A method for controlling use of a virtual conveyor prop and a terminal
Patent Information
- Application Number
- CN202510362096.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-26
- Publication Date
- 2026-09-29
AI Technical Summary
以往的传送道具通常缺乏严谨的使用次数限定机制,未能精确追踪和限制虚拟角色对传送功能的使用频次
[0007]本发明的有益效果在于:本发明提供的一种虚拟传送道具的使用控制方法及终端,通过事件分发机制识别监听到的游戏操作,区分处理核心操作事件,提高系统响应速度;若游戏操作为虚拟传送道具的标记操作,则确定虚拟角色的第一位置,对第一位置进行验证,根据验证通过的第一位置修改虚拟传送道具的目标坐标属性信息,通过对位置进行验证避免因非法或错误的位置信息导致游戏逻辑错误或潜在漏洞,确保数据的一致性和可靠性;若游戏操作为虚拟传送道具的使用操作,则根据使用操作确定虚拟角色的第一位置,根据虚拟传送道具的目标坐标属性信息确定虚拟角色的第二位置,根据虚拟传送道具的状态属性信息和当前使用次数属性信息以及虚拟角色的第一位置和第二位置进行传送前置条件检查,当传送前置条件满足检查条件时,将虚拟角色从第一位置传送至第二位置,并更新虚拟传送道具的属性信息,通过传送前置条件检查,防止滥用传送工具,实现对虚拟传送道具使用频率的精准把控和传送权限控制,确保游戏的稳定性和可靠性,并且通过虚拟传送道具实现虚拟角色快速移动,增加游戏的策略性和多样性。
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Figure CN122828362A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game design technology, and in particular to a method and terminal for controlling the use of virtual teleportation items. Background Technology
[0002] While teleportation items are commonly used in current massively multiplayer online role-playing games (MMORPGs) and similar games, they generally suffer from serious deficiencies in terms of function management and usage control. Previous teleportation items typically lacked a rigorous usage limit mechanism, failing to accurately track and restrict the frequency of virtual characters' use of the teleportation function. This has led to numerous problems during game testing and actual operation caused by poor teleportation usage management, such as imbalances in the game's economy, unreasonable acceleration or interruption of quest progress, severely disrupting the normal order and playability of the game.
[0003] Meanwhile, existing technologies have significant shortcomings in map teleportation compatibility. Most teleportation items lack effective restrictions on the maps they can teleport to, allowing virtual characters to frequently attempt to operate between maps that don't support teleportation. This easily leads to system compatibility issues and data anomalies, greatly weakening the stability and reliability of the game. Furthermore, traditional teleportation functions lack flexibility and are relatively simple, only capable of basic teleportation operations. They are difficult to optimize and expand based on the unique rules, scene characteristics, and diverse needs of different games and virtual characters, resulting in significant performance variations across different game environments. This fails to meet the increasingly diverse demands of the game market and has become a key factor restricting the improvement of game experience and the development of industry technology. Summary of the Invention
[0004] The technical problem to be solved by the present invention is to provide a method and terminal for controlling the use of virtual teleportation props, which can accurately control the frequency of use of virtual teleportation props and control teleportation permissions, thereby enhancing the stability and reliability of the game.
[0005] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for controlling the use of a virtual teleportation device includes the following steps: S1. Monitor game operations and identify the monitored game operations; S2. If the game operation is a marking operation of a virtual teleportation item, then determine the first position of the virtual character, verify the first position, and modify the target coordinate attribute information of the virtual teleportation item according to the verified first position. S3. If the game operation is the use of a virtual teleportation item, then the first position of the virtual character is determined according to the use operation, the second position of the virtual character is determined according to the target coordinate attribute information of the virtual teleportation item, the pre-teleportation condition check is performed according to the status attribute information and current usage count attribute information of the virtual teleportation item, and the first and second positions of the virtual character. When the pre-teleportation condition is met, the virtual character is teleported from the first position to the second position, and the attribute information of the virtual teleportation item is updated.
[0006] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A control terminal for using a virtual teleportation device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the aforementioned method for controlling the use of a virtual teleportation device.
[0007] The beneficial effects of this invention are as follows: The method and terminal for controlling the use of virtual teleportation items provided by this invention identify and process monitored game operations through an event distribution mechanism, distinguish and handle core operation events, and improve system response speed; if the game operation is a marking operation of virtual teleportation items, the first position of the virtual character is determined, the first position is verified, and the target coordinate attribute information of the virtual teleportation item is modified according to the verified first position. By verifying the position, game logic errors or potential vulnerabilities caused by illegal or incorrect position information are avoided, ensuring data consistency and reliability; if the game operation is a use operation of virtual teleportation items, the second position of the virtual character is determined according to the use operation. The system determines the virtual character's second position based on the target coordinates of the virtual teleportation item. It then checks the teleportation prerequisites based on the item's status and current usage count, along with the character's first and second positions. If the prerequisites are met, the virtual character is teleported from the first position to the second, and the virtual teleportation item's attributes are updated. This pre-teleportation check prevents abuse of the teleportation tool, allowing for precise control over its usage frequency and access permissions, ensuring game stability and reliability. Furthermore, the system enables rapid character movement via the virtual teleportation item, increasing the game's strategic depth and variety. Attached Figure Description
[0008] Figure 1 This is a flowchart illustrating a method for controlling the use of a virtual teleportation tool according to an embodiment of the present invention. Figure 2 This is a schematic diagram of a control terminal for using a virtual teleportation tool according to an embodiment of the present invention; Label Explanation: 1. A control terminal for using a virtual teleportation device; 2. A memory; 3. A processor. Detailed Implementation
[0009] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.
[0010] Please refer to Figure 1 This invention provides a method for controlling the use of virtual teleportation items, including the following steps: S1. Monitor game operations and identify the monitored game operations; S2. If the game operation is a marking operation of a virtual teleportation item, then determine the first position of the virtual character, verify the first position, and modify the target coordinate attribute information of the virtual teleportation item according to the verified first position. S3. If the game operation is the use of a virtual teleportation item, then the first position of the virtual character is determined according to the use operation, the second position of the virtual character is determined according to the target coordinate attribute information of the virtual teleportation item, the pre-teleportation condition check is performed according to the status attribute information and current usage count attribute information of the virtual teleportation item, and the first and second positions of the virtual character. When the pre-teleportation condition is met, the virtual character is teleported from the first position to the second position, and the attribute information of the virtual teleportation item is updated.
[0011] As can be seen from the above description, the beneficial effects of the present invention are as follows: by identifying and monitoring game operations, core operation events are differentiated and processed, thereby improving system response speed; if the game operation is a marking operation of a virtual teleportation item, the first position of the virtual character is determined, the first position is verified, and the target coordinate attribute information of the virtual teleportation item is modified according to the verified first position. By verifying the position, game logic errors or potential vulnerabilities caused by illegal or incorrect position information are avoided, ensuring data consistency and reliability; if the game operation is a use operation of a virtual teleportation item, the first position of the virtual character is determined according to the use operation, and the second position of the virtual character is determined according to the target coordinate attribute information of the virtual teleportation item. The teleportation preconditions are checked according to the status attribute information and current usage count attribute information of the virtual teleportation item, as well as the first and second positions of the virtual character. When the teleportation preconditions are met, the virtual character is teleported from the first position to the second position, and the attribute information of the virtual teleportation item is updated. By checking the teleportation preconditions, the abuse of teleportation tools is prevented, and precise control over the frequency of use of virtual teleportation items and teleportation permission control is achieved, ensuring the stability and reliability of the game. Furthermore, the virtual teleportation item enables the virtual character to move quickly, increasing the strategy and diversity of the game.
[0012] Furthermore, prior to step S1, the following steps are included: Create and instantiate a virtual teleportation item, initialize the attribute information of the virtual teleportation item, and store the virtual teleportation item in the game database.
[0013] As described above, by creating and instantiating virtual teleportation items, initializing their attributes, and storing them in the game database, the rapid generation and management of game items are achieved, and the database storage ensures the persistence and traceability of the game state.
[0014] Furthermore, determining the first position of the virtual character, verifying the first position, and modifying the target coordinate attribute information of the virtual teleportation item based on the verified first position includes: The first position of the virtual character is obtained by acquiring the three-dimensional spatial position information of the virtual character in the game map from the coordinate system. The map permission information table is queried based on the first location. Based on the query result, it is determined whether the game map corresponding to the first location allows the marking of target points. If so, the first location of the virtual character is recorded as the target coordinate attribute information of the virtual teleportation item, and the successful recording information is displayed on the game interface.
[0015] As described above, the coordinate system is used to accurately locate the first position of the virtual character, the permission verification mechanism ensures the compliance of the teleportation marker, and the combination of real-time coordinate binding and interface feedback improves the accuracy and interactivity of the marking operation. At the same time, the permission table based on the database maintains the configurability and security of the game map rules.
[0016] Furthermore, the process of determining the first position of the virtual character, verifying the first position, and modifying the target coordinate attribute information of the virtual teleportation item based on the verified first position also includes: Based on the query results, determine whether marking the target point is allowed at the first location. If not, display the corresponding error message to the virtual character via a pop-up window or message box.
[0017] As described above, by providing error handling logic for failed location permission verification, timely and clear feedback is given to understand the reasons for the restricted operation, ensuring the smooth execution of game rules, avoiding violations, improving the game's fault tolerance and guidance, and ensuring that the behavior of virtual characters conforms to map design constraints.
[0018] Furthermore, step S3 also includes: If the preconditions for transmission are not met, the corresponding error message is displayed to the virtual character based on the situation.
[0019] As described above, triggering corresponding error messages based on non-compliance enhances the targeted nature of interactive guidance in the game. At the same time, modular validation facilitates the expansion of more pre-defined rules, reduces redundant code, and lowers the rate of operational errors caused by unclear rules for virtual characters.
[0020] Furthermore, based on the status attribute information and current usage count attribute information of the virtual teleportation item, as well as the first and second positions of the virtual character, a teleportation precondition check is performed, including: The status attribute information and current usage count attribute information of the virtual teleportation item are cached in the local cache; The availability of the virtual teleportation item is determined based on the status attribute information read from the local cache. If it is unavailable, the unavailability information of the virtual teleportation item is displayed on the game interface. If available, determine whether the virtual teleportation item has remaining uses based on the current usage count attribute information read from the local cache. If not, display the information that the virtual teleportation item has run out of uses on the game interface. If it exists, the map teleportation rule table is queried based on the first and second positions of the virtual character to determine whether teleportation is allowed between the target map corresponding to the second position and the game map corresponding to the first position. If it is allowed, it is determined that the teleportation prerequisite is met. If it is not allowed, the teleportation operation is not allowed information is displayed on the game interface.
[0021] As described above, by storing the attribute information of virtual teleportation items in a local cache, the frequency of database access is reduced, thus lowering the system load. The legality of teleportation operations is verified by using the status attribute information and current usage count attribute information of virtual teleportation items, as well as the map rules between the first and second positions of the virtual character. This allows for the rapid interception of invalid operations and precise location of problems, enabling accurate control over the usage frequency of virtual teleportation items and teleportation permission control, thereby ensuring the stability and reliability of the game.
[0022] Furthermore, the pre-teleportation condition check, based on the status attribute information and current usage count attribute information of the virtual teleportation item, as well as the first and second positions of the virtual character, also includes: The attribute information of the virtual teleportation item is encrypted to generate an encrypted signature; The first signature is recalculated based on the data in the local cache, and then compared with the encrypted signature.
[0023] As described above, a data integrity verification mechanism is introduced into the transmission condition check. Data tamper-proof protection is achieved by comparing the generated encrypted signature with the locally cached signature, thus ensuring the fairness of the game.
[0024] Furthermore, step S3 also includes: A behavior model was established and trained based on the game behavior habits and historical transmission data of the virtual characters. The behavior model employs a prediction algorithm to predict whether the virtual character's current use of the virtual teleportation item conforms to the virtual character's game behavior habits based on the virtual character's current game scene and operational behavior. If it does not conform, a security check process is triggered.
[0025] As described above, by using a behavioral model to determine whether the virtual character's use of virtual teleportation items conforms to game behavior habits, a security check process is initiated if it does not, effectively preventing game cheating, reducing interference with normal players, and enhancing game security.
[0026] Furthermore, after step S3, the following steps are included: Check the current usage count attribute information of the virtual teleportation item. If the current usage count attribute information is the minimum preset value, release the virtual teleportation item and its resources, and delete the corresponding data in the game database.
[0027] As described above, managing virtual teleportation items by tracking their current usage count optimizes resource usage, avoids unnecessary data retention, ensures concise and efficient game data, and improves overall performance.
[0028] Please refer to Figure 2 Another embodiment of the present invention provides a control terminal for the use of a virtual teleportation prop, including a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the above-described method for controlling the use of a virtual teleportation prop.
[0029] The method and terminal for controlling the use of virtual teleportation items described above are applicable to game design scenarios. They enable precise control over the frequency of virtual teleportation item usage and teleportation permission control, thereby enhancing the stability and reliability of the game. The following detailed implementation methods illustrate these methods: Please refer to Figure 1 Embodiment 1 of the present invention is as follows: A method and terminal for controlling the use of a virtual teleportation device, comprising the following steps: S0. Create and instantiate a virtual teleportation item, initialize the attribute information of the virtual teleportation item, and store the virtual teleportation item in the game database.
[0030] In this embodiment, by creating and instantiating virtual teleportation items, initializing their attributes, and storing them in the game database, the rapid generation and management of game items are achieved, and the database storage ensures the persistence and traceability of the game state.
[0031] Specifically, in the game's physics management system, taking the "Eye of Teleportation" as an example, it includes object instantiation and database storage: 1. Object Instantiation: Based on the concept of object-oriented programming (OOP), a "Teleportation Eye" object is created as a class instance, which includes various attributes and methods. The object's constructor is called to complete the initial attribute settings of "Teleportation Eye", including: {Name attribute: Teleportation Eye}, {Maximum usage count attribute: 25}, {Current usage count attribute: 25}, {Status attribute setting: Available}. These attributes are stored in the object's memory space for quick access and modification in subsequent operations.
[0032] 2. Database Storage: A Database Management System (DBMS) is used to store data via SQL statements. Executing an 'INSERT' statement adds the initial information of the "Eye of Teleportation" to the item table. This means inserting the object's attributes (name, maximum number of uses, current number of uses, and status) as data rows into the item table of the database, ensuring persistent data storage. This way, even if the game server restarts or malfunctions, the item information can be recovered from the database. Before performing the insert operation, a connection to the database is established, and potential exceptions, such as connection failures and insertion errors, are handled to ensure the reliability of data storage.
[0033] S1. Monitor game operations and identify the monitored game operations.
[0034] In this embodiment, a listener is registered in the game engine's event handling mechanism to monitor virtual character operations. This listener specifically monitors right-click actions on the "Eye of Teleportation." It continuously listens for various in-game actions and uses an event dispatch mechanism to identify right-click actions on the "Eye of Teleportation," thus differentiating and processing core operation events and improving system response speed. When a virtual character right-clicks the "Eye of Teleportation" in the game, the listener is triggered, which in turn calls the corresponding event handling function.
[0035] S2. If the game operation is a marking operation of a virtual teleportation item, then determine the first position of the virtual character, verify the first position, and modify the target coordinate attribute information of the virtual teleportation item according to the verified first position, specifically including S2.1-S2.3.
[0036] S2.1 Obtain the three-dimensional spatial position information of the virtual character in the game map from the coordinate system to obtain the first position of the virtual character.
[0037] In this embodiment, the precise coordinates (including x, y, and z axis information) of the virtual character are obtained through the coordinate system based on the current location of the virtual character using the game engine's API. Specifically, the position information of the virtual character in the current game map is extracted from the game engine's rendering system or physics engine and returned in the form of precise coordinates.
[0038] S2.2. Query the map permission information table according to the first location, and determine whether the game map corresponding to the first location allows marking target points according to the query result. If so, record the first location of the virtual character as the target coordinate attribute information of the virtual teleportation item, and display the successful recording information on the game interface.
[0039] In this embodiment, the database query function is invoked, and the SQL 'SELECT' statement is used to query the stored map permission information table to see if the game map corresponding to the first location allows marking the target point. Specifically, the unique identifier (such as map ID or name) of the game map corresponding to the first location is used as the query condition to check the permission field of the map in the game database to determine whether it is allowed to use the "Teleportation Eye" to record the target point on this map. If so, the obtained coordinate information is stored in the target coordinate attribute of the "Teleportation Eye" object. At the same time, the game interface update mechanism is used to call the update function to display the information of successful recording on the game interface. For example, the target coordinates that can be teleported are displayed in the "Teleportation Eye" prompt information (Tooltip) so that the virtual character can clearly know that the target point has been successfully recorded. Combining real-time coordinate binding and interface feedback improves the accuracy and interactivity of the marking operation. At the same time, the permission table in the database maintains the configurability and security of the game map rules.
[0040] S2.3. Determine whether the first location allows marking the target point based on the query results. If not, display the corresponding error message to the virtual character in the form of a pop-up window or message box.
[0041] In this example, by providing error handling logic for failed location permission verification, clear feedback is given in a timely manner, such as "This map does not allow recording target points," thereby understanding the reason for the restriction on operation, ensuring the smooth execution of game rules, avoiding violations, improving the game's fault tolerance and guidance, and ensuring that the behavior of virtual characters conforms to map design constraints.
[0042] S3. If the game operation is the use of a virtual teleportation item, then the first position of the virtual character is determined according to the use operation, the second position of the virtual character is determined according to the target coordinate attribute information of the virtual teleportation item, and the teleportation preconditions are checked according to the status attribute information and current usage count attribute information of the virtual teleportation item, as well as the first and second positions of the virtual character. When the teleportation preconditions are met, the virtual character is teleported from the first position to the second position, and the attribute information of the virtual teleportation item is updated. When the teleportation preconditions are not met, the corresponding error information is displayed to the virtual character according to the situation, specifically including S3.1-S3.4.
[0043] S3.1 Cache the status attribute information and current usage count attribute information of the virtual teleportation item in the local cache.
[0044] In this embodiment, when a virtual character acquires the "Eye of Teleportation," its key attributes, such as status and current usage count, are synchronously cached locally. During precondition checks, data is preferentially read from the local cache for verification, greatly improving verification speed and reducing latency caused by frequent database access. For example, when the network is unstable, local cache verification can provide quick feedback, avoiding long waiting times. Specifically, data is retrieved from the local cache to determine the status and current usage count of the "Eye of Teleportation." If the status is "available" and the current usage count is greater than 0, further interaction with the database is performed for confirmation, improving verification efficiency and enhancing the gaming experience.
[0045] S3.2. Determine whether the virtual teleportation item is available based on the status attribute information read from the local cache. If it is unavailable, display the unavailability information of the virtual teleportation item on the game interface.
[0046] S3.3 If available, determine whether the virtual teleportation item has remaining uses based on the current usage count attribute information read from the local cache. If not, display the information that the virtual teleportation item has run out of uses on the game interface.
[0047] S3.4 If it exists, then query the map teleportation rule table based on the first and second positions of the virtual character to determine whether teleportation is allowed between the target map corresponding to the second position and the game map corresponding to the first position. If it is allowed, then it is determined that the teleportation prerequisite is met. If it is not allowed, then display the information that the teleportation operation is not allowed on the game interface.
[0048] In this embodiment, when a virtual character attempts to teleport using the "Teleportation Eye," the system checks whether the "Teleportation Eye" object's status is "available" based on its access object's status attribute; it also checks whether the "Teleportation Eye" object's current usage count is greater than 0 based on its current usage count attribute; and it queries the database using an SQL 'SELECT' statement to check whether teleportation is allowed between the current map and the target map in the stored map teleportation rule table. This query uses the identifiers of the current map and the recorded target map as conditions to search for the corresponding teleportation rule information in the table and determine whether the teleportation operation is allowed. If all the teleportation prerequisites are met, the game engine's teleportation function is invoked. Using the game engine's movement or teleportation API, the virtual character's position information is modified according to the target coordinate attribute stored in the "Teleportation Eye" object, and the virtual character is teleported from its current location to the target location. This includes internal mechanisms such as coordinate transformation, collision detection, and map switching to ensure that the virtual character can safely and accurately reach the target location. If the prerequisites for teleportation are not met, the game interface's message prompt mechanism will display different error messages to the virtual character, depending on the situation. For example, if "Teleportation Eye has been used up," the message will say, "Teleportation Eye usage has been exhausted, please obtain another one." If teleportation from the current map to the target map is not allowed, the message will say, "This teleportation operation is not permitted." The legitimacy of teleportation operations is verified by using the status attributes of virtual teleportation items, their current usage count, and the map rules between the virtual character's first and second positions. This allows for rapid interception of invalid operations and precise problem identification, enabling accurate control over the frequency of virtual teleportation item usage and teleportation permissions, ensuring the stability and reliability of the game.
[0049] Furthermore, in this embodiment, updating the attribute information of the virtual teleportation item includes: database update, using the SQL 'UPDATE' statement to decrement the current usage count of the "Eye of Teleportation" by 1; updating the current usage count attribute of the "Eye of Teleportation" object to maintain data consistency between the object and the database; and calling the update function of the game interface to update the display of the "Eye of Teleportation" on the game interface, for example, updating the remaining usage count so that the virtual character can intuitively see the reduction in usage count.
[0050] Furthermore, in this embodiment, the pre-transmission condition check based on the status attribute information and current usage count attribute information of the virtual teleportation prop, as well as the first and second positions of the virtual character, also includes: encrypting the attribute information of the virtual teleportation prop to generate an encrypted signature; recalculating the first signature based on the data in the local cache, and comparing the first signature with the encrypted signature. Specifically, the encrypted signature is generated on the server side and sent to the client and stored in the database along with the "Eye of Teleportation" data. During verification, the client and server recalculate the signature based on local data and compare it with the original signature. If the signatures match, it indicates that the data has not been tampered with and the attribute data is trustworthy. For example, using an asymmetric encryption algorithm, the server uses its private key to sign the attribute data of the "Eye of Teleportation," and the client and server use their public keys for verification. This way, even if the data is maliciously tampered with during transmission or storage, the signature verification can detect it in time, ensuring the security of the verification process and the integrity of the data.
[0051] Furthermore, in this embodiment, step S3 further includes: establishing and training a behavior model based on the virtual character's game behavior habits and historical teleportation data; using the behavior model and a prediction algorithm to predict whether the virtual character's current use of the virtual teleportation item conforms to the virtual character's game behavior habits based on the virtual character's current game scene and operational behavior; if not, a security check process is triggered. Specifically, the frequency and timing of the virtual character's past use of the "Teleportation Eye" in different maps and different task stages are analyzed to establish a behavior model. When the virtual character attempts to use the "Teleportation Eye," the prediction algorithm predicts whether this use conforms to its normal behavior pattern based on the current scene and the virtual character's behavior. If the prediction result shows that this use is abnormal, such as the virtual character frequently using the "Teleportation Eye" in a short period of time and not conforming to its historical behavior pattern, even if the database verification passes, an additional security check process will be triggered, such as requiring the virtual character to undergo identity verification or further confirmation operations, effectively preventing cheating and enhancing game security.
[0052] S4. Check the current usage count attribute information of the virtual teleportation item. If the current usage count attribute information is the minimum preset value, release the virtual teleportation item and its resources, and delete the corresponding data in the game database.
[0053] In this embodiment, each time a teleportation operation is completed or when the virtual character performs other operations, a check function is automatically executed to check whether the current usage count of the "Teleportation Eye" object is 0, to ensure timely handling of situations where the "Teleportation Eye" is exhausted. When the current usage count is found to be 0, the deletion function of the game item management system is invoked to remove the "Teleportation Eye" object from the virtual character's inventory or item list. At the same time, database operations are used to execute the SQL 'DELETE' statement to delete the record of "Teleportation Eye" from the item table of the database, ensuring data synchronization between memory and the database and preventing inconsistencies.
[0054] Furthermore, in this embodiment, data synchronization between memory and database includes setting up a scheduled synchronization task, data synchronization operation, and data verification operation, specifically as follows: 1. Set up a timed synchronization task: Set up a timed task scheduler on the game server side, and use a timed task mechanism (such as a timer or scheduler) to trigger a synchronization task at a predetermined time interval (such as every certain period of time). This synchronization task is executed periodically to ensure that the state of the "Eye of Teleportation" object in the game and the data in the database remain synchronized. 2. Data synchronization operation: When the scheduled task is triggered, iterate through all the "Teleportation Eye" objects of the virtual characters in the game and update their current status (number of uses, status, etc.) to the game database; for each "Teleportation Eye" object, use the SQL 'UPDATE' statement to update the fields of the corresponding record in the database and store the latest status information of the object in the game database. 3. Data Validation Operation: Periodically or as needed, invoke the database validation function, using SQL query statements (such as 'SELECT' statements) to retrieve information about "Eye of Teleportation" from the game database and compare it with the object status in the game to check data integrity. For example, check whether the number of times the database records usage matches the number of times the object is used in the game to ensure data accuracy and consistency. If data inconsistency is found, initiate the error handling mechanism, which may include logging errors, attempting to fix inconsistencies, or notifying the administrator to check and fix them.
[0055] Furthermore, in this embodiment, ordinary maps and restricted teleportation maps are distinguished through three dimensions: map type, game rules, and technical implementation. This ensures that the teleportation operations of virtual characters in the game conform to game logic while guaranteeing the game's stability and enjoyment. Specifically: 1. Map Type Differentiation: During game development, different types of maps are categorized and labeled. For example, tutorial maps and teaching level maps are designated as restricted teleportation maps. This is because during the beginner phase, virtual characters need to gradually learn the game's controls and storyline. Allowing unrestricted teleportation would disrupt the flow of the tutorial, making it difficult for virtual characters to grasp the game's basic content. Regular maps such as wilderness exploration maps and resource gathering maps are designated as normal maps, allowing normal teleportation. The game maintains a mapping table between map types and teleportation permissions in the background. When a virtual character attempts to use the "Teleportation Eye," the system first quickly determines whether teleportation is permitted based on the current map's type identifier.
[0056] 2. Classification based on game rules: The system determines whether to allow teleportation based on in-game quest flows and economic systems. In maps with specific quest chains, teleportation is restricted to ensure the logic and coherence of the quests. For example, in puzzle maps, virtual characters need to solve puzzles in a specific order to advance the quest. Allowing free teleportation might skip crucial puzzle-solving steps, disrupting the quest experience; these maps are designated as teleportation-restricted maps. In maps affecting game economic balance, such as rare resource gathering areas, allowing virtual characters to teleport freely could lead to excessive resource gathering, impacting the game's economic balance; therefore, teleportation is also restricted. The system monitors the current quest status and resource distribution within the map, combined with game rules, to determine whether teleportation is allowed. When a virtual character triggers the "Teleportation Eye" operation, the system checks the ongoing quests and resource gathering status on the map. If the conditions for teleportation are not met, teleportation is prohibited.
[0057] 3. Differentiation from a technical implementation perspective: Consider the map's scene complexity and performance optimization requirements. For maps with high scene complexity and numerous models and effects, frequent teleportation may cause game lag or even crashes. For example, in large-scale team battle dungeons, where a large number of virtual characters and complex effects coexist, teleportation operations will put enormous pressure on server and client performance. These types of maps are designated as teleportation-restricted maps. When the map loads, the system obtains the map's scene complexity parameters, such as the number of models and effects, and dynamically determines whether the map is suitable for teleportation based on server performance metrics. If the map's complexity exceeds the server's capacity, the system will prohibit teleportation and notify the virtual character that the current map does not support teleportation.
[0058] Please refer to Figure 2 Embodiment 2 of the present invention is: a virtual teleportation prop usage control terminal 1, including a memory 2, a processor 3, and a computer program stored in the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it implements the various steps of the virtual teleportation prop usage control method of Embodiment 1.
[0059] In summary, the present invention provides a method and terminal for controlling the use of virtual teleportation items. By recognizing and monitoring game operations, it accurately identifies and differentiates core operation events, thereby improving the system's response rate. When a marking operation of a virtual teleportation item is detected, the first position of the virtual character is determined and verified. Based on the verified first position, the target coordinate attribute information of the virtual teleportation item is modified, effectively avoiding game logic errors and potential security vulnerabilities caused by illegal or incorrect position information, thus ensuring data consistency and reliability. When a use operation of a virtual teleportation item is detected, the first position of the virtual character is determined based on the use operation, and the second position of the virtual character is determined based on the target coordinate attribute information of the virtual teleportation item. A teleportation precondition check is performed based on the status attribute information of the virtual teleportation item, the current usage count attribute information, and the first and second positions of the virtual character. When all teleportation preconditions are met, the virtual character is teleported from the first position to the second position, and the attribute information of the virtual teleportation item is updated synchronously. This teleportation precondition check mechanism effectively prevents players from abusing teleportation tools, achieving precise control over the frequency of virtual teleportation item use and reasonable control over teleportation permissions, thereby ensuring the stability and reliability of the game.
[0060] Therefore, the embodiments of the present invention have the following technical effects: 1. A limit is set on the number of times virtual teleportation items can be used, and the limit is automatically and precisely reduced after each use until the item is exhausted and disappears automatically. This effectively curbs the overuse of the teleportation function and maintains the balance and stability of the game's economic system, quest flow, and competitive environment. 2. A high-precision count detection and real-time status update module is set up. Whether it is the moment of teleportation operation in the game scene or in the data processing stage of the system background, the remaining count of teleportation eye will be updated immediately every time the teleportation behavior is triggered, and synchronized to the database for storage and verification. This ensures high data consistency and accuracy, and completely solves various thorny problems caused by the chaotic count management of traditional teleportation items. 3. Convenient use of teleportation items: When the virtual character is in a key target location in the game (such as an important mission location, a rare resource area, or a high-difficulty challenge scene, etc.), you can easily set the location as the flight target point by simply right-clicking the virtual teleportation item and selecting the save operation. Then you can use the teleportation eye at any time in the game world to quickly return to the save point, which greatly improves the efficiency of action and the convenience of exploration. 4. Establish a judgment mechanism to verify the legality of teleportation operations by using the status attribute information and current usage count information of virtual teleportation items, as well as the map rules between the first and second positions of the virtual character. This will quickly intercept invalid operations and accurately locate problems, enabling precise control over the frequency of virtual teleportation item usage and teleportation permission control, thus ensuring the stability and reliability of the game.
[0061] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.
Claims
1. A method for controlling the use of a virtual teleportation prop, characterized in that, Including the following steps: S1. Monitor game operations and identify the monitored game operations; S2. If the game operation is a marking operation of a virtual teleportation item, then determine the first position of the virtual character, verify the first position, and modify the target coordinate attribute information of the virtual teleportation item according to the verified first position. S3. If the game operation is the use of a virtual teleportation item, then the first position of the virtual character is determined according to the use operation, the second position of the virtual character is determined according to the target coordinate attribute information of the virtual teleportation item, the pre-teleportation condition check is performed according to the status attribute information and current usage count attribute information of the virtual teleportation item, and the first and second positions of the virtual character. When the pre-teleportation condition is met, the virtual character is teleported from the first position to the second position, and the attribute information of the virtual teleportation item is updated.
2. The method for controlling the use of a virtual teleportation prop according to claim 1, characterized in that, Before step S1, the following are included: Create and instantiate a virtual teleportation item, initialize the attribute information of the virtual teleportation item, and store the virtual teleportation item in the game database.
3. The method for controlling the use of a virtual teleportation prop according to claim 1, characterized in that, The process of determining the first position of the virtual character, verifying the first position, and modifying the target coordinate attribute information of the virtual teleportation item based on the verified first position includes: The first position of the virtual character is obtained by acquiring the three-dimensional spatial position information of the virtual character in the game map from the coordinate system. The map permission information table is queried based on the first location. Based on the query result, it is determined whether the game map corresponding to the first location allows the marking of target points. If so, the first location of the virtual character is recorded as the target coordinate attribute information of the virtual teleportation item, and the successful recording information is displayed on the game interface.
4. The method for controlling the use of a virtual teleportation prop according to claim 3, characterized in that, The process of determining the first position of the virtual character, verifying the first position, and modifying the target coordinate attribute information of the virtual teleportation item based on the verified first position further includes: Based on the query results, determine whether marking the target point is allowed at the first location. If not, display the corresponding error message to the virtual character via a pop-up window or message box.
5. The method for controlling the use of a virtual teleportation prop according to claim 1, characterized in that, Step S3 further includes: If the preconditions for transmission are not met, the corresponding error message is displayed to the virtual character based on the situation.
6. The method for controlling the use of a virtual teleportation prop according to claim 5, characterized in that, Based on the status attribute information and current usage count attribute information of the virtual teleportation item, as well as the first and second positions of the virtual character, a pre-teleportation condition check is performed, including: The status attribute information and current usage count attribute information of the virtual teleportation item are cached in the local cache; The availability of the virtual teleportation item is determined based on the status attribute information read from the local cache. If it is unavailable, the unavailability information of the virtual teleportation item is displayed on the game interface. If available, determine whether the virtual teleportation item has remaining uses based on the current usage count attribute information read from the local cache. If not, display the information that the virtual teleportation item has run out of uses on the game interface. If it exists, the map teleportation rule table is queried based on the first and second positions of the virtual character to determine whether teleportation is allowed between the target map corresponding to the second position and the game map corresponding to the first position. If it is allowed, it is determined that the teleportation prerequisite is met. If it is not allowed, the teleportation operation is not allowed information is displayed on the game interface.
7. The method for controlling the use of a virtual teleportation prop according to claim 6, characterized in that, Based on the status attribute information and current usage count attribute information of the virtual teleportation item, as well as the first and second positions of the virtual character, a pre-teleportation condition check is performed, which also includes: The attribute information of the virtual teleportation item is encrypted to generate an encrypted signature; The first signature is recalculated based on the data in the local cache, and then compared with the encrypted signature.
8. The method for controlling the use of a virtual teleportation prop according to claim 1, characterized in that, Step S3 further includes: A behavior model was established and trained based on the game behavior habits and historical transmission data of the virtual characters. The behavior model employs a prediction algorithm to predict whether the virtual character's current use of the virtual teleportation item conforms to the virtual character's game behavior habits based on the virtual character's current game scene and operational behavior. If it does not conform, a security check process is triggered.
9. The method for controlling the use of a virtual teleportation prop according to claim 2, characterized in that, After step S3, the following is included: Check the current usage count attribute information of the virtual teleportation item. If the current usage count attribute information is the minimum preset value, release the virtual teleportation item and its resources, and delete the corresponding data in the game database.
10. A control terminal for using a virtual teleportation device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements each step of the method for controlling the use of a virtual teleportation device as described in any one of claims 1 to 9.