Game task processing method and device, electronic equipment, medium and product
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- DUOYI NETWORK CO LTD
- Filing Date
- 2026-04-01
- Publication Date
- 2026-06-26
Smart Images

Figure CN122273100A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a game task processing method, apparatus, electronic device, medium, and product. Background Technology
[0002] With the rapid development of the online gaming industry, team-based activities have become a core vehicle for improving player retention and enhancing the social attributes of games. Multiplayer team missions, covering various online games, have become an important part of players' daily gaming experience. These team missions often require a designated player to act as the team leader, responsible for coordinating core operations such as team organization, mission progress, and character navigation. The leader's efficiency and stability directly determine the players' mission experience and their enthusiasm for participation. However, due to real-world factors, many players cannot remain online at all times, which poses a significant obstacle to the smooth implementation of team collaboration and seriously affects the overall gaming experience and participation of players. Summary of the Invention
[0003] This invention provides a game task processing method, device, electronic device, medium, and product to achieve the technical effect that the game server automatically takes over the team when the first game client is hosting, and can seamlessly take over the team control after the first game client resumes operation, thus ensuring the continuous and stable execution of tasks.
[0004] According to one aspect of the present invention, a game task processing method is provided, the method being applied to a game server, comprising: During the game task processing, if the first game client is detected to meet the preset hosting conditions, the task leader permission of the first game client for the game task is obtained, and task leader instructions related to the game task are issued according to the task leader permission. If the interactive interface of the first game client is found to be operational again within the preset hosting period, the task leadership permission is returned to the first game client so that the first game client can continue to issue task leadership instructions related to the game task based on the task leadership permission. During the preset hosting period, the first account corresponding to the first game client is online.
[0005] According to another aspect of the present invention, a game task processing device is provided, the device being configured on a game server, comprising: The team-leading permission acquisition module is used to acquire the task-leading permission of the first game client for the game task when the first game client meets the preset hosting conditions during the game task processing, and to issue task-leading instructions related to the game task according to the task-leading permission. The team-leading permission handover module is used to hand over the task-leading permission to the first game client when the interactive interface of the first game client is detected to be back to an operable state within a preset hosting period, so that the first game client can continue to issue task-leading instructions related to the game task based on the task-leading permission; wherein, within the preset hosting period, the first account corresponding to the first game client is online.
[0006] According to another aspect of the present invention, an electronic device is provided, the electronic device comprising: One or more processors; Storage device for storing one or more programs. When one or more programs are executed by one or more processors, the one or more processors implement any of the game task processing methods as described in the embodiments of this disclosure.
[0007] According to another aspect of the present invention, a computer-readable storage medium is provided, which stores computer instructions for causing a processor to execute and implement any of the game task processing methods in the embodiments of the present disclosure.
[0008] According to another aspect of the present disclosure, a computer program product is provided, which, when executed by a processor, implements a game task processing method as described in any of the embodiments of the present disclosure.
[0009] The technical solution of this disclosure, during the game task processing, acquires the task leadership authority of the first game client for the game task when it is detected that the first game client meets the preset hosting conditions, and issues task leadership instructions related to the game task based on the task leadership authority. This enables the game server to take over the task leadership authority and issue task leadership instructions even when the first game client is in a hosted state, effectively improving the continuity, stability, and efficiency of task execution. Furthermore, by returning the task leadership authority to the first game client when it is detected that the interactive interface of the first game client has returned to an operable state within the preset hosting period, the first game client can continue to issue task leadership instructions related to the game task based on the task leadership authority. This achieves a seamless switch between game server-hosted leadership and player manual operation, and the task leadership authority can be returned immediately when the player resumes operation, ensuring uninterrupted task execution and improving the overall smoothness of interaction and user experience. The technical solution of this disclosure solves the problem in the prior art that it is impossible to manage the game team when the first game client is offline or its interactive interface is in an inoperable state, which leads to the interruption of the game task process. It realizes that when the first game client enters the hosting state, the game server automatically takes over the task leadership authority and continues to execute the task, while maintaining the online status of the first account during the hosting period to ensure that the task is not interrupted. Moreover, when the first game client resumes operation, the task leadership authority can be returned to the first game client in an instant, realizing a seamless switch between unattended hosting and manual operation, which not only improves the continuity and stability of task execution, but also takes into account the flexibility and user experience of user operation.
[0010] It should be understood that the description in this section is not intended to identify key or essential features of the embodiments of the present invention, nor is it intended to limit the scope of the invention. Other features of the invention will become readily apparent from the following description. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0012] Figure 1 A flowchart illustrating a game task processing method provided in an embodiment of this disclosure; Figure 2 This is a flowchart illustrating the process of enabling automatic team leadership in a game processing method provided in this embodiment of the present disclosure. Figure 3A flowchart illustrating the main timer detection process in a game processing method provided in this embodiment of the disclosure; Figure 4 This is a flowchart illustrating the team-switching process of a game server in a game processing method provided in this embodiment of the disclosure. Figure 5 A flowchart illustrating the team creation process in a game processing method provided in this embodiment of the present disclosure; Figure 6 A schematic flowchart illustrating the character movement control process in a game processing method provided in this embodiment of the disclosure; Figure 7 A flowchart illustrating the team member status detection process in a game processing method provided in this embodiment of the present disclosure; Figure 8 This is a schematic diagram of the structure of a game task processing device provided in an embodiment of the present disclosure; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. Detailed Implementation
[0013] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.
[0014] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0015] It is understood that before using the technical solutions disclosed in the various embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure in an appropriate manner in accordance with relevant laws and regulations, and user authorization should be obtained.
[0016] For example, upon receiving a user's active request, a prompt message is sent to the user to explicitly inform them that the requested operation will require the acquisition and use of the user's personal information. This allows the user to independently choose whether to provide personal information to the software or hardware, such as the electronic device, application, server, or storage medium performing the operations of this disclosed technical solution, based on the prompt message.
[0017] As an optional but non-limiting implementation, in response to a user's active request, sending a prompt message to the user can be done via a pop-up window, where the prompt message can be presented in text format. Furthermore, the pop-up window can also include a selection control allowing the user to choose "agree" or "disagree" to provide personal information to the electronic device.
[0018] It is understood that the above notification and user authorization process are merely illustrative and do not constitute a limitation on the implementation of this disclosure. Other methods that comply with relevant laws and regulations may also be applied to the implementation of this disclosure.
[0019] It is understood that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of relevant laws, regulations and related provisions.
[0020] It's important to note that multiplayer team-based missions have become a significant part of players' daily gaming experience across various online games. These missions typically require a designated player to act as the team leader, responsible for coordinating core operations such as team organization, mission progression, and character navigation. The leader's efficiency and stability directly impact players' mission experience and engagement. However, due to real-world factors, many players cannot remain online at all times, significantly hindering smooth teamwork and severely impacting the overall gaming experience and player participation. Furthermore, when the team leader is unable to operate in real-time due to switching to the background or temporarily leaving the game, it often leads to mission interruptions, character stagnation, and even affects the entire team's mission progress and overall gaming experience.
[0021] In related technologies, simplified automatic team-leading tools are often used to control team leadership in games in an attempt to alleviate the pressure of manual team leadership. However, these existing technologies still have obvious defects and cannot meet the actual needs of players: existing automatic team-leading tools not only rely on the client foreground to run and are prone to termination due to players switching screens or disconnecting, but also lack intelligent dynamic team management capabilities, requiring manual intervention to handle abnormal situations of team members, making it difficult to ensure the continuity of tasks and the stability of the team, and failing to fundamentally solve the pain points of manual team leadership.
[0022] To address the aforementioned issues, this disclosure proposes a game task processing method based on status monitoring and permission switching. By real-time monitoring of the team leader's client's running status on the server side, the method automatically takes over the task leadership permissions when the leader meets the hosting conditions, enabling continuous task execution without human intervention. Permissions are promptly returned when the client returns to a foreground operable state, ensuring the continuity and stability of the task flow. Furthermore, combined with an intelligent team management mechanism, the method achieves functions such as automatic team creation, member matching, and abnormal member detection and removal, effectively improving team task execution efficiency and overall intelligence level.
[0023] Figure 1 This is a flowchart illustrating a game task processing method provided in an embodiment of this disclosure. This embodiment is applicable to processing game tasks, especially to processing game tasks in a team. The method can be applied to a game server and executed by a game task processing device. This game task processing device can be implemented in hardware and / or software and can be configured in electronic devices such as computers or servers. Figure 1 As shown, the method in this embodiment includes: S110. During the game task processing, if the first game client is found to meet the preset hosting conditions, the task leader permission for the first game client for the game task is obtained, and task leader instructions related to the game task are issued according to the task leader permission.
[0024] In this context, the game server can be understood as the hardware devices and / or software modules located on the server side within the online game's operating system. These modules are responsible for unified management of game data, execution of core game logic, coordination of interactions between multiple game clients, and control of game progress and permission allocation. In this embodiment, the game server can be a server device or service module responsible for data processing, logical operations, status verification, permission management, and team control. The game server can possess at least one of the following functions: receiving and processing status data, operation data, and request information from game clients; real-time detection of whether game clients meet preset hosting conditions; acquiring, managing, and returning task-leading permissions for game tasks; independently executing task-leading operations related to game tasks when task-leading permissions are obtained; maintaining game team status, member status, and task progress; and synchronizing game status and execution results with each game client. Game tasks can be pre-set game content within the game system, completed by player characters or game teams according to specified rules. Optionally, game tasks include, but are not limited to, story tasks, daily tasks, dungeon tasks, event tasks, and team tasks. In this embodiment, game tasks may include tasks completed through team collaboration, with clear objectives and procedures, such as daily demon-slaying tasks and dungeon challenge tasks. The first game client can be understood as a terminal-side game application and its runtime environment that has established a communication connection with the game server, is logged into with a corresponding player account, and holds or originally holds the authority to lead game tasks, including but not limited to game applications running on user terminal devices such as mobile phones, tablets, and computers. The first game client can be any game client participating in the game task. When the game task being processed is a single-player task, the game client executing that task can be identified as the first game client. When the game task being processed is a team task, the first game client can correspond to the leader client in the game team executing the game task, and has at least one of the following characteristics: it is the initiator of the game task or the default executor of the task leadership operation; it can interact with the game server to report its own running status and user operation data; when the interactive interface is operable, the first game client performs the task leadership operation; when the preset hosting conditions are met, the task leadership permission is handed over to the game server; after the interactive interface is restored to an operable state, the first game client re-obtains the task leadership permission from the game server and continues to perform the task leadership operation.
[0025] The preset hosting conditions can be understood as pre-configured trigger conditions used to determine whether the server needs to take over the task leadership permissions. Optionally, the preset hosting conditions include at least one of the following: the first game client is in a disconnected state and the preset leadership mode is enabled; the interactive interface of the first game client is in an inoperable state and the preset leadership mode is enabled; the first game client does not generate a valid operation command within a preset time period and the preset leadership mode is enabled. It can be understood that a disconnected state can be due to an interruption of the network connection between the first game client and the game server, preventing the game server from receiving operation data, status data, or heartbeat packets sent by the first game client, and temporarily removing the first game client from the real-time control of the game server. The determination of a disconnected state can include multiple detection methods. Optionally, it can rely on the game's heartbeat mechanism. After the first game client establishes a connection with the game server, it can send a "heartbeat packet" (a piece of verification data without business logic) to the game server at a fixed frequency (e.g., every 5 seconds) to prove that the first game client is in an "online and normal communication" state. If no heartbeat packet is received from the first game client within a preset timeout threshold (e.g., 10 seconds) and there is no reconnection request, it is determined that the "client is disconnected". Optionally, the disconnected state can include at least one of the following situations: the terminal device to which the first game client belongs is offline, the game is closed, or the game is forcibly exited. The interactive interface being in an inoperable state can be that the first game client is not running in the foreground or is not in an interface state that the user can directly operate, including but not limited to: the first game client is switched to running in the background; the terminal device is locked; the interactive interface is obscured or suspended; the interactive interface is in a state of not responding to user operations. The interactive interface can be a visual operation interface provided by the game client on the user's terminal device, used to receive user input operations and display game content, and is the carrier for information interaction between the game client and the user. The interactive interface can be a visual interface presented to the user by the game client and operable by the user. Optionally, the interactive interface may include at least one of the following interfaces: a game interface that allows the user to perform operations such as clicking, swiping, selecting, and confirming; a quest interface; a character control interface; a team management interface; and a visually operable area related to game quests. The preset duration can be a time threshold configured by the game server to determine whether the game client has been inactive for an extended period. Optionally, the preset duration may include 10 minutes, 20 minutes, or 30 minutes, etc. Valid operation commands can be understood as commands input by the user through the first game client that can have actual control over the behavior of the game character, the progress of the game quest, or the state of the game interface, including but not limited to: character movement, quest interaction, interface clicking, skill release, and team management commands.No valid operation command generated within the preset time period can mean that the first game client does not receive any valid operation command input from the user within a set continuous time period. Based on this, the game server determines that the user has temporarily left or has not performed any real-time operation. The preset team-leading mode can be a pre-configured team-leading function mode that players can actively enable or disable, such as a server-side team-leading mode. When the preset team-leading mode is enabled, the game server can automatically take over the task-leading permissions and execute task-leading operations if the first game client meets the preset hosting conditions. The preset team-leading mode being enabled can also mean that the player has activated the server-side team-leading function, allowing the game server to temporarily take over and execute task-leading operations for game tasks.
[0026] In this context, "task leadership permission" can be understood as the operational permission to control and manage the game team executing the game task and the task execution process. It is the legal basis for performing task leadership operations. In other words, only with task leadership permission can one perform task leadership operations related to the game task, thereby managing the game task and the game team executing it. Optionally, task leadership permission may include, but is not limited to: controlling game characters within the game team to perform task-related operations; starting, advancing, or ending the game task process; managing members within the game team; and initiating interactions, matchmaking, and team adjustment operations related to the game task. Task leadership instructions can be understood as instructions generated and issued by the end with task leadership permission to control the overall behavior of the team and advance the task process. Examples include controlling the game to automatically move to the target point, interacting with task-related objects, accepting or submitting tasks, and managing team members—instructions related to the execution of the game task.
[0027] In practical applications, existing game hosting typically requires players to input a hosting trigger action through the client's interactive interface (e.g., clicking a hosting control displayed on the interface). In response to this trigger action, the game enters a hosting state. However, existing game hosting still uses the game client as the execution entity. In the hosting state, it can only simulate the game character's basic tasks (such as automatic monster fighting and automatic pathfinding) according to preset logic, without any team management permissions. Furthermore, if the game client is disconnected, it is immediately determined to be offline, and game hosting stops immediately. This can lead to interruptions in team tasks, abnormal progress, severely impacting the entire team's gaming experience, resulting in poor continuity and stability.
[0028] To address the above issues, this embodiment detects the status of the first game client via the game server. Then, when the game server detects that the first game client meets the preset hosting conditions, it automatically takes over the first game client's task leadership authority for the game task and executes task leadership operations related to the game task based on this authority. This achieves the technical effect of automatically triggering server-side hosting when the first game client meets the preset hosting conditions, without requiring manual player intervention, effectively preventing task interruptions and ensuring the continuity and stability of game task execution. Furthermore, the functions that the game server can perform during the takeover of task leadership authority cover the entire leadership process, from task progression to team management, equivalent to all operations that the first game client can perform in the game task. Therefore, the technical solution provided by this embodiment is fundamentally different from traditional game hosting functions.
[0029] In one implementation, during the processing of game tasks via the game server, the status of the first game client executing the game task can be monitored, and heartbeat data sent by the first game client can be received. Further, if no heartbeat data is received from the first game client within a preset timeout threshold, and no reconnection request is received, it is determined that the first client is in a disconnected state. Further, the game server determines whether a preset team-leading mode is enabled. Then, if it is determined that the preset team-leading mode is enabled, the game server obtains the first game client's task-leading permissions for the game task, and issues task-leading instructions related to the game task based on these permissions.
[0030] In another implementation, during the processing of game tasks by the game server, the status of the first game client executing the game task can be detected, and the operating system of the terminal device to which the first game client belongs can be detected while the first game client is running. Furthermore, when the first game client detects that its terminal device has switched from displaying the interface of the first game client to displaying the interface of another application, it sends a background switch status reporting command to the game server. Further, upon receiving the background switch status reporting command, the game server determines that the interface of the first game client is in an inoperable state. Further, the game server determines whether the preset team-leading mode is enabled. Then, if the preset team-leading mode is enabled, the game server obtains the task-leading permission for the first game client for the game task and issues task-leading instructions related to the game task based on the task-leading permission.
[0031] S120. If the interactive interface of the first game client is detected to be operational again within the preset hosting period, the task leadership permission is returned to the first game client so that the first game client can continue to issue task leadership instructions related to the game task based on the task leadership permission.
[0032] The preset hosting period can be the longest valid time range pre-configured by the game server for the first game client, allowing the game server to temporarily take over the task leadership authority. Within the preset hosting period, the first account corresponding to the first game client can be online. The preset hosting period can be any time range, such as 30 minutes, 45 minutes, or 60 minutes. The first account is the player's game account logged into the first game client, serving as the user identity identifier corresponding to the first game client. The first account being online means that the first account maintains a normal communication connection with the game server and is not judged as offline or logged out by the system. Restoring operability means that the first game client's interface returns from an inoperable, background running, or locked state to a state where the user can operate normally, the interface is visible, and it can respond to user commands. "Handing over" can also be understood as the game server transferring the temporarily taken over task leadership authority back to the first game client that originally held that authority.
[0033] In practical applications, when the game client is disconnected or its interface is inoperable, it is usually automatically considered "offline." The account logged into the game client loses its legitimate status for core operations such as quest progression and team management, and related processes are terminated. At this point, even if the game server takes over quest leadership privileges, it cannot issue quest leadership commands related to the game quest.
[0034] To address the above situation, in this embodiment, after the game server obtains the task-leading permission for the first game client regarding game tasks, it can configure a preset hosting period for the first game client. During the preset hosting period, the first account corresponding to the first game client remains online. Furthermore, during the preset hosting period, the game server can issue task-leading instructions related to game tasks based on the task-leading permission. At this time, the issued task-leading instructions can be valid instructions.
[0035] In one implementation, when the game server obtains task leadership permissions for the first game client regarding game tasks, a preset hosting period can be configured for the first game client to ensure that the first account corresponding to the first game client remains online within the preset hosting period. Furthermore, if the interactive interface of the first game client is detected to have returned to an operable state within the preset hosting period, the task leadership permissions can be returned to the first game client through the game server. Then, the first game client can continue to issue task leadership instructions related to game tasks based on the task leadership permissions.
[0036] The technical solution of this disclosure, during the game task processing, acquires the task leadership authority of the first game client for the game task when it is detected that the first game client meets the preset hosting conditions, and issues task leadership instructions related to the game task based on the task leadership authority. This enables the game server to take over the task leadership authority and issue task leadership instructions even when the first game client is in a hosted state, effectively improving the continuity, stability, and efficiency of task execution. Furthermore, by returning the task leadership authority to the first game client when it is detected that the interactive interface of the first game client has returned to an operable state within the preset hosting period, the first game client can continue to issue task leadership instructions related to the game task based on the task leadership authority. This achieves a seamless switch between game server-hosted leadership and player manual operation, and the task leadership authority can be returned immediately when the player resumes operation, ensuring uninterrupted task execution and improving the overall smoothness of interaction and user experience. The technical solution of this disclosure solves the problem in the prior art that it is impossible to manage the game team when the first game client is offline or its interactive interface is in an inoperable state, which leads to the interruption of the game task process. It realizes that when the first game client enters the hosting state, the game server automatically takes over the task leadership authority and continues to execute the task, while maintaining the online status of the first account during the hosting period to ensure that the task is not interrupted. Moreover, when the first game client resumes operation, the task leadership authority can be returned to the first game client in an instant, realizing a seamless switch between unattended hosting and manual operation, which not only improves the continuity and stability of task execution, but also takes into account the flexibility and user experience of user operation.
[0037] In this embodiment, before the game server processes the game task, it can receive a task-leading request for the game task sent by the first game client. Then, upon receiving the task-leading request, the game server can trigger the task-leading process corresponding to the game task.
[0038] Optionally, before processing the game task, the method further includes: responding to a task leadership request for the game task sent by the first game client, and if the first account corresponding to the first game client meets the preset leadership criteria, sending a leadership start command to the first game client, so that when the first game client receives the leadership start command, it performs a leadership initialization operation; and triggering the task leadership process corresponding to the game task when the leadership initialization operation is detected to be completed.
[0039] The task leadership request can be understood as a request sent by the first game client to the game server to initiate or execute the corresponding game task leadership process. The task leadership request may include at least one piece of information related to the game task, optionally including the task type corresponding to the game task and / or a threshold for the number of members in the game team executing the game task. The preset leadership criteria can be understood as a preset configuration by the game server used to determine whether an account has the conditions to initiate or possess game task leadership permissions. Optionally, the preset leadership criteria include at least one of the following: whether the account is currently in a team; whether the account level has reached a preset level threshold; and whether the account possesses a character status indicating leadership qualifications. The leadership start command can be understood as a control command returned by the game server to the first game client after determining that the account meets the leadership conditions, used to initiate the leadership process. The leadership initialization operation can be understood as the pre-leading preparation operations performed by the first game client after receiving the leadership start command, including operations such as loading team status, synchronizing task information, updating the interface, and / or configuring permissions. The task leadership process can be understood as the complete execution process from the start of leadership to the end of the task, including a series of related operations such as role control, task progress, team management, and task settlement.
[0040] In one implementation, an interactive interface of a first game client is displayed. This interface may include a game task editing item, a team member count editing item, and a task initiation control. Further, upon receiving an edit operation on the game task editing item, the game task to be executed and the corresponding task type can be determined based on the edit operation. Also, upon receiving an edit operation on the team member count editing item, a threshold number of team members for executing the game task can be determined based on the edit operation. Further, upon receiving a trigger on the task initiation control, a task leadership request can be generated based on the edited game task type and member count threshold, and the generated task leadership request can be sent to the game server. Further, upon receiving the task leadership request from the first game client, the game server can retrieve the account status information of the first account corresponding to the first game client, and determine whether the first account meets the preset leadership criteria based on the retrieved account status information. Further, if it is determined that the first account possesses a character status representing leadership qualifications, it can be determined that the first account meets the preset leadership criteria. Further, a leadership initiation command is generated and sent to the first game client. Furthermore, upon receiving the team-leading start command in the first game client, a team-leading initialization operation can be executed. Furthermore, upon detecting the completion of the team-leading initialization operation in the first game client, the game server can trigger the team-leading process corresponding to the game task.
[0041] In this embodiment, when the task-leading process corresponding to the game task is triggered, there are at least two possible scenarios: the first game character controlled by the first game client does not meet the preset team-up triggering conditions (e.g., the first game character already has a game team, and the number of members in the game team meets the preset member number threshold); the first game character controlled by the first game client meets the preset team-up triggering conditions. The second scenario will be explained in detail below.
[0042] Optionally, the task leadership request includes the task type corresponding to the game task and / or a threshold for the number of members in the game team executing the game task; triggering the task leadership process corresponding to the game task includes: if the first game character controlled by the first game client meets the preset team formation triggering conditions, generating a team formation request message according to the task type and / or the threshold for the number of members, and publishing the team formation request message; determining at least one second game client from the optional game clients responding to the team formation request message; determining the first game character as the leader, determining the second game character controlled by the second game client as the team being led, forming a game team to execute the game task, and triggering the task leadership process corresponding to the game task.
[0043] The preset team-up trigger conditions can be understood as pre-configured conditions used to determine whether a team-up process needs to be initiated. Optionally, the preset team-up trigger conditions include at least one of the following: the game character's team status is "no team"; the number of team members does not meet the preset team-up standard. The game team-up channel can be an official in-game channel for players to recruit teammates and post team-up messages. The team-up request message can be understood as a request message issued by the game server to recruit other players to complete game tasks together. Generally, the team-up request message may include the game task to be executed and / or the threshold number of members in the game team executing the game task. The task type can be the type of game task that needs to be executed, such as dungeon tasks, event tasks, story tasks, and daily tasks, used as a basis for matching and filtering. The member number threshold can be the threshold number of team members required to complete the game task, which may include the minimum team number and / or the maximum team number. Optional game client can be understood as other player terminals that respond to and agree to this team-up request and meet the filtering conditions. The second game client can be other player terminals selected by the game server to join the team, other than the first game client, and the second game character controlled by it is the team member character. The second game character can be an in-game character controlled by a second game client, acting as a team member or a follower. The leader can be the captain of the game team with leadership privileges, responsible for advancing the mission—the first game character. The follower can be a team member who follows the leader in the game mission—the second game character. A game team can be a group of players consisting of one leader and at least one follower, used to collaboratively complete game missions.
[0044] In this embodiment, when determining the second game client from the optional game clients, the filtering can be based on the account status information of the game account corresponding to the optional game client, such as the account level.
[0045] In one implementation, when triggering a task-leading process related to a game task, it can be determined whether the first game character controlled by the first game client meets the preset team-up triggering conditions. Further, if it is determined that the first game character is in an unteamed state, it is determined that the first game character meets the preset team-up triggering conditions, and then the team-up process is triggered. A team-up request message is generated based on the task type of the game task to be executed and the threshold number of members in the game team executing the game task, and the generated team-up request message is published. Further, a game client responding to the team-up request message is determined as an optional game client, and the account status information of the game account corresponding to the optional game client is obtained, including the account level. Further, for at least one optional game client, if it is determined that the account level of the game account corresponding to the optional game client is greater than a preset level threshold, the optional game client can be determined as a second game client. Thus, at least one second game client can be obtained. Further, the first game character can be determined as the leader, and the second game character controlled by the second game client can be determined as the led party, forming a game team to execute the game task, and triggering the task-leading process corresponding to the game task.
[0046] In this embodiment, the game task may include at least one subtask. During the execution of each subtask, the status of the first account corresponding to the first game client and the execution progress of the subtask can be detected. Furthermore, the corresponding task execution logic can be determined based on the detection results.
[0047] Optionally, the game task processing method further includes: for at least one subtask in the game task, during the execution of the current subtask, if it is detected that the first account corresponding to the first game client is in a leading state, a task progress detection process is triggered; if it is detected that the current subtask has been completed, the next subtask of the current subtask is determined according to the task configuration information corresponding to the game task; if the execution preconditions related to the next subtask are met, the next subtask is executed, and the next subtask is taken as the current subtask, triggering the leading state detection process, the task progress detection process, and the next subtask advancement process corresponding to the current subtask.
[0048] It should be noted that during the execution of each subtask, the process of checking the status of the first game character controlled by the first game client and checking the execution progress of the subtask is executed by the game server, regardless of whether the game server or the first game client has the authority to lead the task. In other words, this process is independent of whether the first game client meets the preset hosting conditions.
[0049] Subtasks can be multiple independent execution units constituting a game task. A game task can include at least one subtask, which can be executed sequentially or conditionally. For example, assuming the game task is a dungeon challenge task, this game task can be broken down into the following subtasks: Subtask 1: Enter the dungeon scene; Subtask 2: Clear the first wave of monsters; Subtask 3: Activate the mechanism; Subtask 4: Defeat the final monster; Subtask 5: Receive the reward and exit the dungeon. Subtasks 1, 2, 3, 4, and 5 are executed sequentially. The current subtask can be the subtask being executed in the game task flow. The team-leading status can be understood as the first game character corresponding to the first account acting as the team leader, holding the task team-leading permission, and being in the team-leading process. In short, the team-leading status can be understood as the first game character not leaving the game team. The task progress detection process can be a detection logic or processing flow used to detect in real time whether the current subtask has been completed. The task configuration information can be pre-configured configuration data related to the game task, including but not limited to subtask execution order, subtask relationships, subtask identifiers, execution conditions, reward rules, and member number requirements. Preconditions for execution can be preset conditions that must be met before starting the next subtask, including but not limited to: the current subtask has been completed, the number of team members has reached the required level, the account level has reached a preset level threshold, and the required preset game items for the next subtask are possessed. The next subtask can be the subtask that should be executed next according to the task configuration information after the current subtask is completed. The team leader status detection process can be a detection process used to check whether the primary account is in a team leader status. The next subtask execution process can be the process of entering and executing the next subtask from the current subtask when the preconditions for execution are met.
[0050] In one implementation, for at least one subtask in a game task, during the execution of the current subtask, the game server can perform status detection on the first game character controlled by the first game client. Further, if the first game character is detected to be in a leading role, a task progress detection process for the current subtask can be triggered. Further, if the current subtask is detected to be completed, the task configuration information corresponding to the game task can be retrieved, and the next subtask can be determined based on the retrieved task configuration information. Further, based on the account status information of the first account, it can be determined whether the first account meets the preconditions for executing the next subtask. Further, if the preconditions for executing the next subtask are met, the next subtask can be executed, and the next subtask becomes the current subtask, triggering the leading role status detection process, the task progress detection process, and the next subtask advancement process corresponding to the current subtask.
[0051] It should be noted that, for at least one subtask in the game task, if it is detected that the first game character is not in a leading state during the execution of the current subtask, that is, the first game character leaves the game team, the task leading process can be terminated and a departure notification message can be sent to the first game client.
[0052] It should also be noted that if the current subtask is detected as not having been completed, the task progress detection process can continue to be triggered until the current subtask is detected as having been completed.
[0053] In this embodiment, when executing the next subtask, there may be a situation where the execution location of the next subtask is far away from the current location of the first game character. In this case, a pathfinding process can be triggered to move the first game character and the second game character to the execution location of the next subtask.
[0054] Optionally, executing the next subtask includes: triggering a pathfinding process related to the next subtask if the first game character controlled by the first game client is not located at the task execution position of the next subtask; and calling a preset flight mode if the first game client meets preset hosting conditions, so as to control the first game character and at least one second game character in the game team led by the first game character to move to the task execution position of the next subtask according to the preset flight mode.
[0055] The task execution location can be a game scene location, target point, or designated area required to execute the next sub-task. The pathfinding process can be the execution flow where the game system controls the game character to automatically move from the current location to the target location. The preset flight mode can be an automatic fast movement mode pre-configured by the game server and enabled in a managed mode. The preset flight mode can be used to directly control the team leader and team members when the first game client meets the preset managed conditions, without requiring manual player operation, to directly reach the task execution location corresponding to the next sub-task from the current location via flight or fast teleportation, thereby improving task progress efficiency. Optionally, the preset flight mode includes a straight-line flight mode and a fast teleportation mode, etc.
[0056] In one implementation, if the first game character controlled by the first game client is not located at the task execution position of the next sub-task, a pathfinding process related to the next sub-task can be triggered. Further, it is determined whether the first game client meets preset hosting conditions. If the first game client meets the preset hosting conditions, a preset flight mode is invoked through the game server, and the first game character and at least one second game character in the game team led by the first game character are controlled to move to the task execution position of the next sub-task according to the preset flight mode.
[0057] It should be noted that when the interactive interface of the first game client is in an operable state, the pathfinding algorithm built into the game client can be used for navigation to move the first game character and at least one second game character in the game team led by the first game character to the task execution position of the next sub-task.
[0058] In this embodiment, during the game task processing, the game server can also perform abnormal status detection on the members of the game team and process the team members according to the abnormal status detection results.
[0059] Optionally, the game task processing method further includes: during the game task processing, receiving game operation data reported by the second game client; when it is determined that the second game client is in an off-team state based on the received game operation data, calculating the off-team duration of the second game client; and when the calculated off-team duration reaches a preset duration threshold, removing the second game character controlled by the second game client from the game team.
[0060] It should be noted that the process of detecting abnormal states of members in the game team can be executed by the game server, regardless of whether the game server or the first game client has the authority to lead the task. In other words, this process is independent of whether the first game client meets the preset hosting conditions (i.e., whether it holds the authority to lead the task).
[0061] In this system, the second game character controlled by the second game client is a member of the game team led by the first game character controlled by the first game client. The first account corresponding to the first game client has higher task permissions in the game task than the second account corresponding to the second game client. Task permissions can be understood as the operational permissions for team, task flow, and character control during the execution of the game task. In this embodiment, the first account has permissions such as leading the team, advancing the task, and managing the team, while the second account only has the permission to follow and execute, with a lower permission level than the first account. Game operation data can be understood as the operation information reported by the second game client to the game server, including but not limited to character movement, skill release, online status, and whether it is responding. The "out-of-team" state can be understood as the state in which the second game client or the second game character is disconnected, quits, offline, has no operation for a long time, or actively leaves the team's range and no longer participates in the game task. The out-of-team duration can be the cumulative duration from the detection of the second game client entering the out-of-team state to the current time. The preset duration threshold can be a pre-set maximum time value that allows a member to continuously leave the team without being removed from the team. Optionally, the preset duration threshold can be 200 seconds, 300 seconds, or 500 seconds, etc. Removal can be achieved by removing a second game character that meets the departure conditions from the game team, thus severing the team member relationship.
[0062] In one implementation, during game task processing, the game server can receive game operation data reported by the second game client in real time and determine whether the second game client is in an off-team state based on the received game operation data. Further, if it is determined that the second game client is in an off-team state, the server begins to calculate the off-team duration corresponding to the second game client in the off-team state. Further, when the calculated off-team duration reaches a preset duration threshold, the game server can remove the second game character controlled by the second game client from the current game team, completing the team member cleanup process.
[0063] It should be noted that the second game character that is removed from the game team can reapply to join the team without affecting the overall team leadership progress.
[0064] This disclosure provides an optional embodiment of a game task processing method, the specific implementation of which can be found in the following embodiments. Technical features that are the same as or similar to those in the above embodiments will not be repeated here. The game task processing method is described below.
[0065] first, Figure 2 This is a flowchart illustrating the process of enabling automatic team leadership in a game processing method provided in this embodiment of the disclosure, as shown below. Figure 2 As shown, when the automatic team-leading process is started, the first game client (team leader's end) first sends a team-leading request to the game server. The game server verifies whether the first account is qualified to lead a team based on preset team-leading standards (such as character level, task progress, item conditions, etc.). If the account is not qualified to lead a team, the server returns a "cannot lead a team" message to the first game client, and the process terminates. If the account is qualified to lead a team, the server initializes the team-leading module, loads team information, task configuration and other data, registers a main timer for subsequent loop detection of team-leading status, and enters the main timer loop detection phase. At this point, the team-leading process officially begins.
[0066] after, Figure 3 This is a flowchart illustrating the main timer detection process in a game processing method provided in this embodiment of the disclosure, as shown below. Figure 3 As shown, the main timer triggers according to a preset cycle, starting a round of checks. First, it determines whether the player is still leading a team. If the result is "no", the team-leading process ends directly. If the result is "yes", it continues to check whether the current task is completed. If the current task is completed, it attempts to accept the next task, controls the character to automatically go to the target location, and interacts with non-player characters to complete the task handover, then returns to the next round of timed checks. If the current task is not completed, it returns to the next round of timed checks.
[0067] after, Figure 4This is a flowchart illustrating the team-leader switching process in a game processing method provided in this embodiment of the disclosure, as shown below. Figure 4 As shown, when the game server detects that the connection between the first game client (team leader) and the server is interrupted, it first determines whether the server-side team-leading mode is enabled: if not enabled, the team-leading process is terminated and the process ends; if enabled, the game server is allowed to lead the team, transferring the task team-leading authority from the first game client to the game server, which then takes over the team-leading logic and configures a preset hosting period for the first game client, maintaining the online status of the first account on the game server to prevent the account from going offline due to the first game client's offline state; subsequently, the game server continues to advance the team-leading task, including automatic pathfinding, task progress, team management, etc., and continuously checks whether the player has logged back in: if the player has logged back in, the task team-leading authority is returned to the first game client, and the normal team-leading process is restored; if the player has not logged back in, the server-side team-leading operation is maintained, and the game server continues to execute the team-leading task.
[0068] after, Figure 5 This is a flowchart illustrating the team creation process in a game processing method provided in this embodiment of the disclosure. This process can be triggered when there is no team or insufficient team members when the first game client starts leading a team. Figure 5 As shown, when the team-leading process starts, it first checks whether the team leader (first game character) already has a team: if a team already exists, the team-leading task begins directly; if no team exists, the game server automatically creates a new game team for the team leader and sets them as the team leader. Then, it posts a recruitment message in the in-game team-up channel to recruit qualified teammates and waits for other players to respond to the team-up request and join the team. After that, the game server continuously checks whether the current team size meets the requirement. If the size meets the requirement, the team-leading task begins and the team-leading process begins; if the size does not meet the requirement, it continues to wait for more members to join, or triggers the intelligent matching system to filter and invite potential teammates. When the team size meets the requirement, the team-leading task is officially started, and the task process is continuously advanced by the game server or the first game client (depending on the current status).
[0069] after, Figure 6 This is a flowchart illustrating the character movement control process in a game processing method provided in this embodiment of the disclosure, as shown below. Figure 6As shown, when a game character needs to move to the next subtask's execution location, the game server first checks whether the first game client (team leader's end) is online. If the first game client is online, it uses the pathfinding algorithm built into the first game client to guide the first game character along a preset game map path. If the first game client is offline, the game server uses linear flight control to move the first game character and team members directly to the target location step by step. Regardless of the method used, the process ends after the game character completes this movement, and it waits for the next movement command.
[0070] after, Figure 7 This is a flowchart illustrating the team member status detection process in a game processing method provided in this embodiment of the disclosure, as shown below. Figure 7 As shown, during the execution of the game task, the game server continuously monitors the online and participation status of all team members to determine if any members are temporarily absent. If no members are absent, the team is considered to be in normal condition and the task continues. If a member is absent, the server initiates an absence handling process, recording the absence duration and determining if it has timed out. If it has timed out (failure to return within the set time), the member is removed from the team, the team member list is updated, and the task continues. If the timeout has not occurred, the server maintains observation of the member and continues the task. Regardless of whether an absent member is dealt with, the process eventually returns to the normal execution of the task.
[0071] This technical solution has the following beneficial effects: it supports background team leadership, so that even if the player's client is not online in the foreground, the team leadership task can still be executed normally and continuously, effectively improving the efficiency and stability of team leadership; at the same time, it has intelligent team management capabilities, which prevent bad behaviors such as AFK and offline through mechanisms such as temporary detachment monitoring and timeout removal, and can automatically match and supplement team members when the number of team members is insufficient, ensuring the continuous execution of tasks.
[0072] Figure 8 This is a schematic diagram of the structure of a game task processing device provided in an embodiment of this disclosure. Figure 8As shown, the game task processing device is configured on the game server and includes: a team-leading permission acquisition module 210 and a team-leading permission return module 220. The team-leading permission acquisition module 210 is used to acquire the task-leading permission of the first game client for the game task when it is detected that the first game client meets preset hosting conditions during game task processing, and to issue task-leading instructions related to the game task based on the task-leading permission. The team-leading permission return module 220 is used to return the task-leading permission to the first game client when it is detected that the interactive interface of the first game client has returned to an operable state within a preset hosting period, so that the first game client can continue to issue task-leading instructions related to the game task based on the task-leading permission; wherein, within the preset hosting period, the first account corresponding to the first game client is online.
[0073] The technical solution of this disclosure, during the game task processing, acquires the task leadership authority of the first game client for the game task when it is detected that the first game client meets the preset hosting conditions, and issues task leadership instructions related to the game task based on the task leadership authority. This enables the game server to take over the task leadership authority and issue task leadership instructions even when the first game client is in a hosted state, effectively improving the continuity, stability, and efficiency of task execution. Furthermore, by returning the task leadership authority to the first game client when it is detected that the interactive interface of the first game client has returned to an operable state within the preset hosting period, the first game client can continue to issue task leadership instructions related to the game task based on the task leadership authority. This achieves a seamless switch between game server-hosted leadership and player manual operation, and the task leadership authority can be returned immediately when the player resumes operation, ensuring uninterrupted task execution and improving the overall smoothness of interaction and user experience. The technical solution of this disclosure solves the problem in the prior art that it is impossible to manage the game team when the first game client is offline or its interactive interface is in an inoperable state, which leads to the interruption of the game task process. It realizes that when the first game client enters the hosting state, the game server automatically takes over the task leadership authority and continues to execute the task, while maintaining the online status of the first account during the hosting period to ensure that the task is not interrupted. Moreover, when the first game client resumes operation, the task leadership authority can be returned to the first game client in an instant, realizing a seamless switch between unattended hosting and manual operation, which not only improves the continuity and stability of task execution, but also takes into account the flexibility and user experience of user operation.
[0074] In some embodiments of this disclosure, optionally, the preset hosting conditions include at least one of the following: the first game client is in a disconnected state and the preset team-leading mode is enabled; the interactive interface of the first game client is in an inoperable state and the preset team-leading mode is enabled.
[0075] Optionally, in some embodiments of this disclosure, the apparatus further includes: a hosting period configuration module, configured to configure a preset hosting period for the first game client after obtaining the task leadership permission of the first game client for the game task.
[0076] Optionally, in some embodiments of this disclosure, the apparatus further includes: a team-leading request receiving module and a team-leading process triggering module. The team-leading request receiving module is configured to, in response to a task-leading request for a game task sent by a first game client, send a team-leading start command to the first game client if the first account corresponding to the first game client meets preset team-leading criteria, so that upon receiving the team-leading start command, the first game client executes a team-leading initialization operation. The team-leading process triggering module is configured to, upon detecting the completion of the team-leading initialization operation, trigger a task-leading process corresponding to the game task.
[0077] In some embodiments of this disclosure, optionally, the task leadership request includes a task type corresponding to the game task and / or a threshold for the number of members in the game team executing the game task; the leadership process triggering module includes: a team request publishing unit, a game client filtering unit, and a game team building unit. The team request publishing unit is used to generate a team request message and publish the team request message based on the task type and / or the number of members when the first game character controlled by the first game client meets preset team triggering conditions; the game client filtering unit is used to determine at least one second game client from the selectable game clients responding to the team request message; the game team building unit is used to determine the first game character as the leader, determine the second game character controlled by the second game client as the leader, build a game team to execute the game task, and trigger the task leadership process corresponding to the game task.
[0078] In some embodiments of this disclosure, optionally, a team-leading status detection module, a task progress detection module, and a next subtask execution module are included. The team-leading status detection module is used to, for at least one subtask in the game task, trigger a task progress detection process when it detects that the first game character controlled by the first game client is in a team-leading state during the execution of the current subtask. The task progress detection module is used to, upon detecting that the current subtask has been completed, determine the next subtask based on the task configuration information corresponding to the game task. The next subtask execution module is used to, upon satisfying the execution preconditions related to the next subtask, execute the next subtask, and use the next subtask as the current subtask, triggering the team-leading status detection process, the task progress detection process, and the next subtask execution process corresponding to the current subtask.
[0079] Optionally, in some embodiments of this disclosure, the next subtask execution module includes a pathfinding process triggering unit and a game character movement unit. The pathfinding process triggering unit is used to trigger a pathfinding process related to the next subtask when the first game character controlled by the first game client is not located at the task execution position of the next subtask. The game character movement unit is used to invoke a preset flight mode when the first game client meets preset hosting conditions, so as to control the first game character and at least one second game character in the game team led by the first game character to move to the task execution position of the next subtask according to the preset flight mode.
[0080] Optionally, in some embodiments of this disclosure, the device further includes: an operation data receiving module, an off-team duration statistics module, and a game character removal module. The operation data receiving module is used to receive game operation data reported by a second game client during game task processing; wherein the second game character controlled by the second game client is a member of the game team led by the first game character controlled by the first game client; the task authority of the first account corresponding to the first game client in the game task is higher than the task authority of the second account corresponding to the second game client in the game task; the off-team duration statistics module is used to calculate the off-team duration of the second game client when it is determined from the received game operation data that the second game client is in an off-team state; the game character removal module is used to remove the second game character controlled by the second game client from the game team when the calculated off-team duration reaches a preset duration threshold.
[0081] The game task processing apparatus provided in this disclosure can execute the game task processing method provided in any embodiment of the present invention, and has the corresponding functional modules and beneficial effects of the method execution.
[0082] It is worth noting that the various units and modules included in the above-mentioned game task processing device are only divided according to functional logic, but are not limited to the above division, as long as the corresponding functions can be realized; in addition, the specific names of each functional unit are only for easy differentiation and are not used to limit the protection scope of the embodiments of this disclosure.
[0083] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. The electronic device 10 is intended to represent various forms of digital computers, such as laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. The electronic device may also represent various forms of mobile devices, such as personal digital processors, cellular phones, smartphones, wearable devices (such as helmets, glasses, watches, etc.), and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely illustrative and are not intended to limit the implementation of the present disclosure described and / or claimed herein.
[0084] like Figure 9 As shown, the electronic device 10 includes at least one processor 11 and a memory, such as a read-only memory (ROM) 12 or a random access memory (RAM) 13, communicatively connected to the at least one processor 11. The memory stores computer programs executable by the at least one processor. The processor 11 can perform various appropriate actions and processes based on the computer program stored in the ROM 12 or loaded from storage unit 18 into the RAM 13. The RAM 13 may also store various programs and data required for the operation of the electronic device 10. The processor 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output (I / O) interface 15 is also connected to the bus 14.
[0085] Multiple components in electronic device 10 are connected to I / O interface 15, including: input unit 16, such as keyboard, mouse, etc.; output unit 17, such as various types of displays, speakers, etc.; storage unit 18, such as disk, optical disk, etc.; and communication unit 19, such as network card, modem, wireless transceiver, etc. Communication unit 19 allows electronic device 10 to exchange information / data with other devices through computer networks such as the Internet and / or various telecommunications networks.
[0086] Processor 11 can be a variety of general-purpose and / or special-purpose processing components with processing and computing capabilities. Some examples of processor 11 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various special-purpose artificial intelligence (AI) computing chips, various processors running machine learning model algorithms, digital signal processors (DSPs), and any suitable processor, controller, microcontroller, etc. Processor 11 performs the various methods and processes described above, such as game task processing methods.
[0087] In some embodiments, the game task processing method may be implemented as a computer program tangibly contained in a computer-readable storage medium, such as storage unit 18. In some embodiments, part or all of the computer program may be loaded and / or installed on electronic device 10 via read-only memory (ROM) 12 and / or communication unit 19. When the computer program is loaded into random access memory (RAM) 13 and executed by processor 11, one or more steps of the game task processing method described above may be performed. Alternatively, in other embodiments, processor 11 may be configured to execute the game task processing method by any other suitable means (e.g., by means of firmware).
[0088] Various embodiments of the systems and techniques described above herein can be implemented in digital electronic circuit systems, integrated circuit systems, field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), application-specific standard products (ASSPs), systems-on-a-chip (SoCs), payload-programmable logic devices (CPLDs), computer hardware, firmware, software, and / or combinations thereof. These various embodiments may include implementations in one or more computer programs that can be executed and / or interpreted on a programmable system including at least one programmable processor, which may be a dedicated or general-purpose programmable processor, capable of receiving data and instructions from a storage system, at least one input device, and at least one output device, and transmitting data and instructions to the storage system, the at least one input device, and the at least one output device.
[0089] Computer programs used to implement the game task processing method of this disclosure can be written in any combination of one or more programming languages. These computer programs can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device, such that when executed by the processor, the computer programs cause the functions / operations specified in the flowcharts and / or block diagrams to be implemented. The computer programs can be executed entirely on a machine, partially on a machine, or as a standalone software package, partially on a machine and partially on a remote machine, or entirely on a remote machine or server.
[0090] This disclosure provides a computer-readable storage medium storing computer instructions for causing a processor to execute a game task processing method, comprising: during game task processing, upon detecting that a first game client meets preset hosting conditions, acquiring task leadership permissions for the game task from the first game client, and issuing task leadership instructions related to the game task based on the task leadership permissions; upon detecting that the interactive interface of the first game client returns to an operable state within a preset hosting period, returning the task leadership permissions to the first game client, so that the first game client can continue to issue task leadership instructions related to the game task based on the task leadership permissions; wherein, within the preset hosting period, the first account corresponding to the first game client is online.
[0091] In the context of this disclosure, a computer-readable storage medium can be a tangible medium that may contain or store a computer program for use by or in conjunction with an instruction execution system, apparatus, or device. A computer-readable storage medium can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. Alternatively, a computer-readable storage medium can be a machine-readable signal medium. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.
[0092] To provide interaction with a user, the systems and techniques described herein can be implemented on an electronic device having: a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to the user; and a keyboard and pointing device (e.g., a mouse or trackball) through which the user provides input to the electronic device. Other types of devices can also be used to provide interaction with the user; for example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form (including sound input, voice input, or tactile input).
[0093] The systems and technologies described herein can be implemented in computing systems that include backend components (e.g., as data servers), or middleware components (e.g., application servers), or frontend components (e.g., user computers with graphical user interfaces or web browsers through which users can interact with implementations of the systems and technologies described herein), or any combination of such backend, middleware, or frontend components. The components of the system can be interconnected via digital data communication of any form or medium (e.g., communication networks). Examples of communication networks include local area networks (LANs), wide area networks (WANs), blockchain networks, and the Internet.
[0094] A computing system can include clients and servers. Clients and servers are generally located far apart and typically interact through communication networks. The client-server relationship is created by computer programs running on the respective computers and having a client-server relationship with each other. The server can be a cloud server, also known as a cloud computing server or cloud host, which is a hosting product within the cloud computing service system to address the shortcomings of traditional physical hosts and VPS services, such as high management difficulty and weak business scalability.
[0095] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication unit 19, or installed from storage unit 18, or installed from ROM 12. When the computer program is executed by processor 11, it performs the functions defined in the methods of embodiments of this disclosure.
[0096] This disclosure also provides a computer program product, including a computer program that, when executed by a processor, implements a game task processing method according to any embodiment of this disclosure.
[0097] In implementing a computer program product, computer program code for performing the operations of this disclosure can be written in one or more programming languages or a combination thereof. Programming languages include object-oriented programming languages such as Java, Smalltalk, and C++, as well as conventional procedural programming languages such as C or similar languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0098] It should be understood that the various forms of processes shown above can be used to rearrange, add, or delete steps. For example, the steps described in this disclosure can be executed in parallel, sequentially, or in different orders, as long as the desired result of the technical solution of this disclosure can be achieved, and this is not limited herein.
[0099] The specific embodiments described above do not constitute a limitation on the scope of protection of this disclosure. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can be made according to design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of this disclosure should be included within the scope of protection of this disclosure.
Claims
1. A game task processing method, characterized by, The application is applied to a game server, comprising: In a game task processing process, if it is detected that a first game client meets a preset hosting condition, a task leading right of the first game client for the game task is obtained, and a task leading instruction related to the game task is issued according to the task leading right; If it is detected that an interactive interface of the first game client recovers to an operable state within a preset hosting period, the task leading right is returned to the first game client, so that the first game client continues to issue the task leading instruction related to the game task according to the task leading right; Wherein, within the preset hosting period, a first account corresponding to the first game client is in an online state.
2. The game task processing method of claim 1, wherein, The preset hosting condition comprises at least one of the following: the first game client is in a disconnected state and a preset leading mode is in an open state; the interactive interface of the first game client is in an inoperable state and the preset leading mode is in the open state.
3. The game task processing method of claim 1, wherein, After the task leading right of the first game client for the game task is obtained, the method further comprises: A preset hosting period is configured for the first game client.
4. The game task processing method of claim 1, wherein, Before the game task is processed, the method further comprises: In response to a task leading request for a game task sent by a first game client, if a first account corresponding to the first game client meets a preset leading standard, a leading start instruction is sent to the first game client, so that, if the first game client receives the leading start instruction, a leading initialization operation is performed; If it is detected that the leading initialization operation is completed, a task leading process corresponding to the game task is triggered.
5. The game task processing method according to claim 4, characterized in that, The task leading request comprises a task type corresponding to the game task and / or a member quantity threshold of a game team performing the game task; The task leading process corresponding to the game task is triggered, comprising: If a first game role controlled by the first game client meets a preset teaming trigger condition, a teaming request message is generated according to the task type and / or the member quantity threshold, and the teaming request message is published; At least one second game client is determined from optional game clients responding to the teaming request message; The first game role is determined as a leader, a second game role controlled by the second game client is determined as a follower, a game team performing the game task is formed, and a task leading process corresponding to the game task is triggered.
6. The game task processing method of claim 1, wherein, The method further comprises: For at least one subtask in the game task, in a current subtask execution process, if it is detected that a first game role controlled by the first game client is in a leading state, a task progress detection process is triggered; If it is detected that the current subtask execution is completed, a next subtask of the current subtask is determined according to task configuration information corresponding to the game task; If the execution prerequisites related to the next subtask are met, the next subtask is executed, and the next subtask is taken as the current subtask, triggering the team leader status detection process, task progress detection process, and next subtask advancement process corresponding to the current subtask.
7. The game task processing method of claim 6, wherein, The execution of the next subtask includes: If the first game character controlled by the first game client is not located at the task execution position of the next subtask, the pathfinding process related to the next subtask is triggered. If the first game client meets the preset hosting conditions, a preset flight mode is invoked to control the first game character and at least one second game character in the game team led by the first game character to move to the task execution position of the next sub-task according to the preset flight mode.
8. The game task processing method of claim 1, wherein, Also includes: During the game task processing, game operation data reported by the second game client is received; wherein, the second game character controlled by the second game client is a member of the game team led by the first game character controlled by the first game client; the task authority of the first account corresponding to the first game client in the game task is higher than the task authority of the second account corresponding to the second game client in the game task. When it is determined that the second game client is in an off-line state based on the received game operation data, the off-line duration of the second game client is calculated. If the recorded time spent away from the team reaches a preset time threshold, the second game character controlled by the second game client will be removed from the game team.
9. A game task execution device characterized by comprising: Configured on the game server, including: The team-leading permission acquisition module is used to acquire the task-leading permission of the first game client for the game task when the first game client meets the preset hosting conditions during the game task processing, and to issue task-leading instructions related to the game task according to the task-leading permission. The team-leading permission handover module is used to hand over the task-leading permission to the first game client when the interactive interface of the first game client is detected to be back to an operable state within a preset hosting period, so that the first game client can continue to issue task-leading instructions related to the game task based on the task-leading permission; wherein, within the preset hosting period, the first account corresponding to the first game client is online.
10. A computer program product, characterised in that, The computer program product includes a computer program that, when executed by a processor, implements the game task processing method according to any one of claims 1-8.