Game mobile platform carrying object network synchronization method, system and equipment
By distributing collision handling tasks across player devices, the problem of high network load and latency in online games is solved, enabling more timely information synchronization and a smoother gaming experience, while simplifying system architecture and reducing operating costs.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- XIAMEN WEIWO TIME TECH CO LTD
- Filing Date
- 2024-01-31
- Publication Date
- 2026-04-24
AI Technical Summary
In existing online games, location synchronization and collision detection are mainly handled by the host, which leads to a heavy network load, latency, and lag, affecting the timeliness of synchronization and the gaming experience.
The system enables the collection, filtering, and synchronization of movement information on player devices. This information is then transmitted to associated devices via a synchronization network, distributing collision handling tasks across all player devices and reducing the burden on the host device.
Reduce network latency and lag, improve the timeliness of information synchronization, enhance game playability and player experience, simplify system architecture, and reduce operating costs.
Smart Images

Figure CN121924580A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of video game development, and in particular to methods, systems and devices for synchronizing objects on mobile game platforms. Background Technology
[0002] In online games, there are usually several clients participating. Different clients can control the position and status of the corresponding game characters. How to synchronize the positions of the game characters between different clients is the key to the realization of online games.
[0003] In the location synchronization methods provided by related technologies, the client typically sends collision data to the server, which processes the data, verifies the collision situation, and then broadcasts it to all clients to achieve location synchronization between clients.
[0004] However, in the host-to-passenger aircraft connection methods provided by related technologies, position synchronization and collision detection are both completed by the host, which usually leads to a large network load, resulting in network latency and lag, and may in turn lead to problems with untimely synchronization. Summary of the Invention
[0005] To help reduce the network burden between host and passenger aircraft, this application provides a method, system, and device for network synchronization of objects carried by a mobile gaming platform.
[0006] In a first aspect, this application provides a method for synchronous network movement of objects carried by a mobile platform, which adopts the following technical solution: A method for synchronous movement of objects across a mobile platform in a player device, the method comprising: In response to a trigger event of a target mobile body on a mobile platform, trigger information corresponding to the mobile platform is recorded, the trigger information including mobile body information corresponding to the target mobile body; Based on preset local judgment rules and the mobile body information corresponding to the target mobile body, the target mobile body is filtered to obtain the carrying mobile body; The mobile body information carrying the mobile body is modified, and synchronization information is generated based on the modified mobile body information; The synchronization information is transmitted to the associated player's device via a synchronization network.
[0007] By adopting the above technical solution, the collection, filtering and synchronization information generation of moving objects can be realized through player devices, and the synchronization information can be synchronized to the associated player devices through the synchronization network. In this way, the collision processing task that was originally concentrated on the host can be distributed to each player device and executed by each player device, which can help reduce the network load, reduce network latency and lag, and thus help improve the timeliness of information synchronization.
[0008] Optionally, the mobile body information includes the mobile body location, and the step of filtering the target mobile body based on the local judgment rule and the mobile body information corresponding to the target mobile body to obtain the carrying mobile body includes: The relative direction between the target moving body and the moving platform is determined based on the moving body position of the target moving body and the moving state of the moving platform; The determination of whether the target moving body is a valid moving body is based on the effective triggering method of the mobile platform in the relative direction; The target mobile bodies that are not valid mobile bodies are screened out to obtain the carrying mobile body.
[0009] By adopting the above technical solution, it is possible to combine the triggering conditions of the mobile platform in different directions to determine the target moving body in the corresponding direction, thereby achieving the screening of the target moving body and thus helping to improve the accuracy of the identified carrying moving body.
[0010] Optionally, the relative direction includes: the movement direction of the mobile platform; determining whether the target moving body is a valid moving body based on the effective triggering method of the mobile platform in the relative direction includes: The target moving body located in the moving direction of the mobile platform is identified as a valid moving body.
[0011] By adopting the above technical solution, moving objects in the direction of movement of the mobile platform can be carried out in a timely manner, which can help avoid the impact of moving objects in the direction of movement on the movement effect of the mobile platform, thereby helping to improve the player's gaming experience.
[0012] Optionally, the relative direction includes: the detection direction of the mobile platform, which is determined based on the movement direction of the target moving body and is different from the movement direction of the target moving body; determining whether the target moving body is a valid moving body based on the effective triggering method of the mobile platform in the relative direction includes: The target moving body located in the detection direction of the mobile platform and colliding with the mobile platform is identified as a valid moving body; or, The target moving body located within the critical point of the mobile platform in the detection direction is identified as a valid moving body, and the critical point of the mobile platform is preset.
[0013] By adopting the above technical solutions, it is easier to match the corresponding effective triggering methods for different detection directions according to actual needs during the game design process, which can help improve the player's gaming experience.
[0014] Optionally, the player device includes two device states: host and passenger. The mobile entity information includes mobile entity type, which includes controllable mobile entities and uncontrollable mobile entities. The step of filtering the target mobile entity based on preset local judgment rules and the mobile entity information corresponding to the target mobile entity to obtain the carrying mobile entity includes: Determine whether the target moving body is the uncontrollable moving body based on the moving body type of the target moving body; If the target moving object is the uncontrollable moving object, determine whether the player device is the host device; If the player device is not the host device, it is determined that the target mobile object is not the carrying mobile object.
[0015] By adopting the above technical solution, since the target moving object is determined to be an uncontrollable moving object and the player's device is not the host, it is determined that the target moving object is not a carry-on moving object. This allows the passenger plane to focus on judging and operating the controllable moving object instead of judging and operating the uncontrollable moving object, which can help improve the user's gaming experience.
[0016] Optionally, the player device includes two device states: host and client. The step of transmitting the synchronization information to the associated player device via the synchronization network includes: Determine whether the player's device is a host device; When the player device is the host, the synchronization information is sent directly to each of the associated player devices through the synchronization network; When the player device is a passenger plane, the synchronization information is sent to the host device corresponding to the player device through the synchronization network, so that the host device can update the mobile information of the carrying mobile object based on the synchronization information, and send the synchronization information to other associated player devices other than the host device.
[0017] By adopting the above technical solution, it is not necessary to set up a separate server, thereby reducing the complexity of the synchronization network and facilitating its construction.
[0018] Optionally, the mobile entity information includes a mobile entity state, which indicates the binding status between the mobile entity and the mobile platform. Modifying the mobile entity information carrying the mobile entity includes: The state of the mobile entity carrying the mobile body is modified based on the platform identifier of the mobile platform in order to bind the mobile entity carrying the mobile body to the mobile platform.
[0019] By adopting the above technical solution, since the modified mobile body state can reflect the carrying relationship between the mobile body and the mobile platform, it can help to realize the synchronization of the mobile platform carrying the mobile body based on the synchronization information.
[0020] Secondly, this application provides a mobile platform carrying an object network synchronization system, which adopts the following technical solution: A mobile platform-carrying object network synchronization system, the system comprising at least two player devices, the player devices comprising: The target mobile body collection module is used to respond to the triggering event of the target mobile body to the mobile platform and record the triggering information corresponding to the mobile platform, wherein the triggering information includes the mobile body information corresponding to the target mobile body; The carrying mobile body determination module is used to filter the target mobile body based on preset local determination rules and the mobile body information corresponding to the target mobile body, so as to obtain the carrying mobile body; The mobile entity synchronization module is used to modify the mobile entity information of the mobile entity and generate synchronization information based on the modified mobile entity information; and transmit the synchronization information to the associated player device through the synchronization network.
[0021] Optionally, the player device includes two device states: host and passenger. The movement information includes movement type, which includes controllable movement and uncontrollable movement. The movement determination module includes: The type determination submodule is used to determine whether the target moving body is the uncontrollable moving body based on the moving body type of the target moving body; The status determination submodule is used to determine whether the player device is the host device when the target moving object is the uncontrollable moving object; The carrying judgment submodule is used to determine that the target mobile object is not the carrying mobile object when the player device is not the host.
[0022] Thirdly, this application provides an electronic device that adopts the following technical solution: An electronic device, the electronic device comprising: At least one processor; Memory; At least one application, wherein the at least one application is stored in memory and configured to be executed by at least one processor, the at least one application being configured to: execute any of the mobile platform-carrying object network synchronous movement methods provided in the first aspect.
[0023] In summary, this application includes at least one of the following beneficial technical effects: 1. Collision handling tasks that were originally concentrated on the host can be distributed to each player's device and executed by each player's device. This can help reduce network load, reduce network latency and lag, and thus help improve the timeliness of information synchronization.
[0024] 2. By separating the collision detection between the platform and the moving body and delegating it to the player's device, the impact of the synchronization process on the moving body controlled by the player's device can be reduced. This allows the moving body controlled by the player's device to respond to player input and commands more smoothly, improving the game's playability and player experience. Attached Figure Description
[0025] Figure 1 This is a flowchart illustrating a method for synchronously moving an object across a mobile platform according to an embodiment of this application. Figure 2 This is a flowchart illustrating a method for determining a carrier according to an embodiment of this application; Figure 3 This is a schematic diagram of a target mobile body and a mobile platform provided in an embodiment of this application; Figure 4 This is a flowchart illustrating another method for determining a carrier provided in an embodiment of this application; Figure 5 This is a flowchart illustrating the synchronous information transmission method provided in the embodiments of this application; Figure 6 This is a flowchart illustrating an example of a method for synchronously moving an object across a mobile platform, as provided in an embodiment of this application. Figure 7 This is a structural block diagram of a player device provided in an embodiment of this application; Figure 8 This is a structural block diagram of the moving body determination module provided in an embodiment of this application; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0026] To make the purpose, technical solution, and advantages of this application clearer, the following description is provided in conjunction with the appendix. Figure 1-9 The present application will be further described in detail below with reference to embodiments. It should be understood that the specific embodiments described herein are for illustrative purposes only and are not intended to limit the scope of the application.
[0027] In location synchronization methods provided by related technologies, clients typically send collision data to a server. The server processes this data, verifies the collision status, and then broadcasts it to all clients to achieve location synchronization. In one example, a typical location synchronization system usually includes the following modules: The client is responsible for handling player actions and running the local game. It collects local collision data and sends it to the server.
[0028] The server is responsible for managing the entire game world and handling location synchronization. It receives collision data from clients, verifies and processes it, and then broadcasts the synchronization data to all clients.
[0029] Network module: Used for data transmission between the client and the server. The network module typically uses communication protocols such as TCP / IP or UDP.
[0030] However, in practice, it has been found that the above method has at least the following drawbacks: First, increased network load: Because the client needs to send a large amount of collision data to the server, the network load is heavy, which may lead to network latency and lag.
[0031] Second, adaptability is difficult: this approach may require a more complex network technology framework, resulting in poor adaptability to different games and network environments.
[0032] Third, interference with the aircraft control system: When the client sends collision data to the server, it may interfere with the controllable entities on the client, resulting in a poor gaming experience.
[0033] To help address the problems existing in the location synchronization methods provided by related technologies, embodiments of this application provide a method, system, and device for network synchronization of objects carried on a mobile game platform.
[0034] This application discloses a method for synchronously moving objects across a network on a mobile platform, which can be used in a player device, such as a mobile phone, tablet computer, or handheld game console. This embodiment does not limit the type of player device.
[0035] Reference Figure 1 The method for synchronously moving objects across a mobile platform includes the following steps: Step 101: In response to the triggering event of the target mobile body to the mobile platform, record the triggering information corresponding to the mobile platform. The triggering information includes the mobile body information corresponding to the target mobile body.
[0036] In this context, a moving object refers to an object that needs to synchronize information during gameplay. Moving objects are pre-defined, such as game characters. Specifically, the movement method of a moving object is pre-defined; for example, the moving object can move under the control of the player's device, or it can move according to preset movement rules or paths, or it can move randomly. This embodiment does not limit the movement method of the moving object. In this embodiment, the target moving object refers to the moving object that triggers the moving platform.
[0037] Mobile body information refers to information related to a mobile body. In one example, mobile body information includes the location of the mobile body. In actual implementation, mobile body information may also include other information, such as the state of the mobile body and the type of the mobile body. This embodiment does not limit the content of the mobile body information.
[0038] A mobile platform refers to an object capable of carrying a mobile entity. The mobile platform is pre-configured; for example, it could be a vehicle, boat, or similar object. Specifically, the movement method of the mobile entity is pre-configured. For example, the mobile entity can move according to preset movement rules or paths, or it can move randomly. This embodiment does not limit the movement method of the mobile platform. Generally, the movement of the mobile platform is not controlled by the player, which facilitates synchronized movement of the mobile platform across different player devices. In actual implementation, the movement of the mobile platform can also be controlled by the player. In this case, if the movement state of the mobile platform changes due to player control, the state change information needs to be synchronized to other player devices. In this embodiment, all player devices requiring information synchronization have the same mobile platform and mobile entity, and the relationship between the mobile platform and mobile entity on each player device is maintained by the player device.
[0039] The trigger event is generated when the target moving object triggers the moving platform. The triggering method corresponding to the moving platform is preset, such as entering the triggering range of the moving platform or colliding with the moving platform. This embodiment does not limit the triggering method of the moving platform. In actual implementation, there can be multiple types of game platforms, and the triggering methods of different types of game platforms may be the same or different.
[0040] Step 102: Based on the preset local judgment rules and the mobile information corresponding to the target mobile body, the target mobile body is filtered to obtain the carrying mobile body.
[0041] The local determination rule is used to determine whether a mobile platform can carry the target mobile object. This rule is pre-set based on the mobile object information. In one example, the local determination rule is combined with the mobile platform settings. For instance, the local determination rule includes a platform determination rule, which corresponds to a mobile platform. If there are multiple mobile platforms, the platform determination rules for each platform may differ.
[0042] The term "carrying a mobile object" refers to the target mobile object that a mobile platform can carry.
[0043] In actual implementation, in order to achieve the required game effect, factors such as the relative position of the moving object and the mobile platform, and the type of the moving object may affect the mobile platform's ability to carry the moving object. Therefore, it is necessary to combine the pre-set local judgment rules and the moving object information to determine whether the mobile platform can carry the target moving object, and then determine the target moving object that the mobile platform can carry.
[0044] Optionally, the target mobile body is filtered based on the preset local judgment rules and the mobile body information corresponding to the mobile body, including: filtering out the target mobile bodies that the mobile platform can carry from the target mobile bodies based on the local judgment rules and the mobile body information corresponding to the mobile body, and obtaining the carryable mobile bodies.
[0045] In one example, when a target mobile body triggers the mobile platform, the mobile platform adds the target mobile body to the carrier mobile body collector and further determines whether the target mobile body is carryable based on local judgment rules and the mobile body information corresponding to the target mobile body; if it is determined that the target mobile body is not carryable, it determines to remove the target mobile body from the carrier mobile body collector; if it is determined that the target mobile body is carryable, it retains the target mobile body in the carrier mobile body collector.
[0046] In another example, when the target mobile body triggers the mobile platform, the mobile platform does not add the mobile body to the mobile body collector. Instead, it further determines whether the target mobile body is portable based on local judgment rules and the mobile body information corresponding to the target mobile body. Only when the mobile body is determined to be portable will the target mobile body be added to the mobile body collector.
[0047] Step 103: Modify the mobile body information carrying the mobile body, and generate synchronization information based on the modified mobile body information.
[0048] The modified mobile information includes the carrying relationship between the mobile carrier and the mobile platform.
[0049] Optionally, the mobile entity information includes the mobile entity status, which indicates the binding status between the mobile entity and the mobile platform. Modifying the mobile entity information carrying the mobile entity includes modifying the mobile entity status based on the platform identifier of the mobile platform to bind the mobile entity to the mobile platform. For example, changing the mobile entity status information from empty to the platform identifier of the mobile platform.
[0050] Among them, the platform identification information is used to uniquely identify the mobile platform.
[0051] In the above technical solution, since the state of the mobile body carrying the mobile body can be modified based on the platform identifier of the mobile platform, the binding between the mobile body carrying the mobile body and the mobile platform can be realized. Thus, the modified state of the mobile body can reflect the carrying relationship between the mobile body carrying the mobile body and the mobile platform, which can help realize the synchronization of the mobile platform carrying the mobile body based on the synchronization information.
[0052] Furthermore, the mobile body information includes the location of the mobile body, which modifies the mobile body information of the mobile body, and also includes binding the location of the mobile body to the platform location of the mobile platform, which can help to achieve location synchronization between the mobile platform and the mobile body.
[0053] In actual implementation, the mobile body information can also be modified in other ways, such as adding a carrying tag corresponding to the mobile platform to the mobile body information. This embodiment does not limit the way the mobile body information is modified.
[0054] In one example, synchronization information corresponds to a mobile platform. Accordingly, synchronization information is generated based on the modified mobile entity information, including: generating synchronization information based on the mobile entity information carrying the mobile entity corresponding to the mobile platform. If there are multiple mobile platforms, synchronization information corresponding to each mobile platform is generated separately.
[0055] In another example, synchronization information corresponds to the carrying mobile body. Accordingly, synchronization information is generated based on the modified mobile body information, including: for each carrying mobile body, generating synchronization information based on the modified mobile body information corresponding to that carrying mobile body.
[0056] Step 104: Transmit synchronization information to the associated player's device via the synchronization network.
[0057] Among them, associated player devices refer to player devices that need to synchronize information with the player device, such as player devices in the same game room and / or the same game scene that need to synchronize information.
[0058] Correspondingly, after receiving the synchronization information, the associated player device updates and modifies the mobile information carrying the mobile object based on the synchronization information, thus enabling information synchronization between the associated player device and the player device.
[0059] In one example, the synchronization network is built directly between the player devices that need to synchronize information. Accordingly, synchronization information is transmitted to associated player devices via the synchronization network, including directly transmitting synchronization information to associated player devices. This reduces intermediate steps in information transmission, improves real-time performance, and reduces latency.
[0060] In another example, the synchronization network is built on a host basis, and correspondingly, the synchronization information is transmitted to the associated player's device via the synchronization network, including: transmitting the synchronization information to the associated player's device via the host.
[0061] Based on the same principle, player devices can also monitor the mobile information of the corresponding mobile objects carried by the mobile platform. If the mobile information and local judgment rules determine that the mobile object does not meet the carrying conditions, the mobile information of the mobile object is modified to release the carrying relationship between the mobile object and the mobile platform. Synchronization information is generated based on the modified mobile information and transmitted to the associated player device through the synchronization network. In this way, the carrying relationship between the mobile object and the mobile platform can be released synchronously between associated player devices.
[0062] The implementation principle of a mobile platform carrying an object network synchronous movement method according to an embodiment of this application is as follows: The player device responds to a trigger event from a target mobile object on the mobile platform, records the trigger information corresponding to the mobile platform, including mobile object information corresponding to the target mobile object; based on preset local judgment rules and the mobile object information corresponding to the target mobile object, the target mobile object is filtered to obtain the carrying mobile object; the mobile object information of the carrying mobile object is modified, and synchronization information is generated based on the modified mobile object information; the synchronization information is transmitted to the associated player device through a synchronization network. In the above technical solution, since the collection, filtering, and synchronization information generation of mobile objects are achieved through the player device, and the synchronization information generated by the player device is then synchronized to the associated player device, the collision processing task originally concentrated on the host can be distributed to each player device for execution. This helps to reduce network load, decrease network latency and lag, and thus improve the timeliness of information synchronization.
[0063] In addition, since each player's device can handle a portion of the load, the system can be more easily scaled up as the number of players increases, improving the system's scalability.
[0064] Furthermore, by separating the collision detection between the platform and the moving body and delegating it to the player's device, the impact of the synchronization process on the moving body controlled by the player's device can be reduced. This allows the moving body controlled by the player's device to respond more smoothly to the player's input and commands without being affected by the delay and interference of collision data processing. This separate processing method helps ensure that the moving body controlled by the player's device can include the expected behavior and response speed, thereby improving the game's playability and player experience.
[0065] In some implementations, optionally, the moving body information includes the moving body location, with reference to... Figure 2Step 102, based on preset local judgment rules and the mobile information corresponding to the target mobile body, filters the target mobile bodies to obtain the carrying mobile bodies, including the following steps: Step 201: Determine the relative direction between the target mobile body and the mobile platform based on the position of the target mobile body and the movement state of the mobile platform.
[0066] The movement status of the mobile platform includes its platform location and its direction of movement.
[0067] Relative direction refers to the direction of the target moving body relative to the moving platform.
[0068] Optionally, the relative direction is determined in conjunction with the movement direction of the mobile platform. Accordingly, the relative direction between the target mobile body and the mobile platform is determined based on the position of the target mobile body and the movement state of the mobile platform, including: determining the relative positional relationship between the mobile body and the mobile platform based on the position of the mobile body and the position of the platform; and determining the relative direction based on the relationship between the relative positional relationship between the mobile body and the mobile platform and the movement direction of the mobile platform.
[0069] In one example, relative direction includes the direction of movement of the mobile platform. For example, if the mobile platform moves to the left, then left is the direction of movement of the mobile platform. Correspondingly, the target moving object to the left of the mobile platform is located in the direction of movement of the mobile platform.
[0070] In another example, the relative direction includes the detection direction of the mobile platform, which can be determined based on the mobile platform's movement direction but is different from it. For example, the detection direction can be determined as the opposite of the mobile platform's movement direction, or the detection direction can be obtained by rotating the mobile platform's movement direction 90 degrees clockwise or counterclockwise. This embodiment does not limit the method of setting the detection direction. Furthermore, the number of detection directions can be one or more.
[0071] In one example, the relative directions include the movement direction, the first detection direction, and the second detection direction. The first detection direction is opposite to the movement direction, the second detection direction is obtained by rotating the movement direction 90 degrees clockwise, and the third detection direction is obtained by rotating the movement direction 90 degrees counterclockwise. For example, if the movement direction is left, the corresponding first detection direction is right, the second detection direction is up, and the third detection direction is down.
[0072] In actual implementation, the relative direction can also be determined directly based on the relative position of the target moving body and the mobile platform. For example, the target moving body is located on the left side of the mobile platform. In this embodiment, the representation of the relative direction is not determined.
[0073] Step 202: Determine whether the target moving body is a valid moving body based on the effective triggering method of the mobile platform in the relative direction.
[0074] In one example, the relative direction is determined by the movement direction of the mobile platform, and the effective triggering methods of the mobile platform in different relative directions can be preset. Furthermore, when there are multiple mobile platforms, the effective triggering methods of different mobile platforms in the same relative direction may be the same or different.
[0075] Optional, valid triggering methods can be set in the following ways: The first method involves determining whether a target moving body is a valid moving body based on the effective triggering method of the mobile platform in the relative direction. This includes determining a target moving body located in the moving direction of the mobile platform as a valid moving body.
[0076] In the above technical solution, considering that the mobile platform will move in the direction of movement, the target moving object located in the direction of movement is identified as a valid moving object. This allows for timely processing of moving objects in the direction of movement of the mobile platform, thereby helping to avoid the impact of moving objects in the direction of movement on the movement effect of the mobile platform, and thus helping to improve the player's gaming experience.
[0077] The second type includes the detection direction of the mobile platform in the relative direction. The detection direction is determined based on the movement direction of the target mobile body and is different from the movement direction of the target mobile body. Accordingly, the determination of whether the target mobile body is a valid mobile body is based on the effective triggering method of the mobile platform in the relative direction. This includes: determining the target mobile body located in the detection direction of the mobile platform and colliding with the mobile platform as a valid mobile body, or determining the target mobile body located within the critical point in the detection direction of the mobile platform as a valid mobile body, wherein the critical point of the mobile platform is preset.
[0078] In the above technical solution, since the effective triggering methods of the mobile platform may differ in different relative directions, two effective triggering methods are provided for the detection direction: actual collision and critical point restriction. In this way, during the game design process, the corresponding effective triggering methods can be matched for different directions according to actual needs, which can help improve the player's game experience.
[0079] Furthermore, the detection direction may include more than two directions, in which case the effective triggering methods corresponding to different detection directions may be the same or different.
[0080] In practice, the two methods described above can be combined to determine the effective moving bodies among the target moving bodies.
[0081] refer to Figure 3In one example, the relative directions of the mobile platform include the movement direction, the first detection direction, and the second detection direction. The movement direction is to the left, the first detection direction is to the right, the second detection direction is upward, and the third detection direction is downward. The triggering conditions for the mobile platform are to determine the target moving body located in the movement direction as a valid moving body, to determine the target moving body located in the first detection direction or the third detection direction and within the critical point as a valid moving body, and to determine the target moving body located in the second detection direction and colliding with the mobile platform as a valid moving body.
[0082] Figure 3 The rectangles labeled 1, 2, 3, and 4 represent four moving targets. Target 1 is located in the direction of movement of the moving platform, therefore it is a valid moving target. Target 2 is located above the moving platform and collides with it, therefore it is also a valid moving target. Target 3 is located to the right of the moving platform but not at the critical point on the right side of the platform. Figure 3 The target is located within the black circle in the image, therefore target 3 is not a valid target; target 4 is located below the mobile platform but not within the critical point below the mobile platform, therefore target 4 is not a valid target.
[0083] In another example, the relative direction is determined directly based on the relative position of the target moving body and the moving platform. In this case, before determining whether the target moving body is a valid moving body based on the valid triggering method of the moving platform in the relative direction, the method further includes: determining the valid triggering method of the moving platform in the relative direction based on the relationship between the relative direction and the moving direction of the moving platform. See the above embodiments for details, which will not be repeated here.
[0084] Step 203: Filter out target mobile bodies that are not valid mobile bodies to obtain the carrying mobile bodies.
[0085] The effective mobile body is identified as the carrying mobile body.
[0086] In the above technical solution, since the relative direction between the target mobile body and the mobile platform can be determined by combining the position of the target mobile body and the movement state of the mobile platform, and whether the target mobile body is a valid mobile body is determined based on the effective triggering method of the mobile platform in the relative direction, it can help to determine the target mobile body in the corresponding direction by combining the triggering conditions of the mobile platform in different directions, thereby achieving the screening of the target mobile body, and thus helping to improve the accuracy of the identified carrying mobile body.
[0087] In some implementations, the player device has two states: host and client, which are predetermined. Specifically, when the player device is a host, it acts as both a server and a client, while when it is a client, it is used only as a client.
[0088] In one example, the host player device acts as both a server, responsible for hosting the game session (e.g., setting up the game scene), and a client, responsible for operating the local game. Meanwhile, the client player device only acts as a client, responsible for operating the local game. This allows the client to focus on receiving and rendering information about the game world.
[0089] In practice, among the various player devices that need to synchronize information, at least one player device is the host, and the other player devices are the passengers.
[0090] In the above technical solution, the host is determined from the player's device as the server, so the architecture of the whole system is relatively simple and no additional central server is needed. This reduces the complexity of development and maintenance, and also reduces the cost of game operation.
[0091] In addition, since player devices can be used as servers, there is no need to rent or maintain large servers, thereby reducing the cost of game operation.
[0092] Optionally, the method for determining the host from each player's device can be preset.
[0093] In one example, the player devices that need to synchronize information are located in the same game room. In this case, the player device corresponding to the host of the game room can be identified as the host, and the player devices corresponding to other players in the game room besides the host can be identified as the guest.
[0094] In the above technical solution, any player has the right to create a room and become the host. This design allows players to create and host game rooms according to their needs or interests, increasing the flexibility and freedom of the game.
[0095] In addition, since any player can act as a host and thus become a server, the system is more decentralized, with no single central server, reducing the possibility of single points of failure and improving system stability.
[0096] Furthermore, certain conditions can be set for the computing power of the player's device that the host should be. That is, only if the player's device meets the preset conditions can the host be a host. This can help ensure that the computing power of the finally determined host meets the requirements.
[0097] In another example, considering that the host requires higher computing power than the passenger plane, the hardware information of each player's device can be obtained, and the computing power of the player's device can be analyzed based on the hardware information. Candidate player devices with sufficient computing power can be selected from the candidate player devices, and then the player device to be the host can be determined from the candidate player devices. The specific selection method can be set according to actual needs. For example, if the candidate player devices include the player device corresponding to the host, the candidate player device corresponding to the host can be determined as the host. Or, the candidate player device corresponding to the player with the highest level can be determined as the host. This embodiment does not limit the method of determining the host from the candidate player devices.
[0098] In practice, other factors can also be considered when determining the host, such as the network conditions of the player's device. This helps to exclude players with poor network conditions and ensures that the determined host has a good network status, which in turn helps to avoid problems with untimely synchronization during the game.
[0099] Based on the above technical solution, further, the mobile body information includes the mobile body type, which includes controllable mobile bodies and uncontrollable mobile bodies.
[0100] Among them, controllable mobile objects refer to mobile objects that the player's device can control in passenger plane mode, while uncontrollable mobile objects refer to mobile objects that the player's device cannot control in passenger plane mode. The mobile object type corresponding to the mobile object is preset.
[0101] Accordingly, refer to Figure 4 Step 102, based on preset local judgment rules and the mobile information corresponding to the target mobile body, filters the target mobile bodies to obtain the carrying mobile bodies, including the following steps: Step 301: Determine whether the target moving body is an uncontrollable moving body based on the moving body type of the target moving body.
[0102] The type of the target moving body is preset.
[0103] Step 302: If the target moving object's moving object type indicates that the target moving object is an uncontrollable moving object, determine whether the player's device is the host.
[0104] In one example, different player devices correspond to the same controllable mobile body. In this case, if the target mobile body type indicates that the target mobile body is a controllable mobile body, it can be directly determined that the target mobile body is a carried mobile body. Alternatively, it can be further determined whether the target mobile body is a carried mobile body by combining other methods (such as steps 201 to 203 above). This embodiment does not limit this. In another example, different player devices correspond to different controllable mobile objects. In this case, if the target mobile object type indicates that the target mobile object is a controllable mobile object, it is further determined whether the target mobile object matches the player device; if the target mobile object does not match the player device, it is determined that the target mobile object is not a carry mobile object.
[0105] Step 303: If the player's device is not the host, determine that the target moving object is not a carrying moving object.
[0106] When the player's device is the host, the target mobile object can be directly determined to be a carried mobile object, or it can be further determined whether the target mobile object is a carried mobile object by combining other methods. This embodiment does not limit this.
[0107] In one example, the movement method of the uncontrollable moving object is set by the host, which can be either moving according to preset movement rules or moving randomly.
[0108] In the above embodiments, since the moving objects are divided into controllable moving objects and uncontrollable moving objects, and if it is determined that the target moving object is an uncontrollable moving object and the player's device is not the host, the target moving object is determined not to be a carried moving object. This allows the passenger plane to focus on judging and operating the controllable moving objects without having to judge and operate the uncontrollable moving objects, which can help improve the user's gaming experience.
[0109] In addition, since passenger planes cannot modify uncontrollable moving objects, this makes it easier to standardize the movement of uncontrollable moving objects across different player devices, which in turn helps to set up game scenarios according to actual needs.
[0110] Based on the above technical solution, further reference... Figure 5 Step 104, transmitting synchronization information to the associated player's device via the synchronization network, includes the following steps: Step 401: Determine the device status of the player's device.
[0111] The device status of the player's device is predetermined.
[0112] Step 402: When the player device is the host, directly send synchronization information to each associated player device through the synchronization network.
[0113] In this embodiment, the synchronization network is established based on the host, that is, a network connection is established between the host and the passenger aircraft, while no network connection needs to be established between the passenger aircraft.
[0114] Step 403: When the player device is a passenger device, a synchronization message is sent to the host device corresponding to the player device through the synchronization network, so that the host device can update the mobile information carrying the mobile object based on the synchronization message, and send the synchronization message to other associated player devices other than the host device.
[0115] Among them, the host device is the host corresponding to the player's device.
[0116] Optionally, before the host device updates the mobile information carrying the mobile object based on the synchronization information and sends the synchronization information to other associated player devices other than the host device, the following steps are also included: verifying the synchronization information based on preset verification rules; if the synchronization information verification passes, performing the steps of updating the mobile information carrying the mobile object based on the synchronization information and sending the synchronization information to other player devices other than the host device; if the synchronization information verification fails, not performing the steps of updating the mobile information carrying the mobile object based on the synchronization information and sending the synchronization information to other devices other than the host device.
[0117] The verification rules can be set according to actual needs, such as checking the data format of the synchronization information, determining whether the execution effect of the synchronization information matches the game settings, etc. This embodiment does not limit the setting method of the verification rules.
[0118] It should be added that, since the host device is determined from the player's device, the host device also maintains the same game scene as the passenger plane. This makes it easier for the host device to verify whether the execution effect of the synchronization information matches the game settings.
[0119] Optionally, the process of verifying synchronization information by the host device is part of the host device's server functionality. It requires no action from the player associated with the host device and is unaffected by their actions, thus ensuring the independence of the verification process and preventing interference with the player's gameplay. Furthermore, the host device can also verify the synchronization information generated by itself using preset verification rules.
[0120] In the above technical solution, since the synchronization information generated by the passenger plane can be verified by the host device, the problem of incorrect information synchronization caused by the passenger plane generating incorrect synchronization information due to factors such as misjudgment or cheating can be avoided, which can help improve the stability of game operation.
[0121] Furthermore, if the synchronization information verification fails, the host device generates rollback information corresponding to the synchronization information and sends the rollback information to the player device that sent the synchronization information. This controls the player device to execute the rollback operation corresponding to the synchronization information, thereby eliminating the effect of the synchronization information execution on the player device. This helps to ensure game synchronization between different player devices when the synchronization information is abnormal.
[0122] The rollback information may not include specific operation methods, such as simply instructing the player's device to roll back the steps that generated the synchronization information, or it may include specific operation methods, such as if the synchronization information is to bind mobile device A to the mobile platform, then the rollback information is to unbind mobile device A from the mobile platform.
[0123] In the above implementation, since player devices are divided into host and client devices, and when a player device is a client device, synchronization information needs to be sent from the host device to associated player devices outside the host device. This eliminates the need to set up a separate server, thereby reducing the complexity of the synchronization network, facilitating the construction of the synchronization network, and also making it easier to monitor the synchronization information to ensure the stable operation of the game.
[0124] To better understand the mobile platform carrying object network synchronous movement method provided in this embodiment, an example is given below. In this example, the player device includes two device states: host and client. The movement information includes the movement type, which includes controllable and uncontrollable movement. Referring to Figure 6, the mobile platform carrying object network synchronous movement method includes the following steps: Step 501: In response to the triggering event of the target mobile body to the mobile platform, record the triggering information corresponding to the mobile platform. The triggering information includes the mobile body information corresponding to the target mobile body.
[0125] Step 502: Determine whether the target moving body is a controllable moving body based on its moving body type; if the target moving body is an uncontrollable moving body, proceed to step 503; if the target moving body is a controllable moving body, proceed to step 504.
[0126] The type of the target moving body is preset.
[0127] Step 503: Determine if the player's device is the host; if the player's device is the host, proceed to step 504.
[0128] The device status of the player's device is predetermined.
[0129] Step 504: Determine whether the mobile information corresponding to the target mobile body meets the platform judgment rules corresponding to the mobile platform; if the mobile information corresponding to the target mobile body meets the platform judgment rules corresponding to the mobile platform, proceed to step 505.
[0130] Among them, the platform judgment rule refers to the judgment rule related to the mobile platform. For the specific implementation of step 504, please refer to steps 201 and 202 above.
[0131] Step 505: Add the target mobile object to the mobile platform's mobile object collector.
[0132] The specific implementation methods of each step in the above example are described in the above embodiments, and will not be repeated here.
[0133] This application also provides a mobile platform carrying an object network synchronization system, including at least two player devices, see reference. Figure 7 The player device includes a target moving object collection module 610, a carrying moving object determination module 620, and a carrying moving object synchronization module 630.
[0134] The target mobile body collection module 610 is used to respond to the triggering event of the target mobile body to the mobile platform and record the triggering information corresponding to the mobile platform. The triggering information includes the mobile body information corresponding to the target mobile body.
[0135] The mobile object determination module 620 is used to filter the target mobile object based on preset local determination rules and the mobile object information corresponding to the target mobile object, so as to obtain the mobile object to be carried.
[0136] The mobile body synchronization module 630 is used to modify the mobile body information of the mobile body and generate synchronization information based on the modified mobile body information; and transmit the synchronization information to the associated player's device through the synchronization network.
[0137] In some implementations, reference Figure 8 The player device includes two device states: host and passenger. The movement information includes the movement type, which includes controllable and uncontrollable movement. The movement determination module 620 includes: The type determination submodule 621 is used to determine whether the target moving body is an uncontrollable moving body based on the moving body type of the target moving body.
[0138] The status judgment submodule 622 is used to determine whether the player device is the host when the target moving object is an uncontrollable moving object.
[0139] The carry judgment submodule 623 is used to determine that the target moving object is not a carry moving object when the player's device is not the host.
[0140] For relevant details, please refer to the above method implementation examples.
[0141] It should be noted that the player device in the mobile platform carrying object network synchronization system provided in the above embodiments is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the player device can be divided into different functional modules to complete all or part of the functions described above. In addition, the mobile platform carrying object network synchronization system and the mobile platform carrying object network synchronization method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be repeated here.
[0142] This application also provides an electronic device, in one example, which is the player device described in the above embodiments. Figure 9 As shown, Figure 9 The illustrated electronic device 700 includes a processor 701 and a memory 703. The processor 701 and the memory 703 are connected, for example, via a bus 702. Optionally, the electronic device 700 may also include a transceiver 704. It should be noted that in practical applications, the transceiver 704 is not limited to one type, and the structure of this electronic device 700 does not constitute a limitation on the embodiments of this application.
[0143] Processor 701 may be a CPU (Central Processing Unit), a general-purpose processor, a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), or other programmable logic devices, transistor logic devices, hardware components, or any combination thereof. It can implement or execute the various exemplary logic blocks, modules, and circuits described in conjunction with the disclosure of this application. Processor 701 may also be a combination that implements computing functions, such as including one or more microprocessor combinations, a combination of a DSP and a microprocessor, etc.
[0144] Bus 702 may include a pathway for transmitting information between the aforementioned components. Bus 702 may be a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. Bus 702 can be divided into address bus, data bus, etc. For ease of representation, Figure 9The bus is represented by a single thick line, but this does not mean that there is only one bus or one type of bus.
[0145] The memory 703 may be ROM (Read Only Memory) or other types of static storage devices capable of storing static information and instructions, RAM (Random Access Memory) or other types of dynamic storage devices capable of storing information and instructions, or EEPROM (Electrically Erasable Programmable Read Only Memory), magnetic disk storage media or other magnetic storage devices, or any other medium capable of carrying or storing desired program code in the form of instructions or data structures and accessible by a computer, but not limited thereto.
[0146] The memory 703 stores application code that executes the scheme of this application, and its execution is controlled by the processor 701. The processor 701 executes the application code stored in the memory 703 to implement the content shown in the foregoing method embodiments.
[0147] Electronic devices include, but are not limited to: mobile terminals such as mobile phones, laptops, PDAs (personal digital assistants), and PADs (tablet computers), as well as fixed terminals such as digital TVs and desktop computers. They can also serve as server-side components. Figure 9 The electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of this application.
[0148] It should be understood that although the steps in the flowcharts in the accompanying figures are shown sequentially as indicated by the arrows, these steps are not necessarily performed in the order indicated by the arrows. Unless otherwise expressly stated herein, there is no strict order in which these steps are performed, and they may be performed in other orders.
[0149] The above are only some embodiments of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.
Claims
1. A method for synchronously moving objects across a mobile platform network, characterized in that, For use in gaming devices, the method includes: In response to a trigger event of a target mobile body on a mobile platform, trigger information corresponding to the mobile platform is recorded, the trigger information including mobile body information corresponding to the target mobile body; Based on preset local judgment rules and the mobile body information corresponding to the target mobile body, the target mobile body is filtered to obtain the carrying mobile body; The mobile body information carrying the mobile body is modified, and synchronization information is generated based on the modified mobile body information; The synchronization information is transmitted to the associated player's device via a synchronization network.
2. The method according to claim 1, characterized in that, The mobile entity information includes the mobile entity location. The step of filtering the target mobile entity based on the local judgment rule and the mobile entity information corresponding to the target mobile entity to obtain the carrying mobile entity includes: The relative direction between the target moving body and the moving platform is determined based on the moving body position of the target moving body and the moving state of the moving platform; The determination of whether the target moving body is a valid moving body is based on the effective triggering method of the mobile platform in the relative direction; The target mobile bodies that are not valid mobile bodies are screened out to obtain the carrying mobile body.
3. The method according to claim 2, characterized in that, The relative direction includes: the movement direction of the mobile platform; determining whether the target moving body is a valid moving body based on the effective triggering method of the mobile platform in the relative direction includes: The target moving body located in the moving direction of the mobile platform is identified as a valid moving body.
4. The method according to claim 2, characterized in that, The relative direction includes: the detection direction of the mobile platform, which is determined based on the movement direction of the target moving body and is different from the movement direction of the target moving body; determining whether the target moving body is a valid moving body based on the effective triggering method of the mobile platform in the relative direction includes: The target moving body located in the detection direction of the mobile platform and colliding with the mobile platform is identified as a valid moving body; or, The target moving body located within the critical point of the mobile platform in the detection direction is identified as a valid moving body, and the critical point of the mobile platform is preset.
5. The method according to claim 1, characterized in that, The player device includes two device states: host and passenger. The mobile entity information includes mobile entity type, which includes controllable mobile entities and uncontrollable mobile entities. Based on preset local judgment rules and the mobile entity information corresponding to the target mobile entity, the target mobile entity is filtered to obtain the carrying mobile entity, including: Determine whether the target moving body is the uncontrollable moving body based on the moving body type of the target moving body; If the target moving object is the uncontrollable moving object, determine whether the player device is the host device; If the player device is not the host device, it is determined that the target mobile object is not the carrying mobile object.
6. The method according to claim 1, characterized in that, The player device includes two device states: host and client. The transmission of the synchronization information to the associated player device via the synchronization network includes: Determine whether the player's device is a host device; When the player device is the host, the synchronization information is sent directly to each of the associated player devices through the synchronization network; When the player device is a passenger plane, the synchronization information is sent to the host device corresponding to the player device through the synchronization network, so that the host device can update the mobile information of the carrying mobile object based on the synchronization information, and send the synchronization information to other associated player devices other than the host device.
7. The method according to claim 1, characterized in that, The mobile entity information includes a mobile entity status, which indicates the binding status between the mobile entity and the mobile platform. Modifying the mobile entity information carrying the mobile entity includes: The state of the mobile entity carrying the mobile body is modified based on the platform identifier of the mobile platform in order to bind the mobile entity carrying the mobile body to the mobile platform.
8. A mobile platform carrying an object network synchronization system, characterized in that, The system includes at least two player devices, the player devices comprising: The target mobile body collection module is used to respond to the triggering event of the target mobile body to the mobile platform and record the triggering information corresponding to the mobile platform, wherein the triggering information includes the mobile body information corresponding to the target mobile body; The carrying mobile body determination module is used to filter the target mobile body based on preset local determination rules and the mobile body information corresponding to the target mobile body, so as to obtain the carrying mobile body; The mobile entity synchronization module is used to modify the mobile entity information of the mobile entity and generate synchronization information based on the modified mobile entity information; and transmit the synchronization information to the associated player device through the synchronization network.
9. The method according to claim 8, characterized in that, The player device includes two device states: host and passenger. The movement information includes movement type, which includes controllable movement and uncontrollable movement. The movement determination module includes: The type determination submodule is used to determine whether the target moving body is the uncontrollable moving body based on the moving body type of the target moving body; The status determination submodule is used to determine whether the player device is the host device when the target moving object is the uncontrollable moving object; The carrying judgment submodule is used to determine that the target mobile object is not the carrying mobile object when the player device is not the host.
10. An electronic device, characterized in that, The electronic device includes: At least one processor; Memory; At least one application, wherein the at least one application is stored in memory and configured to be executed by at least one processor, said at least one application being configured to: perform the mobile platform carrying object network synchronous movement method according to any one of claims 1 to 8.