Data processing system and method

By introducing a second server as an intermediate layer in the game viewing system and using mapping lists and data transmission types to manage game data, the bandwidth pressure and real-time issues during viewing are resolved, and an efficient viewing experience and cross-server data synchronization are achieved.

CN120789644APending Publication Date: 2025-10-17ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
CN202511247234.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-09-02
Publication Date
2025-10-17

AI Technical Summary

Technical Problem

In the existing technology, when watching games, the audience client directly connects to the game server, resulting in bandwidth pressure, link congestion, poor real-time performance and insufficient permission control, and cannot provide an efficient viewing experience.

Method used

Introducing a second server as the middle layer, managing game data through mapping lists and data transmission types, reducing the data processing pressure on the game server, and improving the real-time and efficiency of data synchronization.

Benefits of technology

It reduces the bandwidth pressure and computing overhead of the game server, ensures the real-time nature of the viewing content and the actual battle, and supports cross-server viewing and multi-user concurrent scenarios.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120789644A_ABST
    Figure CN120789644A_ABST
Patent Text Reader

Abstract

The invention provides a data processing system and method, and the data processing system is applied to a first server, a second server and a first user client. The first server is used for receiving a battle watching request of the first user client for a target second user, acquiring game data information of the target second user and forwarding the game data information to the second server; the second server is used for responding to the communication connection of the first user client, creating a mapping list of the first user and the second user, determining a target first user of the game data according to the mapping list, and forwarding the game data to the first user client of the target first user based on the game data transmission type, the mapping list comprises a watching relationship between the first user and the second user; and the first user client is used for establishing communication connection with the second server, acquiring a target scene corresponding to a second user, and synchronizing the game data in the target scene. According to the invention, the data transmission efficiency is improved.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computer, in particular to a data processing system and method. The present application also relates to a computing device, a computer readable storage medium and a computer program product. BACKGROUND

[0002] With the continuous development of computer technology, people in the game watching process, watching experience requirements are also increasingly high.

[0003] In the related art, in the game watching process, the game server is directly connected with the audience client, and the game state is broadcast to the audience client through the game server. However, in the related art, since the audience client is directly connected with the game server, the game server has additional overhead. For example, when multiple people watch concurrently, the game server needs to maintain a large number of synchronization links at the same time, the data packet redundancy is high, and the bandwidth pressure and link congestion are easily caused. In addition, with the increase of the additional overhead of the game server, it is easy to cause a significant time difference between the watching content and the real battle, which cannot provide real-time watching experience, and affects the sense of immersion and interactivity. SUMMARY

[0004] Therefore, the embodiments of the present application provide a data processing system and method to solve the technical defects in the prior art. The present application also relates to a computing device, a computer readable storage medium and a computer program product to solve the above problems in the prior art.

[0005] According to a first aspect of the embodiments of the present application, a data processing system is provided, applied to a first server, a second server and a first user client;

[0006] The first server is configured to receive a watching request of the first user client for a target second user, obtain game data information of the target second user, and forward the game data information to the second server, wherein the game data information includes game data of the target second user and a game data transmission type;

[0007] The second server is configured to create a mapping list of the first user and the second user in response to a communication connection of the first user client, determine a target first user of the game data according to the mapping list, and forward the game data to the first user client of the target first user based on the game data transmission type, wherein the mapping list includes a watching relationship between the first user and the second user;

[0008] The first user client is configured to establish a communication connection with the second server, and obtain a target scene corresponding to the second user, and synchronize the game data in the target scene.

[0009] According to a second aspect of the embodiments of the present application, a data processing method is provided, applied to a second server, and the method comprises:

[0010] In response to a communication connection of a first user client, a mapping list of a first user and a second user is created, and a target scene corresponding to the target second user is obtained, wherein the mapping list comprises a viewing relationship between the first user and the second user;

[0011] Game data information forwarded by a first server is received, wherein the game data information comprises game data of a target second user and a game data transmission type;

[0012] Based on the game data transmission type and the mapping list, the game data is synchronized to a target first user in the first user client.

[0013] According to a third aspect of the embodiments of the present application, a data processing method is provided, applied to a first server, and the method comprises:

[0014] Forwarding authorization consent information to a first user client;

[0015] Obtaining game data information of a target second user, and forwarding the game data information to a second server, wherein the game data information comprises game data and a game data transmission type.

[0016] According to a fourth aspect of the embodiments of the present application, a data processing device is provided, applied to a second server, and the device comprises:

[0017] A creating unit is configured to, in response to a communication connection of a first user client, create a mapping list of a first user and a second user, and obtain a target scene corresponding to the target second user, wherein the mapping list comprises a viewing relationship between the first user and the second user;

[0018] A receiving unit is configured to receive game data information forwarded by a first server, wherein the game data information comprises game data of a target second user and a game data transmission type;

[0019] A processing unit is configured to, based on the game data transmission type and the mapping list, synchronize the game data to a target first user in the first user client.

[0020] According to a fifth aspect of the embodiments of the present application, a data processing device is provided, applied to a first server, and the device comprises:

[0021] A sending unit is configured to forward authorization consent information to a first user client;

[0022] The acquisition unit is configured to acquire game data information of a target second user, and forward the game data information to a second server, wherein the game data information comprises game data and a game data transmission type.

[0023] According to a sixth aspect of the embodiments of the present application, a computing device is provided, comprising:

[0024] a memory and a processor;

[0025] The memory is configured to store computer programs / instructions, and the processor is configured to execute the computer programs / instructions, so as to implement the steps of the above method.

[0026] According to a seventh aspect of the embodiments of the present application, a computer readable storage medium is provided, which stores computer programs / instructions, and the computer programs / instructions are executed by a processor to implement the steps of the above method.

[0027] According to an eighth aspect of the embodiments of the present application, a computer program product is provided, comprising computer programs / instructions, and the computer programs / instructions are executed by a processor to implement the steps of the above method.

[0028] According to the data processing system provided by the present application, the second server avoids redundant transmission of game data according to the mapping list and the forwarding mode of the data transmission type, reduces the bandwidth pressure and the computing overhead of the first server, and further improves the smoothness of the game watching process. The first server directly provides the game data of the target second user, the first user client synchronously loads the target scene and renders the data, ensures that the scene seen by the first user is consistent with the state seen by the target second user in a short time, and further improves the game data transmission efficiency. In addition, through the mutual interaction among the first server, the second server and the first user client, multi-server data aggregation is supported, which provides support for cross-server watching, multi-first user concurrency and other scenarios. BRIEF DESCRIPTION OF DRAWINGS

[0029] Figure 1 FIG. 1 shows an architecture diagram of a data processing system according to an embodiment of the present application;

[0030] Figure 2 FIG. 4 shows a schematic diagram of determining a data transmission type according to an embodiment of the present application;

[0031] Figure 3 FIG. 6 shows a schematic diagram of data forwarding according to an embodiment of the present application;

[0032] Figure 4A schematic diagram illustrating a processing mapping relationship provided according to an embodiment of the present application is shown;

[0033] Figure 5 A schematic diagram of a data transmission system provided according to an embodiment of the present application is shown;

[0034] Figure 6 A flow chart of a data processing method provided according to an embodiment of the present application is shown;

[0035] Figure 7 A flow chart of a data processing method provided according to an embodiment of the present application is shown;

[0036] Figure 8 A schematic diagram of the structure of a data processing device provided according to an embodiment of the present application is shown. Figure 1 ;

[0037] Figure 9 A schematic diagram of the structure of a data processing device provided according to an embodiment of the present application is shown. Figure 2 ;

[0038] Figure 10 A structural block diagram of a computing device provided according to an embodiment of the present application is shown. DETAILED DESCRIPTION

[0039] The following description sets forth many specific details to facilitate a thorough understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the scope of the present application. Therefore, the present application is not limited to the specific implementations disclosed below.

[0040] The terms used in one or more embodiments of the present application are for the purpose of describing specific embodiments only and are not intended to limit one or more embodiments of the present application. The singular forms "a", "the" and "the" used in one or more embodiments of the present application and the appended claims are also intended to include plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" used in one or more embodiments of the present application refers to and includes any or all possible combinations of one or more associated listed items.

[0041] It should be understood that, although the terms first, second, etc. can be employed in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to differentiate one piece of information from another. For example, without departing from the scope of one or more embodiments, first can be termed second, and similarly, second can be termed first. Depending on the context, the word "if" as used herein can be interpreted to mean "when" or "in response to determining" or "in response to ascertaining."

[0042] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in the present application are all information and data authorized by the user or authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards in the relevant region, and provide corresponding operation portal for user to choose authorization or refusal.

[0043] The data processing system proposed in the present application is applied to the scene of processing game data, for example, applied to the scene of forwarding game data for watching.

[0044] Firstly, the nomenclature involved in one or more embodiments of the present application is explained.

[0045] Game watching: game watching can be understood as a function that the audience watches the game process of other players in real time through the client. In the present application, game watching can be understood as that the first user watches the game operation process of the second user in real time through the first user client.

[0046] The first server is used for processing the game data information of the second user and forwarding the game data information of the second user. The first server involved in the present application can be understood as a game server.

[0047] The second server is used for transmitting game data according to the transmission type of game data. The second server involved in the present application can be understood as a watching server.

[0048] The first user client is used for receiving game data and showing game data to the first user in parallel. The first user client involved in the present application can be understood as an audience client.

[0049] The second user client is used for providing authorization behavior, for example, providing watching authorization behavior of the first user. The second user client involved in the present application can be understood as a player client.

[0050] In the related art, in the process of game watching, the audience client of the audience is directly connected to the game server of the player, and the game data of the player is forwarded to the audience client by the game server, so that the audience can watch the game operation of the player through the audience client.

[0051] However, in the related art, when the game server forwards the game data to the audience client, the protocol and interface need to be rewritten so that the audience client can receive the game data, which is complex to modify. Moreover, when multiple audiences in the audience client have the function of watching the game operation of the player, the game server needs to maintain multiple links for data forwarding at the same time. However, in the process of maintaining multiple links, the redundancy of data packets is high, which easily causes bandwidth pressure and link congestion.

[0052] In addition, in order to avoid the leakage of watching data or the interference with the balance of the player's battle due to multiple links, the related art usually adopts a delay mechanism to delay the watching content displayed in the audience client, however, the delay mechanism easily leads to the time difference between the watching content in the audience client and the real game operation of the player, which further affects the watching experience of the audience.

[0053] Furthermore, since the audience client is directly connected to the game server in the related art, the watching function can only be effective in the current server or the same node range. Moreover, the related art lacks an authentication mechanism for the identity of the audience, which easily leads to unauthorized audience stealing privacy or monitoring and analyzing data through external scripts.

[0054] Therefore, the way of directly connecting the audience client to the game server in the related art faces many limitations in bandwidth, efficiency, real-time performance, permission control, and cross-server expansion.

[0055] Therefore, in the present application, a data processing system is provided, which uses a second server different from a first server as an intermediate layer for processing game data of a second user in a game scene, to reduce the data processing pressure of the first server, improve the data processing efficiency, and further improve the real-time performance of synchronizing game data to a first user client. The present application also relates to a data processing method, a computing device, a computer readable storage medium, and a computer program product, which are described in detail in the following embodiments.

[0056] Figure 1 An architecture diagram of a data processing system according to an embodiment of the present application is shown. As shown in Figure 1 The architecture diagram 100 of the data processing system includes a first server 102, a first user client 104, and a second server 106.

[0057] The first server 102 is configured to receive a spectating request of the first user client 104 for a target second user, acquire game data information of the target second user, and forward the game data information to the second server 106, wherein the game data information comprises game data of the target second user and a game data transmission type.

[0058] In a specific embodiment provided in the present application, the first server 102 is configured to receive a spectating request from the first user client 104. For example, the first server 102 receives a spectating instruction forwarded by the first user client 104. In the case that the first server 102 receives the spectating request forwarded by the first user client 104, the game data information of the target second user to be acquired is determined according to the spectating request. The game data information of the target second user is forwarded to the second server 106.

[0059] The spectating request can be understood as a game operation request of the target second user to be watched by the first user. For example, the spectating request can be a game operation request of the target second user A to be watched by the first user 1 in the case that multiple second users are playing a game. The spectating request can comprise a watching request of the target second user information by the first user, a watching duration requested by the first user, and the like. It should be understood that the above description of the spectating request is only exemplary and the specific content is not limited.

[0060] The game data information can be understood as a comprehensive data set generated, collected and output in a short time by at least one second user during a game process, comprising game data of the second user and data information of a game data transmission type.

[0061] The game data can be understood as information describing the game state and behavior of the second user, which is used to render a spectating picture displayed in the first user client. For example, the game data comprises at least one of a)-c):

[0062] a) game character basic state.

[0063] For example, the game character basic state can be understood as, for example, character position coordinates, current blood volume or energy value of the character, character level, equipment state, gain state and deceleration effect, and the like.

[0064] b) battle behavior data.

[0065] For example, the battle behavior data can be understood as, for example, skill release record (such as skill ID, spell target, release time, cooling progress), attack or defense operation, kill or assist information and damage value settlement, and the like.

[0066] c) scene and social data.

[0067] For example, the scene and social data can be understood as the second user's location ID, team member information (such as the position of teammates, blood volume), and the interaction state (such as dialogue, collection, and instance progress) with non-player characters (NPC) or the environment during the game process.

[0068] It should be understood that the above game data in the present application is only an example and should not be limited to the above content in actual application.

[0069] The game data transmission type can be understood as a classification identifier of the second user's game data, which is used to guide the forwarding strategy of the second server.

[0070] For ease of understanding, the first server 102 is further explained and described in the following manner.

[0071] In one or more embodiments of the present application, the first server 102 is further configured to determine the online state of the target second user and determine the spectating state information according to the online state of the target second user, wherein the online state of the target second user includes online and offline, and the spectating state information includes a start spectating state and a stop spectating state.

[0072] In the case where the online state of the target second user is online, the authorization consent information of the target second user is obtained, the authorization consent information is forwarded to the first user client 104, and the spectating state information is determined as the start spectating state, and the start spectating state is forwarded to the second server 106.

[0073] The first server 102 is further configured to forward the spectating request of the first user to the second user client, and after receiving the authorization consent information of the second user client, the authorization consent information is forwarded to the first user client.

[0074] In the case where the online state of the target second user is offline, the offline information of the target second user is forwarded to the first user client 104, the spectating state information is determined as the stop spectating state, and the stop spectating state is forwarded to the second server 106.

[0075] In a specific embodiment provided in the present application, the first server 102 receives the spectating request forwarded from the first user client 104, determines the target second user specified by the target first user according to the spectating request, judges the online state of the target second user, and in the case that the online state of the target second user is online, forwards the spectating request of the first user to the second user client where the target second user is located in the form of a pop-up window, and detects whether the spectating request initiated by the target first user is authorized in the second user client. When the target second user agrees to authorize the spectating request initiated by the target first user, the authorization agreement information of the target second user is forwarded to the first user client 104. In the case that the online state of the target second user is offline, the offline information of the target second user is forwarded to the first user client 104, and the stop spectating state is forwarded to the second server 106.

[0076] The authorization agreement information can be understood as an authorization credential of the target second user allowing the target first user to watch the game process, which is generated by the first server 102 after the online state of the target second user is confirmed and agreed, and is forwarded to the first user client 104. The authorization agreement information guarantees the legality of the spectating behavior of the first user. The authorization agreement information can be understood as at least containing the content of at least one of a)-d) below.

[0077] a): authorization identification.

[0078] For example, the authorization identification can be understood as a unique token or code for verifying the legality of the spectating request.

[0079] b): target second user information.

[0080] For example, the target second user information can be understood as the role ID of the second user, the first server where the second user is located, the current map information, etc.

[0081] c): authority scope.

[0082] For example, the authority scope can be understood as the allowed watching time length, whether the first user is allowed to watch detailed information, etc.

[0083] d): time stamp.

[0084] For example, the time stamp can be understood as the authorization time length, and thus the validity period of the authorization is controlled.

[0085] It should be understood that the authorization agreement information involved in the present application is only an exemplary description, and the specific content of the authorization agreement information is not limited thereto.

[0086] According to the above-mentioned content in the present application, the target second user embodies the ability to autonomously select the first user by authorizing the target first user's request for watching. Further, identity authentication of the target first user can be realized according to the authorization consent information provided by the second user, and the security of data transmission to the second user is improved.

[0087] According to the above-mentioned content in the present application, the target second user embodies the ability to autonomously select the first user by authorizing the target first user's request for watching. Further, identity authentication of the target first user can be realized according to the authorization consent information provided by the second user, and the security of data transmission to the second user is improved.

[0088] In one or more embodiments of the present application, the first server 102 is further configured to determine a game data transmission type of the game data based on the request for watching and the number of target second users.

[0089] In the case where the game data is forwarded to a single first user of the target second user, the game data transmission type is determined to be a first type.

[0090] For example, the first type can be understood as the first user initializing the perspective parameter, and in this case, the game data of the target second user is of the first type.

[0091] In the case where the game data is forwarded to at least two first users of the target second user, the game data transmission type is determined to be a second type.

[0092] For example, the second type can be understood as needing to forward the game data of a single target second user to multiple first users.

[0093] In the case where the game data is forwarded to at least two first users of at least two target second users, the game data transmission type is determined to be a third type.

[0094] For example, the third type can be understood as needing to forward the game data of a team to multiple first users in a team battle game. For example, scene or team data shared by multiple groups of first users.

[0095] In a specific embodiment provided in the present application, after the first server 102 forwards the authorization consent information of the target second user to the first user client 104, the first server 102 processes the game data of the target second user. The game data transmission types are classified according to the audience range and transmission scenario of the target second user game data, to obtain a first type, a second type and a third type.

[0096] According to the determination of the game data transmission type described above in the present application, different data transmission modes are determined according to different game data transmission types, so as to improve the subsequent data transmission efficiency.

[0097] For the convenience of understanding, the content shown in the present application is combined Figure 2 The first server 102 is exemplarily explained and illustrated for the game data transmission type.

[0098] Figure 2 A schematic diagram for determining a data transmission type is shown according to an embodiment of the present application.

[0099] For example, when there are multiple first servers, and the current game is a cross-server game, the first server cluster composed of multiple first servers is taken as the first server 102 involved in the present application. Under the above premise, in the first server cluster, each first server generates a data packet according to the game data of the target second user corresponding to each first server, as the data packet corresponding to the first server 102 in the present application. The data packet content of the first server cluster is analyzed, and when the data packet content is the game data of a single second user, it is marked as a single-shot packet (i.e., the first type). When the data packet content is a team announcement or a scene event, it is marked as a broadcast packet. Among them, the broadcast packet can be understood as: when the content of the data packet is the viewing request of multiple first users in the first server to a single target second user, the broadcast packet is divided into a spectator broadcast packet (i.e., the second type). When the content of the data packet is the viewing request of multiple first users in the first server to multiple target second users, the broadcast packet is divided into a multi-person broadcast packet (i.e., the third type).

[0100] For another example, when there are multiple target second users in the first server, when the game data of a target second user needs to be forwarded to a target first user, the game data is marked as a single-shot packet (i.e., the first type). When the game data of a target second user needs to be forwarded to multiple target first users, it is marked as a spectator broadcast packet (i.e., the second type). When the game data of multiple target second users needs to be forwarded to multiple target first users, it is marked as a multi-person broadcast packet (i.e., the third type).

[0101] The different types of data packets obtained by the dividing are forwarded to the second server 106, and then forwarded to the first user client 104 by the second server 106 according to the transmission type of the data packets.

[0102] In an embodiment provided by the present application, the first server 102 is further configured to forward the game data information to the corresponding second server based on at least one of the inter-server correspondence relationship, the target scenario, and the server resource information of the second server.

[0103] In an embodiment provided by the present application, the first server 102 is further configured to forward the game data information to the second server according to the second server corresponding to the first server; or

[0104] forward the game data information to the second server corresponding to each scenario according to the second server corresponding to different scenarios in the target scenario; or

[0105] If the server resource information of the second server reaches the resource threshold, the game data is forwarded to a newly added second server.

[0106] For ease of understanding, the present application uses the following way to explain the content of forwarding the game data information from the first server 102 to the second server 106.

[0107] In one case, after the communication connection is established between the first server 102 and the second server 106, a deployment model that one first server 102 corresponds to one second server 106 is used by default, that is, a one-to-one deployment relationship is used between the first server and the second server, and one second server 106 is used to perform the forwarding task of the game data of the first server 102. This way of deployment is simple and the logic is clear. It should be understood that if the cross-server viewing behavior is generated at present, that is, there is at least one first server 102, then each first server has a corresponding second server 106, in other words, the second server 106 in the current environment is composed of a second server cluster.

[0108] In another case, according to the target scenario of the second user in the first server 102, the second server 106 corresponding to the scenario is deployed. For example, the first server 102 carries multiple large maps (such as battlefields, camp activities, team copies, etc.), in which case one or more corresponding second servers can be allocated to each map, thereby sharing the performance pressure of the second server caused by too many viewers in the same target scenario.

[0109] ​In another case, in order to meet the large-scale viewing demand, the second server can be dynamically expanded according to the number of first users in the application. For example, in the first server 102, the real-time monitoring continuously monitors the viewing connection of each second user and the target scene, and determines whether the resource threshold of the second server 106 is reached according to the server resource information of the second server 106. In the case where the resource carrying threshold of the second server 106 is reached, the second server is expanded.

[0110] The way of expanding the second server according to the resource threshold can be a shunt expansion, such as the viewing behavior connection of a single second user in the second server 106 reaches the connection threshold, and the first server 102 automatically connects a new second server 106 to realize the expansion of the second server 106.

[0111] Furthermore, the way of expanding the second server according to the resource threshold can be expanding according to the viewing connection of the first user. For example, the second server 106 is a second server cluster composed of at least a second server A and a second server B. When the number of viewing requests of the first user to the second user in the first server reaches the number threshold, the first users initiating the viewing request are divided according to the number threshold, such as the second server A processes the first number of first users, the second server B processes the second number of first users, and so on, until all first users initiating the viewing request are allocated to the corresponding second server.

[0112] It should be understood that the above-mentioned deployed second server can be understood as a second server cluster, and each second server in the second server cluster is used to transmit game data in the first server. The content of the second server is described in detail below.

[0113] According to the above-mentioned first server 102 of the application, the viewing request of the first user client 104 is received to obtain the authorization consent information of the target second user, and on this basis, the identity authentication of the target first user is realized. The game data transmission type of the game data of the target second user is determined, so as to facilitate subsequent transmission according to different game data transmission types, and improve the transmission efficiency of subsequent game data transmission. The first user client 104 is used to establish a communication connection with the second server 106, and obtain the target scene corresponding to the target second user, and synchronize the game data in the target scene.

[0114] In an embodiment provided in the present application, the first user client 104 is configured to establish a communication connection with the second server 106 according to the authorization consent information forwarded by the first server 102, and render a target scene corresponding to the target second user in the first user client 104, for example, render a map in a game scene where the target second user is located.

[0115] In the present application, the target scene can be understood as a game map where the target second user is located in the game scene.

[0116] The first user client 104 is further configured to synchronize the game data in the target scene.

[0117] In an embodiment provided in the present application, the first user client 104 can also synchronize and display the game data in the target scene.

[0118] For the convenience of understanding, the first user client 104 is explained and described in the following manner in the present application.

[0119] In one or more embodiments involved in the present application, the first user client 104 is further configured to forward a spectating request to the first server 102.

[0120] In an embodiment provided in the present application, the first user client 104 determines a spectating request of the first user, and forwards the spectating request of the first user to the first server 102 after determining the spectating request of the first user.

[0121] According to the spectating request forwarded by the first user client 104 to the first server 102 in the present application, the first server 102 can determine the target first user who has a spectating demand in the first user client 104, and further determine the pointing relationship between the target first user and the target second user in the first server 102 and the first user client 104.

[0122] In one or more embodiments involved in the present application, the first user client 104 is further configured to display prompt information in the case that the target second user offline information forwarded by the first server is received, wherein the prompt information is used to prompt information of a failed spectating request.

[0123] For example, the first user client 104 can forward the spectating request to the first server 102, so that the first server 102 can determine the spectating object (i.e., the target second user) of the target first user according to the spectating request. After receiving the authorization consent information forwarded by the first server 102, the first user client 104 establishes a communication connection with the second server 106, and renders the map where the target second user is located according to the ID of the map where the target second user is located contained in the authorization consent information. Wherein, after the first user client 104 establishes the communication connection with the second server 106, so as to determine the mapping relationship between the target first user and the target second user in the mapping list according to the spectating state information forwarded by the first server 102.

[0124] For example, after rendering the map where the target second user is located, the first user client 104 can receive the game data of the target second user transmitted by the second server 106, and synchronize the game data of the target second user in the target scene which has been rendered in advance and display.

[0125] According to the application, after receiving the authorization consent information forwarded by the first server 102, the first user client 104 establishes a communication connection with the second server 106, so that in the process of transmitting the game data, the first user client 104 does not need to transmit the game data directly through the first server 102, thereby reducing the data transmission pressure of the first server 102. In addition, after receiving the authorization consent information forwarded by the first server 102, the map where the target second user is located is rendered in the first user client 104, which avoids the phenomenon of rendering error of the game scene where the target second user is located and other picture abnormal phenomena.

[0126] The second server 106 is configured to create a mapping list of the first user and the second user in response to the communication connection of the first user client 104, determine the target first user of the game data according to the mapping list, and forward the game data to the first user client of the target first user based on the game data transmission type.

[0127] The mapping list includes the viewing relationship between the first user and the second user. In the mapping list, one second user can have a viewing relationship with multiple first users, and one first user can have a viewing relationship with one second user.

[0128] In an embodiment provided in the present application, after the second server 106 establishes a connection with the first user client 104, a mapping list between the first user and the second user is created, so as to subsequently determine the target second user corresponding to the target first user according to the mapping relationship between the first user and the second user. The game data transmission type forwarded by the first server 102 is received, and the game data of the target second user corresponding to the target first user is forwarded to the first user client 104 of the target first user according to the game data transmission type.

[0129] For the convenience of understanding, the second server 106 is explained and described in the following manner in the present application.

[0130] In one or more embodiments involved in the present application, the second server 106 is further configured to determine a target data transmission type according to the game data transmission type, and forward the game data to the first user client 104 of the target first user according to the target data transmission type and the mapping list.

[0131] In an embodiment provided in the present application, the second server 106 determines a target data transmission type corresponding to the game data transmission type according to the game data transmission type determined by the first server 102. The game data is transmitted to the first user client 104 of the target first user by using the target data transmission type in combination with the mapping list.

[0132] According to the above-mentioned second server 106 involved in the present application, the target data transmission type corresponding to the game data transmission type is determined according to different game data transmission types, which improves the data transmission efficiency and reduces the data transmission pressure compared with the data transmission mode without distinguishing the game data transmission type.

[0133] In one or more embodiments involved in the present application, the game data transmission type includes a first type, a second type and a third type.

[0134] The second server 106 is further configured to:

[0135] In the case where the game data transmission type is the first type, the target data transmission type is single-point forwarding.

[0136] The single-point forwarding is to forward the game data of a single second user to a single target first user in the form of a single packet.

[0137] In the case where the game data transmission type is the second type, the target data transmission type is single-point broadcasting.

[0138] The unicast is to forward the game data of a single second user to at least two target first users in the form of broadcast;

[0139] When the game data transmission type is the third type, the target data transmission type is multi-person broadcast.

[0140] The multi-person broadcast is to forward the game data of at least two second users to at least two target first users in the form of broadcast.

[0141] For example, for ease of understanding, this application uses Figure 3 The content shown explains the above-mentioned forwarding of game data to the first user client 104 of the target first user according to the target data transmission type and the mapping list.

[0142] Figure 3 A schematic diagram of data forwarding provided according to an embodiment of the present application is shown.

[0143] like Figure 3 As shown, the game data information of the target second user is obtained in the first server 102. The game data information includes the game data transmission type of the target second user and the original game data of the target second user. The original game data and the game data transmission type of the target second user are forwarded to the second server 106. The second server 106 determines the target transmission type according to the game data transmission type of the target second user.

[0144] For example, when the target second user's game data transmission type is the first type, the target data transmission type is determined to be single-point forwarding. Based on the single-point forwarding method, it is determined that the target second user's game data needs to be forwarded to the designated first user, and the game data is forwarded to first user A according to the mapping list between the first user and the second user.

[0145] For another example, when the target second user's game data transmission type is the second type, the target data transmission type is determined to be unicast. Unicast is used to determine that the target second user's game data needs to be forwarded to all first users in the group, and the game data is forwarded to first user A and first user B in the group according to the mapping list between the first and second users.

[0146] For another example, when the target second user's game data transmission type is the third type, the target data transmission type is determined to be multi-person broadcast. Based on the multi-person broadcast method, it is determined that the game data of at least two target second users needs to be broadcast to multiple groups of first users, and the game data is forwarded to other groups of first users based on the mapping list between the first users and the second users.

[0147] In one or more embodiments related in the present application, the second server 106 is further configured to receive the watching state information forwarded by the first server 102;

[0148] In a case that the watching state information is a start watching state, the mapping relationship between the target second user and the target first user is added in the mapping list;

[0149] In a case that the watching state information is a stop watching state, the mapping relationship between the target second user and the target first user is removed in the mapping list.

[0150] According to the above related content of the present application, the second server 106 has the function of maintaining the mapping list between the first user and the second user, and further automatically cleaning the binding relationship and releasing the resource when the watching relationship between the first user and the second user is removed.

[0151] For the convenience of understanding, the present application uses the content as shown in Figure 4 to explain and describe the above related content that the second server 106 has the function of maintaining the mapping relationship between the second user and the first user.

[0152] Figure 4 A schematic diagram of processing the mapping relationship according to an embodiment of the present application is shown.

[0153] As shown in Figure 4 , in the second server 106, in a case that the first user client 104 is successfully connected with the second server 106, the mapping list is maintained according to the watching state information forwarded by the first server 102. The mapping list can be understood as being constructed in advance by the second server 106 according to the historical watching behavior between the first user and the second user. When the target first user forwards the watching request to the first server 102, and the first user client 104 is successfully connected with the second server 106, the second server 106 will record the mapping list between the target first user and the target second user, and determine the mapping relationship between the target second user and the target first user according to the mapping list. For example, the connection relationship between the second user ID and the first user is recorded, such as in a case that the first user A connects the second user 1 ID, and the first user B connects the second user 1 ID, it is determined that the first user A and the first user B both have the mapping relationship with the second user 1.

[0154] When the first user A is disconnected, it can be understood that the communication connection between the first user A and the second server 106 is disconnected, i.e., the second server 106 does not need to forward the game data to the first user A. At this time, in the mapping list, the information related to the first user A is deleted, and the mapping relationship between the first user A and the second user is deleted.

[0155] When the second user A is offline, it can be understood that the spectating state information forwarded by the first server 102 to the second server 106 is a stop spectating state. On this basis, in the mapping list, the information related to the second user A is deleted, and the mapping relationship of all first users corresponding to the second user A is deleted, and all first users corresponding to the second user A are notified to end the spectating.

[0156] According to the above-mentioned content of the present application, in the second server 106, for the case that the first user is offline, in the mapping list, the single record related to the first user is deleted, and then the accuracy of the mapping list is maintained without affecting the viewing experience of other first users. In addition, for the case that the second user is offline, in the mapping list, all mapping relationships related to the second user are cleared, and then the storage resource waste caused by continuing to maintain the viewing relationship between the first user and the second user in the mapping list after the second user is offline is avoided.

[0157] In one or more embodiments of the present application, the second server 106 is further configured to store game data information to be forwarded to the first user client 104 in a target data queue; when there are at least two game data information to be forwarded to the first user client 104 in the target data queue, the at least two game data information to be forwarded to the first user client 104 are forwarded to the first user client in parallel, and the game data forwarded by the first server 102 is received.

[0158] According to the above-mentioned content of the present application, the second server 106 can store the game data information forwarded by the first server 102 into the target data queue, and then forward the game data information in the target data queue to the first user client 104. For example, when the first type of game data is stored in thread 1 of the target data queue, the second type of game data is stored in thread 2, and the third type of game data is stored in thread 3, the game data corresponding to each thread is forwarded to the first user client 104 in the corresponding type by using thread 1, thread 2 and thread 3. Moreover, the second server 106 does not need to wait for the feedback of the first user client 104 on the game data receiving situation, and can store the game data information forwarded by the first server 102 in the target data queue again.

[0159] In one or more embodiments involved in the present application, the second server 106 is further configured to, if the target data queue includes at least two game data corresponding to the target first user under the same game data transmission type, merge and forward the at least two game data corresponding to the target first user to the first user client, wherein the game data carrying capacity of the merged and forwarded at least two game data is less than the data transmission threshold.

[0160] According to the above-mentioned content involved in the present application, the second server 106 transmits game data according to the game data transmission type, and for the same game data transmission type, at least two game data are forwarded to the same target first user of the first user client. In addition, based on the above-mentioned content, the data carrying capacity of the at least two game data is less than the data transmission threshold, at this time, the second server 106 can merge and package the above-mentioned at least two game data into one game data transmission package, and forward the merged and packaged one game data transmission package to the target first user of the first user client.

[0161] It should be understood that the above-mentioned second server 106 can be one second server or a second server cluster composed of at least two second servers. The specific determination of the second server 106 can refer to the above-mentioned content that the first server 102 forwards the game data information to the corresponding second server based on at least one of the inter-server correspondence relationship, the target scene, and the server resource information of the second server, and the present application will not be repeated here.

[0162] In addition, the above-mentioned second server 106 in the process of transmitting game data according to the game data transmission type, if there are multiple transmissions of game data corresponding to the same second user, the previous data transmission protocol can be reused, thereby reducing the modification cost.

[0163] For example, the data transmission protocol package for synchronizing the view of the second user 1 can be used for real-time state updating between different second users, and in the present application, it can also be applied to the first user client 104. The second server 106 does not need to perform protocol structure conversion when forwarding the protocol, thereby reducing the modification cost and ensuring the communication efficiency and stability.

[0164] For example, when the data transmission protocol packet of the second user 1 view data is synchronized for real-time state updating between the second user 1, the second user 2 and the second user 3, there is a case of forwarding the second user 1 view data to the first user A corresponding to the first user client 104, the second server 106 receives the data transmission protocol packet of the filtered view data forwarded by the first server 102, without parsing the internal fields of the protocol, and without converting it into the exclusive format of the second server 106. The second server 106 determines the first user to be forwarded by reading the identification of the data transmission type and by looking up the first user and second user mapping list. That is, the second server 106 does not modify any byte of the data transmission protocol, thereby avoiding the delay and error caused by protocol conversion. According to the data processing system involved in the above application, the second server 106 is used as an intermediate layer between the first server 102 and the first user client 104 for data transmission, and the game data is transmitted to the first user client 104 by the second server 106, thereby relieving the data transmission pressure of the first server 102. In addition, the second server 106 determines the target transmission mode corresponding to the game data according to the data transmission type of the game data, which improves the data transmission efficiency of the game data, so as to realize the effect of synchronizing the target second user game data in the first user client 104 in a short time. Further, through the viewing request forwarded by the first user client 104 to the first server 102 and the authorization consent information fed back by the first server 102, it is ensured that the viewing behavior of the first user in the first user client 104 is authorized, and the security of the second user game data transmission is improved. Further, since the second server 106 can reuse the data transmission protocol packet in the first server 102 during data transmission to the first user client 104, the delay and error caused by protocol conversion are avoided.

[0165] For the convenience of understanding, the above-mentioned data transmission system is exemplarily illustrated by the content as shown in Figure 5 . Figure 5 A schematic diagram of a data transmission system according to an embodiment of the application is shown.

[0166] As shown in Figure 5 , in the game viewing scene, the first user client 104 obtains the viewing request of the target viewer A (such as watching the game data of the target player 1), and forwards the viewing request to the first server 102 (such as link 1). The first server 102 determines the online state of the target player 1 according to the viewing request, and determines the viewing state information of the target player 1 according to the online state of the target player 1.

[0167] When the online state of the target player 1 is offline, the first server 102 forwards the offline state of the target player 1 to the first user client 104 (as link 2) so that the offline state of the player is displayed in the first user client 104, avoiding excessive requests of the spectator. In addition, the stop spectating state is forwarded to the second server 106 (as link 5) so that the second server 106 subsequently maintains the mapping list between the player and the spectator.

[0168] When the online state of the target player 1 is online, the first server 102 forwards the spectating request to the game client in which the target player 1 is located (as link 3). The target player 1 authorizes the spectating request of the target spectator A and forwards the authorization consent information to the first server 102 (as link 4). At this time, the first server 102 synchronizes the authorization consent information to the first user client 104 (as link 2) and forwards the start spectating state to the second server 106 (as link 5). The type of game data transmission is determined (for example, the first type), and the first type is forwarded to the second server 106 (as link 5).

[0169] At this time, the first user client 104 displays the authorization consent information in the form of a pop-up window, renders the game map in which the target player 1 is located, and connects to the second server 106 (as link 6). The second server 106 creates a mapping relationship between the target player 1 and the target spectator A according to the start spectating state forwarded by the first server 102 and updates it to the mapping list. The game data of the target player 1 forwarded by the first server 102 is received, and according to the first type, it is determined to be transmitted to the first user client 104 in the form of a single packet (as link 7).

[0170] Wherein, when the target spectator A is offline in the first user client 104, the second server 106 can also determine that the target spectator A is offline according to the disconnection of link 6. At this time, the mapping relationship of the spectator in the mapping list is deleted.

[0171] Further, when the target player 1 is offline, the first server 102 forwards the spectating state information of the target player A to the second server 106 as the stop spectating state. On this basis, the second server 106 clears the mapping relationship related to the target player A in the mapping list, so as to reduce the storage pressure of the mapping list.

[0172] It should be understood that in the present application, Figure 5 are used for illustrative purposes, and therefore, in the present application, the first user can be understood as Figure 5 the spectator in the Figure 5 player.

[0173] According to the data processing system provided in the present application, the functions of the second server are explained and described below with reference to the accompanying drawings. Figure 6 According to the data processing system provided in the present application, the functions of the second server are explained and described below with reference to the accompanying drawings.

[0174] Figure 6 A flowchart of a data processing method according to an embodiment of the present application is shown, which specifically includes the following steps 602-606.

[0175] Step 602: In response to the communication connection of the first user client, a mapping list of the first user and the second user is created, and the target scene corresponding to the target second user is obtained.

[0176] The mapping list includes the viewing relationship between the first user and the second user.

[0177] In a specific embodiment provided in the present application, in the second server 106, when the communication connection of the first user client 104 is detected, a mapping list of the first user and the second user is created, the target scene corresponding to the target second user is obtained, and the target scene where the target second user is located is rendered.

[0178] In one or more embodiments of the present application, after the mapping list of the target first user and the target second user is created:

[0179] In response to receiving the viewing state information forwarded by the first server as the stop viewing state, the mapping relationship corresponding to the target first user and the target second user in the mapping list is removed.

[0180] For example, taking the case of Figure 5 For example, after the second server 106 establishes a communication connection with the first user client 104. If the first server 102 detects that the target second user 1 is offline, the offline state of the target second user 1 is received by the first server 102 through the link 5, and then the mapping relationship corresponding to the target first user A and the target second user 1 in the mapping list of the second server 106 is removed.

[0181] For example, taking the case of Figure 5 For example, after the second server 106 establishes a communication connection with the first user client 104. If the first user client 104 detects that the target viewer A is offline, the disconnection of the link 6 is used to determine that the target viewer A is offline, and then the mapping relationship corresponding to the target viewer A and the target player 1 in the mapping list of the second server 106 is deleted.

[0182] Step 604: Receive the game data information forwarded by the first server.

[0183] For example, taking the case ofFigure 5 For example, the game data forwarded by the first server 102 is received according to the link 5.

[0184] The game data information includes game data of the target second user and a game data transmission type.

[0185] Step 606: Based on the game data transmission type and the mapping list, the game data is synchronized to the target first user in the first user client.

[0186] For example, the game data is synchronized to the target first user in the first user client according to the game data transmission type and the mapping list. Figure 5 For example, the game data is synchronized to the target first user in the first user client according to the game data transmission type and the mapping list.

[0187] For ease of understanding, the application explains the process of synchronizing game data to the target first user in the first user client in the following way.

[0188] In a specific embodiment provided by the application, the game data transmission type includes a first type, a second type and a third type.

[0189] In one or more embodiments related by the application, based on the game data transmission type and the mapping list, the game data is synchronized to the target first user in the first user client, including:

[0190] Based on the game data transmission type, a target data transmission type is determined.

[0191] In the case where the game data transmission type is the first type, the target data transmission type is a single-point forwarding, and based on the single-point forwarding and the mapping list, the game data is forwarded to the first user client of the target first user, wherein the single-point forwarding is to forward the game data of a single second user to a single target first user in the form of a single packet.

[0192] For example, the game data is synchronized to the target first user in the first user client according to the game data transmission type and the mapping list. Figure 5 For example, when the first server 102 processes the game data of the target player 1 and determines that the game data transmission type corresponding to the target player 1 is the first type, i.e. only the target spectator A initiates a watching request to the target player 1, the second server 106 forwards the game data of the target player 1 to the target spectator A in the form of single-point forwarding.

[0193] In a case where the game data transmission type is the second type, the target data transmission type is single-point broadcasting, and the game data is forwarded to the first user client of the target first user based on the single-point broadcasting and the mapping list, where the single-point broadcasting is forwarding the game data of a single second user to at least two target first users in the form of broadcasting.

[0194] For example, in a case where the game data transmission type of the target player 1 is the second type, the second server 106 synchronously broadcasts the game data of the target player 1 to the target audience A and the target audience B in the form of single-point broadcasting. Figure 5 For example, in a case where the game data transmission type of the target player 1 is the second type, the second server 106 synchronously broadcasts the game data of the target player 1 to the target audience A and the target audience B in the form of single-point broadcasting.

[0195] In a case where the game data transmission type is the third type, the target data transmission type is multi-person broadcasting, and the game data is forwarded to the first user client of the target first user based on the multi-person broadcasting and the mapping list, where the multi-person broadcasting is forwarding the game data of at least two second users to at least two target first users in the form of broadcasting.

[0196] For example, in a case where the game data transmission type of the target player 1 and the target player 2 is the third type, the second server 106 synchronously broadcasts the game data of the target player 1 and the target player 2 to all target audiences in the form of multi-person broadcasting. Figure 5

[0197] In one or more embodiments of the present application, forwarding the game data to the first user client further includes:

[0198] storing, in the target data queue, game data information to be forwarded to the first user client;

[0199] In a case where there are at least two game data information to be forwarded to the first user client in the target data queue, the at least two game data information to be forwarded to the first user client are forwarded to the first user client in parallel, and the game data forwarded by the first server is received.

[0200] In one or more embodiments of the present application, transmitting the game data further includes:

[0201] ​If the target data queue includes at least two game data corresponding to the target first user under the same game data transmission type, the at least two game data corresponding to the target first user are merged and forwarded to the first user client, wherein the game data carrying capacity of the at least two game data forwarded in a merged manner is less than the data transmission threshold.

[0202] For the above-mentioned content, please refer to the above-mentioned explanation of the second server in this application, which will not be repeated here.

[0203] According to the second server 106 involved in the present application, the watching relationship is recorded in the mapping list of the first user and the second user, so that each first user only receives the game data of the second user he follows, and irrelevant data interference is avoided. In addition, by obtaining the target scene corresponding to the target second user, it means that the second server 106 has loaded the scene basic information (such as map layout, environment parameters) before data synchronization. When the second server transmits game data later, the first user client can directly render based on the preloaded scene, reducing the lag caused by scene loading and improving the real-time watching experience. In addition, according to the game data transmission type and the mapping list, the second server 106 can transmit specifically, for example, when the data transmission type is the first type, the data is forwarded by single point to avoid bandwidth data redundancy. When the data transmission type is the second type, the data is forwarded in the form of single-point broadcast, thereby reducing the forwarding of repeated data. In addition, the second server 106 can dynamically update the mapping list according to the relationship between the first user and the second user, so that the transmission mode of the data can be adjusted later.

[0204] According to the data processing system involved in the present application, the following will be combined with the Figure 7 Taking the application of the data processing system in the first server 102 provided by the present application as an example, the functions of the first server are explained and described.

[0205] Figure 7 A flowchart of a data processing method according to an embodiment of the present application is shown, which specifically includes the following steps 702-704.

[0206] Step 702: Forwarding authorization consent information to the first user client.

[0207] For the understanding of the authorization consent information, please refer to the above-mentioned content of the present application, which will not be repeated here.

[0208] In one or more embodiments of the present application, before forwarding the authorization consent information to the first user client, it includes:

[0209] Determining the online status of the target second user based on the spectator request, and determining spectator status information according to the online status of the target second user;

[0210] When the online status of the target second user is online, obtaining authorization consent information of the target second user, forwarding the authorization consent information to the first user client, determining that the spectator status information is a start spectator status, and forwarding the start spectator status to the second server;

[0211] When the online status of the target second user is offline, the offline information of the target second user is forwarded to the first user client, and the viewing status information is determined to be a stop viewing status, and the stop viewing status is forwarded to the second server.

[0212] For example, Figure 5 For example, the online status of the target player is determined according to the first server 102. When the online status of the target player is online, the authorization consent information of the target player is obtained through link 4, and the authorization consent information is forwarded to the first user client 104 according to link 2, and the stop spectating status of the target player is forwarded to the second server 106 according to link 5.

[0213] For example, Figure 5 For example, the online status of the target player is determined according to the first server 102. When the online status of the target player is offline, the offline message of the target player 1 is forwarded to the second server 106 according to the link 5.

[0214] According to the spectator request involved in this application, the online status of the target second user is determined to determine whether to process the game data of the target second user subsequently, thereby reducing unnecessary operations on the game data of the target second user.

[0215] Step 704: Obtain game data information of the target second user, and forward the game data information to the second server, wherein the game data information includes game data and game data transmission type.

[0216] In one or more embodiments of the present application, forwarding the game data information to the second server includes:

[0217] determining, based on the spectator request and the number of the target second users, a game data transmission type of the game data;

[0218] The game data and the game data transmission type are forwarded to a second server.

[0219] In one or more embodiments of the present application, forwarding the game data information to the corresponding second server includes:

[0220] forward the game data information to the corresponding second server based on at least one of the inter-server correspondence relationship, the target scenario, and the server resource information of the second server.

[0221] In one or more embodiments of the present application, the forwarding of the game data information to the corresponding second server based on at least one of the inter-server correspondence relationship, the target scenario, and the server resource information of the second server includes at least one of the following:

[0222] forwarding the game data information to the second server according to the second server corresponding to the first server;

[0223] forwarding the game data information to the second server corresponding to each scenario in the target scenario according to the second server corresponding to different scenarios in the target scenario;

[0224] if the server resource information of the second server reaches the resource threshold, forwarding the game data to a newly added second server.

[0225] Wherein, for the above-mentioned content, please refer to the above-mentioned explanation of the first server in the present application, which will not be repeated here. In a specific embodiment provided by the present application, the first server 102 judges the audience size of the game data through the viewing request of the first user, for example, determines the request source (the identity of the first user), the request range (single first user / multiple first users), etc. by using the viewing request. And determine the target second user quantity of the target second user being watched to judge the coverage range of the game data. On this basis, according to the divided game data transmission type (such as the first type, the second type and the third type), the game data information is determined and forwarded to the second server.

[0226] According to the above-mentioned division of the game data transmission type in the present application, the game data and the game data transmission type are forwarded to the second server, which improves the accuracy of subsequent game data transmission.

[0227] According to the above-mentioned data processing system in the present application, the function of the first user client is explained and described by taking the application of the data processing system provided by the present application in the first user client as an example.

[0228] In one or more embodiments provided by the present application, the first user client 104 forwards the viewing request of the designated second user to the first server; in response to receiving the authorization consent information forwarded by the first server, a communication connection with the second server is established, and the target scenario corresponding to the target second user is obtained. After receiving the game data forwarded by the second server, the game data is synchronized in the target scenario.

[0229] Corresponding to the method embodiments described above, the application further provides data processing device embodiments, which are applied to the second server. Figure 8 The structure of a data processing device according to an embodiment of the application is shown in Figure 1 . As shown in Figure 8 , the device comprises:

[0230] A creating unit 802 is configured to create a mapping list of the first user and the second user and obtain a target scene corresponding to a target second user in response to a communication connection of a first user client, wherein the mapping list comprises a viewing relationship between the first user and the second user.

[0231] A receiving unit 804 is configured to receive game data information forwarded by the first server, wherein the game data information comprises game data of the target second user and a game data transmission type.

[0232] A processing unit 806 is configured to synchronize the game data to a target first user in the first user client based on the game data transmission type and the mapping list.

[0233] The processing unit 806 is further configured to:

[0234] determine a target data transmission type based on the game data transmission type;

[0235] in a case where the game data transmission type is the first type, the target data transmission type is single-point forwarding, and the game data is forwarded to the first user client of the target first user based on the single-point forwarding and the mapping list, wherein the single-point forwarding is forwarding the game data of a single second user to a single target first user in the form of a single packet;

[0236] in a case where the game data transmission type is the second type, the target data transmission type is single-point broadcasting, and the game data is forwarded to the first user client of the target first user based on the single-point broadcasting and the mapping list, wherein the single-point broadcasting is forwarding the game data of a single second user to at least two target first users in the form of broadcasting;

[0237] in a case where the game data transmission type is the third type, the target data transmission type is multi-person broadcasting, and the game data is forwarded to the first user client of the target first user based on the multi-person broadcasting and the mapping list, wherein the multi-person broadcasting is forwarding the game data of at least two second users to at least two target first users in the form of broadcasting.

[0238] The processing unit 806 is further configured to:

[0239] storing game data information to be forwarded to the first user client in a target data queue;

[0240] In the case where there are at least two game data information to be forwarded to the first user client in the target data queue, the at least two game data information to be forwarded to the first user client are forwarded to the first user client in parallel, and the game data forwarded by the first server is received.

[0241] Corresponding to the method embodiments, the application further provides data processing device embodiments, which are applied to the first server. Figure 9 The structure of a data processing device according to an embodiment of the application is shown in FIG. 1. Figure 2 As shown in FIG. 1, the device comprises: Figure 9 The sending unit 902 is configured to forward authorization consent information to the first user client.

[0242] The obtaining unit 904 is configured to obtain game data information of a target second user, and forward the game data information to a second server, wherein the game data information comprises game data and a game data transmission type.

[0243] The sending unit 902 is further configured to:

[0244] determine an online state of the target second user based on the spectating request, and determine spectating state information according to the online state of the target second user;

[0245] in the case where the online state of the target second user is online, obtain authorization consent information of the target second user, forward the authorization consent information to the first user client, and determine the spectating state information as a start spectating state, and forward the start spectating state to the second server;

[0246] in the case where the online state of the target second user is offline, forward target second user offline information to the first user client, and determine the spectating state information as a stop spectating state, and forward the stop spectating state to the second server.

[0247] The sending unit 902 is further configured to:

[0248] determine a game data transmission type of the game data based on the spectating request and the number of target second users;

[0249] forward the game data and the game data transmission type to the second server.

[0250]

[0251] ​The sending unit 902 is further configured to:

[0252] forward the game data information to the corresponding second server based on at least one of the inter-server correspondence relationship, the target scenario, and the server resource information of the second server;

[0253] The game data information is forwarded to the corresponding second server based on at least one of the inter-server correspondence relationship, the target scenario, and the server resource information of the second server.

[0254] The game data information is forwarded to the second server according to the second server corresponding to the first server.

[0255] The game data information is forwarded to the second server corresponding to each scenario in the target scenario.

[0256] If the server resource information of the second server reaches a resource threshold, the game data is forwarded to a newly added second server.

[0257] The above is a schematic scheme of the data processing device of the embodiment. It should be noted that the technical scheme of the data processing device belongs to the same concept as the technical scheme of the data processing system described above. The details of the technical scheme of the data processing device that are not described in detail can be referred to the description of the technical scheme of the data processing system.

[0258] Figure 10 A structural block diagram of a computing device according to an embodiment of the present application is shown. The components of the computing device 1000 include, but are not limited to, a memory 1010 and a processor 1020. The processor 1020 is connected to the memory 1010 through a bus 1030, and a database 1050 is used to save data.

[0259] The computing device 1000 also includes an access device 1040 that enables the computing device 1000 to communicate via one or more networks 1060. Examples of such networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or combinations of such networks, such as the Internet. The access device 1040 can include one or more of any type of network interface (for example, a network interface card (NIC)) such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a Worldwide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, or the like.

[0260] In one embodiment of the present application, the above-mentioned components of the computing device 1000, as well as other components not shown in FIG. 10, can be connected to each other by a bus. It should be understood that Figure 10 Figure 10 The computing device structure diagram shown is merely for the purpose of example, and is not a limitation on the scope of the present application. Other components can be added or replaced by those skilled in the art as needed.

[0261] The computing device 1000 can be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (for example, a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, and the like), a mobile phone (for example, a smartphone), a wearable computing device (for example, a smart watch, smart glasses, and the like), or other types of mobile devices, or a stationary computing device such as a desktop computer or a personal computer (PC). The computing device 1000 can also be a mobile or stationary server.

[0262] The processor 1020 is configured to execute computer program / instructions that implement the steps of the above-mentioned data processing method when the computer program / instructions are executed by the processor.

[0263] ​The above is a schematic scheme of the computing device of the embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the data processing method described above belong to the same concept, and the details of the technical scheme of the computing device that are not described in detail can be referred to the description of the technical scheme of the data processing method.

[0264] An embodiment of the present application further provides a computer readable storage medium storing computer programs / instructions, which are executed by a processor to implement the steps of the data processing method.

[0265] The above is a schematic scheme of the computer readable storage medium of the embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the data processing method described above belong to the same concept, and the details of the technical scheme of the storage medium that are not described in detail can be referred to the description of the technical scheme of the data processing method.

[0266] An embodiment of the present application further provides a computer program product, comprising computer programs / instructions, which are executed by a processor to implement the steps of the data processing method.

[0267] The above is a schematic scheme of the computer program product of the embodiment. It should be noted that the technical scheme of the computer program product and the technical scheme of the data processing method described above belong to the same concept, and the details of the technical scheme of the computer program product that are not described in detail can be referred to the description of the technical scheme of the data processing method.

[0268] The above describes specific embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the acts or steps recited in the claims can be performed in a different order than the order described in the embodiments and still achieve desirable results. In addition, the processes depicted in the figures do not necessarily require the particular order shown or sequential order in order to achieve the desired results. In some implementations, multitasking and parallel processing can be advantageous.

[0269] The computer readable medium can include any entity or apparatus capable of carrying the computer program code, recording medium, U disk, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signal, telecommunication signal, software distribution medium, etc. It should be noted that the computer readable medium can include appropriate additions or deletions according to the requirements of patent practice, for example, according to the patent practice in some regions, the computer readable medium does not include electrical carrier signals and telecommunication signals.

[0270] It should be noted that, for the foregoing method embodiments, in order to facilitate description, they are all expressed as a combination of a series of actions, but those skilled in the art should know that the present application is not limited by the order of the actions described, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should know that the embodiments described in the specification all belong to preferred embodiments, and the actions and modules involved are not necessarily essential to the present application.

[0271] In the above embodiments, the description of each embodiment has its own focus, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.

[0272] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The alternative embodiments do not describe all the details and do not limit the present application to the specific embodiments described. Obviously, according to the content of the present application, many modifications and changes can be made. The present application selects and describes these embodiments in order to better explain the principles and practical applications of the present application, so that those skilled in the art can well understand and utilize the present application. The present application is limited by the claims and their entire scope and equivalents.

Claims

1. A data processing system, characterized in that: Applicable to the first server, the second server and the first user client; The first server is configured to receive a viewing request from the first user client for a target second user, obtain game data information of the target second user, and forward the game data information to the second server, wherein the game data information includes the game data of the target second user and a game data transmission type; The second server is configured to create a mapping list between the first user and the second user in response to the communication connection of the first user client, determine a target first user of the game data according to the mapping list, and forward the game data to the first user client of the target first user based on the game data transmission type, wherein the mapping list includes a viewing relationship between the first user and the second user; The first user client is used to establish a communication connection with the second server, obtain a target scene corresponding to the second user, and synchronize the game data in the target scene.

2. The data processing system according to claim 1, wherein: The first server is further configured to determine a game data transmission type of the game data based on the spectator request and the number of second users; Wherein, in the case where the game data is forwarded to a single first user of a target second user, determining the game data transmission type as the first type; In a case where the game data is forwarded to at least two first users of the target second user, determining the game data transmission type to be the second type; In a case where the game data is forwarded to at least two first users of at least two target second users, the game data transmission type is determined to be the third type.

3. The data processing system according to claim 1, wherein: The second server is further configured to determine a target data transmission type according to the game data transmission type, and forward the game data to a first user client of a target first user according to the target data transmission type and the mapping list.

4. The data processing system according to claim 3, wherein: Game data transmission types include the first type, the second type and the third type; The second server is further configured to: When the game data transmission type is the first type, the target data transmission type is single-point forwarding, wherein the single-point forwarding is forwarding the game data of a single second user to a single target first user in the form of a single packet; In the case where the game data transmission type is the second type, the target data transmission type is unicast, wherein the unicast is forwarding the game data of a single second user to at least two target first users in the form of broadcast; When the game data transmission type is the third type, the target data transmission type is multi-person broadcast, wherein the multi-person broadcast is forwarding the game data of at least two second users to at least two target first users in the form of broadcast.

5. The data processing system according to claim 1, wherein: The first server is further configured to determine an online status of the target second user and determine viewing status information according to the online status of the target second user, wherein the online status of the target second user includes online and offline, and the viewing status information includes a start viewing status and a stop viewing status; When the target second user is online, obtaining authorization and consent information of the target second user, forwarding the authorization and consent information to the first user client, determining that the spectator status information is a start spectator status, and forwarding the start spectator status to the second server; When the online status of the target second user is offline, the offline information of the target second user is forwarded to the first user client, and the viewing status information is determined to be a stop viewing status, and the stop viewing status is forwarded to the second server.

6. The data processing system according to claim 5, characterized in that The second server is further configured to receive the spectator status information forwarded by the first server; When the spectator status information is a start spectator status, adding a mapping relationship between the target second user and the target first user to the mapping list; When the spectator status information indicates a stop spectator status, the mapping relationship between the target second user and the target first user is released in the mapping list.

7. The data processing system according to claim 1, wherein: The second server is further configured to store game data information to be forwarded to the first user client in a target data queue; when there are at least two pieces of game data information to be forwarded to the first user client in the target data queue, the second server forwards the at least two pieces of game data information to be forwarded to the first user client in parallel to the first user client, and receives the game data forwarded by the first server.

8. The data processing system according to any one of claims 1 to 7, characterized in that: The first server is further configured to forward the game data information to a corresponding second server based on the correspondence between the servers, the target scene, and at least one of the server resource information of the second server; The first server is further configured to forward the game data information to the second server according to the second server corresponding to the first server; or forwarding the game data information to the second server corresponding to each scene according to the second server corresponding to each scene in the target scene; or If the server resource information of the second server reaches the resource threshold, the game data is forwarded to the newly added second server.

9. The data processing system according to claim 1, wherein: The first server is further configured to forward the first user's viewing request to the second user client, and after receiving authorization and consent information from the second user client, forward the authorization and consent information to the first user client; The first user client is further configured to establish a communication connection with the second server in response to the authorization consent information.

10. A data processing method, characterized in that: Applied to the second server, the method includes: In response to the communication connection of the first user client, creating a mapping list of the first user and the second user, and obtaining a target scene corresponding to the target second user, wherein the mapping list includes a viewing relationship between the first user and the second user; receiving game data information forwarded by the first server, wherein the game data information includes game data of a target second user and a game data transmission type; Based on the game data transmission type and the mapping list, the game data is synchronized to a target first user in the first user client.

11. The method according to claim 10, characterized in that The game data transmission types include the first type, the second type and the third type; Synchronizing the game data to a target first user in the first user client based on the game data transmission type and the mapping list includes: Determining a target data transmission type based on the game data transmission type; When the game data transmission type is the first type and the target data transmission type is single-point forwarding, the game data is forwarded to the first user client of the target first user based on the single-point forwarding and the mapping list, wherein the single-point forwarding is forwarding the game data of a single second user to the single target first user in the form of a single packet; When the game data transmission type is the second type and the target data transmission type is unicast, the game data is forwarded to the first user client of the target first user based on the unicast and the mapping list, wherein the unicast is forwarding the game data of a single second user to at least two target first users in the form of broadcast; When the game data transmission type is the third type, the target data transmission type is multi-person broadcast, and based on the multi-person broadcast and the mapping list, the game data is forwarded to the first user client of the target first user, wherein the multi-person broadcast is to forward the game data of at least two second users to at least two target first users in the form of broadcast.

12. The method according to claim 10, characterized in that The method further comprises: Storing game data information to be forwarded to the first user client in the target data queue; In which, when there are at least two game data information to be forwarded to the first user client in the target data queue, the at least two game data information to be forwarded to the first user client are forwarded to the first user client in parallel, and the game data forwarded by the first server is received.

13. A data processing method, characterized in that: Applied to the first server, the method includes: Forwarding the authorization consent information to the first user client; Obtain game data information of a target second user, and forward the game data information to a second server, wherein the game data information includes game data and a game data transmission type.

14. The method according to claim 13, characterized in that Before forwarding the authorization consent information to the first user client, the method includes: Determining the online status of the target second user based on the spectator request, and determining spectator status information according to the online status of the target second user; When the online status of the target second user is online, obtaining authorization consent information of the target second user, forwarding the authorization consent information to the first user client, determining that the spectator status information is a start spectator status, and forwarding the start spectator status to the second server; When the online status of the target second user is offline, the offline information of the target second user is forwarded to the first user client, and the viewing status information is determined to be a stop viewing status, and the stop viewing status is forwarded to the second server.

15. The method according to claim 13, characterized in that Forwarding the game data information to the second server includes: determining, based on the spectator request and the number of the target second users, a game data transmission type of the game data; The game data and the game data transmission type are forwarded to a second server.

16. The method according to any one of claims 13 to 15, characterized in that The method further comprises: forwarding the game data information to the corresponding second server based on the correspondence between the servers, the target scene, and at least one of the server resource information of the second server; The forwarding of the game data information to the corresponding second server based on the correspondence between the servers, the target scene, and at least one of the server resource information of the second server includes at least one of the following: According to the second server corresponding to the first server, forwarding the game data information to the second server; According to the second servers corresponding to different scenes in the target scene, the game data information is forwarded to the second servers corresponding to each scene; If the server resource information of the second server reaches the resource threshold, the game data is forwarded to the newly added second server.

17. A computing device, characterized in that include: memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer program / instructions are executed by the processor, the steps of the method according to any one of claims 10 to 16 are implemented.

18. A computer-readable storage medium storing a computer program / instruction, characterized in that: When the computer program / instructions are executed by a processor, the steps of the method according to any one of claims 10 to 16 are implemented.

19. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method according to any one of claims 10 to 16 are implemented.

Citation Information

Patent Citations

  • Processing method of display data at client, server and client

    CN106693367A

  • Information processing method, device and system

    CN111182321A

  • System and method for network interactive game match-up and server selection

    US20060258463A1