Resource data detection method and device, electronic equipment and storage medium

By generating resource cache information and target detection rules through the virtual scene engine, the problems of resource data inspection tool crash and low detection efficiency are solved, and fast and effective resource data detection is achieved.

CN120643919APending Publication Date: 2025-09-16SHENZHEN WANGYU COMPUTER NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202410298737.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-03-14
Publication Date
2025-09-16

AI Technical Summary

Technical Problem

Resource data inspection tools in the existing technology are prone to crashing, have low detection efficiency, and require full loading of the resource directory, which prolongs the time.

Method used

Generate resource cache information through the virtual scene engine, load the resource data to be detected based on the cache information and the conditions of the resources to be detected, and use target detection rules for detection to avoid full detection.

Benefits of technology

It realizes the real-time detection of updated resource data, saves computing resources, improves detection efficiency and reduces development costs.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120643919A_ABST
    Figure CN120643919A_ABST
Patent Text Reader

Abstract

The invention provides a resource data detection method and device, electronic equipment and a storage medium. The method comprises the steps that a detection rule list is obtained, and the detection rule list comprises a plurality of resource detection rules; in response to starting of the virtual scene engine, determining resource cache information generated by the virtual scene engine; based on the resource cache information and the to-be-detected resource condition, calling a virtual scene engine to load to-be-detected resource data meeting the to-be-detected resource condition; and performing resource detection processing on the to-be-detected resource data based on a target detection rule to obtain a detection result, the target detection rule being a resource detection rule used in the resource detection processing. Through the method, the detection efficiency of the resource data can be improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a method, device, electronic device, and storage medium for detecting resource data. Background Art

[0002] When an application is updated, a large amount of updated resource data will be generated. However, if there are errors in the updated resource data, it will affect the normal operation of the application. Therefore, after the application is updated, R&D personnel need to build a corresponding resource inspection tool to detect and filter out resource data that does not meet the standards, so as to correct the erroneous resource data. In related technologies, when checking updated resource data, resource inspection tools may crash, have exceptions, and other problems. At this time, secondary development of the corresponding tools is required, so the process of developing resource inspection tools is very cumbersome. In addition, in the existing resource data inspection process, it is usually necessary to load all the resources in the resource directory one by one, and when the resource data is updated, the resource attribute problems will be discovered during the resource data acceptance, which will extend the time to obtain resource detection results.

[0003] In the related technologies, there is currently no better way to improve the detection efficiency of resource data. Summary of the Invention

[0004] The embodiments of the present application provide a method, device, electronic device, and storage medium for detecting resource data, which can improve the efficiency of detecting resource data.

[0005] The technical solution of the embodiment of the present application is implemented as follows:

[0006] This embodiment of the present application provides a method for detecting resource data, the method comprising:

[0007] Obtaining a detection rule list, wherein the detection rule list includes multiple resource detection rules;

[0008] In response to the virtual scene engine being started, determining resource cache information generated by the virtual scene engine;

[0009] Based on the resource cache information and the resource condition to be detected, calling the virtual scene engine to load the resource data to be detected that meets the resource condition to be detected;

[0010] Resource detection processing is performed on the resource data to be detected based on a target detection rule to obtain a detection result, wherein the target detection rule is a resource detection rule used in the resource detection processing.

[0011] The present invention provides a device for detecting resource data, including:

[0012] A rule acquisition module, configured to acquire a detection rule list, wherein the detection rule list includes a plurality of resource detection rules;

[0013] A resource cache module, configured to determine resource cache information generated by the virtual scene engine in response to the virtual scene engine being started;

[0014] A resource loading module, configured to call the virtual scene engine to load resource data to be detected that meets the resource conditions to be detected based on the resource cache information and the resource conditions to be detected;

[0015] The resource detection module is used to perform resource detection processing on the resource data to be detected based on a target detection rule to obtain a detection result, wherein the target detection rule is a resource detection rule used in the resource detection processing.

[0016] An embodiment of the present application provides an electronic device, comprising:

[0017] a memory for storing computer-executable instructions or computer programs;

[0018] The processor is used to implement the resource data detection method provided in the embodiment of the present application when executing the computer executable instructions or computer program stored in the memory.

[0019] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program, which is used to implement the resource data detection method provided in the embodiment of the present application when executed by a processor.

[0020] An embodiment of the present application provides a computer program product, including computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the resource data detection method provided in the embodiment of the present application is implemented.

[0021] The embodiments of the present application have the following beneficial effects:

[0022] By starting the virtual scene engine and generating resource cache information for resource data, the updated resource data can be detected instantly within the editor of the virtual scene engine, shortening the time to obtain resource detection results; based on the resource cache information and the conditions of the resources to be detected, the virtual scene engine is called to load the resource data to be detected, so that the resource data to be detected can be loaded in a targeted manner, saving computing resources; by determining the target detection rules, resource detection processing is performed on the resource data to be detected, avoiding resource detection of the full detection rules, thereby improving the detection efficiency of resource data; by directly calling the interface of the virtual scene engine, the updated resource data is detected, saving the cost of developing resource inspection tools. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 Schematic diagram of an application mode of the resource data detection method provided in an embodiment of the present application;

[0024] Figure 2 is a structural diagram of an electronic device provided in an embodiment of the present application;

[0025] Figure 3A This is a first flow chart of the resource data detection method provided in an embodiment of the present application;

[0026] Figure 3B This is a second flow chart of the resource data detection method provided in an embodiment of the present application;

[0027] Figure 3C 3 is a schematic diagram of a third flow chart of the resource data detection method provided in an embodiment of the present application;

[0028] Figure 3D This is a fourth flow chart of the resource data detection method provided in an embodiment of the present application;

[0029] Figure 3E This is a fifth flow chart of the resource data detection method provided in an embodiment of the present application;

[0030] Figure 4 This is a flowchart of game resource rule checking provided in the related art;

[0031] Figure 5 Schematic diagram of the process of detecting resource data provided by the embodiment of the present application;

[0032] Figure 6 This is a schematic diagram of the first interface for configuring the UEPython module provided in an embodiment of the present application;

[0033] Figure 7 This is a schematic diagram of the second interface for configuring the UEPython module provided in an embodiment of the present application;

[0034] Figure 8 This is a schematic diagram of the third interface for configuring game resource inspection rules provided in an embodiment of the present application.

[0035] Figure 9 This is a flowchart of the game resource information cache provided by the embodiment of the present application;

[0036] Figure 10 This is a flowchart of loading game resources to be checked provided by an embodiment of the present application;

[0037] Figure 11 This is a schematic diagram of a game resource rule check list provided in an embodiment of the present application;

[0038] Figure 12 This is a schematic diagram of the fourth interface for displaying the game resource rule check results provided in an embodiment of the present application. DETAILED DESCRIPTION

[0039] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.

[0040] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0041] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0042] It should be pointed out that the relevant data collection and processing in this application (for example, obtaining updated resource data in virtual scenes) should be strictly in accordance with the requirements of relevant national laws and regulations when applied in practice, and the informed consent or separate consent of the personal information subject should be obtained. Subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.

[0043] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.

[0044] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.

[0045] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0046] 1) Unreal Engine (UE): A game engine developed by Epic Games. Originally designed for first-person shooter games, it has now been successfully applied to a wide variety of game genres, including simulations, horror games, and role-playing games. In addition to game development, UE is also being used in virtual film production.

[0047] 2) Python: A widely used interpreted, high-level, general-purpose programming language that supports multiple programming paradigms, including structured, procedural, reflective, object-oriented, and functional programming. It features a dynamic type system and garbage collection for automatic memory management, and includes a large and extensive standard library. Its language structure and object-oriented approach are designed to help programmers write logically coherent code for both small and large projects.

[0048] 3) Resource data: This refers to various types of information that can be used by a system or machine to achieve specific functions. These functions may be material, energy, or information. In computer science, the concept of resource data is often associated with databases, encompassing various types of information used to generate and manipulate tables. Specifically, resource data may include data in various forms, such as numbers, text, images, and videos.

[0049] 4) Rule checking: R&D personnel set custom rules based on the standards of various project resources and perform project resource checks based on pre-set rules.

[0050] 5) Game resource information cache (AssetRegistry): It is a subsystem of the UE editor and is used to cache all game resource information.

[0051] 6) Module Manager (FmoduleManager): It is a subsystem of the UE editor, responsible for managing modules such as built-in resource cache.

[0052] 7) Scan resource name module (AMFilter): A module in the UE editor used to scan resource data names.

[0053] 8) Scan resource type name module (AMFilter.ClassNames): A module in the UE editor used to scan resource type names.

[0054] 9) Scan resource path name module (AMFilter.PackagePaths): A module in the UE editor used to scan resource path names.

[0055] 10) Resource path module of specified type name (AssetRegistry.GetAssets): A module in the UE editor used to obtain a complete resource list of specified type resources.

[0056] 11) Target resource loading module (LoadObject): A module in the UE editor used to load target resources according to the resource path.

[0057] 12) Animation Resource (AnimSequence): A type of game resource. Game resource states include loop particles.

[0058] 13) Character resource: A type of game resource, a virtual character resource created in a game application.

[0059] 14) Texture resources: A type of game resource, which is an image resource used in game applications to represent game scenes and characters.

[0060] 15) Special effects resources: A type of game resource, special visual effects resources created in game applications.

[0061] The embodiments of the present application provide a method, device, electronic device and storage medium for detecting resource data, which can detect resource data based on the resource interface provided by the virtual scene engine, thereby improving the detection efficiency of resource data.

[0062] The following describes exemplary applications of electronic devices provided by embodiments of the present application. The electronic devices provided by embodiments of the present application can implement terminal devices, such as laptops, tablet computers, desktop computers, set-top boxes, mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices), smart phones, smart speakers, smart watches, smart TVs, in-vehicle terminals, virtual reality (VR) devices, augmented reality (AR) devices, and other types of user terminals, and can also be implemented as servers. Below, an exemplary application when the electronic device is implemented as a server will be described.

[0063] See also Figure 1 , Figure 1 This is a schematic diagram of an application mode of the resource data detection method provided in an embodiment of the present application, for example, Figure 1The server 200, the network 300, the terminal device 400 and the database 500 are involved. The terminal device 400 is connected to the server 200 via the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0064] In some embodiments, the database 500 stores a large amount of updated game resource data. The server 200 is used to detect the updated game resource data based on the target detection rules of the resource data. The terminal device 400 can be a user's computer.

[0065] For example, upon receiving a resource detection request uploaded by a user via terminal device 400, server 200 retrieves the game resource cache information generated by the virtual scene engine from database 500 and loads the game resource data to be detected based on the game resource cache information and the game resource conditions to be detected. The resource detection request carries the identifier of the target detection rule and the game resource conditions to be detected. Server 200 performs resource detection according to the target detection rule and sends the detection results to terminal device 400 via network 300. The user can view the detection results in a computer application on terminal device 400.

[0066] In some embodiments, the resource data detection method of the embodiment of the present application can also be applied in the following application scenarios: in a movie virtual production scenario, the resource data detection method of the present application is used to detect updated production material data, promptly discover abnormal resource data, and replace resource data that does not comply with the inspection rules to ensure the normal operation of the virtual production project; in a virtual reality scenario, when resource data such as virtual scenes and sound effects are updated, the resource data detection method of the present application is used to perform real-time detection on the updated data in the virtual reality application to ensure that various virtual reality functions can be realized.

[0067] The embodiments of the present application can be implemented using database technology. A database, in short, can be considered an electronic filing cabinet that stores electronic files, allowing users to add, query, update, and delete data in these files. A "database" is a collection of data that is stored together in a specific manner, can be shared by multiple users, has minimal redundancy, and is independent of applications.

[0068] A database management system (DBMS) is a computer software system designed for managing databases, typically providing basic functions such as storage, retrieval, security, and backup. DBMSs can be categorized by the database model they support, such as relational or XML (Extensible Markup Language); by the type of computer they support, such as server clusters or mobile phones; by the query language they use, such as SQL or XQuery; by performance priorities, such as maximum scale or maximum speed; or by other classification methods. Regardless of the classification method used, some DBMSs are cross-category, for example, supporting multiple query languages ​​simultaneously.

[0069] The embodiments of the present application can also be implemented through cloud technology. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites and more portal websites. With the rapid development and application of the Internet industry, as well as the promotion of search services, social networks, mobile commerce and open collaboration, each item may have its own hash code identification mark in the future, and all of them need to be transmitted to the background system for logical processing. Data of different levels will be processed separately. All kinds of industry data require strong system backing support, which can only be achieved through cloud computing.

[0070] The embodiments of the present application can also be implemented through machine learning. Machine Learning (ML) is a multi-disciplinary interdisciplinary subject involving probability theory, statistics, approximation theory, convex analysis, algorithm complexity theory and other disciplines. It specializes in how computers simulate or implement human learning behavior to acquire new knowledge or skills and reorganize existing knowledge structures to continuously improve their own performance. Machine learning is the core of artificial intelligence and the fundamental way to make computers intelligent. Its applications are spread across all areas of artificial intelligence. Machine learning and deep learning generally include artificial neural networks, belief networks, reinforcement learning, transfer learning, inductive learning, and learning by teaching. Combining the method of the embodiments of the present application with a neural network can improve the efficiency of resource data detection based on a virtual scene engine.

[0071] In some embodiments, the server 200 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal 400 can be a smart phone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, car terminal, etc., but is not limited to this. The terminal and the server can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0072] See also Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device may be Figure 1 Server 200 in Figure 2 The server 200 shown includes: at least one processor 410, a memory 450, and at least one network interface 420. The various components in the server 200 are coupled together via a bus system 440. It is understood that the bus system 440 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, the bus system 440 is not described in detail. Figure 2 Various buses are labeled as bus system 440 .

[0073] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0074] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 450 may optionally include one or more storage devices that are physically remote from the processor 410.

[0075] The memory 450 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0076] In some embodiments, the memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.

[0077] The operating system 451 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., which are used to implement various basic businesses and process hardware-based tasks.

[0078] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include Bluetooth, Wireless LAN (WiFi), and Universal Serial Bus (USB).

[0079] In some embodiments, the apparatus provided in the embodiments of the present application may be implemented in software. Figure 2 A detection device 455 for resource data stored in a memory 450 is shown, which can be software in the form of programs and plug-ins, including the following software modules: a rule acquisition module 4551, a resource cache module 4552, a resource loading module 4553, and a resource detection module 4554. These modules are logical, and therefore can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be explained below.

[0080] In some embodiments, the terminal or server can implement the resource data detection method provided in the embodiments of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a game APP or an instant messaging APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it into a browser environment. In short, the above-mentioned computer program can be any form of application, module or plug-in.

[0081] The resource data detection method provided in the embodiment of the present application will be explained in combination with the exemplary application and implementation of the server device provided in the embodiment of the present application.

[0082] The following describes the resource data detection method provided by the embodiment of the present application. As mentioned above, the electronic device that implements the resource data detection method of the embodiment of the present application can be a terminal, a server, or a combination of the two. Therefore, the execution entity of each step will not be repeated below.

[0083] See also Figure 3A , Figure 3A This is a first flow chart of the resource data detection method provided in the embodiment of the present application, which will be combined with Figure 3A The steps shown are explained.

[0084] In step 301, a detection rule list is obtained.

[0085] Here, the detection rule list includes multiple resource detection rules.

[0086] For example, resource data is tested according to detection rules. Resource data refers to various data that can be used by systems or machines to implement certain functions. Resource data may include data in various forms such as numbers, text, images, and videos. Detection rules refer to the detection methods and conditions for meeting the standards for resource data in various projects.

[0087] For example, the resource data may be virtual scene data in a game application, and detection rules for the game resource data are pre-set. The contents of the detection rule list will be specifically explained below.

[0088] In some embodiments, resource detection processing is implemented by calling the interface of the virtual scene engine through a preset component. Figure 3B , Figure 3B This is a second flow chart of the resource data detection method provided in the embodiment of the present application. Figure 3A Before step 301 shown, you can also perform Figure 3B Steps 3001 to 3003 are described in detail below.

[0089] In step 3001, a preset component is obtained.

[0090] For example, a preset component refers to a component resource embedded in a virtual scene engine. The preset component can call the virtual scene engine's resource interface to detect resource data within the virtual scene engine editor. The preset component can be a UEPython module that calls the virtual scene engine's interface and runs a Python script to detect game resource data.

[0091] In step 3002, the preset component is stored in the plug-in data of the resource data of the virtual scene.

[0092] For example, plugin data refers to data generated by additional components used to extend software functionality. Preset components are stored in the plugin data of the virtual scene's resource data, so that the preset components are configured in the virtual scene's resource data. When the virtual scene's resource data is tested, the test process can be implemented by calling the preset components in the plugin data.

[0093] The process of storing plugin data in the virtual scene's resource data, for example, technicians can configure the preset components that call the virtual scene engine interface. Figure 6 , Figure 6 This is a schematic diagram of the first interface for configuring the UEPython module provided by an embodiment of the present application. In area 601, the absolute path "XXXXX>XXXX>Plugins>UnrealEnginePython" is displayed, indicating that the UEPython module component resources are placed in the plugin folder of the game project.

[0094] In step 3003, in response to the preset component being stored in the plug-in data, the preset component is added to the resource data directory of the virtual scene engine.

[0095] For example, the resource data directory is where the resource data files are stored. Figure 7 , Figure 7 This is a schematic diagram of the second interface for configuring the UEPython module provided in an embodiment of the present application. Area 701 displays "+HSCPluginFilters="UnrealEnginePython," indicating that the project virtual scene engine configuration file, DefaultEngine.ini, adds the UEPython module component to the entire game resource directory. Once the UEPython module is configured, the virtual scene engine interface can be directly called through the module component, allowing Python scripts to detect updated game resource data.

[0096] In an embodiment of the present application, by configuring the preset components in the virtual scene engine, the virtual scene engine interface is directly called to detect the updated resource data, and the resource data can be detected instantly and quickly within the virtual scene engine editor, thereby improving the detection efficiency of the resource data and saving the cost of developing new resource inspection tools.

[0097] In some embodiments, Figure 3ABefore step 301 shown, a configuration interface is displayed; in response to a selection operation for any resource detection rule, the resource detection rule selected by the selection operation is used as a target detection rule, and each target detection rule is displayed in a selected state.

[0098] For example, the configuration interface includes: multiple resource detection rules. The target detection rule is the resource detection rule used in the resource detection process. Figure 8 , Figure 8 This is a schematic diagram of the third interface for configuring game resource inspection rules provided in an embodiment of the present application. In interface 801, users can pre-configure inspection rules for various game resource contents. Interface 801 includes multiple resource inspection rules, and multiple target detection rules 802 exist within the multiple resource inspection rules. The types of resource inspection rules include: human-computer interaction interface (UI) resource inspection rules, texture resource inspection rules, character resource inspection rules, and special effect resource inspection rules. During the game resource scanning process, you can select all or some items to configure the rules before resource detection.

[0099] For example, each configured resource detection rule corresponds to a use case Python script. When detecting various contents of game resources, the corresponding Python script is run according to the configured resource detection rule to detect the corresponding content of the game resource data.

[0100] Continue to refer Figure 3A In step 302, in response to the virtual scene engine being started, resource cache information generated by the virtual scene engine is determined.

[0101] For example, the virtual scene engine is a UE engine used to develop games. After the virtual scene engine is started, it can scan game resource data. Resource cache information is game resource information obtained after scanning and processing the game resource data. Based on the resource cache information, the corresponding game resource data can be obtained.

[0102] In some embodiments, see Figure 3C , Figure 3C This is a third flow chart of the resource data detection method provided in an embodiment of the present application. Figure 3A Step 302 shown may be performed by Figure 3C Steps 3021 to 3023 are implemented as described below.

[0103] In step 3021 , in response to the virtual scene engine being started and performing a scan process on the resource data, first information of the cached resource data generated by the scan process is determined.

[0104] For example, after the virtual scene engine is started, it performs a full scan of the game resource files in the virtual scene engine resource directory. During the scanning process, game resource cache information is generated for each of the scanned game resource files. The cached resource data is game resource data that is completely stored in the virtual scene engine memory. The first information includes the cached game resource data information.

[0105] In step 3022, second information of the uncached resource data generated by the scanning process is determined.

[0106] For example, the second information and the first information above are only used to distinguish information types and do not represent the order in which the information is generated. Uncached resource data is game resource data that is not stored or partially stored in the virtual scene engine memory.

[0107] In step 3023, the first information and the second information are combined into resource cache information.

[0108] For example, resource cache information is stored in a serialized form in a .uasset resource file on disk. When the Virtual Scene Engine Editor loads the resource cache information, the resource information cache AssetRegistry collects the unloaded resource cache information and stores the game resource information in memory, thus completing the caching of all game resource information.

[0109] In an embodiment of the present application, a virtual scene engine is used to perform scanning processing on resource data to generate resource cache information. Based on the resource cache information, the corresponding resource data can be quickly detected, thereby avoiding loading the full amount of resource data for resource detection and improving resource detection efficiency.

[0110] Continue to refer Figure 3A In step 303, based on the resource cache information and the resource conditions to be detected, the virtual scene engine is called to load the resource data to be detected that meets the resource conditions to be detected.

[0111] For example, the resource condition to be detected is a preset condition that specifies the attribute of the resource data to be detected, and can be used to filter the resource data to be detected with the specified attribute. The specific content of the resource condition to be detected will be explained below.

[0112] In some embodiments, see Figure 3D , Figure 3D This is a fourth flow chart of the resource data detection method provided in an embodiment of the present application. Figure 3A Step 303 shown may be performed by Figure 3D Steps 3031 to 3034 are implemented as described below.

[0113] In step 3031, the pre-configured resource conditions to be detected are obtained.

[0114] For example, a method for obtaining the resource condition to be detected includes: obtaining the resource condition to be detected pre-configured by the user before the resource detection process.

[0115] Or the server or terminal device automatically sets the resource conditions to be detected according to the specified rules. The specified rules are, for example: periodic detection of specified type of resources, in response to the current moment being the time when the time of the last detection of the specified type of resources reaches a preset period length, then the resources of this type are detected; periodic detection of resources in the resource directory file of the specified path, in response to the current moment being the time when the time of the last detection of the resources in the specified path file reaches a preset period length, then the resources in the path file are detected.

[0116] In step 3032, based on the resource conditions to be detected and the resource cache information, the traversal range of the traversal process is determined.

[0117] In this example, the traversal range refers to the portion of the resource data that includes the resource data to be detected. Resource cache information is obtained by calling the module manager FmoduleManager in the virtual scene engine. The module manager has a built-in resource cache module FassetRegistryModule, which embeds the asset information cache module AssetRegistryModule. The get function of the asset information cache module itself is called to obtain the resource cache information.

[0118] In step 3033, the resource data within the traversal range is traversed to obtain the absolute path of the resource data to be detected.

[0119] For example, a path is a way of specifying the location of a file or folder on a computer. Every file or folder has a unique path. An absolute path specifies the complete path to a file or folder, starting from the computer's root directory.

[0120] For example, the resource information cache has a built-in resource path module AssetRegistry.GetAssets for obtaining resource data of a specified type. The resource path module for obtaining resource data of a specified type is called to obtain a complete resource list of the resource data to be detected, thereby obtaining the absolute path of the resource data to be detected.

[0121] In step 3034, based on the absolute path of the resource data to be detected, the virtual scene engine is called to load the resource data to be detected.

[0122] For example, according to the absolute path of the resource data to be detected, the target resource loading module LoadObject in the virtual scene engine is called to load the resource data to be detected.

[0123] In some embodiments, the resource condition to be detected includes at least one of the following:

[0124] Condition 1: The file type of the resource data to be detected.

[0125] For example, when the resource conditions to be detected only include the file type of the resource data to be detected, they are set using the AMFilter module in the virtual scene engine. The AMFilter module has a built-in AMFilter.ClassNames module, which is used to set the file type of the specified resource data to be detected. By calling the AMFilter module, the specified type of resource data to be detected is scanned.

[0126] For example, file types are distinguished by file suffixes. Assuming that the file type of the resource data to be detected is in png format, all the game resource data with the file suffix png (file type) will be used as the resource data to be detected that meets the resource conditions to be detected.

[0127] Condition 2: The folder path to which the resource data to be detected belongs.

[0128] For example, the folder path to which the resource data to be detected belongs is the absolute path of the folder corresponding to the resource data to be detected. The relationship between the folder corresponding to the resource data to be detected and the resource data to be detected can be: the folder directly stores the resource data to be detected, or the folder stores a subfolder including the resource data to be detected.

[0129] For example, when the resource condition to be detected only includes the folder path to which the resource data to be detected belongs, it is set using the Scan Resource Name module in the virtual scene engine. The Scan Resource Name module has a built-in Scan Resource Path Name module AMFilter.PackagePaths, which is used to set the folder path to which the specified resource data to be detected belongs. By calling the Scan Resource Path Name module, the specified path is scanned for resource data to be detected.

[0130] For example, the folder path is distinguished by the path name. Assuming that the folder path name of the resource data to be detected is the human-computer interaction interface resource "\XXXX\Game\UI date", the data pointing to the folder path name in all the game resource data will be used as the resource data to be detected that meets the resource conditions to be detected.

[0131] Condition 3: the file type of the resource data to be detected and the folder path to which the resource data to be detected belongs.

[0132] For example, when the resource conditions to be detected include the file type of the resource data to be detected and the folder path to which the resource data to be detected belongs, the scanning resource type name module and the scanning resource path name module are respectively called to scan the resource data type to be detected and the resource data path to be detected. When both of the above resource conditions to be detected are met, the data in the folder pointed to by the folder path to which the resource data to be detected belongs that matches the file type of the resource data to be detected is used as the resource data to be detected.

[0133] Continuing with the example based on the file type and folder path above, for example: obtain the data of all png file types in the folder path "\XXXX\Game\UI date" as the resource data to be detected.

[0134] Continue to refer Figure 3A In step 304, resource detection processing is performed on the resource data to be detected based on the target detection rules to obtain a detection result.

[0135] Here, the target detection rule is a resource detection rule used in the resource detection process.

[0136] For example, the meaning and acquisition method of the target detection rules have been explained in step 301 above and will not be repeated here. The detection results include normal resource data that meets the target detection rules and abnormal resource data that does not meet the target detection rules, which can be used to distinguish and display normal resource data and abnormal resource data in different colors.

[0137] In some embodiments, see Figure 3E , Figure 3E This is the fifth flow chart of the resource data detection method provided in the embodiment of the present application. Figure 3A Step 304 shown may be performed by Figure 3E Steps 3041 to 3044 are implemented as described below.

[0138] In step 3041, a target detection rule is extracted from the detection rule list.

[0139] For example, the detection rule list includes multiple resource detection rules. For any selection operation of a resource detection rule, the resource detection rule selected by the selection operation is used as the target detection rule. Assumption: The resource data detection method provided in the embodiment of the present application is jointly implemented by a terminal device and a server. The resource detection request sent by the terminal device to the server carries an identifier of the target detection rule (for example, a digital label). The server queries and extracts the target detection rule from the detection rule list based on the identifier of the target detection rule.

[0140] In some embodiments, the types of target detection rules include:

[0141] Type 1: A preset image format for images in a virtual scene.

[0142] For example, set detection rules for image formats in virtual scenes, such as: Figure 8 , Figure 8 This is a schematic diagram of the third interface for configuring game resource inspection rules provided in an embodiment of the present application. Figure 8 Interface 801 shows a detection rule list. The resource detection rules marked with a check mark in the detection rule list are target detection rules. Figure 8 In (5) the Ul-umg special effect map format is incorrect (B8G8R8A8), check whether the special effect map format in the UI resource is B8G8R8A8.

[0143] Type 2: Preset level of picture quality for the human-computer interaction interface displaying the virtual scene.

[0144] For example, detection rules are set at the screen level of the human-computer interaction interface of the virtual scene, such as: Figure 8 In the example, (1) UI-transparent image sets the quality of Highest, and checks whether the image quality level of the transparent image is the highest level; for example: (2) UI-opaque image sets High, and checks whether the image quality level of the opaque image is a generally high level.

[0145] Type 3: The preset compression format of images in the virtual scene.

[0146] For example, set detection rules for image compression formats in a virtual scene, such as: Figure 8 In (4) UI-uncompressed (B8G8R8A8), it is detected whether the image compression format in the UI resource is B8G8R8A8.

[0147] Type 4: a first value range of the image size of the image in the virtual scene.

[0148] For example, set detection rules for the image size range in the virtual scene, such as: Figure 8 (6) If the UI texture size exceeds 1488, check whether the image size range in the UI resource exceeds 1488.

[0149] Type 5: a second value range of the storage space occupied by the file corresponding to each resource data.

[0150] For example, set detection rules for the range of storage space occupied by files corresponding to resource data, such as: Figure 8In the example, (22) Texture2D in the mobile phone memory is greater than or equal to 3072Kb (3M), and the storage space size of the 2D texture data in the mobile phone is detected to be greater than or equal to 3072Kb (3M).

[0151] In step 3042 , for each target detection rule, the following processing is performed: determining associated data associated with the target detection rule in the resource data to be detected.

[0152] For example, continue to refer to Figure 8 , when the target detection rule is set to: (1) UI-transparent image is set to Highest quality, that is, the resource data is detected according to the picture quality level rule in the game UI resource. The data associated with the UI resource in the resource data to be detected is determined, and the UI resource in the resource data to be detected is detected.

[0153] In step 3043, the target parameters in the target detection rule are compared with the actual parameters of the associated data to obtain a comparison result.

[0154] For example, continue to refer to Figure 8 , when the target detection rule is set to: (7) the MaxTextureSize of the texture is not 0 and is greater than or equal to 2048, that is, the resource data is detected according to the texture size rule in the game texture resource, and the target parameter is the maximum texture size of the texture is not 0 and is greater than or equal to 2048. Determine the data associated with the texture resource in the resource data to be detected, and determine the actual parameters of the maximum texture size of the associated data, and compare them with the target parameters.

[0155] In step 3044, in response to the comparison result that the target parameters do not match the actual parameters, the associated data is treated as abnormal resource data.

[0156] For example, when the target parameters do not match the actual parameters, refer to Figure 12 , Figure 12 This is a schematic diagram of the fourth interface for displaying the results of a game resource rule check provided by an embodiment of the present application. When the target detection rule is set to: (2) UI-Opaque Image is set to High, that is, the target parameter is that the transparent image quality in the UI resource is generally high, but the actual parameter is that the transparent image quality is not generally high, then the data associated with this target detection rule is abnormal resource data. In area 1201, the absolute path of the abnormal resource data and other parts of the detection result are displayed in different background colors.

[0157] In step 3045, in response to the comparison result that the target parameters match the actual parameters, the associated data is treated as normal resource data.

[0158] For example, when the target parameters match the actual parameters, continue to refer to Figure 12 ,When the target detection rule is set to: (3) UI-opaque image is set to Highest, that is, the target parameter is that the opaque image quality in the UI resource is the highest level, and the actual parameter is also that the opaque image quality is the highest level, then the data associated with this target detection rule is normal resource data.

[0159] For example, in the specific implementation, there is no sequence relationship between step 3044 and step 3045. When the condition in step 3045 that "the comparison result is that the target parameter matches the actual parameter" is met, step 3045 is executed. Otherwise, when the condition in step 3044 that "the comparison result is that the target parameter does not match the actual parameter" is met, step 3044 is executed.

[0160] In some embodiments, the types of matching between the target parameter and the actual parameter include: when the target parameter is a specified value, the target parameter is the same as the actual parameter; when the target parameter is a specified range, the actual parameter belongs to the specified range.

[0161] For example, when the target parameter is pre-set to a specific value, if the target parameter matches the actual parameter, the actual parameter will also be the specific value. Figure 8 , when the target detection rule is set to: (15) StaticMesh-DesiredMaxDrawDistance is 0, that is, the target parameter is the maximum stretching distance of the static mesh is 0, then the maximum stretching distance of the static mesh in the actual parameter is also 0.

[0162] For example, when the target parameter is pre-set to a certain value range, if the target parameter matches the actual parameter, the actual parameter is also within the value range. Figure 8 , when the target detection rule is set to: (11) special effect-special effect map-special effect map size is greater than 1024, that is, the target parameter is the special effect map size is greater than 1024, then the special effect map size in the actual parameter is also greater than 1024.

[0163] In some embodiments, the detection result includes the absolute path of the abnormal resource data. Figure 3A After step 304, the detection results are displayed in at least one of the following ways:

[0164] Method 1: Display each target detection rule and the absolute path of the abnormal resource data corresponding to the abnormal rule.

[0165] For example, the exception rule is the target detection rule corresponding to the abnormal resource data, and the absolute path of the abnormal resource data is displayed in a form that is different from other parts of the detection result. Figure 12 , Figure 12 This is a schematic diagram of the fourth interface for displaying the game resource rule check result provided by the embodiment of the present application. In area 1201, the abnormal rule displayed is "Check rule 2: UI-Opacity map is set to High:", and the absolute path of the abnormal resource data is displayed as

[0166] "1. / *** / UI / Textures / Welfare / Benefits_yuekadi.Benefits_yuekadi;

[0167] 2. / *** / UI / Textures / Welfare / Fuli_xieli_ren.Fuli_xieli_ren;

[0168] 3. / *** / UI / Textures / Welfare / Welfare_Bg_duyats_ditu.Welfare_Bg_duyats_ditu" corresponds to the detection result of the opaque image resource content in the UI resource. Three resource contents, yuekadi, ren, and ditu, do not meet the target detection rules. Therefore, the absolute path of the abnormal resource data and other parts of the detection result are displayed in different colors.

[0169] In the embodiment of the present application, abnormal resource data is displayed in different background colors. In a specific implementation, the display method of the abnormal resource data includes but is not limited to: displaying in a font and font color that is different from other parts.

[0170] Method 2: Display only exception rules and the absolute path of the exception resource data corresponding to each exception rule.

[0171] For example, the detection result only displays the abnormal rules and the absolute path of the abnormal resource data corresponding to each abnormal rule, wherein the absolute path of the abnormal resource data is displayed in a form different from other parts of the detection result.

[0172] In some embodiments, in response to a selection operation on the absolute path of abnormal resource data, the absolute path of the abnormal resource data selected by the selection operation is used as the target path, and the first display interface of the detection result is switched to the second display interface pointed to by the target path.

[0173] For example, the second display interface includes: content of abnormal resource data. Figure 12 , Figure 12This is a schematic diagram of the fourth interface displaying the results of the game resource rule check provided by an embodiment of the present application. In area 1201, the abnormal rule displayed is "Check Rule 2: UI-Opacity Map Set to High:", and the absolute path of the abnormal resource data is displayed as "2. / *** / UI / Textures / Welfare / Fuli_xieli_ren.Fuli_xieli_ren;". The "View Resources" icon is displayed to the right of the absolute path of the abnormal resource data. By clicking the "View Resources" icon, the current interface is switched to the second display interface displaying the abnormal resource data content; the second display interface can also be displayed floating above the layer of the first display interface.

[0174] In an embodiment of the present application, by starting a virtual scene engine and generating resource cache information of resource data, the updated resource data can be detected instantly within the editor of the virtual scene engine, thereby shortening the time for obtaining resource detection results; based on the resource cache information and the resource conditions to be detected, the virtual scene engine is called to load the resource data to be detected, so that the resource data to be detected can be loaded in a targeted manner, saving computing resources; by determining the target detection rules, resource detection processing is performed on the resource data to be detected, avoiding resource detection of the full detection rules, thereby improving the detection efficiency of the resource data; by configuring the preset components in the virtual scene engine, the virtual scene engine interface is directly called to detect the updated resource data, saving the cost of developing resource inspection tools.

[0175] Below, an exemplary application of the resource data detection method provided in an embodiment of the present application in an actual application scenario of detecting game resources will be described.

[0176] During game development, as game resources are updated, they need to be tested to prevent errors that could affect the normal operation of the game application. Because game resources are diverse and numerous, occupying significant storage space and requiring frequent submission and modification, improving the efficiency of game resource testing is crucial.

[0177] refer to Figure 4 , Figure 4This is a flowchart of the game resource rule check provided in the related art. In step 401, the game resource version is updated. In step 402, a compilation check tool is built. In step 403, all game resources are loaded. During the check process, all resources in the game resource directory are loaded one by one, and the resource content of the resources loaded into the memory is judged one by one. In step 404, the game resource rules are checked. Based on the game resource content, the corresponding game resource rule standards are configured, and game resources that do not comply with the rules are screened and checked. In step 405, it is determined whether there is a problem with the game resources or the tool for checking game resources. If a problem is found with the game resources or the tool for checking game resources, the process proceeds to step 406 to optimize the game resources or the checking tool code. The abnormal game resources or erroneous checking tool codes are optimized and repaired one by one, and then the process proceeds to step 401 for the next round of iteration.

[0178] Currently, there are the following issues when checking whether game resources meet the preset rule standards:

[0179] (1) After the game resources are updated, resource attribute problems can only be discovered through overall acceptance, which results in a significant delay in discovering problems. (2) Tools for checking game resources are often developed based on the engine's underlying interface. Frequent changes to the engine interface often cause the tool to crash, experience exceptions, and other problems during the inspection process. This requires secondary development of the tool, which is extremely expensive in terms of both manpower and time. (3) If all resources are loaded and all rules are fully checked each time, checking hundreds of gigabytes of project resources will be extremely time-consuming.

[0180] In order to address the problems existing in the prior art, the present application proposes a method for detecting resource data. Compared with the prior art, the present application provides the following improvements:

[0181] (1) Directly call the resource interface provided by the virtual scene engine UE itself to perform real-time game resource inspection without replacing the engine interface to build a new inspection tool.

[0182] (2) Configure full or partial game resource inspection rules, and quickly and instantly check updated game resources within the virtual scene engine editor, optimizing and iterating until the updated game resources meet the standards.

[0183] refer to Figure 5 , Figure 5 This is a flow chart of the resource data detection method provided in the embodiment of the present application. Figure 1 The server 200 in the example is the execution subject, combined with Figure 5 The steps of the resource data detection method provided in the embodiment of the present application are explained.

[0184] In step 501, the UEPython module is configured and started.

[0185] The UEPython module is a module that calls the resource interface of the virtual engine and runs Python scripts.

[0186] Example, reference Figure 6 , Figure 6 This is a schematic diagram of the first interface for configuring the UEPython module provided by an embodiment of the present application. Area 601 displays "XXXXX>XXXX>Plugins>UnrealEnginePython", indicating that the UEPython component resources are placed in the plugin folder of the game project.

[0187] Example, reference Figure 7 , Figure 7 This is a schematic diagram of the second interface for configuring the UEPython module, provided in an embodiment of the present application. Area 701 displays "+HSCPluginFilters="UnrealEnginePython." The project virtual scene engine configuration file, DefaultEngine.ini, adds the UEPython component to the entire game resource directory. Once the UEPython module is configured, Python scripts can directly call the virtual scene engine interface through this component.

[0188] Through step 501, the resource interface provided by the virtual scene engine itself is called to implement subsequent running of the python script to perform rule checking on the game resources.

[0189] In step 502, game resource checking rules are configured.

[0190] Game resource check rules are custom-set by developers based on actual needs and are used to detect updated game resource data.

[0191] Example, reference Figure 8 , Figure 8 This is a schematic diagram of the third interface for configuring game resource inspection rules provided by an embodiment of the present application. In interface 801, inspection rules for various game resource contents are pre-configured. During the game resource scanning process, all or some items can be selected to configure the rules before scanning.

[0192] For example, the configured inspection rules include at least one of the following:

[0193] (1) The UI-transparent image is set to Highest quality;

[0194] (2) UI-Opacity is set to High;

[0195] (3) UI-Opacity map is set to Highest;

[0196] (4) UI-uncompressed (B8G8R8A8);

[0197] (5) The Ul-umg special effect texture format is incorrect (B8G8R8A8);

[0198] (6) UI texture size exceeds 1488;

[0199] (7) The MaxTextureSize of the texture is not 0 and is greater than or equal to 2048;

[0200] (8) The imported (original size) of the texture is greater than 2048;

[0201] (9) Character-HD stickers-sticker circle size is greater than 1024;

[0202] (10) Character - Non-HD Texture - Texture size is greater than 512;

[0203] (11) Special effects - special effects map - special effects map size is greater than 1024;

[0204] (12) UI textures are not standard;

[0205] (13) The screen ratio interval between StaticMesh-Lod is too small;

[0206] (14) StaticMesh-Mesh all Lod has the same screen ratio;

[0207] (15)StaticMesh-DesiredMaxDrawDistance is 0;

[0208] (16)SkeletalMesh-DesiredMaxDrawDistance is 0;

[0209] (17) Texture - Texture format is FloatRGBA and greater than or equal to 512x512;

[0210] (18) Texture - The texture format is B8G8R8A8 and is greater than or equal to 512x512;

[0211] (19) StaticMesh-path with Building and 0cc is None;

[0212] (20) The mi ending image does not have isUsedForSeparateChan checked;

[0213] (21) Cube texture - Cube texture list;

[0214] (22) Texture2D has a memory greater than or equal to 3072Kb (3M) in the mobile phone;

[0215] (23) TextureCube has a memory greater than or equal to 2048Kb (2M) in the mobile phone.

[0216] The game resources to be checked include UI resources, texture resources, character resources, special effect resources and other resources. Among them, the resource content to be checked includes "art self-check" resources, which represent resources checked by the art responsible person, such as: (7) the MaxTextureSize of the texture is not 0 and is greater than or equal to 2048, (8) the Imported (original size) of the texture is greater than 2048. In specific implementation, it can be checked by a python script, or it can be manually checked before or after the script check. The resource content to be checked also includes "exported resources", which represent resources exported and updated by the system, such as: (21) Cube texture - Cube texture list. Each configured inspection rule has a corresponding use case python script, and the corresponding python script can be called to check the content of the game resources.

[0217] In step 503, cached game resource information is generated.

[0218] The game resource information is obtained by scanning the game resource file using a virtual scene engine, and the game resource information is stored in a game resource information buffer, thereby completing the caching of the game resource information.

[0219] Example, reference Figure 9 , Figure 9 This is a flowchart of the game resource information caching provided in an embodiment of the present application. Figure 5 Step 503 shown may be performed by Figure 9 Steps 5031 to 5034 are implemented as described below.

[0220] In step 5031, the virtual scene engine imports the game resource file.

[0221] In step 5032, the virtual scene engine automatically scans the game resource files.

[0222] For example, when the virtual scene engine editor is started, all game resource files in the virtual scene engine directory will be fully scanned to generate game resource information. The game resource information is usually stored in a serialized form in the resource file .uasset on the disk.

[0223] In step 5033, the game resource information buffer collects game resource information.

[0224] For example, the game resource information cache AssetRegistry is a subsystem of the virtual scene engine editor. When the virtual scene engine editor loads the game resource information asset, the game resource information cache collects the unloaded game resource information.

[0225] In step 5034, the game resource information caching is completed.

[0226] For example, after the game resource information is collected by the game resource information buffer, the game resource information is stored in the memory, thereby completing the cache of all game resource information. Among them, the game resource cache information corresponds to the game resource file one by one.

[0227] Through step 503, based on the generated game resource cache information, the corresponding game resource files can be effectively retrieved, avoiding the need to identify various game resource file types only after each resource file is loaded, thereby improving the efficiency of game resource file rule checking.

[0228] Continue to refer Figure 5 , in step 504, the game resources to be checked are loaded.

[0229] Specify the type of game resource to be checked, traverse the game resource cache information in the game resource information buffer, and load the game resource to be checked.

[0230] Example, reference Figure 10 , Figure 10 This is a flowchart of loading game resources to be checked provided in an embodiment of the present application. Figure 5 Step 504 shown may be performed by Figure 10 Steps 5041 to 5044 are implemented as described below.

[0231] In step 5041, the game resource cache information in the game resource information buffer is determined.

[0232] For example, the resource cache module FassetRegistryModule built into the module manager FmoduleManager is called. The resource cache module includes the game resource information cache module AssetRegistryModule. The get function of the game resource information cache module is called to obtain the game resource cache information in the game resource information cache. If the game resource information cache contains cache information, the game resource cache information is obtained.

[0233] In step 5042, the type of game resource cache information to be traversed is specified.

[0234] For example, the game resource name scanning module AMFilter is used to set a specific game resource cache information type. This module includes the AMFilter.ClassNames module, which scans game resource type names, and the AMFilter.PackagePaths module, which scans game resource path names. These modules are called separately to set the specific game resource cache information type and path.

[0235] In step 5043, the game resource cache information is traversed.

[0236] For example, call AssetRegistry.GetAssets in the game resource information cache to obtain the resource path module of the specified type name, obtain the complete resource list of the specified type of game resources, and complete the traversal of all the cache information of the specified type of game resources.

[0237] In step 5044, game resources of a specified type are loaded.

[0238] For example, based on the obtained game resource cache information path, the target resource loading module LoadObject is called to load the final game resource to be checked.

[0239] Continue to refer Figure 5 , in step 505, a rule check is performed on the game resources.

[0240] Example, reference Figure 11 , Figure 11 11 is a schematic diagram of the game resource rule check list provided in an embodiment of the present application. In the list area 1101, seven types of resource rules are displayed, including UI resources, special effect resources, character resources, texture resources, model resources, shader resources, and audio resources. Among them, each type of resource rule corresponds to multiple resource inspection rules. In the list area 1102, the UI resource rules also include the transparent image setting highest level Highest picture quality rules and the opaque image setting general high level High picture quality rules. Each resource inspection rule corresponds to a Python script file, and the Python script calls the configured UEPython module interface to check and compare the game resource attributes.

[0241] For example, a rule check is performed on the special effects resources in the game resources. The special effects resource rule is set to use looping special effects in the game animation, and no immediate destruction rule script is set. The immediate destruction rule checks whether the looping special effects are destroyed after the game animation uses the looping special effects. The target resource loading module is called to load all animation resources AnimSequence. The animation resource status notification type module NotifyStateClass is called to determine whether the animation resources use looping particles loop_particles. The loop particle acquisition module get_all_loop_particles is called to obtain a particle list and animation resource list. In the animation resource list, the status notification type module is used to check whether the animation resource uses the looping particle type special effect. In the particle list, the immediate destruction attribute bDestroyAtEnd of the looping particle is determined to be unset to False to determine whether the special effects resource meets the check rule.

[0242] In step 506, the game resource checking result is output and displayed.

[0243] Example, reference Figure 12 , Figure 12 This is a schematic diagram of the fourth interface for displaying the results of the game resource rule check provided by the embodiment of the present application. After the game resources are checked for rules, the game resource rule check results are displayed, and the game resources that do not meet the check rules are marked. In area 1201, it is displayed "Check Rule 2: UI-Opacity Map Set to High:

[0244] 1. / *** / UI / Textures / Welfare / Benefits_yuekadi.Benefits_yuekadi;

[0245] 2. / *** / UI / Textures / Welfare / Fuli_xieli_ren.Fuli_xieli_ren;

[0246] 3. / *** / UI / Textures / Welfare / Welfare_Bg_duyats_ditu.Welfare_Bg_duyats_ditu".

[0247] That is, for the content inspection results of opaque image resources in UI resources, three resource contents, yuekadi, ren, and ditu, do not meet the inspection rules and are therefore marked.

[0248] For example, the print function prints out all game resources that do not meet the inspection rules, so that R&D personnel can determine the game resources that need to be subsequently optimized.

[0249] In the aforementioned game resource detection application scenario, by directly calling the virtual scene engine resource interface, updated game resources can be checked in real time, eliminating the need to modify the engine interface and build a new resource inspection tool, thus reducing the cost of developing the inspection tool. By configuring full or partial inspection rules for game resources, game developers can complete standard inspections of various game resource contents within the virtual scene engine editor, saving server resources, preventing substandard resources from entering the entire resource server, and improving game development efficiency.

[0250] The following continues to describe the exemplary structure of the resource data detection device 455 provided in the embodiment of the present application implemented as a software module. In some embodiments, such as Figure 2 As shown, the software modules in the detection device 455 of resource data stored in the memory 450 may include: a rule acquisition module 4551, configured to obtain a detection rule list, wherein the detection rule list includes multiple resource detection rules; a resource cache module 4552, configured to determine the resource cache information generated by the virtual scene engine in response to the startup of the virtual scene engine; a resource loading module 4553, configured to call the virtual scene engine to load the resource data to be detected that meets the resource conditions to be detected based on the resource cache information and the resource conditions to be detected; a resource detection module 4554, configured to perform resource detection processing on the resource data to be detected based on the target detection rule to obtain a detection result, wherein the target detection rule is the resource detection rule used in the resource detection processing.

[0251] In some embodiments, the rule acquisition module 4551 is configured to display a configuration interface before obtaining a list of detection rules, the configuration interface including: multiple resource detection rules; in response to a selection operation on any resource detection rule, the resource detection rule selected by the selection operation is used as a target detection rule, and each target detection rule is displayed in a selected state.

[0252] In some embodiments, the resource cache module 4552 is configured to respond to the virtual scene engine being started and the virtual scene engine performing scanning processing on the resource data, determine first information of the cached resource data generated by the scanning processing; and determine second information of the uncached resource data generated by the scanning processing; and combine the first information and the second information into resource cache information.

[0253] In some embodiments, the resource loading module 4553 is configured to obtain pre-configured resource conditions to be detected; determine the traversal range of traversal processing based on the resource conditions to be detected and resource cache information, wherein the traversal range refers to the part of the resource data that includes the resource data to be detected; perform traversal processing on the resource data within the traversal range to obtain the absolute path of the resource data to be detected; and call the virtual scene engine to load the resource data to be detected based on the absolute path of the resource data to be detected.

[0254] In some embodiments, the resource condition to be detected includes at least one of the following: a file type of the resource data to be detected, and a folder path to which the resource data to be detected belongs.

[0255] In some embodiments, the resource detection module 4554 is configured to extract target detection rules from the detection rule list; for each target detection rule, perform the following processing: determine the associated data associated with the target detection rule in the resource data to be detected; compare the target parameters in the target detection rule with the actual parameters of the associated data to obtain a comparison result; in response to the comparison result that the target parameters do not match the actual parameters, treat the associated data as abnormal resource data; in response to the comparison result that the target parameters match the actual parameters, treat the associated data as normal resource data.

[0256] In some embodiments, the types of target detection rules include: a preset image format of images in a virtual scene; a preset level of picture quality of a human-computer interaction interface for displaying a virtual scene; a preset compression format of images in a virtual scene; a first value range of the image size of images in a virtual scene; and a second value range of the storage space occupied by the file corresponding to each resource data.

[0257] In some embodiments, the types of matching between the target parameter and the actual parameter include: when the target parameter is a specified value, the target parameter is the same as the actual parameter; when the target parameter is a specified range, the actual parameter belongs to the specified range.

[0258] In some embodiments, the detection result includes the absolute path of the abnormal resource data; the resource detection module 4554 is configured to perform resource detection processing on the resource data to be detected based on the target detection rule, and after obtaining the detection result, display the detection result in at least one of the following ways: display each target detection rule, and display the absolute path of the abnormal resource data corresponding to the abnormal rule, wherein the abnormal rule is the target detection rule corresponding to the abnormal resource data, and the absolute path of the abnormal resource data is displayed in a form different from other parts in the detection result; display the abnormal rule, and display the absolute path of the abnormal resource data corresponding to each abnormal rule, wherein the absolute path of the abnormal resource data is displayed in a form different from other parts in the detection result.

[0259] In some embodiments, the resource detection module 4554 is configured to perform resource detection processing on the resource data to be detected based on the target detection rules, and after obtaining the detection results, in response to a selection operation for the absolute path of the abnormal resource data, use the absolute path of the abnormal resource data selected in the selection operation as the target path, and switch the first display interface of the detection result to the second display interface pointed to by the target path; wherein, the second display interface includes: the content of the abnormal resource data.

[0260] In some embodiments, resource detection processing is implemented by calling the interface of the virtual scene engine through a preset component; the rule acquisition module 4551 is configured to obtain the preset component before obtaining the detection rule list; the preset component is stored in the plug-in data of the resource data of the virtual scene; in response to the preset component being stored in the plug-in data, the preset component is added to the resource data directory of the virtual scene engine.

[0261] An embodiment of the present application provides a computer program product, comprising computer-executable instructions or a computer program stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions or the computer program from the computer-readable storage medium and executes the computer-executable instructions or the computer program, causing the electronic device to perform the resource data detection method described in the embodiment of the present application.

[0262] The embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions or computer programs are stored. When the computer-executable instructions or computer programs are executed by a processor, the processor will execute the resource data detection method provided in the embodiment of the present application, for example, Figure 3A A method for detecting resource data is shown.

[0263] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or various devices including one or any combination of the above memories.

[0264] In some embodiments, computer-executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0265] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinating files (e.g., files storing one or more modules, subroutines, or code portions).

[0266] By way of example, computer-executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.

[0267] To sum up, by starting the virtual scene engine and generating resource cache information of resource data, the updated resource data can be detected instantly within the editor of the virtual scene engine, shortening the time to obtain resource detection results; based on the resource cache information and the conditions of the resources to be detected, the virtual scene engine is called to load the resource data to be detected, so that the resource data to be detected can be loaded in a targeted manner, saving computing resources; by determining the target detection rules, resource detection processing is performed on the resource data to be detected, avoiding resource detection of the full detection rules, thereby improving the detection efficiency of resource data; by directly calling the interface of the virtual scene engine, the updated resource data is detected, saving the cost of developing resource inspection tools.

[0268] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.

Claims

1. A method for detecting resource data, characterized in that: The method comprises: Obtaining a detection rule list, wherein the detection rule list includes multiple resource detection rules; In response to the virtual scene engine being started, determining resource cache information generated by the virtual scene engine; Based on the resource cache information and the resource condition to be detected, calling the virtual scene engine to load the resource data to be detected that meets the resource condition to be detected; Resource detection processing is performed on the resource data to be detected based on a target detection rule to obtain a detection result, wherein the target detection rule is a resource detection rule used in the resource detection processing.

2. The method according to claim 1, characterized in that Before obtaining the detection rule list, the method further includes: Displaying a configuration interface, the configuration interface including: a plurality of resource detection rules; In response to a selection operation on any of the resource detection rules, the resource detection rule selected by the selection operation is used as a target detection rule, and each of the target detection rules is displayed in a selected state.

3. The method according to claim 1, characterized in that In response to the virtual scene engine being started, determining the resource cache information generated by the virtual scene engine includes: In response to the virtual scene engine being started and the virtual scene engine performing a scan process on resource data, determining first information of cached resource data generated by the scan process; and determining second information of uncached resource data generated by the scanning process; The first information and the second information are combined into the resource cache information.

4. The method according to claim 1, wherein The calling the virtual scene engine to load the resource data to be detected that meets the resource condition to be detected based on the resource cache information and the resource condition to be detected includes: Get pre-configured resource conditions to be tested; Determining a traversal range of traversal processing based on the resource condition to be detected and the resource cache information, wherein the traversal range refers to a portion of the resource data including the resource data to be detected; Performing traversal processing on the resource data within the traversal range to obtain the absolute path of the resource data to be detected; Based on the absolute path of the resource data to be detected, the virtual scene engine is called to load the resource data to be detected.

5. The method according to claim 4, characterized in that The resource condition to be detected includes at least one of the following: the file type of the resource data to be detected; and the folder path to which the resource data to be detected belongs.

6. The method according to claim 1, wherein The performing resource detection processing on the resource data to be detected based on the target detection rule to obtain a detection result includes: Extracting a target detection rule from the detection rule list; For each target detection rule, perform the following processing: Determining associated data associated with the target detection rule in the resource data to be detected; Comparing the target parameters in the target detection rule with the actual parameters of the associated data to obtain a comparison result; In response to the comparison result indicating that the target parameter does not match the actual parameter, treating the associated data as abnormal resource data; In response to the comparison result that the target parameter matches the actual parameter, the associated data is used as normal resource data.

7. The method according to claim 6, characterized in that The types of target detection rules include: a preset image format of the image in the virtual scene; A preset level of picture quality for a human-computer interaction interface displaying the virtual scene; A preset compression format of the image in the virtual scene; a first value range of image sizes of images in the virtual scene; A second value range of the storage space occupied by the file corresponding to each resource data.

8. The method according to claim 6, characterized in that The types of matching between the target parameter and the actual parameter include: When the target parameter is a specified value, the target parameter is the same as the actual parameter; When the target parameter is within a specified range, the actual parameter falls within the specified range.

9. The method according to claim 1, characterized in that The detection result includes the absolute path of the abnormal resource data; After performing resource detection processing on the resource data to be detected based on the target detection rule to obtain a detection result, the method further includes: The test results are displayed in at least one of the following ways: Displaying each target detection rule and the absolute path of the abnormal resource data corresponding to the abnormal rule, wherein the abnormal rule is the target detection rule corresponding to the abnormal resource data, and the absolute path of the abnormal resource data is displayed in a form different from other parts of the detection result; The abnormal rules are displayed, and the absolute path of the abnormal resource data corresponding to each abnormal rule is displayed, wherein the absolute path of the abnormal resource data is displayed in a form different from other parts of the detection result.

10. The method according to claim 9, characterized in that The method further comprises: In response to a selection operation for the absolute path of the abnormal resource data, the absolute path of the abnormal resource data selected by the selection operation is used as a target path, and the first display interface of the detection result is switched to a second display interface pointed to by the target path; Wherein, the second display interface includes: the content of the abnormal resource data.

11. The method according to any one of claims 1 to 10, characterized in that The resource detection process is implemented by calling the interface of the virtual scene engine through a preset component; Before obtaining the detection rule list, the method further includes: Obtaining the preset component; Storing the preset component in the plug-in data of the resource data of the virtual scene; In response to the preset component being stored in the plug-in data, the preset component is added to the resource data directory of the virtual scene engine.

12. A resource data detection device, characterized in that: The device comprises: A rule acquisition module, configured to acquire a detection rule list, wherein the detection rule list includes a plurality of resource detection rules; A resource cache module, configured to determine resource cache information generated by the virtual scene engine in response to the virtual scene engine being started; A resource loading module, configured to call the virtual scene engine to load resource data to be detected that meets the resource conditions to be detected based on the resource cache information and the resource conditions to be detected; The resource detection module is used to perform resource detection processing on the resource data to be detected based on a target detection rule to obtain a detection result, wherein the target detection rule is a resource detection rule used in the resource detection processing.

13. An electronic device, characterized in that: The electronic device comprises: a memory for storing computer-executable instructions or computer programs; A processor is configured to implement the resource data detection method according to any one of claims 1 to 11 when executing the computer executable instructions or computer program stored in the memory.

14. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that: When the computer executable instructions or computer program are executed by a processor, the resource data detection method according to any one of claims 1 to 11 is implemented.

15. A computer program product comprising computer executable instructions or a computer program, characterized in that When the computer executable instructions or computer program are executed by a processor, the resource data detection method according to any one of claims 1 to 11 is implemented.