals such as electricity, magnetism, light, electromagnetic, infrared, etc. The electronic device can convert the signal carrying the computer program into a digital signal and then run the computer program. When the computer program runs on the electronic device, its code is used to cause the electronic device to execute (more specifically, can cause the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned game asset processing method can be executed.

[0195] Exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, which may be program code. The processor executes the method in this exemplary embodiment by executing the executable instructions. In addition, the electronic device may further include a display for displaying a graphical user interface.

[0196] Reference is made below Figure 9 , and the electronic device is exemplarily described in the form of a general computing device. It should be understood that Figure 9 the electronic device 900 shown is merely an example and should not impose limitations on the functions and scope of use of the embodiments of the present disclosure.

[0197] As Figure 9 shown, the electronic device 900 may include: a processor 910, a memory 920, a bus 930, an I / O (input / output) interface 940, a network adapter 950, and a display 960.

[0198] The memory 920 may include volatile memory, such as RAM 921 and a cache unit 922, and may also include non-volatile memory, such as ROM 923. The memory 920 may further include one or more program modules 924. Such program modules 924 include, but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include the implementation of a network environment. For example, the program module 924 may include each module in the above device.

[0199] The processor 910 may include one or more processing units. For example, the processor 910 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit), etc.

[0200] The processor 910 may be used to execute the executable instructions stored in the memory 920, such as the above game asset processing method.

[0201] The bus 930 is used to implement connections between different components of the electronic device 900 and may include a data bus, an address bus, and a control bus.

[0202] The electronic device 900 can communicate with one or more external devices 1000 (such as a keyboard, a mouse, an external controller, etc.) through the I / O interface 940.

[0203] The electronic device 900 can communicate with one or more networks through the network adapter 950. For example, the network adapter 950 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless local area network, Bluetooth, near field communication, etc. The network adapter 950 can communicate with other modules of the electronic device 900 through the bus 930.

[0204] The electronic device 900 can display a graphical user interface through the display 960, such as displaying a game editing scene, etc.

[0205] Although Figure 9 not shown in

[0206] Other hardware and / or software modules can also be provided in the electronic device 900, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.

[0207] It should be understood that the present disclosure is not limited to the specific method steps or structures already described and shown in the drawings, and various modifications and changes can be made without departing from its scope. Based on the specific embodiments provided by the present disclosure, those skilled in the art will easily think of other embodiments. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are pointed out by the claims, which should cover any variations, uses, or adaptive changes of the present disclosure. These variations, uses, or adaptive changes follow the general principles of the present disclosure and include the common general knowledge or conventional technical means in the technical field not disclosed by the present disclosure.

[0208] Those skilled in the art will appreciate that various aspects of the present disclosure can be implemented as a system, a method, or a program product. Accordingly, various aspects of the present disclosure may be embodied in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be collectively referred to herein as "circuitry", "module", or "system". After considering the specification and practicing the invention disclosed herein, those skilled in the art will readily conceive of other embodiments of the present disclosure. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include known common general knowledge or conventional technical means in the technical field not disclosed in the present disclosure. The specification and embodiments are merely exemplary, and the true scope and spirit of the present disclosure are pointed out by the claims.

[0209] It should be understood that the present disclosure is not limited to the exact structures described above and shown in the drawings, and various modifications and changes can be made without departing from its scope. The scope of the present disclosure is only defined by the appended claims.

Claims

1. A method for processing game assets, characterized in that, Including: Receiving an access request for a unified asset system; The unified asset system integrates various types of game assets; Parsing the access request to determine the target entity type to which the game asset to be accessed by the access request belongs; Obtaining first configuration information corresponding to the target entity type from multi-type entity configuration information; the multi-type entity configuration information includes configuration information corresponding to various types of game assets; Generating a game asset display interface corresponding to the access request according to the first configuration information.

2. The method according to claim 1, wherein The parsing the access request to determine the target entity type to which the game asset to be accessed by the access request belongs includes: Parsing entity type identification information from the path parameters of the access request, and determining the target entity type to which the game asset to be accessed by the access request belongs according to the entity type identification information.

3. The method according to claim 1, characterized in that, The generating a game asset display interface corresponding to the access request according to the first configuration information includes: Converting the first configuration information into second configuration information corresponding to each page component for generating the game asset display interface; Invoking the corresponding page component to render the page area according to the second configuration information to form the game asset display interface.

4. The method according to claim 3, characterized in that, The method further includes: In response to a configuration update instruction, determining a page component to be updated among the page components, and updating the second configuration information corresponding to the page component to be updated; Invoking the corresponding page component to be updated to update the page area according to the updated second configuration information to form an updated game asset display interface.

5. The method according to claim 1, characterized in that The generating a game asset display interface corresponding to the access request according to the first configuration information includes: Obtaining page setting information according to the target entity type and the user identification in the access request; Generating the game asset display interface according to the first configuration information and the page setting information.

6. The method according to claim 1, characterized in that, In the case of generating the game asset display interface, the method further includes: In response to an information search instruction, obtaining query information in a unified query language format according to the information search instruction; Searching for corresponding game asset data according to the query information, and generating a target table according to the game asset data.

7. The method according to claim 6, characterized in that, The method further includes: Setting a corresponding information search control in the game asset display interface according to the field information in the first configuration information; the information search control is used to trigger the information search instruction.

8. The method according to claim 6, wherein The generating a target table according to the game asset data includes: Determining data display configuration information according to the first configuration information; Generating the target table according to the data display configuration information and the game asset data.

9. The method according to claim 8, wherein The data display configuration information includes table structure information; the generating a target table according to the game asset data further includes: Determining cell configuration information according to the field information in the first configuration information; The generating the search result according to the data display configuration information and the game asset data includes: Determine the overall structure of the target table according to the table structure information, and render each cell according to the cell configuration information and game asset data in the target table to form the target table.

10. The method according to claim 6, characterized in that, The method further includes: In response to a first trigger instruction for the target table, generate one or more operation items according to the target entity type.

11. The method according to claim 10, wherein The generating one or more operation items according to the target entity type includes: If the first trigger instruction is an instruction for a first data unit in the target table, generate one or more operation options according to the target entity type and the data status of the first data unit.

12. The method according to claim 6, wherein The method further includes: In response to a view details instruction for a second data unit in the target table, obtain the identification information of the second data unit; Obtain corresponding details data according to the identification information of the second data unit, and determine a details view result according to the details data.

13. The method according to claim 12, wherein The method further includes: In response to a data update instruction for the details view result, update the details view result and the target table.

14. The method according to claim 6, wherein The method further includes: Provide a tree control on the game asset display interface according to the first configuration information; In response to a second trigger instruction for a target node in the tree control, search for information according to the search condition corresponding to the target node, and update the target table.

15. The method according to claim 6, wherein The method further includes: In response to a data operation instruction for the target table, search for cache data corresponding to the data operation instruction; If there is cache data corresponding to the data operation instruction, generate an operation result corresponding to the data operation instruction according to the cache data; If there is no cache data corresponding to the data operation instruction, update the target table according to the data operation instruction to obtain an operation result corresponding to the data operation instruction.

16. The method according to claim 15, wherein The updating the target table according to the data operation instruction includes: Determine the update rate of each area according to the cache hit rate of different areas in the target table; the cache hit rate represents the probability that cache data hits the data operation instruction; Update each area according to the data operation instruction and in accordance with the update rate.

17. The method according to claim 6, characterized in that, The method further includes: In response to a batch operation instruction for multiple data units in the target table, perform verification on the batch operation instruction, and perform an aggregation process on the multiple data units if the verification passes; Among them, the verification of the batch operation instruction includes one or more of the following verifications: Verify whether the user has the operation permission corresponding to the batch operation instruction; Verify whether the entity statuses corresponding to the multiple data units support the batch operation instruction; Verify whether the batch operation instruction complies with the business rules; Verify whether the batch operation instruction complies with the performance constraint conditions; Verify whether the multiple data units meet the data consistency corresponding to the batch operation instruction.

18. A game asset processing device, characterized in that, Includes: An access request receiving module, configured to receive an access request for a unified asset system; The unified asset system integrates various types of game assets; An access request parsing module, configured to parse the access request to determine a target entity type to which a game asset to be accessed by the access request belongs; A configuration information obtaining module, configured to obtain first configuration information corresponding to the target entity type from multi-type entity configuration information; the multi-type entity configuration information includes configuration information corresponding to various types of game assets; A display interface generation module, configured to generate a game asset display interface corresponding to the access request according to the first configuration information.

19. An electronic device, characterized in that, Comprising: A processor; And A memory, configured to store executable instructions of the processor; Wherein, the processor is configured to execute the game asset processing method according to any one of claims 1-17 by executing the executable instructions.

20. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, the game asset processing method according to any one of claims 1-17 is implemented.