Game map testing method, program product and electronic device
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-10
- Publication Date
- 2026-08-11
AI Technical Summary
例如,用户在对游戏地图进行测试的过程中,若发现某个功能需要多人共同测试,当前参与测试的用户人数不足,则必须退出当前的测试场景,邀请足够多的用户一起进入新的测试场景并同时开始测试,过程较为繁琐
第一游戏账号创建目标游戏地图的第一测试房间后,第二游戏账号可以在测试过程的中途加入第一测试房间,第二终端根据第一地图数据和当前测试信息实现与第一终端上的第一测试场景同步。一方面,无需多名用户同时开始测试,提升了测试方式的灵活性,例如第一游戏账号可以先行在第一测试房间内进行测试,第二游戏账号根据测试需求在随后进入第一测试房间,第一测试房间内的用户数量可灵活变化。相比于相关技术,能够更加方便地满足多样化测试需求。另一方面,支持中途加入测试房间的测试方式,与游玩过程中玩家可中途加入的游戏逻辑适配,这样能够更好地模拟实际游玩情况,提升测试效果。
Smart Images

Figure CN122547690A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more specifically, to game map testing methods, program products, and electronic devices. Background Technology
[0002] With the development of gaming and human-computer interaction technologies, user-edited game content is becoming increasingly common. For example, some games offer UGC (User Generated Content) editors, allowing users to customize and edit game maps. Users often need to test these custom-edited game maps to check if the editing results meet their expectations.
[0003] In related technologies, multi-user testing of game maps requires multiple users to start testing simultaneously, which is inflexible. For example, if users discover that a feature requires multiple participants and the current number of participants is insufficient, they must exit the current test scenario, invite enough users to enter a new test scenario, and start testing simultaneously—a cumbersome process. Furthermore, some game maps allow players to join mid-game, and the above-mentioned multi-user testing method is incompatible with the logic of joining mid-game. Summary of the Invention
[0004] This disclosure provides game map testing methods, program products, and electronic devices to at least partially improve the flexibility of multiplayer game map testing.
[0005] According to a first aspect of this disclosure, a game map testing method is provided, the method comprising: responding to a first preset operation of a first game account on a target game map, controlling the first game account to establish a first test room for the target game map; the first game account having editing permissions for the target game map; loading first map data in a multi-player testing mode in the first test room to present a first test scene of the target game map on a first terminal; the first map data being map data determined based on the editing state of the target game map by the first game account at a first moment when performing the first preset operation; the first terminal being a terminal used by the first game account; responding to a second preset operation of a second game account on the first test room, controlling the second game account to join the first test room, and presenting a first test scene synchronized with the first terminal on the second terminal based on the first map data and current test information in the first test room; the second terminal being a terminal used by the second game account; and responding to a third preset operation of the first game account or the second game account in the first test scene, executing a game test instruction corresponding to the third preset operation in the first test scene.
[0006] According to a second aspect of this disclosure, a game map testing device is provided, the device comprising: a test room creation module configured to, in response to a first preset operation of a first game account on a target game map, control the first game account to create a first test room for the target game map; the first game account having editing permissions for the target game map; a test scene presentation module configured to, in the first test room, load first map data in a multi-player testing mode to present a first test scene of the target game map on a first terminal; the first map data is map data determined based on the editing state of the target game map by the first game account at a first moment when performing the first preset operation; the first terminal is a terminal used by the first game account; a test room joining module configured to, in response to a second preset operation of a second game account on the first test room, control the second game account to join the first test room, and present a first test scene synchronized with the first terminal on the second terminal based on the first map data and current test information in the first test room; the second terminal is a terminal used by the second game account; and a test instruction execution module configured to, in response to a third preset operation of the first game account or the second game account in the first test scene, execute a game test instruction corresponding to the third preset operation in the first test scene.
[0007] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.
[0008] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor and a memory, the memory being used to store executable instructions of the processor; the processor being configured to implement the method of the first aspect described above and possible implementations thereof via executing the executable instructions.
[0009] The technical solution disclosed herein has the following beneficial effects: After the first game account creates the first test room on the target game map, the second game account can join the first test room midway through the test. The second terminal synchronizes with the first test scenario on the first terminal based on the first map data and current test information. On one hand, this eliminates the need for multiple users to start testing simultaneously, increasing the flexibility of the testing method. For example, the first game account can test in the first test room first, and the second game account can subsequently enter the first test room according to testing needs; the number of users in the first test room can be flexibly adjusted. Compared to related technologies, this method more conveniently meets diverse testing needs. On the other hand, supporting mid-game joining of test rooms aligns with the game logic that allows players to join mid-game, thus better simulating actual gameplay and improving testing effectiveness. Attached Figure Description
[0010] Figure 1 A schematic diagram of a system architecture according to one embodiment of this disclosure is shown; Figure 2 A flowchart illustrating a game map testing method according to one embodiment of this disclosure is shown; Figure 3 A schematic diagram of a first editing scenario according to one embodiment of this disclosure is shown; Figure 4 A schematic diagram showing a settings interface in one embodiment of this disclosure is provided. Figure 5 A schematic diagram showing a test interface in one embodiment of this disclosure is provided. Figure 6 A schematic diagram showing a preparation interface in one embodiment of this disclosure is provided. Figure 7 A schematic diagram illustrating test prompt information in one embodiment of this disclosure is shown; Figure 8 A schematic diagram of a first test scenario according to one embodiment of this disclosure is shown; Figure 9 This diagram illustrates the dismantling of test room information in one embodiment of the present disclosure. Figure 10 This diagram illustrates a game map testing apparatus according to one embodiment of the present disclosure; Figure 11 A schematic diagram of an electronic device according to one embodiment of the present disclosure is shown. Detailed Implementation
[0011] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0012] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a full description of the technical solutions of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted in implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0013] This disclosure provides a game map testing method to address problems in target selection operations in related games, improve operational accuracy, reduce operational difficulty, and enhance the gaming experience.
[0014] Figure 1 This disclosure illustrates a system architecture in one embodiment. The system architecture may include a first terminal 110, a second terminal 120, and a server 130. The first terminal 110 and the second terminal 120 are terminal devices that have applications (such as game programs, testing programs, or editor programs) installed and running. The first terminal 110 is the terminal used by a first game account, where the user logs in to the first game account and performs game testing, editing, and other related operations. The second terminal 120 is the terminal used by a second game account. The server 130 is a backend system providing game testing services; it can be a single server or a cluster of multiple servers. In one embodiment, a game server program is deployed on the server 130 to perform server-side game data processing. The first terminal 110, the second terminal 120, and the server 130 can be connected via wired or wireless communication links for data transmission. In one embodiment, the first terminal 110 and the second terminal 120 can communicate without going through the server 130, such as directly via Bluetooth.
[0015] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 130). The cloud gaming client (such as the aforementioned first terminal 110 and second terminal 120) includes receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the player operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0016] In one implementation, the game map testing method can be executed by any one or more of the first terminal 110, the second terminal 120, and the server 130.
[0017] In one implementation, the process of the game map testing method can be referenced. Figure 2 As shown, it includes the following steps: S210, in response to the first preset operation of the first game account on the target game map, controls the first game account to create a first test room for the target game map; the first game account has editing permissions for the target game map; S220, in the first test room, the first map data is loaded in a multi-player test mode to present the first test scenario of the target game map on the first terminal; the first map data is the map data determined according to the editing state of the target game map at the first moment when the first game account performs the first preset operation; the first terminal is the terminal used by the first game account. S230, in response to the second preset operation of the second game account for the first test room, controls the second game account to join the first test room, and presents the first test scene synchronized with the first terminal on the second terminal according to the first map data and the current test information in the first test room; the second terminal is the terminal used by the second game account; S240, in response to a third preset operation by the first game account or the second game account in the first test scenario, executes the game test command corresponding to the third preset operation in the first test scenario.
[0018] Based on the above method, after the first game account creates the first test room for the target game map, the second game account can join the first test room midway through the test. The second terminal synchronizes with the first test scenario on the first terminal based on the first map data and current test information. On one hand, this eliminates the need for multiple users to start testing simultaneously, improving the flexibility of the testing method. For example, the first game account can test in the first test room first, and the second game account can subsequently enter the first test room according to testing needs; the number of users in the first test room can be flexibly adjusted. Compared to related technologies, this method can more conveniently meet diverse testing needs. On the other hand, supporting mid-game joining of test rooms aligns with the game logic that allows players to join mid-game, thus better simulating actual gameplay and improving testing effectiveness.
[0019] The following describes, in conjunction with one or more embodiments and related accompanying drawings, [the following is a description of...]. Figure 2 Each step is explained in detail.
[0020] refer to Figure 2 In step S210, in response to the first preset operation of the first game account on the target game map, the first game account is controlled to create a first test room for the target game map; the first game account has editing permissions for the target game map.
[0021] The first game account is the account authorized to conduct game testing. When the first terminal is running a game program, a game editing program (such as a UGC editor program running independently of the game program), or a game testing program (collectively referred to as "program" in this document), the user can log in to the first game account and perform related operations. For example, the first terminal runs a game client program, which includes a UGC editor, which can be a functional module within the game client program. The UGC editor can be used to customize and edit the game map and provide testing functions for the game map. The user logs in to the first game account within the game client program and performs operations such as playing, editing, and testing under the first game account.
[0022] The target game map is the game map to be tested, and it can be a user-defined game map. The first game account has editing permissions for the target game map, including but not limited to the following situations: the target game map was created by the first game account; the first game account did not create the target game map, but obtained editing permissions for the target game map through authorization from the map owner (generally, the default creator of the target game map is the map owner, who can also transfer this identity to other game accounts); the target game map can be edited by any game account.
[0023] In this embodiment, game testing refers to testing a game map in a simulated real-world way, and supports multiplayer testing, meaning multiple users can simultaneously conduct game testing, simulating the situation where multiple players are playing the game simultaneously on the game map. A test room is a virtual room temporarily set up on the server for simulating gameplay on the game map; it is an instantiated object in the program that carries the game testing logic. The first test room is a room used for multiplayer testing of the target game map, created by the first game account through a first preset operation. If the program distinguishes between single-player and multiplayer testing modes, the operation of the first game account creating a test room using the target game map in multiplayer testing mode is the first preset operation. If the program does not distinguish between single-player and multiplayer testing modes, the operation of the first game account creating a test room using the target game map is the first preset operation.
[0024] For example, in response to a first preset operation performed by the first game account, the first terminal sends a test room creation request to the server. After receiving the request, the server creates an independent first test room for the target game map and completes the basic configuration of the first test room, including configuring the ID (identifier), test type, test scenario information, etc. of the first test room.
[0025] In one implementation, in response to a first preset operation by a first game account on a target game map, controlling the first game account to create a first test room for the target game map includes the following steps: In the first editing scene corresponding to the target game map, in response to the first preset operation of the first game account, the first game account is controlled to create the first test room.
[0026] The first editing scenario is the scenario where the first game account edits the target game map. The first editing scenario can be formed by loading the map data of the first game map in edit mode (this map data can be the map data saved by the first terminal when the first game account requests to edit the target game map or the map data saved by the server). Figure 3 The diagram shows the first editing scene. In the first editing scene, users can add scene components (such as furniture, interior decorations, etc.) to the target game map, set the position, size, and orientation of the scene components, and also set environmental information such as background and weather.
[0027] In one implementation, the UGC editor supports both single-player and multi-player editing modes for the game map. The first editing scenario can be either a single-player or multi-player editing scenario. For example, if the target game map supports simultaneous editing by multiple users, the first editing scenario can be a collaborative editing scenario where multiple game accounts participate in editing the target game map. That is, in the first editing scenario, multiple game accounts (including the first game account) simultaneously edit the target game map.
[0028] When the first game account is in the first editing scenario, in response to the first preset operation, the first test room is created using the target game map by default, rather than any other game map. For example, the first editing scenario provides a multi-player testing control. When the first game account triggers an operation on the multi-player testing control (this triggering operation is the first preset operation, such as clicking or long-pressing the control), the first test room on the target game map is created. This enables a quick transition between the two operation states of game map editing and game map testing, improving the smoothness of the transition from game map editing to game map testing, making it convenient for users to test the editing effect while editing the game map, and simplifying the operation process of multi-player testing.
[0029] In one implementation, the above-mentioned response to a first preset operation of the first game account, controlling the first game account to establish a first test room, includes the following steps: In response to the first trigger action of the first game account, the first test interface of the target game map is displayed; In response to the first game account's test room creation operation on the first test interface, control the first game account to create the first test room.
[0030] The first trigger operation is the action of the first game account to bring up the first test interface within the first editing scene. The first test interface is an interactive interface used to display test room information for the target game map and can be used to create new test rooms. (Reference) Figure 4 As shown, users can click the "Settings" control in the first editing scene to open the settings interface. The settings interface includes a multi-user test control 301. If the user clicks the multi-user test control 301 (this click operation is the first trigger operation), the first test interface will be displayed. Figure 5 The diagram illustrates a test interface for the target game map, which can be a first test interface. This first test interface displays information about existing test rooms based on the target game map and includes controls for creating test rooms. If a user clicks the control to create a test room (this click is the test room creation operation), it triggers the creation of the first test room by the first game account. Of course, the above operation method is merely illustrative; users can also complete the first trigger operation and test room creation operation through gestures, voice, or other interactive methods.
[0031] The above method uses a step-by-step interactive approach to create the first test room, which allows users to view existing test rooms before creating their own, avoiding the need to create test rooms repeatedly. This makes the test operation logic clearer and reduces the probability of user errors.
[0032] In one implementation, a first game account can create a first test room through a first preset operation without being in the first editing scene. For example, in the map selection or browsing interface of the UGC editor, or in the test overview interface, the first game account can create a first test room by triggering a multi-user test control after selecting a target game map. This allows for the quick creation of a first test room without entering the first editing scene.
[0033] In one implementation, the first game account can create the first test room in a single-player state; that is, when the first test room is created, only the first game account is in the room, and no other participants are present. For example, the first game account... Figure 5 Clicking the "Create Test Room" control within the first test interface triggers the creation of the first test room in a single-player state. In another implementation, the first game account can create the first test room in a multi-player state; that is, when creating the first test room, in addition to the first game account, other participants are also present in the room. For example, the first game account can invite other users to participate in the test when or before creating the first test room, thus triggering the creation of the first test room in a multi-player state.
[0034] Continue to refer to Figure 2 In step S220, in the first test room, the first map data is loaded in a multi-player test mode to present the first test scene of the target game map on the first terminal; the first map data is the map data determined according to the editing state of the target game map at the first moment when the first game account performs the first preset operation; the first terminal is the terminal used by the first game account.
[0035] In one implementation, if a first game account performs a first preset operation in a first editing scene, in response to the first game account's first preset operation, first map data is determined based on the current editing state in the first editing scene. The current editing state includes, but is not limited to, the type, position, size, orientation, and interaction attributes of scene components already added to the target game map, environmental information, game logic, etc. For example, when the first game account performs the first preset operation in the first editing scene, the current editing state is automatically saved as first map data. This data can be saved locally on the first terminal or uploaded to a server. The server can save multiple versions of map data for the target game map, distinguishable by the editor and the saving time.
[0036] In one implementation, if the first game account performs the first preset operation when it is not in the first editing scenario, the first map data can be determined based on the most recent editing state of the target game map. For example, the map data of the target game map saved by the first terminal this time can be used as the first map data. This can be the map data saved by the first game account after the last time it edited the target game map, or the map data of the target game map saved by the server can be used as the first map data.
[0037] In the first test room, the program loads the first map data in a multi-user test mode and renders the first test scene. The first test scene is the game scene used for testing in the first test room. Its scene operation mode can simulate the scene operation mode in the actual game operation process. For example, scene components can move according to the set logic, and interaction logic can be realized between virtual characters in the scene and between virtual characters and scene components.
[0038] In one implementation, when the first test room is established, the first map data is loaded in a multi-user test mode, and the first test scenario is generated and presented. In another implementation, after the first test room is established, the first map data can be loaded in a multi-user test mode at an appropriate time, and the first test scenario can be generated and presented.
[0039] In one implementation, the first test scenario, which loads the first map data in a multi-player test mode in the first test room to present the target game map on the first terminal, includes the following steps: After the first test room containing the target game map is created, the preparation interface for the first test room is displayed. In response to the first game account's "Start Test" action on the preparation screen, the first map data is loaded in multiplayer test mode to present the first test scenario on the first terminal.
[0040] The preparation interface is a transitional interface after creating a test room and before starting the test. It can be used to display information about the test room, set up relevant game tests, and wait for testers to join. Figure 6 The diagram shows the preparation interface. If the first game account is in... Figure 5 Clicking the "Create Test Room" button in the first test interface will trigger the preparation interface. In the preparation interface, the first game account can perform actions to start the test, such as clicking the "Start Play" control, which triggers the loading of the first map data in multiplayer test mode, generating and presenting the first test scene. This preparation interface allows the first game account to flexibly control when to start the test.
[0041] In one implementation, in response to the test position adjustment operation of the first game account in the preparation interface, the test position of the first game account is adjusted so as to determine the virtual test character controlled by the first game account and / or determine the initial position of the virtual test character in the first test scenario based on the adjusted test position.
[0042] The test location is similar to a player's position in a real game; it determines the virtual character the player controls, the character's faction, and the character's initial position (such as spawn location). For example... Figure 6 As shown, the preparation interface displays the target game map (i.e., "Zhang San's Map 01"), supporting up to 8 users for joint testing. Each test location has a swap control in the upper right corner. The first game account (Zhang San) can click this swap control to adjust their test location. For example, clicking the swap control in the upper right corner of Li Si's location requests to swap test locations with Li Si. If Li Si agrees, Zhang San and Li Si swap test locations. Clicking the swap control in the upper right corner of an empty location directly moves the user to that location. Of course, other users in the first test room (such as Li Si) can also adjust their test locations. Different test locations can correspond to different virtual test characters or different initial positions. Therefore, by adjusting test locations, game testing settings can be configured more flexibly to meet different testing needs.
[0043] In one implementation, the presentation of a first test scenario on the first terminal signifies the start of the testing process. The first game account can perform test-related operations (such as a third preset operation) within the first test scenario.
[0044] Continue to refer to Figure 2 In step S230, in response to the second preset operation of the second game account for the first test room, the second game account is controlled to join the first test room, and the first test scene synchronized with the first terminal is presented on the second terminal according to the first map data and the current test information in the first test room; the second terminal is the terminal used by the second game account.
[0045] The second game account is a game account other than the first game account. The second game account can participate in testing the target game map. For example, if the program allows any user to participate in testing the target game map, then the second game account can be any account other than the first game account. If the program only allows specific users (such as users with editing permissions for the target game map) to participate in testing the target game map, then the second game account can be an account other than the first game account that has editing permissions for the target game map.
[0046] The second preset action is joining the first test room. For example, after the first test room is created, the first game account or other game accounts already in the first test room can send a test invitation to the second game account. The second game account accepting the test invitation is the second preset action, which can trigger the control of the second game account to join the first test room.
[0047] In one implementation, the first editing scenario is a collaborative editing scenario in which multiple game accounts participate in editing a target game map, including a first game account and at least one other game account. The game map testing method further includes the following steps: In response to the creation of the first test room by the first game account, test notification messages are sent to other game accounts.
[0048] The test prompt information provides a first entry control and / or a second entry control; the first entry control is used to trigger the display of a second test interface showing the target game map, the second test interface showing the test room currently created with the target game map, including the first test room; the second entry control is used to trigger entry into the first test room.
[0049] For example, the second game account and the first game account are both in a shared editing scene of the target game map. Figure 7 The diagram illustrates the first editing scene on the second terminal. When the first game account creates the first test room, the second game account can receive a test prompt message, i.e. Figure 7 The message "Zhang San has created a multi-player test room" indicates that the test prompt provides a first entry control 302. Clicking the first entry control 302 triggers the display of a second test interface. The second test interface is triggered by the test prompt and can be identical to or different from the first test interface (e.g., the second test interface does not support creating test rooms). The second test interface can display currently created test rooms based on the target game map in a list format, including the first test room. If the user selects the first test room, a second game account is triggered to join the first test room.
[0050] In one implementation, the test prompt information can provide a second entry control, allowing the user to directly enter the first test room without going through the second test interface when the user triggers the second entry control.
[0051] Using the above methods, prompts are automatically pushed to other users who are co-editing based on test information, and a quick access point is provided. This makes it easier for other users who are co-editing to quickly know the test information and join the test, thus improving the response efficiency of multi-person testing.
[0052] In one implementation, the above-mentioned response to the second preset operation of the second game account in the first test room, controlling the second game account to join the first test room, includes the following steps: If the second game account receives the first or second test invitation, in response to the second terminal's acceptance of the first or second test invitation, the second game account is controlled to join the first test room.
[0053] The first test invitation is initiated by the map owner of the target game map to any game account. The second test invitation is initiated by a game account other than the map owner (usually an account already in the first test room) to a game account with editing permissions on the target game map. Both the first and second test invitations are used to invite users to join the first test room. In other words, the map owner of the target game map can invite any user (including users without editing permissions on the target game map) to join the first test room, while other users can only invite users with editing permissions on the target game map. A second game account accepting either the first or second test invitation will trigger joining the first test room. This distinction between the map owner's and non-map owner's invitation permissions ensures the map owner's management freedom while restricting unauthorized personnel from joining the test, balancing testing convenience and scenario security.
[0054] In one implementation, the above-mentioned response to the second preset operation of the second game account in the first test room, controlling the second game account to join the first test room, includes the following steps: In response to the second trigger operation of the second game account, the third test interface of the target game map is displayed; the third test interface displays the test room currently created with the target game map, including the first test room; In response to the second game account's joining operation in the first test room on the third test interface, control the second game account to join the first test room.
[0055] The third test interface is accessed via the second trigger operation. It can be equivalent to or differ from the first or second test interface. For example, when the second game account is in the editing scene of the target game map, the third test interface can be accessed by clicking the multiplayer test control in the settings interface (this click operation is the second trigger operation). In one implementation, the second game account can access the third test interface via the second trigger operation even when not in the editing scene of the target game map. For example, in the main interface of the UGC editor, the map selection interface, or the main test interface, the target game map can be selected and the multiplayer test control can be clicked to trigger the display of the third test interface. The second game account can then select and join the first test room from the third test interface, triggering the control for the second game account to join the first test room. This provides a way for the second game account to independently choose to join the first test room without relying on an invitation, further enhancing the flexibility of the multiplayer test joining method.
[0056] In one implementation, the third test interface displays the editing time corresponding to each test room, indicating that the map data used in the test room is the map data determined by the editing state of the target game map at the editing time; the editing time corresponding to the first test room is the first time. For example, the third test interface can be equivalent to the first test interface, see reference. Figure 5 As shown, multiple test rooms based on the target game map are displayed, along with the editing times corresponding to the map data used in each test room (e.g., ...). Figure 5 The use of timestamps such as "2025-11-10 16:49" and "2025-11-10 16:55" helps users distinguish between different test rooms, avoids joining the wrong version of the test room, and improves the accuracy of test selection.
[0057] In one implementation, in response to a second preset operation by the second game account in the first test room, controlling the second game account to join the first test room includes the following steps: In the second editing scenario corresponding to the target game map, in response to the second preset operation of the second game account, the second game account is controlled to join the first test room; the second editing scenario is a joint editing scenario in which multiple game accounts participate in editing the target game map.
[0058] The second editing scenario can be identical to or different from the first editing scenario. For example, if the target game map supports simultaneous editing by multiple users, while the first game account edits the target game map through the first editing scenario, the second game account can edit the target game map through the second editing scenario. The second game account can join the first test room in the second editing scenario through a second preset operation. For example, when in the second editing scenario, the second game account can open the settings interface, trigger the display of the second test interface through the multi-user test control in the settings interface, select the first test room through the second test interface, and join. The second editing scenario can be a single-user editing scenario or a multi-user editing scenario. In one implementation, the second game account can be restricted to joining the first test room only in a multi-user editing state, in which case the second editing scenario is a multi-user editing scenario.
[0059] The above provides the steps for joining the first test room with a second game account, enriching the ways to join multiplayer test scenarios.
[0060] In one implementation, in response to a second game account joining the first test room, second map data for the target game map is determined and sent to the server based on the editing state of the second game account in the second editing scene before joining the first test room. The second map data is the latest map draft data generated by the second game account in the second editing scene before joining the test. When the second game account joins the first test room, its current editing operation is interrupted, and the second terminal can send the second map data to the server for storage, thus preventing the loss of the second game account's current editing information. The second game account can subsequently retrieve the second map data from the server.
[0061] It should be noted that the second game account can be configured to join the first test room only when it is in a specific state. For example, the second game account must be in the editing state of the target game map to join the first test room. Alternatively, the second game account can be configured to join the first test room in any state. For example, a user who has already joined the first test room can send a test invitation to the second game account in any state to invite the second game account to join the first test room.
[0062] In one implementation, after the second game account joins the first test room, the first test scenario can be displayed directly. Alternatively, after the second game account joins the first test room, a preparation interface can be displayed, where the second game account can adjust its test position or perform other operations. In response to the start test operation (such as clicking the start test control) on the preparation interface, the second game account enters the first test scenario.
[0063] In one implementation, in response to a first preset operation by a first game account, first map data is sent from a first terminal to a server, so that a second terminal can retrieve the first map data from the server when the second game account joins the first test room. For example, when the first game account creates the first test room, the first terminal uploads the first map data to the server for temporary storage and version marking. When the second game account applies to join the first test room, the second terminal can quickly retrieve the first map data from the server to ensure that the map data versions used by the first and second game accounts are consistent.
[0064] Since the first game account and the second game account entered the first test room at different times, in order to achieve synchronous testing between the two, based on the first map data and the current test information in the first test room, the second terminal presents the first test scene synchronized with the first terminal, that is, the second terminal can synchronize to the most recent test state of the first test scene.
[0065] In one implementation, the current test information in the first test room includes historical test instructions executed in the first test scenario from the start of the test to the current moment. The process of presenting the first test scenario synchronized with the first terminal on the second terminal based on the first map data and the current test information in the first test room includes the following steps: The first map data is loaded on the second terminal to generate the first test scenario in the initial state, and historical test instructions are executed in the first test scenario in the initial state to present the first test scenario synchronized with the first terminal.
[0066] The historical test instructions are all game test instructions executed after the first test scenario starts, including all game test instructions performed by all users in the first test room within the first test scenario. The first test scenario can be reconstructed by replaying historical instructions, synchronizing the first test scenario displayed on the second terminal with the first terminal. For example, the second terminal can load first map data to generate the initial state of the first test scenario, and then execute each historical test instruction in the order of the historical instructions. The test process can be quickly presented by frame-by-frame tracking. After all historical test instructions have been executed, the first test scenario displayed on the second terminal is synchronized with the first terminal.
[0067] In one implementation, the current test information in the first test room includes the current test state in the first test scenario, including screen state, logic state, etc. For example, first map data can be loaded on the second terminal to generate the first test scenario in its initial state, and the first test scenario can be adjusted from the initial state to the current test state to present a first test scenario synchronized with the first terminal.
[0068] Continue to refer to Figure 2 In step S240, in response to the third preset operation of the first game account or the second game account in the first test scenario, the game test instruction corresponding to the third preset operation is executed in the first test scenario.
[0069] The third preset operation is a test-type interactive operation triggered by the first or second game account in the first test scenario. Figure 8 A schematic diagram of the first test scenario is shown. Users can control a virtual test character using action command controls such as jumping and sprinting; these operations belong to the third preset operation. Game test commands are logical commands corresponding to the third preset operation, used to drive the virtual test character or scene components of the first test scenario to perform corresponding behaviors. The first or second terminal can send the operation information of the third preset operation in the first test scenario from the first game account or the second game account to the server. The server then executes the corresponding game test command in the first test scenario based on the operation information, thereby verifying the editing effect of the target game map.
[0070] In one implementation, the game map testing method further includes the following steps: When controlling the first game account to create the first test room, set the first game account as the owner of the first test room; In response to the host's tester removal action, remove one or more testers from the first test room; the testers are game accounts that have joined the first test room. In response to the host's room disbandment action, the first test room is disbanded.
[0071] The host is the account with management privileges for the test room. The host is usually the default creator of the test room, but can transfer this role to other game accounts within the test room. The host can remove testers from the first test room using the "Remove Tester" function. For example, in the first test scenario, the host can select to remove a specific tester in the settings interface, triggering that tester to leave the first test room. The host can also disband the first test room, triggering the program to terminate its operation, clearing all testers, and deregistering the first test room.
[0072] In one implementation, when the host leaves the first test room, the host of the first test room is re-assigned from the remaining test game accounts in the first test room. For example, see reference... Figure 9As shown, when the host leaves the first test room, a pop-up message appears asking if the test room should be disbanded. If the host chooses to disband the room, this action disbands the first test room. If the host chooses to leave but retain the room, the first test room is retained, and a new host is determined from the remaining testers. For example, the user who entered the first test room earliest among the remaining testers can be designated as the new host. This ensures that game testing can continue even after the original host leaves the first test room.
[0073] In one implementation, in response to the second game account exiting the first test room, the second game account is controlled to return to the game scene it was in before joining the first test room. For example, if the second game account was originally in the second editing scene, it is automatically controlled to return to the second editing scene after exiting the first test room. If the game scene where the second game account was originally located has been closed (e.g., it was in a game match that has now ended), it is automatically returned to a scene such as the game town or game lobby. This ensures the smoothness of scene switching and improves the user experience.
[0074] This disclosure also provides a game map testing device. (See reference...) Figure 10 As shown, the game map testing device 1000 includes: The test room creation module 1010 is configured to respond to a first preset operation of a first game account on a target game map, and control the first game account to create a first test room for the target game map; the first game account has editing permissions for the target game map; The test scenario presentation module 1020 is configured to load first map data in a multi-player test mode in the first test room, so as to present the first test scenario of the target game map on the first terminal; the first map data is map data determined according to the editing state of the target game map by the first game account at the first moment of performing the first preset operation; the first terminal is the terminal used by the first game account. The test room joining module 1030 is configured to respond to a second preset operation by the second game account in the first test room, control the second game account to join the first test room, and present a first test scene synchronized with the first terminal on the second terminal based on the first map data and the current test information in the first test room; the second terminal is the terminal used by the second game account; The test instruction execution module 1040 is configured to execute the game test instruction corresponding to the third preset operation in the first test scenario in response to a third preset operation of the first game account or the second game account in the first test scenario.
[0075] In one embodiment, the device is further configured to: in response to the first preset operation of the first game account, send the first map data from the first terminal to the server, so that the second terminal obtains the first map data from the server when the second game account joins the first test room.
[0076] In one implementation, controlling the first game account to create a first test room for the target game map in response to a first preset operation of the first game account for the target game map includes: in a first editing scene corresponding to the target game map, controlling the first game account to create the first test room in response to the first preset operation of the first game account.
[0077] In one implementation, controlling the first game account to establish the first test room in response to the first preset operation of the first game account includes: displaying a first test interface of the target game map in response to a first trigger operation of the first game account; and controlling the first game account to establish the first test room in response to a test room creation operation of the first game account in the first test interface.
[0078] In one embodiment, the device is further configured to: determine the first map data based on the current editing state in the first editing scene in response to the first preset operation of the first game account.
[0079] In one implementation, the first editing scenario is a collaborative editing scenario in which multiple game accounts participate in editing the target game map, the multiple game accounts including the first game account and at least one other game account; the device is further configured to: in response to the first game account establishing the first test room, send test prompt information to the other game accounts; wherein, the test prompt information provides a first entry control and / or a second entry control; the first entry control is used to trigger the display of a second test interface of the target game map, the second test interface displaying the test room currently established with the target game map, including the first test room; the second entry control is used to trigger entry into the first test room.
[0080] In one implementation, loading first map data in a multi-player testing mode in the first test room to present the first test scenario of the target game map on the first terminal includes: after establishing the first test room of the target game map, displaying a preparation interface for the first test room; and in response to the start test operation of the first game account in the preparation interface, loading the first map data in a multi-player testing mode to present the first test scenario on the first terminal.
[0081] In one embodiment, the device is further configured to: adjust the test position of the first game account in response to the test position adjustment operation of the first game account in the preparation interface, so as to determine the virtual test character controlled by the first game account and / or determine the initial position of the virtual test character in the first test scenario based on the adjusted test position.
[0082] In one implementation, controlling the second game account to join the first test room in response to a second preset operation of the second game account in the first test room includes: if the second game account receives a first test invitation or a second test invitation, controlling the second game account to join the first test room in response to an acceptance operation of the second terminal for the first test invitation or the second test invitation; wherein, the first test invitation is initiated by the map owner of the target game map to any game account, and the second test invitation is initiated by a game account other than the map owner to a game account with editing permissions for the target game map, and both the first test invitation and the second test invitation are used to invite others to join the first test room.
[0083] In one implementation, controlling the second game account to join the first test room in response to a second preset operation of the second game account in response to the first test room includes: displaying a third test interface of the target game map in response to a second trigger operation of the second game account; the third test interface displays test rooms currently established with the target game map, including the first test room; and controlling the second game account to join the first test room in response to a joining operation of the second game account in response to the first test room in the third test interface.
[0084] In one implementation, the third test interface displays the editing time corresponding to each test room, indicating that the map data used by the test room is the map data determined by the editing state of the target game map at the editing time; the editing time corresponding to the first test room is the first time.
[0085] In one implementation, the step of controlling the second game account to join the first test room in response to a second preset operation of the second game account in the first test room includes: in the second editing scenario corresponding to the target game map, controlling the second game account to join the first test room in response to the second preset operation of the second game account; the second editing scenario is a joint editing scenario in which multiple game accounts participate in editing the target game map.
[0086] In one embodiment, the device is further configured to: in response to the second game account joining the first test room, determine and send second map data of the target game map to the server based on the editing state of the second game account in the second editing scene before joining the first test room.
[0087] In one embodiment, the device is further configured to: in response to the second game account exiting the first test room, control the second game account to return to the game scene it was in before joining the first test room.
[0088] In one implementation, the current test information in the first test room includes historical test instructions executed by the first test scenario from the start of the test to the current moment; the step of presenting the first test scenario synchronized with the first terminal on the second terminal based on the first map data and the current test information in the first test room includes: loading the first map data on the second terminal to generate the first test scenario in an initial state, and executing the historical test instructions in the first test scenario in the initial state to present the first test scenario synchronized with the first terminal.
[0089] In one embodiment, the device is further configured to: when controlling the first game account to establish the first test room, set the first game account as the host of the first test room; in response to the host's tester removal operation, remove one or more testers from the first test room; the testers are game accounts that have joined the first test room; and in response to the host's room disbanding operation, disband the first test room.
[0090] In one embodiment, the method further includes: when the host leaves the first test room, re-identifying the host of the first test room from the remaining test game accounts in the first test room.
[0091] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0092] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0093] This disclosure also provides a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the method steps of various embodiments of this disclosure.
[0094] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0095] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.
[0096] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0097] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic waves, and infrared radiation. Electronic devices can convert the signals carrying computer programs into digital signals, thereby enabling the computer programs to run. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure, such as: S210, in response to a first preset operation of a first game account on a target game map, controlling the first game account to establish a first test room for the target game map; the first game account has editing permissions for the target game map; S220, in the first test room, loading first map data in a multi-player test mode to present a first test scene of the target game map on a first terminal; the first map data is map data determined based on the editing state of the target game map by the first game account at the first moment of performing the first preset operation; the first terminal is a terminal used by the first game account; S230, in response to a second preset operation of a second game account on the first test room, controlling the second game account to join the first test room, and presenting a first test scene synchronized with the first terminal on the second terminal based on the first map data and the current test information in the first test room; the second terminal is a terminal used by the second game account; S240, in response to a third preset operation of the first game account or the second game account in the first test scene, executing the game test instruction corresponding to the third preset operation in the first test scene.
[0098] Implementing the above method steps through a computer program has the following technical effects: After the first game account creates the first test room for the target game map, the second game account can join the first test room midway through the test process. The second terminal synchronizes with the first test scenario on the first terminal based on the first map data and current test information. On the one hand, it eliminates the need for multiple users to start testing simultaneously, improving the flexibility of the testing method. For example, the first game account can test in the first test room first, and the second game account can subsequently enter the first test room according to testing needs; the number of users in the first test room can be flexibly varied. Compared to related technologies, it can more conveniently meet diverse testing needs. On the other hand, the testing method that supports joining test rooms midway aligns with the game logic where players can join midway through gameplay, thus better simulating actual gameplay and improving testing effectiveness.
[0099] In one embodiment, the method further includes: in response to the first preset operation of the first game account, sending the first map data from the first terminal to the server, so that the second terminal obtains the first map data from the server when the second game account joins the first test room.
[0100] In one implementation, controlling the first game account to create a first test room for the target game map in response to a first preset operation of the first game account for the target game map includes: in a first editing scene corresponding to the target game map, controlling the first game account to create the first test room in response to the first preset operation of the first game account.
[0101] In one implementation, controlling the first game account to establish the first test room in response to the first preset operation of the first game account includes: displaying a first test interface of the target game map in response to a first trigger operation of the first game account; and controlling the first game account to establish the first test room in response to a test room creation operation of the first game account in the first test interface.
[0102] In one implementation, the method further includes: in response to the first preset operation of the first game account, determining the first map data based on the current editing state in the first editing scene.
[0103] In one implementation, the first editing scenario is a collaborative editing scenario in which multiple game accounts participate in editing the target game map, the multiple game accounts including the first game account and at least one other game account; the method further includes: in response to the first game account establishing the first test room, sending test prompt information to the other game accounts; wherein, the test prompt information provides a first entry control and / or a second entry control; the first entry control is used to trigger the display of a second test interface of the target game map, the second test interface displaying the test room currently established with the target game map, including the first test room; the second entry control is used to trigger entry into the first test room.
[0104] In one implementation, loading first map data in a multi-player testing mode in the first test room to present the first test scenario of the target game map on the first terminal includes: after establishing the first test room of the target game map, displaying a preparation interface for the first test room; and in response to the start test operation of the first game account in the preparation interface, loading the first map data in a multi-player testing mode to present the first test scenario on the first terminal.
[0105] In one embodiment, the method further includes: in response to the test position adjustment operation of the first game account in the preparation interface, adjusting the test position of the first game account to determine the virtual test character controlled by the first game account and / or determine the initial position of the virtual test character in the first test scenario based on the adjusted test position.
[0106] In one implementation, controlling the second game account to join the first test room in response to a second preset operation of the second game account in the first test room includes: if the second game account receives a first test invitation or a second test invitation, controlling the second game account to join the first test room in response to an acceptance operation of the second terminal for the first test invitation or the second test invitation; wherein, the first test invitation is initiated by the map owner of the target game map to any game account, and the second test invitation is initiated by a game account other than the map owner to a game account with editing permissions for the target game map, and both the first test invitation and the second test invitation are used to invite others to join the first test room.
[0107] In one implementation, controlling the second game account to join the first test room in response to a second preset operation of the second game account in response to the first test room includes: displaying a third test interface of the target game map in response to a second trigger operation of the second game account; the third test interface displays test rooms currently established with the target game map, including the first test room; and controlling the second game account to join the first test room in response to a joining operation of the second game account in response to the first test room in the third test interface.
[0108] In one implementation, the third test interface displays the editing time corresponding to each test room, indicating that the map data used by the test room is the map data determined by the editing state of the target game map at the editing time; the editing time corresponding to the first test room is the first time.
[0109] In one implementation, the step of controlling the second game account to join the first test room in response to a second preset operation of the second game account in the first test room includes: in the second editing scenario corresponding to the target game map, controlling the second game account to join the first test room in response to the second preset operation of the second game account; the second editing scenario is a joint editing scenario in which multiple game accounts participate in editing the target game map.
[0110] In one embodiment, the method further includes: in response to the second game account joining the first test room, determining and sending second map data of the target game map to the server based on the editing state of the second game account in the second editing scene before joining the first test room.
[0111] In one implementation, the method further includes: in response to the second game account exiting the first test room, controlling the second game account to return to the game scene it was in before joining the first test room.
[0112] In one implementation, the current test information in the first test room includes historical test instructions executed by the first test scenario from the start of the test to the current moment; the step of presenting the first test scenario synchronized with the first terminal on the second terminal based on the first map data and the current test information in the first test room includes: loading the first map data on the second terminal to generate the first test scenario in an initial state, and executing the historical test instructions in the first test scenario in the initial state to present the first test scenario synchronized with the first terminal.
[0113] In one embodiment, the method further includes: when controlling the first game account to create the first test room, setting the first game account as the host of the first test room; in response to the host's tester removal operation, removing one or more testers from the first test room; the testers being game accounts that have joined the first test room; and in response to the host's room disbanding operation, disbanding the first test room.
[0114] In one embodiment, the method further includes: when the host leaves the first test room, re-identifying the host of the first test room from the remaining test game accounts in the first test room.
[0115] This disclosure also provides an electronic device, which can be any one of the first terminal, second terminal, and server described above. The electronic device includes a processor and a memory, the memory storing executable instructions of the processor; the processor is configured to implement the method steps of various embodiments of this disclosure by executing the executable instructions.
[0116] The following is for reference. Figure 11 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 11 The electronic device 1100 shown is merely an example and should not be construed as limiting the functionality or scope of this disclosure.
[0117] like Figure 11As shown, the electronic device 1100 may include: a processor 1110, a memory 1120, a bus 1130, an I / O (input / output) interface 1140, and a network adapter 1150.
[0118] Memory 1120 may include volatile memory, such as RAM 1121 and cache unit 1122, and may also include non-volatile memory, such as ROM 1123. Memory 1120 may also include one or more program modules 1124, such program modules 1124 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1124 may include the modules in the above-described apparatus.
[0119] The processor 1110 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0120] The processor 1110 can execute executable instructions stored in the memory 1120 to implement the method steps of various embodiments of the present disclosure, such as: S210, in response to a first preset operation of the first game account on the target game map, controlling the first game account to establish a first test room for the target game map; the first game account has editing permissions for the target game map; S220, in the first test room, loading the first map data in a multi-player test mode to present a first test scene of the target game map on the first terminal; the first map data is map data determined according to the editing state of the target game map by the first game account at the first moment of performing the first preset operation; the first terminal is the terminal used by the first game account; S230, in response to a second preset operation of the second game account on the first test room, controlling the second game account to join the first test room, and presenting a first test scene synchronized with the first terminal on the second terminal according to the first map data and the current test information in the first test room; the second terminal is the terminal used by the second game account; S240, in response to a third preset operation of the first game account or the second game account in the first test scene, executing the game test instruction corresponding to the third preset operation in the first test scene.
[0121] Implementing the above method steps using processor 1110 achieves the following technical effects: After the first game account creates the first test room for the target game map, the second game account can join the first test room midway through the test process. The second terminal synchronizes with the first test scenario on the first terminal based on the first map data and current test information. On one hand, it eliminates the need for multiple users to start testing simultaneously, improving the flexibility of the testing method. For example, the first game account can test in the first test room first, and the second game account can subsequently enter the first test room according to testing needs; the number of users in the first test room can be flexibly varied. Compared to related technologies, it can more conveniently meet diverse testing needs. On the other hand, supporting the mid-game joining test room method adapts to the game logic where players can join midway through gameplay, thus better simulating actual gameplay and improving testing effectiveness.
[0122] In one embodiment, the method further includes: in response to the first preset operation of the first game account, sending the first map data from the first terminal to the server, so that the second terminal obtains the first map data from the server when the second game account joins the first test room.
[0123] In one implementation, controlling the first game account to create a first test room for the target game map in response to a first preset operation of the first game account for the target game map includes: in a first editing scene corresponding to the target game map, controlling the first game account to create the first test room in response to the first preset operation of the first game account.
[0124] In one implementation, controlling the first game account to establish the first test room in response to the first preset operation of the first game account includes: displaying a first test interface of the target game map in response to a first trigger operation of the first game account; and controlling the first game account to establish the first test room in response to a test room creation operation of the first game account in the first test interface.
[0125] In one implementation, the method further includes: in response to the first preset operation of the first game account, determining the first map data based on the current editing state in the first editing scene.
[0126] In one implementation, the first editing scenario is a collaborative editing scenario in which multiple game accounts participate in editing the target game map, the multiple game accounts including the first game account and at least one other game account; the method further includes: in response to the first game account establishing the first test room, sending test prompt information to the other game accounts; wherein, the test prompt information provides a first entry control and / or a second entry control; the first entry control is used to trigger the display of a second test interface of the target game map, the second test interface displaying the test room currently established with the target game map, including the first test room; the second entry control is used to trigger entry into the first test room.
[0127] In one implementation, loading first map data in a multi-player testing mode in the first test room to present the first test scenario of the target game map on the first terminal includes: after establishing the first test room of the target game map, displaying a preparation interface for the first test room; and in response to the start test operation of the first game account in the preparation interface, loading the first map data in a multi-player testing mode to present the first test scenario on the first terminal.
[0128] In one embodiment, the method further includes: in response to the test position adjustment operation of the first game account in the preparation interface, adjusting the test position of the first game account to determine the virtual test character controlled by the first game account and / or determine the initial position of the virtual test character in the first test scenario based on the adjusted test position.
[0129] In one implementation, controlling the second game account to join the first test room in response to a second preset operation of the second game account in the first test room includes: if the second game account receives a first test invitation or a second test invitation, controlling the second game account to join the first test room in response to an acceptance operation of the second terminal for the first test invitation or the second test invitation; wherein, the first test invitation is initiated by the map owner of the target game map to any game account, and the second test invitation is initiated by a game account other than the map owner to a game account with editing permissions for the target game map, and both the first test invitation and the second test invitation are used to invite others to join the first test room.
[0130] In one implementation, controlling the second game account to join the first test room in response to a second preset operation of the second game account in response to the first test room includes: displaying a third test interface of the target game map in response to a second trigger operation of the second game account; the third test interface displays test rooms currently established with the target game map, including the first test room; and controlling the second game account to join the first test room in response to a joining operation of the second game account in response to the first test room in the third test interface.
[0131] In one implementation, the third test interface displays the editing time corresponding to each test room, indicating that the map data used by the test room is the map data determined by the editing state of the target game map at the editing time; the editing time corresponding to the first test room is the first time.
[0132] In one implementation, the step of controlling the second game account to join the first test room in response to a second preset operation of the second game account in the first test room includes: in the second editing scenario corresponding to the target game map, controlling the second game account to join the first test room in response to the second preset operation of the second game account; the second editing scenario is a joint editing scenario in which multiple game accounts participate in editing the target game map.
[0133] In one embodiment, the method further includes: in response to the second game account joining the first test room, determining and sending second map data of the target game map to the server based on the editing state of the second game account in the second editing scene before joining the first test room.
[0134] In one implementation, the method further includes: in response to the second game account exiting the first test room, controlling the second game account to return to the game scene it was in before joining the first test room.
[0135] In one implementation, the current test information in the first test room includes historical test instructions executed by the first test scenario from the start of the test to the current moment; the step of presenting the first test scenario synchronized with the first terminal on the second terminal based on the first map data and the current test information in the first test room includes: loading the first map data on the second terminal to generate the first test scenario in an initial state, and executing the historical test instructions in the first test scenario in the initial state to present the first test scenario synchronized with the first terminal.
[0136] In one embodiment, the method further includes: when controlling the first game account to create the first test room, setting the first game account as the host of the first test room; in response to the host's tester removal operation, removing one or more testers from the first test room; the testers being game accounts that have joined the first test room; and in response to the host's room disbanding operation, disbanding the first test room.
[0137] In one embodiment, the method further includes: when the host leaves the first test room, re-identifying the host of the first test room from the remaining test game accounts in the first test room.
[0138] Bus 1130 is used to connect different components of electronic device 1100 and may include a data bus, an address bus and a control bus.
[0139] Electronic device 1100 can communicate with one or more external devices 1200 (such as keyboard, mouse, external controller, etc.) through I / O interface 1140.
[0140] Electronic device 1100 can communicate with one or more networks via network adapter 1150. For example, network adapter 1150 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1150 can communicate with other modules of electronic device 1100 via bus 1130.
[0141] In one embodiment, the electronic device 1100 further includes a display for displaying a graphical user interface.
[0142] although Figure 11 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1100, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0143] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.
[0144] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. A method for testing game maps, characterized in that, The method includes: In response to a first preset operation by the first game account on the target game map, the system controls the first game account to create a first test room for the target game map; the first game account has editing permissions for the target game map. In the first test room, first map data is loaded in a multi-player test mode to present the target game map as a first test scenario on a first terminal; the first map data is determined based on the editing state of the target game map by the first game account at the first moment of performing the first preset operation; the first terminal is the terminal used by the first game account. In response to a second preset operation by the second game account in the first test room, the second game account is controlled to join the first test room, and a first test scene synchronized with the first terminal is presented on the second terminal based on the first map data and the current test information in the first test room; the second terminal is the terminal used by the second game account. In response to a third preset operation performed by the first game account or the second game account in the first test scenario, the game test instruction corresponding to the third preset operation is executed in the first test scenario.
2. The method according to claim 1, characterized in that, The method further includes: In response to the first preset operation of the first game account, the first map data is sent from the first terminal to the server, so that the second terminal can obtain the first map data from the server when the second game account joins the first test room.
3. The method according to claim 1, characterized in that, The step of responding to a first preset operation by the first game account on a target game map, and controlling the first game account to create a first test room for the target game map, includes: In the first editing scene corresponding to the target game map, in response to the first preset operation of the first game account, the first game account is controlled to create the first test room.
4. The method according to claim 3, characterized in that, The first preset operation in response to the first game account, controlling the first game account to create the first test room, includes: In response to the first trigger operation of the first game account, the first test interface of the target game map is displayed; In response to the first game account's operation of creating a test room in the first test interface, control the first game account to create the first test room.
5. The method according to claim 3, characterized in that, The method further includes: In response to the first preset operation of the first game account, the first map data is determined based on the current editing state in the first editing scene.
6. The method according to claim 3, characterized in that, The first editing scenario is a collaborative editing scenario in which multiple game accounts participate in editing the target game map, and the multiple game accounts include the first game account and at least one other game account; The method further includes: In response to the first game account creating the first test room, test prompt information is sent to the other game accounts; The test prompt information provides a first entry control and / or a second entry control; the first entry control is used to trigger the display of a second test interface of the target game map, the second test interface displays the test room currently established with the target game map, including the first test room; the second entry control is used to trigger entry into the first test room.
7. The method according to claim 1, characterized in that, The first test scenario, which involves loading first map data in a multi-player test mode within the first test room to present the target game map on a first terminal, includes: After the first test room of the target game map is established, the preparation interface of the first test room is displayed; In response to the first game account's "Start Test" operation on the preparation interface, the first map data is loaded in multiplayer test mode to present the first test scenario on the first terminal.
8. The method according to claim 1, characterized in that, The step of responding to a second preset operation by the second game account in the first test room, controlling the second game account to join the first test room, includes: If the second game account receives the first test invitation or the second test invitation, in response to the second terminal's acceptance operation of the first test invitation or the second test invitation, the second game account is controlled to join the first test room; The first test invitation is initiated by the owner of the target game map to any game account, and the second test invitation is initiated by a game account other than the map owner to a game account with editing permissions for the target game map. Both the first test invitation and the second test invitation are used to invite people to join the first test room.
9. The method according to claim 1, characterized in that, The step of responding to a second preset operation by the second game account in the first test room, controlling the second game account to join the first test room, includes: In response to a second triggering operation by the second game account, a third test interface of the target game map is displayed; the third test interface displays the test room currently created with the target game map, including the first test room; In response to the second game account's joining operation in the first test room in the third test interface, the second game account is controlled to join the first test room.
10. The method according to claim 9, characterized in that, The third test interface displays the editing time corresponding to each test room, indicating that the map data used by the test room is the map data determined by the editing state of the target game map at the editing time; the editing time corresponding to the first test room is the first time.
11. The method according to claim 1, characterized in that, The step of responding to a second preset operation by the second game account in the first test room, controlling the second game account to join the first test room, includes: In the second editing scenario corresponding to the target game map, in response to the second preset operation of the second game account, the second game account is controlled to join the first test room; the second editing scenario is a joint editing scenario in which multiple game accounts participate in editing the target game map.
12. The method according to claim 11, characterized in that, The method further includes: In response to the second game account joining the first test room, the second map data of the target game map is determined and sent to the server based on the editing status of the second game account in the second editing scene before joining the first test room.
13. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 12.
14. An electronic device, characterized in that, include: Processor and memory; The memory is used to store executable instructions of the processor; the processor is configured to implement the method of any one of claims 1 to 12 by executing the executable instructions.