Virtual queue simulation method and device, equipment, storage medium and program product

By creating path point sequences and managing the tail-of-queue trigger area in a virtual environment, the accuracy problem of simulating queuing behavior in a dynamic virtual environment is solved, achieving efficient and reliable queuing simulation and ensuring the realism and precise control of the queue.

CN121997538APending Publication Date: 2026-05-08PCI TECH GRP CO LTD +4
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
PCI TECH GRP CO LTD
Filing Date
2025-12-17
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

In a dynamic, interactive virtual environment, how can we reliably simulate queuing behavior that conforms to real-world observations and ensure the accuracy and realism of the simulated queuing scenarios?

Method used

By creating a path point sequence, initializing the target virtual queue, and using the tail trigger region to manage the enqueueing and dequeueing of virtual objects, combined with processing timers and dequeue management, precise control of the queue can be achieved.

Benefits of technology

It enables efficient and reliable simulation of queuing behavior in a virtual environment that conforms to real-world observations, ensuring the realism and accuracy of the simulated queues and avoiding queue chaos.

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Abstract

The invention relates to the technical field of virtual environment development, and provides a virtual queue simulation method, device and equipment, a storage medium and a program product.The method comprises the steps that a path point sequence is created according to a basic node sequence and a queuing interval, and the basic node sequence is used for defining the queue trend and the queue shape; the distance between two adjacent waypoints in the waypoint sequence is equal to the queuing interval; using the waypoint sequence to initialize a target virtual queue including a queue tail trigger area, the target virtual queue being an initial empty queue, and the initial position of the queue tail trigger area being an initial waypoint of the waypoint sequence; if a new target virtual object is received, distributing a current path point corresponding to the queue tail trigger area to the target virtual object; and updating the position of the queue tail trigger area from the current waypoint to the next waypoint of the waypoint sequence. According to the technical scheme provided by one or more embodiments, the queuing behavior conforming to real world observation can be reliably simulated.
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Description

Technical Field

[0001] This disclosure relates to the field of virtual environment development technology, specifically to virtual queue simulation methods, apparatus, devices, storage media, and program products. Background Technology

[0002] In the field of virtual environment development technology, such as game development, smart cities, station operation management, industrial digital twins, and virtual reality experiences, it is often necessary to simulate queuing scenarios in the real world. Such simulated queuing scenarios include, but are not limited to: passenger queues at subway ticket machines and security checkpoints; customer waiting queues at bank branches and restaurant counters; workpiece processing queues on factory assembly lines; and queues of visitors in front of rides at amusement parks.

[0003] However, how to reliably simulate such queuing scenarios in a dynamic, interactive virtual environment, making them realistically match queuing behavior observed in the real world, is a technical challenge that developers need to address. Summary of the Invention

[0004] This disclosure provides a virtual queue simulation method, apparatus, device, storage medium, and program product, which can efficiently and reliably simulate queuing behavior that conforms to real-world observations in a dynamic and interactive virtual environment, ensuring the accuracy and realism of the simulated queuing scenario.

[0005] In a first aspect, this disclosure provides a virtual queue simulation method, the method comprising: creating a path point sequence based on a basic node sequence and a queuing interval, wherein the basic node sequence is used to define the queue direction and queue shape, and the distance between two adjacent path points in the path point sequence is equal to the queuing interval; initializing a target virtual queue containing a tail trigger region using the path point sequence, wherein the target virtual queue is initially an empty queue, and the initial position of the tail trigger region is the starting path point of the path point sequence; if a new target virtual object is received, assigning the current path point corresponding to the tail trigger region to the target virtual object, and adding the pending information of the target virtual object to the end of a preset information list; and updating the position of the tail trigger region from the current path point to the next path point in the path point sequence.

[0006] In one optional implementation, creating a path point sequence based on the basic node sequence and the queuing interval includes: obtaining the basic node sequence and the queuing interval; determining the starting path point in the basic node sequence; and generating subsequent path points in the basic node sequence by interpolation, starting from the starting path point, according to the queuing interval.

[0007] In an optional implementation, the method further includes: cyclically checking whether the head object of the target virtual queue has reached the starting path point; if the head object has reached the starting path point, processing the head object based on information matching the head object in the preset information list; when the head object is processed, removing the head object from the target virtual queue and moving all remaining objects in the target virtual queue forward one path point in the path point sequence; and in response to a queue update of the target virtual queue, shifting the position of the tail trigger region forward one path point in the path point sequence accordingly.

[0008] In an optional implementation, the method further includes: if the head object arrives at the starting path point, then a processing timer is started for the head object, the processing timer being used to record the processing duration of the head object; if the processing duration of the head object reaches the preset processing time limit of the head object, then the processing of the head object is confirmed to be complete.

[0009] In one optional implementation, the method includes at least one of the following: determining the preset processing time limit based on information matching the head of the queue object in the preset information list; determining the preset processing time limit based on a global time value pre-input by the user; and randomly determining the preset processing time limit based on a global time range pre-input by the user.

[0010] In an optional implementation, the method further includes: cyclically checking whether there are any objects that have left the target virtual queue; if the objects that have left the queue are detected, removing the objects from the target virtual queue and moving all remaining objects in the target virtual queue after the objects that have left the queue forward one path point in the path point sequence; and in response to a queue update of the target virtual queue, moving the position of the tail trigger region forward one path point in the path point sequence accordingly.

[0011] Secondly, this disclosure provides a virtual queue simulation device, the device comprising: a path initialization module, configured to create a path point sequence based on a basic node sequence and a queuing interval, wherein the basic node sequence defines the queue direction and queue shape, and the distance between two adjacent path points in the path point sequence is equal to the queuing interval; a queue initialization module, configured to initialize a target virtual queue containing a tail trigger region using the path point sequence, wherein the target virtual queue is initially an empty queue, and the initial position of the tail trigger region is the starting path point of the path point sequence; an enqueue management module, configured to, if a new target virtual object is received, assign the current path point corresponding to the tail trigger region to the target virtual object, and add the pending information of the target virtual object to the end of a preset information list; and a dynamic update module, configured to update the position of the tail trigger region from the current path point to the next path point in the path point sequence.

[0012] Thirdly, this disclosure provides an electronic device, including: a memory and a processor, which are communicatively connected to each other. The memory stores computer instructions, and the processor executes the computer instructions to perform the virtual queue simulation method of the first aspect or any corresponding embodiment described above.

[0013] Fourthly, this disclosure provides a computer-readable storage medium storing computer instructions for causing a computer to execute the virtual queue simulation method of the first aspect or any corresponding embodiment described above.

[0014] Fifthly, this disclosure provides a computer program product, including computer instructions for causing a computer to execute the virtual queue simulation method of the first aspect or any corresponding embodiment described above.

[0015] This disclosure provides a technical solution with one or more embodiments, which establishes a precise spatial order for the subsequent target virtual queue based on a pathpoint sequence created from a basic node sequence and queuing interval. This allows for flexible control of both the queue formation and queue density. Dynamic updates to the tail trigger area ensure accurate queuing of target virtual objects, preventing queue chaos caused by new objects. This technical solution is a simple and highly reliable virtual queuing simulation scheme that not only guarantees the realism of the simulated queue but also provides precise control over it. Attached Figure Description

[0016] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0017] Figure 1 This is a schematic diagram of the steps of a virtual queue simulation method according to an embodiment of the present disclosure; Figure 2 This is a structural block diagram of a virtual queue simulation device according to an embodiment of the present disclosure; Figure 3 This is a schematic diagram of the hardware structure of an electronic device according to an embodiment of this disclosure. Detailed Implementation

[0018] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0019] In related technologies, when simulating queuing scenarios, simple fixed-point waiting schemes lack realism, while schemes that allow virtual objects to move completely autonomously (such as relying on complex navigation grids) can lead to uncontrollable queue formations, easily resulting in chaos and unreasonable behaviors (such as queue jumping, congestion and blockage), which cannot meet the needs of precise process analysis and optimization in industrial simulation.

[0020] In related technologies, temporary scripts can be used to simulate queuing scenarios for specific situations. However, this approach has fragmented logic, and there is no complete and robust management mechanism for the lifecycle stages of the queue, such as enqueueing, waiting, processing, and dequeueing, making the code difficult to maintain and reuse.

[0021] Therefore, the virtual queue simulation method provided in one embodiment of this disclosure can not only ensure the authenticity of the simulated queue, but also provide precise control over the simulated queue.

[0022] This disclosure provides a virtual queue simulation method according to one embodiment, which can be applied to a virtual environment development device. This virtual environment development device can be an electronic device with data processing capabilities. For example, the virtual environment development device can be a personal computer, workstation, mobile phone, tablet computer, etc. Furthermore, this method can also be applied to software running within the aforementioned virtual environment development device.

[0023] Please see Figure 1 The present disclosure provides a virtual queue simulation method according to one embodiment, which may include steps S1 to S4.

[0024] S1: Create a path point sequence based on the basic node sequence and the queuing interval. The basic node sequence is used to define the queue direction and queue shape. The distance between two adjacent path points in the path point sequence is equal to the queuing interval.

[0025] In this embodiment, a virtual line segment or path defined in the virtual environment to specify the direction and shape of the queue can be called a queuing line. The queuing line may include a starting point and inflection points, and the basic node sequence can be composed of any basic nodes within a queuing line. Each basic node in the basic node sequence is a series of coordinate information, and the distance between the basic nodes is variable. The queuing interval defines the actual density of the virtual queue and can be adjusted by the user according to each simulated queuing scenario or each virtual queue simulation task. Each path point in the path point sequence becomes a "placeholder" for each virtual queuing object.

[0026] In some implementations, creating a path point sequence based on a base node sequence and a queuing interval includes: obtaining the base node sequence and the queuing interval; determining the starting path point in the base node sequence; and interpolating and generating subsequent path points in the base node sequence starting from the starting path point according to the queuing interval.

[0027] Specifically, by using the first basic node in the basic node sequence as the starting path point, the shape of the path point sequence and the virtual queue can be quickly configured. Based on the queuing interval, subsequent path points are generated by interpolation in the basic node sequence, ensuring that the distance between adjacent path points is strictly equal to the preset interval. In this way, the shape and density of the target virtual queue established on the path point sequence are precisely controllable, facilitating the simulation of different real-world scenarios. The algorithm for generating the path point sequence from the basic node sequence can be adjusted according to the actual application scenario.

[0028] Preferably, an algorithm for generating a path point sequence from a sequence of basic nodes is as follows: Starting from the initial path point, process each line segment formed by two adjacent basic nodes sequentially. When processing each segment, starting from the beginning of the segment, insert intermediate points sequentially along the segment direction according to a given "queue interval" until the remaining length is insufficient to accommodate a complete interval. Then, the algorithm moves to the next segment, using the end point of the previous segment as the starting point, and continues this process until all basic nodes have been traversed. Finally, connect all basic nodes and the inserted intermediate points in sequence to form the final path point sequence with uniform point spacing. Optionally, two adjacent basic nodes may not form a straight line segment, but rather a curved line segment, and intermediate points may be inserted sequentially into the curved line segment according to a given "queue interval".

[0029] In a practical application example, if the basic node sequence is "(0,0,0), (0,0,4), (4,0,4)" With a queuing interval of 2, the final generated path point sequence can be "P0=(0,0,0), P1=(0,0,2), P2=(0,0,4), P3=(2,0,4), P4=(4,0,4)"; if the basic node sequence is "(0,0,0), (0,0,3), (3,0,3)", with a queuing interval of 2, the final generated path point sequence can be "P0=(0,0,0), P1=(0,0,2), P2=(1,0,3), P3=(3,0,3)".

[0030] S2: Using the path point sequence, initialize a target virtual queue containing a tail trigger region. The target virtual queue is initially an empty queue, and the initial position of the tail trigger region is the starting path point of the path point sequence.

[0031] In this embodiment, for a virtual queue simulation task, a target virtual queue, initially empty, can be created at the starting path point position of the path point sequence. The tail trigger area of ​​the target virtual queue is used to receive target virtual objects, facilitating the orderly placement of virtual objects at the corresponding positions of each path point. Since the target virtual queue is initially empty, the tail trigger area is also initially at the starting path point position of the path point sequence (e.g., P0).

[0032] S3: If a new target virtual object is received, the current path point corresponding to the tail trigger area is assigned to the target virtual object, and the pending information of the target virtual object is added to the end of the preset information list.

[0033] In this implementation, when a new target virtual object enters the tail-of-the-queue trigger region, it indicates that an enqueue request exists. At this time, the current path point of the tail-of-the-queue trigger region (e.g., P) can be used. xThe system assigns information to the new object and adds the pending information of the new object to the end of a preset information list. The pending information for each target virtual object can be uniformly stored in the preset information storage area (preset information list). When each target virtual object moves along a path point, the pending information for each target virtual object does not need to move along each path point, increasing information management efficiency.

[0034] S4: Update the position of the tail trigger area from the current path point to the next path point in the path point sequence.

[0035] In this embodiment, a path point (e.g., P) is assigned to the new target virtual object. x After that, the position of the trigger area at the tail of the queue needs to be updated to the next path point (e.g., P). x+1 This makes it always point to the "next empty space", waiting for the arrival of subsequent objects.

[0036] In some implementations, the method further includes: cyclically checking whether the head object of the target virtual queue has reached the starting path point; if the head object has reached the starting path point, processing the head object based on information matching the head object in the preset information list; when the head object has been processed, removing the head object from the target virtual queue and moving all remaining objects in the target virtual queue forward one path point in the path point sequence; and in response to a queue update of the target virtual queue, shifting the position of the tail trigger region forward one path point in the path point sequence accordingly.

[0037] Specifically, through a polling mechanism, the queue status of the target virtual queue can be checked in a timely manner to determine whether the virtual object at the head of the queue has reached the key point, i.e., the starting path point P0. Once it is confirmed that the object at the head of the queue is in place, the pending information stored when it was enqueued can be read from the preset information list to effectively process the object at the head of the queue (e.g., simulating ticket checking, simulating processing, simulating meal allocation, etc.). After processing, the object at the head of the queue can be removed from the queue, and all remaining objects in the queue can be ordered to move forward one path point (i.e., the object originally at P1 moves to P0, P2 moves to P1, and so on). After the entire queue moves forward, the position of the trigger area at the tail of the queue can be moved back one point accordingly to accurately reflect the state after the queue is shortened.

[0038] In some embodiments, the method further includes: if the head object arrives at the starting path point, then starting a processing timer for the head object, the processing timer being used to record the processing duration of the head object; if the processing duration of the head object reaches the preset processing time limit of the head object, then confirming that the processing of the head object is complete.

[0039] Specifically, when the head object is in place, a processing timer can be started for it, thereby accurately controlling the processing time of each target virtual object. Presetting the processing time limit ensures that each target virtual object is fully processed, while also preventing any target virtual object from being overprocessed and wasting resources.

[0040] In a practical application example, a preset processing time limit can be determined based on the information in the preset information list that matches the head of the queue object. If a target virtual object carries a processing time parameter in its pending information when it is enqueued, that processing time parameter is used first to determine the processing time limit before processing the event for that object.

[0041] In a practical application example, a preset processing time limit can be determined based on a global time value pre-input by the user. If the pending information carried by a target virtual object when it is enqueued does not include a processing time parameter, the processing time limit is determined using the pre-set global time parameter before processing the event for that object. Since the pre-set global time parameter is a fixed time value, it can be directly used as the processing time limit.

[0042] In a practical application example, a preset processing time limit can be randomly determined based on a global time range pre-entered by the user. If the pending information carried by a target virtual object when it is enqueued does not include a processing time parameter, the processing time limit is determined using the pre-set global time parameter before processing the event for that object. Since the pre-set global time parameter is a time range, a time value can be randomly selected within that range as the processing time limit.

[0043] In some implementations, the method further includes: cyclically checking whether there are any objects that have left the target virtual queue; if the objects that have left the queue are detected, removing the objects from the target virtual queue and moving all remaining objects in the target virtual queue after the objects that have left the queue forward one path point in the path point sequence; and in response to a queue update of the target virtual queue, moving the position of the tail trigger region forward one path point in the path point sequence accordingly.

[0044] Specifically, regarding the potential real-world scenario of virtual objects "leaving the queue midway," the polling process can detect when an object suddenly disappears from the queue (leaving the queue midway). Once a left-the-queue object is confirmed, it can be immediately removed from the target virtual queue, and all objects following it can be ordered to move forward one pathpoint to fill the gap and maintain queue continuity. Similarly, after a queue change, the position of the tail trigger area needs to be shifted back one point to accurately reflect the updated queue length.

[0045] This disclosure provides a technical solution with one or more embodiments, which establishes a precise spatial order for the subsequent target virtual queue based on a pathpoint sequence created from a basic node sequence and queuing interval. This allows for flexible control of both the queue formation and queue density. Dynamic updates to the tail trigger area ensure accurate queuing of target virtual objects, preventing queue chaos caused by new objects. This technical solution is a simple and highly reliable virtual queuing simulation scheme that not only guarantees the realism of the simulated queue but also provides precise control over it.

[0046] This disclosure provides a technical solution through one or more embodiments, realizing a complete and robust virtual queue management mechanism that includes various lifecycle stages such as enqueueing, waiting, processing, and dequeueing.

[0047] This embodiment also provides a virtual queue simulation device for implementing the above-described method embodiments and preferred embodiments; details already described will not be repeated. The term "module" as used below refers to a combination of software and / or hardware capable of performing a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0048] This embodiment provides a virtual queue simulation device, such as... Figure 2 As shown, it includes: The path initialization module 100 is used to create a path point sequence based on the basic node sequence and the queuing interval. The basic node sequence is used to define the queue direction and queue shape. The distance between two adjacent path points in the path point sequence is equal to the queuing interval. The queue initialization module 200 is used to initialize a target virtual queue containing a tail trigger region using the path point sequence. The target virtual queue is initially an empty queue, and the initial position of the tail trigger region is the starting path point of the path point sequence. The queuing management module 300 is used to assign the current path point corresponding to the tail triggering area to the target virtual object if a new target virtual object is received, and to add the pending information of the target virtual object to the end of the preset information list. The dynamic update module 400 is used to update the position of the tail trigger area from the current path point to the next path point in the path point sequence.

[0049] In some optional implementations, the path initialization module 100 is specifically used to: obtain the basic node sequence and the queuing interval; determine the starting path point in the basic node sequence; and, based on the queuing interval, interpolate and generate each subsequent path point in the basic node sequence starting from the starting path point.

[0050] In some optional implementations, the virtual queue simulation device further includes a dequeue management module, which is configured to: cyclically check whether the head object of the target virtual queue has arrived at the starting path point; if the head object has arrived at the starting path point, process the head object based on information matching the head object in the preset information list; when the head object has been processed, remove the head object from the target virtual queue and move all remaining objects in the target virtual queue forward one path point in the path point sequence; and in response to a queue update of the target virtual queue, move the position of the tail trigger region forward one path point in the path point sequence accordingly.

[0051] In some optional implementations, the dequeue management module further includes a processing timer submodule. This processing timer submodule is used to: start a processing timer for the head of the queue object if the head of the queue arrives at the starting path point; the processing timer is used to record the processing duration of the head of the queue object; and confirm that the processing of the head of the queue object is complete if the processing duration of the head of the queue object reaches its preset processing time limit.

[0052] In some optional implementations, the queue management module further includes a timing processing submodule. This timing processing submodule performs at least one of the following functions: determining the preset processing time limit based on information matching the queue head object in the preset information list; determining the preset processing time limit based on a global time value pre-input by the user; and randomly determining the preset processing time limit based on a global time range pre-input by the user.

[0053] In some optional implementations, the virtual queue simulation device further includes a dequeue management module, which is configured to: cyclically check whether there are any dequeued objects in the target virtual queue; if a dequeued object is detected, remove the dequeued object from the target virtual queue and move all remaining objects in the target virtual queue after the dequeued object forward one path point in the path point sequence; and in response to a queue update of the target virtual queue, move the position of the tail trigger region forward one path point in the path point sequence accordingly.

[0054] The further functional descriptions of the above modules and sub-modules are the same as those in the corresponding method embodiments described above, and will not be repeated here. For ease of description, the above apparatus is described by dividing it into modules according to their functions. Of course, in implementing this application, the functions of each module can be implemented in one or more software and / or hardware.

[0055] In this embodiment, the virtual queue simulation device is presented in the form of functional modules. Here, a module refers to an ASIC (Application Specific Integrated Circuit) circuit, a processor and memory that execute one or more software or fixed programs, and / or other devices that can provide the above functions.

[0056] This disclosure also provides an electronic device having the above-described features. Figure 2 The virtual queue simulation device shown.

[0057] Please see Figure 3 , Figure 3 This is a schematic diagram of the structure of an electronic device provided in an optional embodiment of this disclosure, such as... Figure 3 As shown, the electronic device includes one or more processors 10, memory 20, and interfaces for connecting the components, including high-speed interfaces and low-speed interfaces. The components communicate with each other via different buses and can be mounted on a common motherboard or otherwise as required. The processors can process instructions executed within the electronic device, including instructions stored in or on memory to display graphical information of a GUI on external input / output devices (such as display devices coupled to the interfaces). In some alternative implementations, multiple processors and / or multiple buses can be used with multiple memories and multiple memory modules, if desired. Similarly, multiple electronic devices can be connected, each providing some of the necessary operations (e.g., as a server array, a group of blade servers, or a multiprocessor system). Figure 3 Take a processor 10 as an example.

[0058] Processor 10 may be a central processing unit, a network processor, or a combination thereof. Processor 10 may further include a hardware chip. The hardware chip may be an application-specific integrated circuit (ASIC), a programmable logic device (PLD), or a combination thereof. The programmable logic device may be a complex programmable logic device (CAMP), a field-programmable gate array (FPGA), a general-purpose array logic (GDA), or any combination thereof.

[0059] The memory 20 stores instructions executable by at least one processor 10 to cause the at least one processor 10 to perform the method shown in the above embodiments.

[0060] The memory 20 may include a program storage area and a data storage area. The program storage area may store the operating system and applications required for at least one function; the data storage area may store data created based on the use of the electronic device. Furthermore, the memory 20 may include high-speed random access memory and may also include non-transitory memory, such as at least one disk storage device, flash memory device, or other non-transitory solid-state storage device. In some alternative embodiments, the memory 20 may optionally include memory remotely located relative to the processor 10, and these remote memories may be connected to the electronic device via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0061] The memory 20 may include volatile memory, such as random access memory; the memory may also include non-volatile memory, such as flash memory, hard disk or solid-state drive; the memory 20 may also include a combination of the above types of memory.

[0062] The electronic device also includes a communication interface 30 for communicating with other devices or communication networks.

[0063] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium after being downloaded over a network. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium may be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code that, when accessed and executed by the computer, processor, or hardware, implements the methods shown in the above embodiments.

[0064] A portion of this disclosure can be applied to computer program products, such as computer program instructions, which, when executed by a computer, can invoke or provide methods and / or technical solutions according to this disclosure through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, and installation package files. Accordingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions; the computer compiling the instructions and then executing the corresponding compiled program; the computer reading and executing the instructions; or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.

[0065] The various embodiments in this specification are described in a progressive manner. Similar or identical parts between embodiments can be referred to interchangeably. Each embodiment focuses on describing the differences from other embodiments. In particular, the embodiments of apparatus, devices, computer storage media, and [other embodiments] are basically similar to the method embodiments, so the descriptions are relatively simple; relevant parts can be referred to the descriptions of the method embodiments.

[0066] The various embodiments in this specification are described in a progressive manner. Similar or identical parts between embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, embodiments of apparatus, devices, computer storage media, and program products are basically similar to method embodiments, so the descriptions are relatively simple; relevant parts can be referred to the descriptions of the method embodiments.

[0067] The above description is merely an embodiment of this application and is not intended to limit the scope of this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the scope of the claims of this application.

[0068] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.

Claims

1. A virtual queue simulation method, characterized in that, The method includes: Based on the basic node sequence and the queuing interval, a path point sequence is created. The basic node sequence is used to define the queue direction and queue shape. The distance between two adjacent path points in the path point sequence is equal to the queuing interval. Using the path point sequence, initialize a target virtual queue containing a tail trigger region. The target virtual queue is initially an empty queue, and the initial position of the tail trigger region is the starting path point of the path point sequence. If a new target virtual object is received, the current path point corresponding to the tail triggering area is assigned to the target virtual object, and the pending information of the target virtual object is added to the end of the preset information list; The position of the tail trigger area is updated from the current path point to the next path point in the path point sequence.

2. The method according to claim 1, characterized in that, The step of creating a path point sequence based on the basic node sequence and queuing interval includes: Obtain the basic node sequence and the queuing interval; The starting path point is determined in the basic node sequence; Based on the queuing interval, each subsequent path point is generated by interpolation in the basic node sequence, starting from the initial path point.

3. The method according to claim 1 or 2, characterized in that, The method further includes: The system iteratively checks whether the head object of the target virtual queue has reached the starting path point; If the head object arrives at the starting path point, then the head object is processed based on the information in the preset information list that matches the head object; When the head object is processed, the head object is removed from the target virtual queue, and all remaining objects in the target virtual queue are moved forward one path point in the path point sequence; In response to the queue update of the target virtual queue, the position of the tail trigger region is shifted forward by one path point in the path point sequence.

4. The method according to claim 3, characterized in that, The method further includes: If the head object of the queue arrives at the starting path point, a processing timer is started for the head object, and the processing timer is used to record the processing time of the head object; If the processing time of the head object reaches the preset processing time limit of the head object, then the processing of the head object is confirmed to be complete.

5. The method according to claim 4, characterized in that, The method includes at least one of the following: The preset processing time limit is determined based on the information in the preset information list that matches the head of the queue object; The preset processing time limit is determined based on the global time value pre-input by the user; The preset processing time limit is randomly determined based on the global time range pre-input by the user.

6. The method according to claim 1 or 2, characterized in that, The method further includes: The target virtual queue is repeatedly checked to see if any objects have left the queue midway. If the object that left the queue midway is detected, the object that left the queue midway is removed from the target virtual queue, and all remaining objects in the target virtual queue after the object that left the queue midway are moved forward one path point in the path point sequence. In response to the queue update of the target virtual queue, the position of the tail trigger region is shifted forward by one path point in the path point sequence.

7. A virtual queue simulation device, characterized in that, The device includes: The path initialization module is used to create a path point sequence based on the basic node sequence and the queuing interval. The basic node sequence is used to define the queue direction and queue shape. The distance between two adjacent path points in the path point sequence is equal to the queuing interval. The queue initialization module is used to initialize a target virtual queue containing a tail trigger region using the path point sequence. The target virtual queue is initially an empty queue, and the initial position of the tail trigger region is the starting path point of the path point sequence. The queuing management module is used to assign the current path point corresponding to the tail triggering area to the target virtual object if a new target virtual object is received, and to add the pending information of the target virtual object to the end of the preset information list. The dynamic update module is used to update the position of the tail trigger area from the current path point to the next path point in the path point sequence.

8. An electronic device, characterized in that, include: A memory and a processor are communicatively connected, the memory storing computer instructions, and the processor executing the computer instructions to perform the virtual queue simulation method of any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing the computer to execute the virtual queue simulation method according to any one of claims 1 to 6.

10. A computer program product, characterized in that, Includes computer instructions for causing a computer to execute the virtual queue simulation method according to any one of claims 1 to 6.