Game editing method and apparatus, storage medium, and electronic device

By allowing multiple game accounts to edit game scenes simultaneously, the problem of low editing efficiency in game scenes in the prior art is solved, and a more efficient editing process is achieved and server load is reduced.

WO2025060819A1PCT designated stage expired Publication Date: 2025-03-27NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2024/114339
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-20
Filing Date
2024-08-23
Publication Date
2025-03-27

AI Technical Summary

Technical Problem

The editing efficiency of game scenes in existing games is low, and the time cost of users to edit game scenes is high.

Method used

Create a game scene to be edited through the client that mainly edits the game account, and initiates a synchronous editing invitation to other game accounts, so as to realize multiple game accounts to edit game scenes together and improve editing efficiency.

Benefits of technology

It realizes that multiple game accounts jointly edit game scenes, improves editing efficiency, reduces the time cost of editing game scenes for a single game account, and does not require a server to perform the editing process, reducing server pressure.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2024114339_27032025_PF_FP_ABST
    Figure CN2024114339_27032025_PF_FP_ABST
Patent Text Reader

Abstract

A game editing method and apparatus, a storage medium, and an electronic device. The method comprises: by means of a first client of a main editing game account, creating a game scene to be edited, wherein said game scene comprises a scene component; in response to a synchronous editing invitation instruction for said game scene, initiating a synchronous editing invitation to one or more first candidate game accounts by means of the first client, and controlling the first client to enter a joint editing mode; controlling a second client of at least one synchronous editing game account to enter the joint editing mode and display said game scene; and controlling the first client to edit said game scene on the basis of a received synchronous editing instruction, wherein the synchronous editing instruction comprises an instruction generated by the first client in response to receipt of an editing operation and an instruction generated by the second client in response to receipt of the editing operation in the joint editing mode. The efficiency of game scene editing is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Game editing method, game editing device, storage medium and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application with application date of September 20, 2023, application number 202311220305.9, and title “Game editing method, game editing device, storage medium and electronic device”, and Chinese patent application with application date of September 20, 2023, application number 202311222825.3, and title “Game editing method, game editing device, storage medium and electronic device”. The entire contents of the above Chinese patent applications are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the technical field of computer and human-computer interaction, and in particular to a game editing method, a game editing device, a computer-readable storage medium, and an electronic device. Background Art

[0004] With the development of computer and human-computer interaction technology, games have become an important form of daily entertainment. Some games allow for editing of game scenes. For example, users can add scene components to the game scene and edit their positions and sizes to achieve the desired layout.

[0005] In related technologies, the editing efficiency of game scenes is generally low, and the time cost required for users to edit game scenes is high.

[0006] Summary of the Invention

[0007] The present disclosure provides a game editing method, a game editing device, a computer-readable storage medium, and an electronic device.

[0008] According to a first aspect of the present disclosure, a game editing method is provided, the method comprising: creating a game scene to be edited through a first client of a main editing game account; the game scene to be edited comprises a scene component, the scene component being a component set in the game scene to be edited in response to a scene component setting instruction, the scene component being configured to generate a corresponding virtual scene model in the game running scene; responding through the first client to a synchronous editing invitation instruction for the game scene to be edited, initiating a synchronous editing invitation to one or more first candidate game accounts, and controlling the first client to enter a joint editing mode; controlling a second client of at least one synchronous editing game account to enter the joint editing mode and displaying the game scene to be edited; the synchronous editing game account being a game account among the one or more first candidate game accounts that accepts the synchronous editing invitation; controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instruction comprising an instruction generated by the first client in response to a received editing operation and an instruction generated by the second client in response to a received editing operation in the joint editing mode.

[0009] According to a second aspect of the present disclosure, a game editing method is provided, the method comprising: creating a game scene to be edited by a first client of a primary editing game account; the game scene to be edited comprising a scene component, the scene component being a component set in the game scene to be edited in response to a scene component setting instruction, the scene component being configured to generate a corresponding virtual scene model in a game running scene; initiating a synchronous editing invitation to one or more candidate game accounts in response to a synchronous editing invitation instruction for the game scene to be edited by the first client, and controlling the first client to enter a co-editing mode; controlling a second client of at least one synchronous editing game account to enter the co-editing mode and display the game scene to be edited; the synchronous editing game account being a game account among the one or more candidate game accounts that accepts the synchronous editing invitation; controlling the first client to update the game scene to be edited based on received synchronous update information; the synchronous update information comprising update information generated by the first client in response to a received editing operation and update information generated by the second client in response to a received editing operation in the co-editing mode; and saving a local map file corresponding to the game scene to be edited based on the game scene to be edited currently displayed by the first client in response to a save instruction for the game scene to be edited.

[0010] According to a third aspect of the present disclosure, a game editing device is provided, the device comprising: a game scene creation module configured to create a game scene to be edited through a first client of a primary editing game account; the game scene to be edited comprising a scene component, the scene component being a component set in the game scene to be edited in response to a scene component setting instruction, the scene component being configured to generate a corresponding virtual scene model in a game running scene; an invitation processing module configured to respond to a synchronous editing invitation instruction for the game scene to be edited through the first client, initiate a synchronous editing invitation to one or more first candidate game accounts, and control the first client to enter a co-editing mode; a second client control module configured to control a second client of at least one synchronous editing game account to enter the co-editing mode and display the game scene to be edited; the synchronous editing game account being a game account among the one or more first candidate game accounts that accepts the synchronous editing invitation; the first client control module configured to control the first client to edit the game scene to be edited according to a received synchronous editing instruction; the synchronous editing instruction comprising an instruction generated by the first client in response to a received editing operation and an instruction generated by the second client in response to a received editing operation in the co-editing mode.

[0011] According to a fourth aspect of the present disclosure, a game editing device is provided, the device comprising: a game scene creation module, configured to create a game scene to be edited through a first client of a main editing game account; the game scene to be edited comprises a scene component, the scene component being a component set in the game scene to be edited in response to a scene component setting instruction, the scene component being configured to generate a corresponding virtual scene model in a game running scene; an invitation processing module, configured to respond to a synchronous editing invitation instruction for the game scene to be edited through the first client, initiate a synchronous editing invitation to one or more candidate game accounts, and control the first client to enter a joint editing mode; a second client control module, configured to control a second client of at least one synchronous editing game account to enter a joint editing mode; The second client enters the co-editing mode and displays the game scene to be edited; the synchronous editing game account is the game account that accepts the synchronous editing invitation among the one or more candidate game accounts; the first client control module is configured to control the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information includes the update information generated by the first client in response to the received editing operation and the update information generated by the second client in response to the received editing operation in the co-editing mode; the first client responds to the save instruction for the game scene to be edited, and saves the local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.

[0012] According to a fifth aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the method of the first or second aspect and its possible implementation methods are implemented.

[0013] According to the sixth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first or second aspect and its possible implementation method by executing the executable instructions.

[0014] The technical solution disclosed in this disclosure has the following beneficial effects:

[0015] On the one hand, it enables multiple game accounts to jointly edit game scenes, improving the editing efficiency of game scenes and reducing the time cost of editing game scenes for a single game account. On the other hand, different permissions are set for the main editing game account that creates the game scene to be edited and other synchronous editing game accounts participating in the joint editing. For example, the main editing game account can invite synchronous editing game accounts, and the synchronous editing instructions are centralized and executed on the first client of the main editing game account. This ensures that the joint editing process is based on the game scene to be edited by the main editing game account, ensuring the dominant position of the main editing game account, meeting the needs of game scene editing, and eliminating the need for the server to execute the editing process, reducing server pressure. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] FIG1 shows a system architecture diagram of one embodiment of the present exemplary embodiment;

[0017] FIG2 is a flowchart showing a method for editing a game according to an exemplary embodiment of the present invention;

[0018] FIG3 is a schematic diagram showing a game scene to be edited according to the present exemplary embodiment;

[0019] FIG4A is a schematic diagram showing an interface for setting a viewing angle according to one exemplary embodiment of the present invention;

[0020] FIG4B is a schematic diagram showing one of the viewing angles of this exemplary embodiment;

[0021] FIG4C is a schematic diagram showing one of the game perspectives in this exemplary embodiment;

[0022] FIG5A is a schematic diagram showing a primary editing game account initiating a synchronous editing invitation according to one exemplary embodiment of the present invention;

[0023] FIG5B is a schematic diagram showing an interface for selecting a candidate game account according to one exemplary embodiment of the present invention;

[0024] FIG5C shows a schematic diagram of a synchronous editing invitation interface for a candidate game account in this exemplary embodiment;

[0025] FIG6 is a schematic diagram showing one embodiment of synchronizing the latest game scene to be edited;

[0026] FIG7 shows a flowchart of an asynchronous editing method according to the present exemplary embodiment;

[0027] FIG8 is a schematic diagram showing an editing overview area according to an exemplary embodiment of the present invention;

[0028] FIG9 is a flowchart showing a method for editing a game according to an exemplary embodiment of the present invention;

[0029] FIG10 shows a flowchart of one method of obtaining the latest game scene to be edited according to this exemplary embodiment;

[0030] FIG11 is a schematic diagram showing an editing overview interface according to the exemplary embodiment;

[0031] FIG12 is a schematic structural diagram of a game editing device according to the exemplary embodiment;

[0032] FIG13 is a schematic diagram showing the structure of a game editing device according to the exemplary embodiment;

[0033] FIG. 14 is a schematic structural diagram of an electronic device according to this exemplary embodiment. DETAILED DESCRIPTION

[0034] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0035] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.

[0036] The inventors have discovered that in current games, users can only edit the game scenes they have created, and the entire editing process of the game scenes needs to be completed by the user alone, resulting in low editing efficiency.

[0037] In view of the above problems, exemplary embodiments of the present disclosure provide a game editing method.

[0038] Figure 1 shows the system architecture of the operating environment of this exemplary embodiment. This system architecture may include a first client 110, a second client 120, a third client 130, and a server 140. The first client 110, the second client 120, and the third client 130 are terminal devices that install and run the game client program. The terminal devices may be mobile phones, tablets, personal computers, smart wearable devices, game consoles, and other devices. They may have display capabilities and be capable of displaying a graphical user interface (GUI). The GUI may include an operating system interface or an application interface. The first client 110, the second client 120, and the third client 130 may be clients used to log in to different game accounts. For example, the first client 110 is the client for primary editing of a game account, the second client 120 is the client for synchronous editing of a game account, and the third client 130 is the client for asynchronous editing of a game account. The server 140 generally refers to the backend system that provides the game services in this exemplary embodiment and may be a single server or a cluster of multiple servers. The game server program is deployed on the server 140 to perform server-side game data processing. The first client 110 , the second client 120 , the third client 130 and the server 140 may be connected via a wired or wireless communication link to perform data transmission.

[0039] In one embodiment, the game editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can be run within 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 execution and the game screen presentation are separated. The storage and execution of the in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 140). The cloud gaming client (such as the aforementioned first client 110, second client 120, or third client 130) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities 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 a game or editing a game scene, the user operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0040] The game editing method in this exemplary embodiment may be executed by any one or more of the first client 110 , the second client 120 , and the third client 130 .

[0041] In one embodiment, referring to FIG2 , the game editing method may include the following steps S210 to S240:

[0042] Step S210: Creating a game scene to be edited through the first client of the primary editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene;

[0043] Step S220: The first client responds to the synchronous editing invitation instruction for the game scene to be edited, initiates a synchronous editing invitation to one or more first candidate game accounts, and controls the first client to enter a joint editing mode;

[0044] Step S230: Control the second client of at least one synchronous editing game account to enter a co-editing mode and display the game scene to be edited; the synchronous editing game account is a game account among the one or more first candidate game accounts that accepts the synchronous editing invitation;

[0045] Step S240, controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction; the synchronous editing instruction includes an instruction generated by the first client in response to the received editing operation and an instruction generated by the second client in response to the received editing operation in the joint editing mode.

[0046] In the method shown in Figure 2, on the one hand, multiple game accounts can jointly edit the game scene, which improves the editing efficiency of the game scene and reduces the time cost of editing the game scene for a single game account. On the other hand, different permissions are set for the main editing game account that creates the game scene to be edited and other synchronous editing game accounts participating in the joint editing. For example, the main editing game account can invite synchronous editing game accounts, and the synchronous editing instructions are centralized and executed on the first client of the main editing game account. This ensures that the joint editing process is based on the game scene to be edited by the main editing game account, ensuring the dominant position of the main editing game account, meeting the needs of game scene editing, and eliminating the need for the server to execute the editing process, reducing server pressure.

[0047] Each step in Figure 2 is described in detail below.

[0048] Referring to Figure 2, in step S210, a game scene to be edited is created through the first client of the main editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene.

[0049] Among them, the game account that creates the game scene to be edited is the main editing game account of the game scene to be edited, and has the main editing authority. In one embodiment, the main editing game account of the game scene to be edited can be limited to only one to prevent command conflicts caused by multiple main editing game accounts.

[0050] The main editing game account can create a new game scene as the game scene to be edited, or select an already created game scene (usually one created earlier by the main editing game account) as the game scene to be edited. The game scene to be edited can include a scene background and one or more generated scene components. These scene components can be scene components that come with the game scene to be edited (such as the game program can provide preset game scenes of various styles, and the user can select a preset game scene for editing, which initially comes with scene components), or they can be scene components edited and generated by the main editing game account. Scene components can be people, objects, or local people or objects in the game, such as NPCs (Non-Player Characters). After completing the game scene editing, when the game scene to be edited is loaded and run as a game running scene, the scene components in the game scene to be edited can generate corresponding virtual scene models in the game running scene.

[0051] The scene component can be set in the game scene to be edited through the scene component setting instruction. In one embodiment, when the game scene to be edited is displayed, one or more scene component selection controls can also be displayed in the graphical user interface, and the scene component setting instruction is an instruction implemented by the scene component selection control. Figure 3 shows a schematic diagram of the game scene to be edited and the scene component selection control. The scene component selection control may include controls such as "block component", "cylinder component", "semi-cylinder component", etc. In response to the user's (such as the main editing game account) operation on the control, the corresponding scene component can be generated in the game scene to be edited. For example, if the user clicks the "block component" control, a block component can be generated in the game scene to be edited.

[0052] In one embodiment, the game program may come with one or more scene components, such as scene components pre-configured by artists and stored in the game program, and may provide corresponding scene component selection controls so that players can conveniently use these scene components to edit game scenes, such as adding scene components to the game scene to be edited with one click.

[0053] In one embodiment, the scene components can be pre-configured by the player. The player can obtain scene components that are not originally in the game program by modeling in the game scene to be edited or other editing interfaces, or combine the original scene components in the game program to form a combined scene component. For the scene components pre-configured by the player, corresponding scene component selection controls can also be provided. When pre-configuring the scene components, one or more information such as the size, position, direction, color, texture, and shape of the scene components can be configured. In this way, when the user uses these scene components in the game scene to be edited, the configured information can be directly called, which is very convenient and efficient. Of course, the user can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their own needs and preferences.

[0054] In one embodiment, a virtual camera may be set up in the game scene to be edited. A virtual camera is a tool within the game program that simulates a real camera to capture the game scene. It can be set up anywhere in the game scene to be edited and capture the game scene from any perspective. In other words, the virtual camera can have any position within the game scene, and its position can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game scene to be edited, and different virtual cameras can capture different game scene images.

[0055] As shown in Figure 4A, the game scene to be edited can present two different perspectives, namely the observation perspective and the game perspective. The user can select which perspective to use in the relevant settings interface of the game scene to be edited. The observation perspective refers to observing the game scene to be edited from a third-person perspective. As shown in Figure 4B, under the observation perspective, the user can not control the game character in the game scene to be edited, but directly control the virtual camera to move the perspective (the virtual camera is not displayed). The game perspective refers to observing the game scene to be edited from a first-person perspective. As shown in Figure 4C, under the game perspective, the user can control a certain game character in the game scene to be edited. The game character can be bound to the virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focus of the virtual camera. When the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, under the observation perspective, it is also possible to set an invisible game character in the game scene to be edited, which is equivalent to hiding the game character in Figure 4C. When the user moves the perspective, the virtual camera can be moved by moving the game character. In the observation perspective or game perspective, a virtual joystick, up or down controls, etc. can be set in the game scene to be edited. The user can move the virtual camera or move the game character by operating these controls.

[0056] 2 , in step S220 , the first client responds to the synchronous editing invitation instruction for the game scene to be edited, initiates a synchronous editing invitation to one or more first candidate game accounts, and controls the first client to enter a joint editing mode.

[0057] Synchronous editing refers to the simultaneous editing of a game scene by multiple clients. During the editing process, the game scene displayed on different clients is identical, meaning each client can display the editing progress of other clients. The primary editing game account can enter a synchronous editing invitation command for the game scene to be edited, inviting other game accounts to participate in the co-editing of the scene. The first candidate game account can be selected by the primary editing game account or automatically determined by the game program. For example, when entering the synchronous editing invitation command, the primary editing game account can select one or more invitees from their friends list, i.e., the first candidate game account. Alternatively, when entering the synchronous editing invitation command, the game program can select eligible game accounts from their friends list as the first candidate game accounts. In response to the synchronous editing invitation command, the first client sends a synchronous editing invitation to the first candidate game account. This synchronous editing invitation can be transmitted via the server to the client of the first candidate game account. The first candidate game account can then choose whether to accept the invitation. If accepted, it becomes the synchronous editing game account for the game scene to be edited and obtains synchronous editing permissions for the game scene to be edited.

[0058] The present disclosure does not limit the timing of the first client entering the co-editing mode of the game scene to be edited. For example, before the main editing game account inputs the synchronization invitation instruction, it can first perform a co-editing trigger operation to trigger the first client to enter the co-editing mode. Alternatively, the first client enters the co-editing mode after initiating a synchronization editing invitation to the first candidate game account. Alternatively, after the first client initiates a synchronization editing invitation to the first candidate game account, if the first candidate game account accepts the invitation, the first client enters the co-editing mode, and the first candidate game account that accepts the invitation (i.e., the synchronization editing game account) also enters the co-editing mode.

[0059] In one embodiment, the above-mentioned step of initiating a synchronous editing invitation to one or more first candidate game accounts by the first client in response to the synchronous editing invitation instruction for the game scene to be edited, and controlling the first client to enter the joint editing mode may include the following steps:

[0060] The first client responds to the synchronous editing invitation instruction for the game scene to be edited in the single-player editing mode, initiates a synchronous editing invitation to one or more first candidate game accounts, and controls the first client to switch from the single-player editing mode to the joint editing mode.

[0061] Among them, the single-player editing mode is a mode that only allows one game account to edit the game scene, and is usually a mode that only allows the creator of the game scene to edit. For example, if the main editing game account performs routine editing on the game scene to be edited, it enters the single-player editing mode. In the single-player editing mode, the main editing game account can operate to generate a synchronous editing invitation instruction. When a synchronous editing invitation is initiated to the first candidate game account, it can switch from the single-player editing mode to the joint editing mode. The switching process can be reflected in a visual way, such as displaying a switching interface and displaying relevant text information, such as "Entering joint editing mode". This allows the main editing game account to easily initiate a synchronous editing invitation and flexibly switch between the single-player editing mode and the joint editing mode.

[0062] The server can generate a process corresponding to the co-editing mode of the game scene to be edited, and use this process to handle the relevant data processing in the co-editing mode. This process can be isolated from other processes to ensure data security and accuracy.

[0063] Continuing with reference to FIG2 , in step S230 , the second client of at least one synchronous editing game account is controlled to enter the co-editing mode and display the game scene to be edited; the synchronous editing game account is the game account that accepts the synchronous editing invitation among the one or more first candidate game accounts mentioned above.

[0064] Figure 5A shows a schematic diagram of the main editing game account initiating a synchronous editing invitation. The main editing game account can select the member management option in the setting interface of the game scene to be edited, triggering the display of the member management interface, which displays the member information currently editing the game scene to be edited. Since only the main editing game account is currently editing the game scene to be edited, only the avatar of the main editing game account is displayed. The main editing game account can click the "+" sign in the member management interface to trigger the invitation of other users to participate in the joint editing, such as triggering the display of the interface shown in Figure 5B. Figure 5B shows a schematic diagram of the interface for selecting the first candidate game account, which displays the friends who can be invited. The main editing game account can select and confirm from them, thereby determining the first candidate game account and initiating a synchronous editing invitation to it. Figure 5C shows a schematic diagram of the synchronous editing invitation interface for the first candidate game account. After the main editing game account initiates a synchronous editing invitation to the first candidate game account, the first candidate game account can see the synchronous editing invitation information and can choose to accept the invitation (i.e., "OK" as shown in Figure 5C) or reject the invitation (i.e., "Cancel" as shown in Figure 5C). If the invitation is accepted, the first candidate game account becomes the synchronous editing game account of the game scene to be edited, and triggers a jump to the game scene to be edited, entering the joint editing mode.

[0065] In one embodiment, the above-mentioned control of the second client of at least one synchronously edited game account to enter the co-editing mode and display the game scene to be edited may include the following steps:

[0066] The second client is controlled to enter a co-editing mode, and the latest game scene to be edited is obtained and displayed; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.

[0067] That is to say, when the second client enters the co-editing mode, the game scene to be edited displayed on the second client is synchronized with the game scene to be edited displayed on the first client, that is, the game scene to be edited displayed on the second client is kept synchronized with the first client, ensuring that the game scenes to be edited seen by the main editing game account and the synchronous editing game account are consistent.

[0068] In one embodiment, obtaining the latest game scene to be edited may include the following steps:

[0069] Get the game scene to be edited saved at the most recent save time point, as well as the synchronization editing instructions from the most recent save time point to the current time;

[0070] According to the synchronous editing instruction from the most recent saving time point to the current time, the game scene to be edited saved at the most recent saving time point is edited to obtain the latest game scene to be edited.

[0071] The server or first client can periodically save the game scene to be edited, with the time of saving being the save time. For example, the server can save the game scene to be edited every 30 seconds or 1 minute, perhaps as a snapshot. Thus, a save time point exists every 30 seconds or 1 minute. The second client can retrieve the game scene to be edited saved at the most recent save time point, which is not necessarily the latest game scene to be edited. Considering that after the most recent save time point, if the main editing game account or other concurrent editing game accounts perform editing operations in the shared editing mode, this will change the game scene to be edited. Therefore, the server or first client can also retrieve the synchronous editing instructions from the most recent save time point to the current time. These synchronous editing instructions are the editing instructions generated by the main editing game account or other concurrent editing game accounts performing editing operations in the shared editing mode during that period. The second client then edits the game scene to be edited at the most recent save time point based on the synchronous editing instructions from the most recent save time point to the current time. This is equivalent to reproducing the synchronous editing instructions of the main editing game account or other concurrent editing game accounts during that period, resulting in the latest game scene to be edited. This solution can ensure that the second client entering the co-editing mode obtains the latest game scene to be edited, and there is no need to save the game scene to be edited in real time, reducing the saving pressure.

[0072] In one embodiment, after the second client enters co-editing mode, it may take some time to obtain the latest game scene to be edited. During this time, the game scene to be edited can be locked, i.e., set to an uneditable state, to prevent the second client from editing any non-latest game scene to be edited. Furthermore, while editing the game scene to be edited saved at the most recent save time point according to the synchronized editing instructions from the most recent save time point to the current time, an editing animation can be displayed, such as playing the editing animation at a higher-than-normal playback speed, to demonstrate the visual effect of the editing process catching up with the main editing game account and other synchronized editing game accounts. As shown in FIG6 , during the playback of the editing animation, a mask can be added to the game scene to reflect its uneditable state.

[0073] In one embodiment, when controlling the second client of at least one synchronously edited game account to enter the co-editing mode and displaying the game scene to be edited, the game editing method may further include the following steps:

[0074] If the synchronous editing of the game account adopts the game perspective, the current position of the main editing game account in the game scene to be edited will be used as the initial position of the synchronous editing game account in the game scene to be edited; if the synchronous editing of the game account adopts the observation perspective, the preset position will be used as the initial position of the synchronous editing game account in the game scene to be edited.

[0075] Among them, the current position of the main editing game account in the game scene to be edited is the position of the virtual camera or the controllable game character from the perspective of the game scene to be edited displayed on the first client, such as the position of the game character in Figure 4C. The preset position can be any specified position in the game scene to be edited, such as the origin position of the world coordinate system of the game scene to be edited. When the second client enters the co-editing mode, if the perspective set by the synchronous editing game account is the game perspective, the current position of the main editing game account is used as the initial position in the game scene to be edited, that is, when the synchronous editing game account starts to see the game scene to be edited, the position and perspective are consistent with those of the main editing game account, so that the synchronous editing game account can observe the game scene to be edited from the perspective of the main editing game account, making it easier to see the current editing situation. If the perspective set by the synchronous editing game account is the observation perspective, the preset position is used as the initial position in the game scene to be edited, making it easier to see the overall situation of the game scene to be edited.

[0076] In one embodiment, when a second client enters co-editing mode, aside from limiting the initial position of the co-editing game account within the game scene to be edited, there are no restrictions on the subsequent movement of the co-editing game account. The co-editing game account can move freely within the game scene to be edited, without having to maintain consistent position or perspective with the primary editing game account. Of course, a perspective-following option can also be set within co-editing mode, allowing the primary editing game account or the co-editing game account to determine whether to follow the perspective of any other game account in co-editing mode.

[0077] In one embodiment, the game editing method may further include the following steps:

[0078] The first client responds to the operation of removing any synchronous editing game account and requests the server to remove the synchronous editing game account;

[0079] When the synchronous editing game account is removed, the second client of the synchronous editing game account is controlled to exit the co-editing mode.

[0080] In addition to being able to invite simultaneous game editing accounts, the primary game editing account can also remove simultaneous game editing accounts. For example, it can remove any one or more simultaneous game editing accounts in the member management interface shown in Figure 5A. In this article, any simultaneous game editing account is denoted as simultaneous game editing account i. In response to the removal operation of simultaneous game editing account i, the first client sends a removal request to the server. The server can verify the removal request, such as verifying whether the game account sending the removal request is the primary game editing account. If the verification is successful, the server sends a removal instruction to the second client of simultaneous game editing account i, which responds to the instruction and exits the joint editing mode. After exiting the joint editing mode, the game scene to be edited can be canceled, for example, by jumping back to the interface that was displayed before simultaneous game editing account i accepted the simultaneous editing invitation. This solution allows the primary game editing account to flexibly manage simultaneous game editing accounts to protect the game scene to be edited. For example, if a malicious simultaneous game editing account maliciously edits the game scene to be edited (such as deleting a scene component that the primary game editing account has already edited), the primary game editing account can promptly remove the malicious account, thereby protecting the game scene to be edited.

[0081] Continuing to refer to Figure 2, in step S240, the first client is controlled to edit the game scene to be edited according to the received synchronous editing instructions; the synchronous editing instructions include instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in the joint editing mode.

[0082] The synchronized editing commands received by the first client are generated by the editing operations of all game accounts in the shared editing mode. The synchronized editing commands can be centrally executed on the first client to edit the game scene to be edited displayed on the first client, allowing the primary editing account to see the edit summary of all game accounts. This ensures that the shared editing process is based on the game scene to be edited on the first client, maintaining the dominant position of the primary editing account, eliminating the need for the server to execute the editing process, and reducing server pressure.

[0083] In one embodiment, the controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction may include the following steps:

[0084] The first client is controlled to edit the game scene to be edited according to the received synchronous editing instruction within each unit editing time.

[0085] Among them, the unit editing time is the periodic time for collecting and executing synchronous editing instructions, such as 1 second, 5 seconds, etc. The length of the unit editing time can be determined based on experience, the complexity of the game scene to be edited, the number of synchronous editing game accounts, the network conditions between the first client, the second client and the server, the performance of the first client, and one or more other factors. The first client can execute synchronous editing instructions based on the unit editing time as a period, such as collecting synchronous editing instructions within each unit editing time and executing the synchronous editing instructions at the end of the unit editing time. The synchronous editing instructions received within the unit editing time can also be merged for execution. For example, if there are multiple move instructions for the same scene component, only the last move instruction can be executed after merging. Alternatively, the first client can execute each synchronous editing instruction in sequence according to the order of the receipt time or generation time of the synchronous editing instructions. In one embodiment, the server can summarize the synchronous editing instructions within each unit editing time and send them to the first client for execution. The method of executing synchronous editing instructions based on the unit editing time as a period can reduce the pressure on one or more of the first client, the second client, and the server, and improve efficiency.

[0086] In one embodiment, the synchronous editing instruction received by the first client may include two parts: one is the synchronous editing instruction generated by the first client itself, that is, the synchronous editing instruction for the main editing game account to perform editing operations; the other is the synchronous editing instruction received by the first client from the outside (such as a server), that is, the synchronous editing instruction for the synchronous editing game account to perform editing operations.

[0087] In one embodiment, after controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, the game editing method may further include the following steps:

[0088] Control the second client to receive the missing editing instructions of the second client, and edit the game scene to be edited according to the missing editing instructions and the instructions generated by the second client in response to the received editing operation in the common editing mode; the missing editing instructions include the instructions generated by the first client in response to the received editing operation and / or the instructions generated by other second clients in response to the received editing operation in the common editing mode.

[0089] Among them, the missing editing instructions refer to operation instructions from the first client and other second clients that are not generated locally by the second client. After the summarized synchronous editing instructions are executed on the first client, each second client can obtain the missing editing instructions from the server or the first client. Exemplarily, after the first client successfully executes the summarized synchronous editing instructions, it can send feedback to the server. After receiving the feedback, the server sends the missing editing instructions to each second client. It should be understood that the actual editing instructions of each second client may be different. Each second client combines the received missing editing instructions and the locally generated instructions, which are equivalent to the summarized synchronous editing instructions. The second client can edit the game scene to be edited accordingly, so that the game scenes to be edited on the first client and the second client are consistent, thereby achieving the requirements of synchronous editing.

[0090] In one embodiment, the game editing method may further include the following steps:

[0091] The first client or the second client responds to the trial play instruction in the common editing mode, and controls the first client or the second client to enter the trial play state based on the currently displayed game scene to be edited. After the trial play is over, the first client or the second client is controlled to edit the game scene to be edited according to the synchronous editing instruction from the start time of the trial play to the current time, wherein the synchronous editing instruction is an instruction generated by the client that has not entered the trial play state in response to the received editing operation.

[0092] Trial play refers to entering a game running scene based on the currently edited game scene. Users can control the game character to play in this scene to test the editing effect of the game scene. The main editing game account or the synchronous editing game account can be allowed to perform trial play in the co-editing mode. Taking the trial play of the synchronous editing game account as an example, the second client responds to the trial play instruction in the co-editing mode and enters the trial play state based on the game scene to be edited currently displayed on the second client. In the trial play state, the game running scene is generated based on the currently displayed game scene to be edited, and the synchronous editing game account can perform trial play in the game running scene. During the trial play process, the main editing game account or other synchronous editing game accounts can still edit the game scene to be edited. If the main editing game account or other synchronous editing game accounts edit the game scene to be edited, the game running scene in the trial play will not be changed. After the trial is over, the synchronous editing instructions from the start time of the trial to the current time can be obtained. These are instructions generated by the client that has not entered the trial state (i.e., the first client and the second client of other synchronously edited game accounts) in response to the received editing operations. According to the synchronous editing instructions of this time period, the game scene to be edited for the trial (i.e., the local game scene to be edited of the second client of the trial) is edited to synchronize it with the latest game scene to be edited.

[0093] In one embodiment, during the process of editing the game scene to be edited, an editing animation can be displayed, such as playing the editing animation at a higher-than-normal playback speed, to show the editing process catching up with the latest game scene to be edited. During the editing animation, a mask can be added to the game scene to indicate that it is not editable.

[0094] In one embodiment, a time limit (such as 3 minutes) can be set for the trial process. When the trial time reaches the limit, the trial is forced to exit to avoid the trial time being too long and too many synchronous editing instructions needing to be executed after the trial ends.

[0095] In one embodiment, the creation of the game scene to be edited by the first client of the main editing game account may include the following steps:

[0096] Run the local map file corresponding to the game scene to be edited through the first client of the main editing game account to generate the game scene to be edited;

[0097] Accordingly, the above-mentioned controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction may include the following steps:

[0098] The first client is controlled to edit the game scene to be edited and update the local map file according to the received synchronous editing instruction.

[0099] The game scene can be saved in the form of a map file. The local map file can be saved in a cache or in non-volatile storage. When the first client creates a game scene to be edited, a corresponding local map file can be generated. The first client runs and loads the local map file to generate and display the game scene to be edited.

[0100] When editing the game scene to be edited, the first client may store the latest data of the game scene to be edited in the local map file to update the local map file so as to correspond to the latest game scene to be edited.

[0101] In one embodiment, the game editing method may further include the following steps:

[0102] The first client responds to the instruction to save the game scene to be edited in the common editing mode, and saves the local map file according to the game scene to be edited currently displayed on the first client.

[0103] The instruction to save the game scene to be edited may be an instruction for the main editing game account to perform the save operation. In the co-editing mode, it may be set that only the main editing game account can save the game scene to be edited, or it may be set that both the main editing game account and the synchronous editing game account can save the game scene to be edited. The first client responds to the instruction to save the game scene to be edited and saves the local map file according to the game scene to be edited currently displayed on the first client (i.e., the latest game scene to be edited).

[0104] In one embodiment, the first client can load the local map file saved in the non-volatile storage into the cache (or other volatile storage), and for the convenience of distinction, the local map file in the non-volatile storage is referred to as the first local map file, and the local map file in the cache is referred to as the second local map file. The first client generates and displays the game scene to be edited by running the second local map file. When the first client is in the co-editing mode, the data of the game scene to be edited can be saved to the second local map file in real time or periodically to update the second local map file, such as the second local map file can be updated after each execution of the synchronous editing instruction. If the main editing game account issues an instruction to save the game scene to be edited in the co-editing mode, the first client can write the second local map file back to the non-volatile storage to overwrite the first local map file, thereby completing the update of the first local map file.

[0105] In one embodiment, referring to FIG7 , the game editing method may further include the following steps S710 to S730:

[0106] Step S710: In response to the asynchronous editing invitation instruction for the game scene to be edited, the first client initiates an asynchronous editing invitation to one or more second candidate game accounts.

[0107] Asynchronous editing means that multiple game accounts can edit the same game scene, but only one game account is allowed to edit at a time. Asynchronous editing mode is a type of single-player editing mode. It can be understood that if the game scene to be edited has an asynchronous editing game account, the single-player editing mode of the game scene to be edited is asynchronous editing mode.

[0108] The main editing game account can enter an asynchronous editing invitation command for a game scene to be edited, inviting other game accounts to participate in the asynchronous editing of the game scene to be edited. In one embodiment, the main editing game account can enter the asynchronous editing invitation command in the single-player editing mode of the game scene to be edited, or can enter the asynchronous editing invitation command for the game scene to be edited in the main editing game account's editing overview interface. The editing overview interface of a game account is used to provide an overview of the game scenes that the game account has created or participated in editing. In the editing overview interface, the game scenes can be displayed in the form of logos, icons, thumbnails, cover images, etc., and some game scene information can also be displayed, such as the game scene number, name, information about the main editing game account, synchronous editing game account, asynchronous editing game account, and editing time. In the editing overview interface of the main editing game account, the main editing game account can enter the asynchronous editing invitation command for the game scene to be edited that they created. For example, a control for adding or removing synchronous editing game accounts and asynchronous editing game accounts may be provided on or near the icon of the scene component to be edited. The main editing game account can click the control to add asynchronous editing game accounts to generate the asynchronous editing invitation command.

[0109] The second candidate game account can be selected and determined by the main editing game account, or it can be automatically determined by the game program. For example, when the main editing game account enters the asynchronous editing invitation instruction, it can select one or more invited objects in the friend list, that is, the second candidate game account. Alternatively, when the main editing game account enters the asynchronous editing invitation instruction, the game program can use the eligible game accounts in its friend list as the second candidate game account. In response to the asynchronous editing invitation instruction, the first client initiates an asynchronous editing invitation to the second candidate game account. The asynchronous editing invitation can reach the client of the second candidate game account through the server. The second candidate game account can choose whether to accept the invitation. If the invitation is accepted, it becomes the asynchronous editing game account of the game scene to be edited and obtains the asynchronous editing permission of the game scene to be edited.

[0110] In one embodiment, the first client can also respond to the operation of removing any asynchronous editing game account and request the server to revoke the asynchronous editing permission of the asynchronous editing game account; when the asynchronous editing permission is revoked, the third client of the asynchronous editing game account cannot enter the asynchronous editing mode of the game scene to be edited for editing.

[0111] That is to say, in addition to being able to invite asynchronously edited game accounts, the main editing game account can also remove asynchronously edited game accounts. In this article, any asynchronously edited game account is recorded as asynchronously edited game account j. The first client responds to the operation of removing the asynchronously edited game account j and sends a removal request to the server. The server can verify the removal request, such as verifying whether the game account sending the removal request is the main editing game account. After the verification is passed, the server sends a removal instruction to the third client of the asynchronously edited game account j. If the third client is in the asynchronous editing mode of the game scene to be edited, it exits the asynchronous editing mode in response to the instruction. After exiting the asynchronous editing mode, the game scene to be edited can be canceled. This solution allows the main editing game account to flexibly manage the asynchronous editing game account to protect the game scene to be edited. For example, there may be a malicious asynchronous editing game account that maliciously edits the game scene to be edited. The main editing game account removes it in time, thereby protecting the game scene to be edited.

[0112] Step S720: A third client of at least one asynchronous editing game account responds to the editing operation on the game scene to be edited in the asynchronous editing mode, edits the game scene to be edited, and generates asynchronous update information; the asynchronous editing game account is a game account among one or more second candidate game accounts that accepts the asynchronous editing invitation; only one game account among the main editing game account and the asynchronous editing game account is allowed to edit the game scene to be edited in the asynchronous editing mode at the same time.

[0113] It should be understood that when any asynchronous editing game account j is editing a pending game scene in asynchronous editing mode, the primary editing game account and other asynchronous editing game accounts cannot enter asynchronous editing mode for the pending game scene to perform editing. The third client of asynchronous editing game account j responds to its local editing operation, edits the pending game scene on the third client, and generates asynchronous update information.

[0114] When the main editing game account is editing the game scene to be edited in the asynchronous editing mode, all asynchronous editing game accounts are also unable to enter the asynchronous editing mode of the game scene to be edited to perform editing.

[0115] Step S730: triggering an asynchronous update of the game scene to be edited through the first client response, and updating the local map file corresponding to the game scene to be edited according to the received asynchronous update information.

[0116] Among them, when at least one of the following conditions is met, the asynchronous update of the game scene to be edited can be triggered: ① Loading the game scene to be edited. For example, when the main editing game account selects the game scene to be edited for asynchronous editing, the game scene to be edited needs to be loaded. At this time, the asynchronous update of the game scene to be edited is triggered, so that it is updated to the latest state (that is, the state after asynchronous editing by the third client). ② After any asynchronous editing game account j completes editing the game scene to be edited in asynchronous editing mode, asynchronous update information is received. Among them, the asynchronous update information is sent by the third client to the server, and then sent by the server to the first client and other third clients. The first client can trigger an asynchronous update of the game scene to be edited in response to receiving the asynchronous update information. ③ Arriving at the scheduled update time, such as setting it to check whether the game scene to be edited has been asynchronously edited at a certain interval (such as every hour) or at a fixed time every day (such as 22:00 every day). If so, the asynchronous update of the game scene to be edited is triggered.

[0117] In one embodiment, the asynchronous update information includes: the latest map file corresponding to the game scene to be edited, or an asynchronous editing instruction generated by the third client in response to an editing operation on the game scene to be edited in asynchronous editing mode. Accordingly, updating the local map file corresponding to the game scene to be edited based on the received asynchronous update information may include the following steps:

[0118] Overwrite the local map file with the latest map file received; or, edit the game scene to be edited according to the received asynchronous editing instruction, and update the local map file.

[0119] Regardless of which method is used, it can be ensured that the local map file on the first client after the update corresponds to the latest game scene to be edited.

[0120] In one embodiment, other third clients that are not performing asynchronous editing can also respond to triggering an asynchronous update of the game scene to be edited and update the local map file corresponding to the game scene to be edited based on the received asynchronous update information. The local map file is a map file locally stored by the third client, and is updated to correspond to the latest game scene to be edited.

[0121] The method shown in Figure 7 provides a solution for asynchronously editing game scenes across multiple game accounts, allowing different game accounts to edit game scenes at different times. This also improves game scene editing efficiency. Furthermore, asynchronous editing and synchronous editing are two different editing modes. By combining these two modes, the present disclosure allows the primary editing game account to select an editing mode based on its needs, increasing the flexibility of game scene editing.

[0122] In one embodiment, the first client, the second client, and the third client can be set to use only their own existing scene components during the editing process. Alternatively, the first client, the second client, and the third client can be set to share and use scene components during the editing process. For example, the main editing game account pre-configures a customized scene component (such as a combination of scene components). During the editing process, the main editing game account can use the corresponding scene component selection control to generate the scene component in the game scene to be edited. If the synchronous editing game account and the asynchronous editing game account have not pre-configured the scene component, they cannot use the corresponding scene component selection control to generate the scene component in the game scene to be edited.

[0123] In one embodiment, the game editing method may further include the following steps:

[0124] The information of the game scene to be edited is displayed in the editing overview interface of the asynchronously edited game account through the third client.

[0125] Since the asynchronous editing game account participates in the editing of the game scene to be edited, the information of the game scene to be edited can be displayed in the editing overview interface of the asynchronous editing game account, and the asynchronous editing game account can select the game scene to be edited from the editing overview interface for editing and enter the asynchronous editing mode.

[0126] In one embodiment, the editing overview interface includes a draft scene overview interface. A draft scene refers to an unpublished game scene. The draft scene overview interface can be a sub-interface of the editing overview interface, displaying information about all draft scenes of a game account. The above-mentioned display of information about the game scene to be edited in the editing overview interface of the asynchronously edited game account by the third client includes:

[0127] If the game scene to be edited is in an unpublished state, the information of the game scene to be edited is displayed in the draft scene overview interface of the asynchronous editing game account through the third client.

[0128] This can more clearly reflect the status of the game scene to be edited (published or unpublished), and enable asynchronous editing game accounts to also intuitively see the status information.

[0129] In one embodiment, the game editing method may further include the following steps:

[0130] The game scene to be edited is deleted from the editing overview interface of the asynchronously edited game account through a third client response, and the asynchronous editing permission of the game scene to be edited is relinquished.

[0131] If an asynchronous editing account deletes a game scene from the editing overview interface, it is deemed to have relinquished its asynchronous editing privileges for that scene. The account is no longer the asynchronous editing account for the scene and can no longer edit the scene in asynchronous editing mode. Accordingly, the account will no longer be able to see the scene in the editing overview interface. This gives asynchronous editing accounts greater operational flexibility.

[0132] In one embodiment, the game editing method may further include the following steps:

[0133] When any asynchronous editing game account j is editing a game scene to be edited in the asynchronous editing mode, controlling the first client to provide a request exit control for the game scene to be edited in the editing overview interface of the main editing game account, and in response to the triggering operation of the request exit control, initiating an exit editing request to the asynchronous editing game account j that is editing the game scene to be edited in the asynchronous editing mode; and / or

[0134] When the main editing game account or any asynchronous editing game account j is editing the game scene to be edited in the asynchronous editing mode, the third client that controls other asynchronous editing game accounts provides a request exit control for the game scene to be edited in the editing overview interface of other asynchronous editing game accounts, and responds to the triggering operation of the request exit control, and initiates an exit editing request to the main editing game account or asynchronous editing game account j that is editing the game scene to be edited in the asynchronous editing mode.

[0135] Among them, the request to exit control can be provided only for the main editing game account, or for both the main editing game account and the asynchronous editing game account. In response to the triggering operation of the request to exit control, an exit editing request can be initiated to the game account (which may be the main editing game account or a certain asynchronous editing game account j) that is editing the game scene to be edited in the asynchronous editing mode. The request is sent to the client of the game account (the first client or the third client of the asynchronous editing game account j) through the server. If the game account agrees to exit (such as clicking on the "Confirm" option), the current game scene to be edited can be automatically saved and exited. Subsequently, feedback information can be sent to the game account that initiated the exit editing request to inform that the requested game account has exited, and the game account that initiated the exit editing request can enter the asynchronous editing mode of the game scene to be edited. This provides asynchronous editing with the function of reminding other game accounts to exit, thereby improving the convenience of user editing.

[0136] In one embodiment, the game editing method may further include the following steps:

[0137] The co-editing mode is closed by the first client responding to an instruction to exit the co-editing mode or the first client disconnecting from the server in the co-editing mode;

[0138] The second client is controlled to exit the co-editing mode when the co-editing mode is closed.

[0139] That is, if the first client exits co-editing mode or disconnects from the server while in co-editing mode, co-editing mode is disabled, and the second client also exits co-editing mode. In practice, if the first client exits co-editing mode or disconnects from the server while in co-editing mode, the co-editing session ends. This ensures that the primary editing game account remains in co-editing mode, preventing editing errors. In one embodiment, if the server detects a disconnection with the first client, it can proactively disable co-editing mode, causing the second client to exit.

[0140] In one embodiment, the game editing method may further include the following steps:

[0141] When the first client exits the co-editing mode or the first client is disconnected from the server in the co-editing mode, the second client is controlled to obtain the local map file corresponding to the game scene to be edited on the first client to overwrite the local map file corresponding to the game scene to be edited on the second client.

[0142] That is, if the first client exits the co-editing mode or is disconnected from the server in the co-editing mode, the co-editing mode is turned off, and the local map file saved on the first client is used as a benchmark to update the local map file on the second client, so as to ensure that the editing of the game scene to be edited is always based on and dominated by the main editing game account, and to ensure that the local map files of the first client and the second client are consistent. In one embodiment, if the first client is disconnected from the server in the co-editing mode, the local map file cannot be synchronized at this time. After the first client re-establishes a connection with the server, the local map file of the first client can be synchronized to the second client through the server.

[0143] In one embodiment, the game editing method may further include the following steps:

[0144] The first client responds to the publishing instruction for the game scene to be edited, and uploads the local map file corresponding to the game scene to be edited to the game map pool of the server, so that other game accounts can use the local map file to play the game.

[0145] The server's game map pool can be a game map pool open to players for download. If the main editing game account publishes a game scene to be edited, the corresponding local map file will be uploaded to the game map pool, and other game accounts can download the local map file from it to play the game. This can achieve a fast UGC (User Generated Content) function. It can be set to allow only the main editing game account to publish the game scene to be edited, or it can be set to allow both the main editing game account and the synchronous editing game account to publish the game scene to be edited.

[0146] In one embodiment, the game editing method may further include the following steps:

[0147] The first client responds to the undo release instruction for the game scene to be edited and requests the server to remove the local map file from the game map pool.

[0148] The "undo release" command is the inverse of the "release" command. It should be understood that if a game scene to be edited has already been published, it can be unpublished. If the main editing game account undones the release of the game scene to be edited, the first client requests the server to remove the local map file from the game map pool, so that other game accounts cannot download the local map file from the game map pool. It can be set so that only the main editing game account is allowed to undone the release of the game scene to be edited, or it can be set so that both the main editing game account and the synchronous editing game account can undone the release of the game scene to be edited.

[0149] In one embodiment, the game editing method may further include the following steps:

[0150] The first client responds to the instruction to determine the co-creation game account in the synchronous editing game account of the game scene to be edited, and generates a list of creators of the game scene to be edited; the creator list includes the main editing game account and the co-creation game account.

[0151] Among them, the main editing game account can select a co-creation game account from the synchronous editing game account. For example, the synchronous editing game account that has made a greater contribution to the editing of the game scene to be edited can be selected as the co-creation game account. Alternatively, the game program can automatically determine the co-creation game account based on the contribution of each synchronous editing game account (the contribution can be calculated based on indicators such as the length of time involved in editing, the effective length of time, and editing operation behavior). After the co-creation game account is determined, a creator list including the main editing game account and the co-creation game account is generated. The creator list can be displayed in the information of the game scene to be edited as a kind of honor.

[0152] In one embodiment, the first client can generate a list of creators for the game scene to be edited in response to an instruction to select a co-authoring game account in the synchronous editing game account and / or the asynchronous editing game account of the game scene to be edited. In other words, the main editing game account can select a co-authoring game account in the synchronous editing game account, the asynchronous editing game account, or both the synchronous editing game account and the asynchronous editing game account.

[0153] In one embodiment, the game editing method may further include the following steps:

[0154] In the case where a co-authoring game account has been selected, controlling the first client to display information of the co-authoring game account in an information preview area of ​​the game scene to be edited in the editing overview interface of the main editing game account;

[0155] When the co-authoring game account is not selected, the first client is controlled to display the information of the synchronous editing game account in the information preview area of ​​the game scene to be edited in the editing overview interface of the main editing game account.

[0156] The main editing account's editing overview screen displays the game scene information to be edited. Selecting a scene preview area displays the scene information, including the creator's information. If a co-authoring account is selected, the scene creators include both the main editing account and the co-authoring account. If no co-authoring account is selected, the scene creators include both the main editing account and the co-editing account.

[0157] Figure 8 shows a schematic diagram of the editing overview interface of the main editing game account. When "My Map" is selected, an overview interface of the game scenes created by the main editing game account is displayed. Furthermore, the overview interface can also include three sub-interfaces: Draft Box, Published, and Recycle Bin, which are used to respectively display the overview of unpublished game scenes (drafts if unpublished), published game scenes, and deleted game scenes. The right side of the overview interface is the information preview area. If the main editing game account selects the game scene to be edited "Map P1", it can trigger the display of detailed information of "Map P1" in the information preview area, such as the map name, editing time, and co-creator (i.e., synchronous editing game account, asynchronous editing game account, co-creation game account, etc.). Among them, if a co-creation game account has been selected, the co-creator is the co-creation game account. If a co-creation game account has not been selected, the co-creator is the synchronous editing game account.

[0158] In one embodiment, the first client can also be controlled to display information about the asynchronously edited game account in the information preview area of ​​the game scene to be edited in the editing overview interface of the main editing game account. For example, as shown in FIG8 , the co-creator can be the asynchronously edited game account.

[0159] In one embodiment, the main editing game account can perform an invitation operation in the editing overview interface to generate a synchronous editing invitation instruction or an asynchronous editing invitation instruction. As shown in Figure 8, a maximum of three asynchronous editing game accounts can be invited. If the current number of asynchronous editing game accounts is less than 3, an invitation control (i.e., the "+" control shown in Figure 8) can be provided in the information preview area of ​​the game scene to be edited. The main editing game account can click this control to initiate an asynchronous editing invitation. Of course, this control can also be used to initiate a synchronous editing invitation.

[0160] In one embodiment, the game editing method may further include the following steps:

[0161] The first client responds to the instruction to copy the game scene to be edited, and adds the information of the co-authored game account to the new game scene generated by the copy.

[0162] Among them, the instruction to copy the game scene to be edited can generate a new game scene that is identical to the game scene to be edited. The new game scene inherits the creator information of the game scene to be edited, including the information of the main editing game account and the co-creation game account. Therefore, the information of the co-creation game account can be added to the new game scene to clearly indicate the creator of the new game scene.

[0163] In one embodiment, the game editing method may further include the following steps:

[0164] If the game scene to be edited is in a published state, the second client controlling the co-authoring game account displays information of the game scene to be edited in the published scene overview interface of the co-authoring game account.

[0165] The published scene overview interface is an overview interface of the game account's published game scenes and can be a sub-interface of the edit overview interface, such as a parallel interface to the draft scene overview interface. If the game scene to be edited is in the published state, such as if the main editing game account has published the game scene to be edited and the co-authoring game account is the creator of the game scene to be edited, the game scene to be edited belongs to the published game scenes of the co-authoring game account. Therefore, the information of the game scene to be edited can be displayed in the published scene overview interface through the second client of the co-authoring game account.

[0166] According to an exemplary embodiment of the present disclosure, referring to FIG9 , the game editing method may include the following steps S910 to S950:

[0167] Step S910: Creating a game scene to be edited through the first client of the primary editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene;

[0168] Step S920: The first client responds to the synchronous editing invitation instruction for the game scene to be edited, initiates a synchronous editing invitation to one or more candidate game accounts, and controls the first client to enter a joint editing mode;

[0169] Step S930: Control the second client of at least one synchronous editing game account to enter a co-editing mode and display the game scene to be edited; the synchronous editing game account is a game account among the one or more candidate game accounts that accepts the synchronous editing invitation;

[0170] Step S940: Control the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information includes update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the joint editing mode;

[0171] Step S950: In response to the save instruction for the game scene to be edited, the first client saves a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed on the first client.

[0172] In the method shown in FIG9 , on the one hand, multiple game accounts are enabled to jointly edit the game scene, thereby improving the editing efficiency of the game scene and reducing the time cost of editing the game scene for a single game account. On the other hand, different permissions are set for the main editing game account that creates the game scene to be edited and other synchronous editing game accounts participating in the joint editing. For example, the main editing game account can invite synchronous editing game accounts and save the local map file based on the game scene to be edited on the first client, rather than based on the edited game scene on the server or second client. This ensures that the synchronous editing process is dominated by the main editing game account, ensures the accuracy of the local map file, meets the needs of game scene editing, reduces the number of interactions between the first client and the server, and improves processing efficiency.

[0173] Each step in FIG9 is described in detail below.

[0174] Referring to Figure 9, in step S910, a game scene to be edited is created through the first client of the main editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene.

[0175] In one embodiment, the creation of the game scene to be edited by the first client of the main editing game account may include the following steps:

[0176] The local map file corresponding to the game scene to be edited is run through the first client of the main editing game account to generate the game scene to be edited.

[0177] The game scene can be saved in the form of a map file. The local map file can be saved in a cache or in non-volatile storage. When the first client creates a game scene to be edited, a corresponding local map file can be generated. The first client runs and loads the local map file to generate and display the game scene to be edited.

[0178] Continuing to refer to FIG9 , in step S920 , the first client responds to the synchronous editing invitation instruction for the game scene to be edited, initiates a synchronous editing invitation to one or more candidate game accounts, and controls the first client to enter a joint editing mode.

[0179] The candidate game account can be selected and determined by the main editor of the game account, or can be automatically determined by the game program. In one embodiment, the candidate game account can be equivalent to the first candidate game account mentioned above.

[0180] For example, when the primary editing game account enters a synchronous editing invitation command, it can select one or more invitees from its friend list, i.e., candidate game accounts. Alternatively, when the primary editing game account enters a synchronous editing invitation command, the game program can select eligible game accounts from its friend list as candidate game accounts. In response to the synchronous editing invitation command, the first client initiates a synchronous editing invitation to the candidate game account. This synchronous editing invitation can be transmitted to the client of the candidate game account via the server. The candidate game account can then choose whether to accept the invitation. If it accepts the invitation, it becomes the synchronous editing game account for the game scene to be edited and obtains synchronous editing permissions for the game scene to be edited.

[0181] The present disclosure does not limit the timing of the first client entering the co-editing mode of the game scene to be edited. For example, before the main editing game account enters the synchronization invitation instruction, it can first perform a co-editing trigger operation to trigger the first client to enter the co-editing mode. Alternatively, the first client enters the co-editing mode after initiating a synchronization editing invitation to the candidate game account. Alternatively, after the first client initiates a synchronization editing invitation to the candidate game account, if the candidate game account accepts the invitation, the first client enters the co-editing mode, and the candidate game account that accepts the invitation (i.e., the synchronization editing game account) also enters the co-editing mode.

[0182] In one embodiment, the above-mentioned step of initiating a synchronous editing invitation to one or more candidate game accounts by the first client in response to the synchronous editing invitation instruction for the game scene to be edited, and controlling the first client to enter the joint editing mode may include the following steps:

[0183] The first client responds to the synchronous editing invitation instruction for the game scene to be edited in the single-player editing mode, initiates a synchronous editing invitation to one or more candidate game accounts, and controls the first client to switch from the single-player editing mode to the joint editing mode.

[0184] Among them, the single-player editing mode is a mode that only allows one game account to edit the game scene, and is usually a mode that only allows the creator of the game scene to edit. For example, if the main editing game account performs routine editing on the game scene to be edited, it enters the single-player editing mode. In the single-player editing mode, the main editing game account can operate to generate a synchronous editing invitation instruction. When initiating a synchronous editing invitation to the candidate game account, it can switch from the single-player editing mode to the joint editing mode. The switching process can be reflected in a visual way, such as displaying a switching interface and displaying relevant text information, such as "Entering joint editing mode". This allows the main editing game account to easily initiate a synchronous editing invitation and flexibly switch between the single-player editing mode and the joint editing mode.

[0185] The server can generate a process corresponding to the co-editing mode of the game scene to be edited, and use this process to handle the relevant data processing in the co-editing mode. This process can be isolated from other processes to ensure data security and accuracy.

[0186] 9 , in step S930 , the second client of at least one synchronous editing game account is controlled to enter the co-editing mode and display the game scene to be edited; the synchronous editing game account is the game account that accepts the synchronous editing invitation from the one or more candidate game accounts.

[0187] Figure 5A shows a schematic diagram of the main editing game account initiating a synchronous editing invitation. The main editing game account can select the member management option in the setting interface of the game scene to be edited, triggering the display of the member management interface, which displays the member information currently editing the game scene to be edited. Since only the main editing game account is currently editing the game scene to be edited, only the avatar of the main editing game account is displayed. The main editing game account can click the "+" sign in the member management interface to trigger the invitation of other users to participate in the joint editing, such as triggering the display of the interface shown in Figure 5B. Figure 5B shows a schematic diagram of the interface for selecting candidate game accounts, which displays friends who can be invited. The main editing game account can select and confirm from them, thereby determining the candidate game account and initiating a synchronous editing invitation to it. Figure 5C shows a schematic diagram of the synchronous editing invitation interface for the candidate game account. After the main editing game account initiates a synchronous editing invitation to the candidate game account, the candidate game account can see the synchronous editing invitation information, and the candidate game account can choose to accept the invitation (i.e., "OK" as shown in Figure 5C) or reject the invitation (i.e., "Cancel" as shown in Figure 5C). If the invitation is accepted, the candidate game account becomes the synchronous editing game account of the game scene to be edited, and triggers a jump to the game scene to be edited, entering the joint editing mode.

[0188] Continuing to refer to Figure 9, in step S940, the first client is controlled to update the game scene to be edited according to the received synchronous update information; the synchronous update information includes the update information generated by the first client in response to the received editing operation and the update information generated by the second client in response to the received editing operation in the joint editing mode.

[0189] In one embodiment, the synchronization update information may be synchronization status information, including status information of each scene component in the game scene to be edited. For example, the server may aggregate the update information of the first client and the update information of the second client, determine the latest status of each scene component in the game scene to be edited, generate synchronization status information, and send it to the first client. After receiving the synchronization status information, the first client may overwrite the original status information of the game scene to be edited, thereby updating the game scene to be edited.

[0190] In one embodiment, the synchronous update information may be a synchronous editing instruction, including an instruction generated by the first client in response to a received editing operation and an instruction generated by the second client in response to a received editing operation in a co-editing mode; controlling the first client to update the to-be-edited game scene according to the received synchronous update information includes:

[0191] The first client is controlled to edit the game scene to be edited and update the local map file according to the received synchronous editing instruction.

[0192] The synchronized editing commands received by the first client are generated by the editing operations of all game accounts in the shared editing mode. The synchronized editing commands can be centrally executed on the first client to edit the game scene to be edited displayed on the first client, allowing the primary editing account to see the edit summary of all game accounts. This ensures that the shared editing process is based on the game scene to be edited on the first client, maintaining the dominant position of the primary editing account, eliminating the need for the server to execute the editing process, and reducing server pressure.

[0193] When editing the game scene to be edited, the first client may store the latest data of the game scene to be edited in the local map file to update the local map file so as to correspond to the latest game scene to be edited.

[0194] In one embodiment, the first client can load the local map file saved in the non-volatile storage into the cache (or other volatile storage), and for the convenience of distinction, the local map file in the non-volatile storage is referred to as the first local map file, and the local map file in the cache is referred to as the second local map file. The first client generates and displays the game scene to be edited by running the second local map file. When the first client is in the co-editing mode, the data of the game scene to be edited can be saved to the second local map file in real time or periodically to update the second local map file, such as the second local map file can be updated after each execution of the synchronous editing instruction. If the main editing game account issues an instruction to save the game scene to be edited in the co-editing mode, the first client can write the second local map file back to the non-volatile storage to overwrite the first local map file, thereby completing the update of the first local map file.

[0195] In one embodiment, the first client and the second client can only use their own existing scene components during the editing process. Alternatively, the first client and the second client can share and use scene components during the editing process. For example, the main editing game account pre-configures a customized scene component (such as a combination of scene components). During the editing process, the main editing game account can use the corresponding scene component selection control to generate the scene component in the game scene to be edited. If the synchronous editing game account does not pre-configure the scene component, it cannot use the corresponding scene component selection control to generate the scene component in the game scene to be edited.

[0196] 9 , in step S950 , the first client responds to the save instruction for the game scene to be edited and saves the local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed on the first client.

[0197] In the co-editing mode, it can be set that only the main editing game account can save the game scene to be edited, or it can be set that both the main editing game account and the synchronous editing game account can save the game scene to be edited. The first client responds to the save instruction to save the game scene to be edited and saves the local map file based on the game scene to be edited currently displayed on the first client (i.e., the latest game scene to be edited).

[0198] Among them, the instruction to save the game scene to be edited can be an instruction generated by the main editing game account performing a save operation, or it can be an instruction automatically triggered. For example, in the common editing mode of the game scene to be edited, a save control can be provided, and the main editing game account can manually operate the save control to trigger the generation of a save instruction. Alternatively, in the common editing mode of the game scene to be edited, the automatic generation of a save instruction can be triggered at regular intervals (such as every 1 minute, or at the end of each unit editing time) to perform automatic saving. Alternatively, the first client can trigger the automatic generation of a save instruction each time it edits the game scene to be edited, causing the game scene to be edited to change. Alternatively, the synchronous editing game account in the common editing mode is allowed to perform a save operation, and the save operation triggers a save request to be sent to the server, and the server then sends a save instruction for the game scene to be edited to the first client. In response to receiving the save instruction, the first client saves the local map file corresponding to the game scene to be edited.

[0199] The first client may write the information of the currently displayed game scene to be edited into a local map file to save the game scene to be edited. In one embodiment, the local map file in step S950 may be a first local map file stored in the non-volatile storage of the first client. For example, if the information of the game scene to be edited is stored in a second local map file in the cache, the second local map file may be overwritten with the first local map file to complete the saving and updating of the first local map file.

[0200] The game scene currently being edited displayed on the first client is the latest one, ensuring that the currently saved local map file contains the latest information about the game scene being edited. Saving the local map file based on the game scene being edited on the first client, rather than the edited game scene on the server or second client, ensures that the synchronized editing process is led by the primary editing account, guaranteeing the accuracy of the local map file. This also reduces the number of interactions between the first client and the server, improving processing efficiency.

[0201] In one embodiment, after saving the local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed on the first client, the game editing method may further include the following steps:

[0202] Controlling the first client to synchronize the local map file to the server;

[0203] The second client responds to trigger the synchronous update of the game scene to be edited and obtains the local map file from the server.

[0204] Among them, the local map file saved by the first client is synchronized to the server, which makes it convenient for the server to further synchronize the local map file to the second client or other clients. Saving a copy of the local map file on the server can increase the data security of the local map file. For example, when the local map file on the first client is accidentally deleted or damaged, it can be restored based on the local map file saved on the server. In one embodiment, the server can save the local map files saved and synchronized by the first client at different time points, which is equivalent to the backup of the game scene to be edited at different time points, so that the first client can roll back the game scene to be edited to a certain time point, thereby further improving the convenience of user editing.

[0205] The second client responds to trigger a synchronous update of the game scene to be edited, and can obtain a local map file from the server to save it locally on the second client. If the second client originally saves a local map file corresponding to the scene to be edited, the local map file obtained from the server can overwrite the original local map file to ensure that the game scene to be edited is consistent with the first client.

[0206] In one embodiment, a synchronous update of the game scene to be edited is triggered when one or more of the following conditions are met: ① The co-editing mode is closed, such as when the main editing game account exits the co-editing mode or the first client is disconnected from the server in the co-editing mode, the co-editing mode is triggered to be closed, and the second client will exit the co-editing mode. At this time, a synchronous update of the game scene to be edited can be triggered, so that the second client obtains the local map file from the server, so that the game scene to be edited saved when the first client and the second client exit the co-editing mode is consistent. ② The second client enters the co-editing mode, such as when the candidate game account accepts the synchronous editing invitation, the second client enters the co-editing mode. At this time, a synchronous update of the game scene to be edited can be triggered, so that the second client obtains the local map file from the server, so that the game scene to be edited recorded and displayed by the second client in the co-editing mode is consistent with that of the first client. ③ The second client receives an update instruction or a save instruction for the game scene to be edited. The update instruction or the save instruction can be manually generated by the synchronous editing game account, or automatically generated by the second client or the server. For example, the synchronous editing game account can generate an update instruction or a save instruction by operating the update control or the save control in the co-editing mode, or the second client or the server can automatically generate an update instruction or a save instruction periodically or in response to a specific event (such as when a network fluctuation is detected) to trigger the second client to obtain the local map file and update or save the game scene to be edited. ④ When the scheduled update time arrives, for example, it can be set to be set at a certain interval (such as every 3 minutes in the co-editing mode) or at a fixed time every day (such as 22:00 every day), the local map file is obtained from the server and the data of the game scene to be edited on the local second client is updated.

[0207] In one embodiment, the above-mentioned control of the second client of at least one synchronously edited game account to enter the co-editing mode and display the game scene to be edited may include the following steps:

[0208] The second client is controlled to enter a co-editing mode, and the latest game scene to be edited is obtained and displayed; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.

[0209] That is to say, when the second client enters the co-editing mode, the game scene to be edited displayed on the second client is synchronized with the game scene to be edited displayed on the first client, that is, the game scene to be edited displayed on the second client is kept synchronized with the first client, ensuring that the game scenes to be edited seen by the main editing game account and the synchronous editing game account are consistent.

[0210] In one embodiment, referring to FIG11 , the above-mentioned obtaining of the latest game scene to be edited may include the following steps S1110 and S1120:

[0211] Step S1110, obtaining the game scene to be edited saved at the most recent saving time point, and the synchronous editing instructions from the most recent saving time point to the current time;

[0212] Step S1120 , based on the synchronous editing instruction from the most recent saving time point to the current time, the game scene to be edited saved at the most recent saving time point is edited to obtain the latest game scene to be edited.

[0213] Among them, the server or the first client can save the game scene to be edited regularly, and the time point of saving is the saving time point. If the server saves the game scene to be edited once every 30 seconds or 1 minute, it can be saved in the form of a snapshot, then there is a saving time point every 30 seconds or 1 minute. In one embodiment, the saving time point can be the time point when the first client responds to the save instruction in step S950 to save the local map file. The local map file saved by the first client is uploaded to the server, and when the synchronous editing game account enters the co-editing mode of the game scene to be edited, the second client obtains the most recent local map file from the server, that is, obtains the game scene to be edited saved at the most recent saving time point.

[0214] The game scene to be edited saved at the most recent save time point is not necessarily the latest game scene to be edited. Taking into account that after the most recent save time point, if the main editing game account or other synchronous editing game accounts perform editing operations in the common editing mode, the game scene to be edited will be changed. Therefore, it is also possible to obtain the synchronous editing instructions from the most recent save time point to the current time. The synchronous editing instructions are the editing instructions generated by the main editing game account or other synchronous editing game accounts performing editing operations in the common editing mode during this period. The second client edits the game scene to be edited at the most recent save time point obtained according to the synchronous editing instructions from the most recent save time point to the current time, which is equivalent to reproducing the synchronous editing instructions of the main editing game account or other synchronous editing game accounts during this period, and obtaining the latest game scene to be edited after editing. This solution can ensure that the second client entering the common editing mode obtains the latest game scene to be edited, and there is no need to save the game scene to be edited in real time, thereby reducing the pressure of saving.

[0215] In one embodiment, in the process of editing the game scene to be edited saved at the most recent saving time point according to the synchronous editing instruction from the most recent saving time point to the current time, the game editing method may further include the following steps:

[0216] Set the game scene to be edited to not allow simultaneous editing of the game account.

[0217] In one embodiment, after the second client enters the co-editing mode, it may take a certain amount of time to obtain the latest game scene to be edited. During this time, the game scene to be edited can be locked, that is, it is set to not allow the synchronous editing game account to edit, so as to prevent the second client from editing the non-latest game scene to be edited. Furthermore, in the process of editing the game scene to be edited saved at the most recent save time point according to the synchronous editing instruction from the most recent save time point to the current time, an editing animation can be displayed, such as playing the editing animation at a higher than normal playback speed to show the visual effect of the editing process catching up with the main editing game account and other synchronous editing game accounts. As shown in Figure 6, in the process of playing the editing animation, a mask can be added to the game scene to be edited to reflect the non-editable state.

[0218] In one embodiment, the game editing method may further include the following steps:

[0219] The editing overview interface of the main editing game account is entered through the first client response, and the information of the game scene to be edited is displayed in the editing overview interface of the main editing game account.

[0220] Among them, the editing overview interface of a game account is an interface for providing an overview of the game scenes created or edited by the game account. In the editing overview interface, the game scenes can be arranged and displayed in the form of logos, icons, thumbnails, cover images, etc., and some information about the game scenes can also be displayed, such as the game scene number, name, information of the main editing game account, simultaneous editing game account, editing time, etc.

[0221] Since the game scene to be edited is a game scene created by the main editing game account, the information of the game scene to be edited can be displayed in the editing overview interface of the main editing game account. Furthermore, the first client can also trigger the entry into the single-player editing mode or the shared editing mode of the game scene to be edited in response to a preset operation on the information of the game scene to be edited. For example, the main editing game account can double-click the icon or other information of the game scene to be edited to enter the single-player editing mode of the game scene to be edited, or initiate a synchronous editing invitation in the information of the game scene to be edited to trigger the entry into the shared editing mode of the game scene to be edited.

[0222] Figure 8 shows a schematic diagram of the editing overview interface of the main editing game account. When the "My Map" option is selected, the editing overview interface is triggered to enter, which is an overview interface of the game scenes created by the main editing game account. Furthermore, the overview interface can also include three sub-interfaces: draft box, published, and recycle bin, which are used to respectively overview and display unpublished game scenes (drafts if unpublished), published game scenes, and deleted game scenes. The right side of the overview interface is the information preview area. If the main editing game account selects the game scene to be edited "Map P1", it can trigger the display of detailed information of "Map P1" in the information preview area, such as the map name, editing time, and information of co-builders (i.e., synchronous editing game accounts, etc.).

[0223] In one embodiment, the main editing game account can perform an invitation operation in the editing overview interface to generate a simultaneous editing invitation instruction. As shown in Figure 8, an invitation control (i.e., the "+" control shown in Figure 8) can be provided in the information preview area of ​​the game scene to be edited, and the main editing game account can click this control to initiate the simultaneous editing invitation.

[0224] In one embodiment, the game editing method may further include the following steps:

[0225] Enter the editing overview interface of the synchronously edited game account through the second client response, and display the information of the game scene created by the synchronously edited game account in the editing overview interface of the synchronously edited game account; the information of the game scene to be edited is not displayed in the editing overview interface of the synchronously edited game account.

[0226] In other words, the editing overview interface for a co-editing game account can only display information about game scenes created by the co-editing game account. Since the game scene to be edited was not created by the co-editing game account, the information about the game scene to be edited can be omitted from the editing overview interface. This not only clarifies that the ownership of the game scene to be edited belongs to the primary editing game account, but also prevents the co-editing game account from entering the single-player editing mode or co-editing mode of the game scene to be edited through the editing overview interface, preventing it from independently editing the game scene to be edited without the primary editing game account participating in the editing.

[0227] Figure 11 shows a schematic diagram of the editing overview interface for a synchronously edited game account. This interface provides an overview of game scenarios created by the synchronously edited game account, showing the game scenarios "Map P3" and "Map P4" created by the synchronously edited game account. Because the game scenario "Map P1" to be edited was not created by the synchronously edited game account, its information is not displayed on the editing overview interface.

[0228] In one embodiment, the game editing method may further include the following steps:

[0229] The second client sends heartbeat information to the server, so that the server detects the connection status between the second client and the server according to the heartbeat information, and removes the synchronous editing game account corresponding to the second client from the common editing mode when any second client is disconnected from the server.

[0230] That is, if a synchronized game account is in co-editing mode and loses connection, the server removes it from co-editing mode. This reduces the overhead of communication attempts between the server and the disconnected second client, and prevents the co-editing process from being affected by the disconnected second client being unable to execute the relevant synchronization mechanisms in co-editing mode. For example, it avoids the server waiting for a long time due to the second client being unable to report the synchronization status, thus improving the processing efficiency of co-editing.

[0231] The exemplary embodiment of the present disclosure further provides a game editing device. Referring to FIG12 , the game editing device 1200 may include the following program modules:

[0232] The game scene creation module 1210 is configured to create a game scene to be edited through the first client of the primary editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene;

[0233] The invitation processing module 1220 is configured to respond to the synchronous editing invitation instruction for the game scene to be edited through the first client, initiate a synchronous editing invitation to one or more first candidate game accounts, and control the first client to enter a joint editing mode;

[0234] The second client control module 1230 is configured to control the second client of at least one synchronous editing game account to enter a co-editing mode and display the game scene to be edited; the synchronous editing game account is a game account among the one or more first candidate game accounts that accepts the synchronous editing invitation;

[0235] The first client control module 1240 is configured to control the first client to edit the game scene to be edited according to the received synchronous editing instructions; the synchronous editing instructions include instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in the joint editing mode.

[0236] In one embodiment, creating a game scene to be edited by a first client of a main editing game account includes:

[0237] Run the local map file corresponding to the game scene to be edited through the first client of the main editing game account to generate the game scene to be edited;

[0238] Controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, including:

[0239] The first client is controlled to edit the game scene to be edited and update the local map file according to the received synchronous editing instruction.

[0240] In one embodiment, the first client control module 1240 is further configured to:

[0241] The first client responds to the instruction to save the game scene to be edited in the common editing mode, and saves the local map file according to the game scene to be edited currently displayed on the first client.

[0242] In one embodiment, controlling at least one second client of a synchronously edited game account to enter a co-editing mode and displaying a game scene to be edited includes:

[0243] The second client is controlled to enter a co-editing mode, and the latest game scene to be edited is obtained and displayed; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.

[0244] In one embodiment, obtaining the latest game scene to be edited includes:

[0245] Get the game scene to be edited saved at the most recent save time point, as well as the synchronization editing instructions from the most recent save time point to the current time;

[0246] According to the synchronous editing instruction from the most recent saving time point to the current time, the game scene to be edited saved at the most recent saving time point is edited to obtain the latest game scene to be edited.

[0247] In one embodiment, the first client responds to a synchronous editing invitation instruction for a game scene to be edited, initiates a synchronous editing invitation to one or more first candidate game accounts, and controls the first client to enter a joint editing mode, including:

[0248] The first client responds to the synchronous editing invitation instruction for the game scene to be edited in the single-player editing mode, initiates a synchronous editing invitation to one or more first candidate game accounts, and controls the first client to switch from the single-player editing mode to the joint editing mode.

[0249] In one embodiment, the first client control module 1240 is further configured to:

[0250] The first client responds to the operation of removing any synchronous editing game account and requests the server to remove the synchronous editing game account;

[0251] The second client control module 1230 is further configured to:

[0252] When the synchronous editing game account is removed, the second client of the synchronous editing game account is controlled to exit the co-editing mode.

[0253] In one embodiment, controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction includes:

[0254] The first client is controlled to edit the game scene to be edited according to the received synchronous editing instruction within each unit editing time.

[0255] In one embodiment, the first client control module 1240 is further configured to:

[0256] After controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, controlling the first client to send the missing editing instruction of the second client to the second client; the missing editing instruction includes an instruction generated by the first client in response to the received editing operation and / or an instruction generated by other second clients in response to the received editing operation in the common editing mode;

[0257] The second client control module 1230 is further configured to:

[0258] The second client is controlled to edit the game scene to be edited according to the received missing editing instructions and the instructions generated by the second client in response to the received editing operation in the common editing mode.

[0259] In one embodiment, the second client control module 1230 is further configured to:

[0260] When the second client that controls at least one synchronous editing game account enters the joint editing mode and displays the game scene to be edited, if the synchronous editing game account adopts the game perspective, the current position of the main editing game account in the game scene to be edited will be used as the initial position of the synchronous editing game account in the game scene to be edited; if the synchronous editing game account adopts the observation perspective, the preset position will be used as the initial position of the synchronous editing game account in the game scene to be edited.

[0261] In one embodiment, the first client control module 1240 or the second client control module 1230 is further configured to:

[0262] The first client or the second client responds to the trial play instruction in the common editing mode, and controls the first client or the second client to enter the trial play state based on the currently displayed game scene to be edited. After the trial play is over, the first client or the second client is controlled to edit the game scene to be edited according to the synchronous editing instruction from the start time of the trial play to the current time, wherein the synchronous editing instruction is an instruction generated by the client that has not entered the trial play state in response to the received editing operation.

[0263] In one embodiment, the invitation processing module 1220 is further configured to:

[0264] Initiating an asynchronous editing invitation to one or more second candidate game accounts by the first client in response to the asynchronous editing invitation instruction for the game scene to be edited;

[0265] The game editing device 1200 may further include a third client control module configured to:

[0266] The third client of at least one asynchronous editing game account responds to the editing operation on the game scene to be edited in the asynchronous editing mode, edits the game scene to be edited, and generates asynchronous update information; the asynchronous editing game account is a game account among the one or more second candidate game accounts that accepts the asynchronous editing invitation; only one game account among the main editing game account and the asynchronous editing game account is allowed to edit the game scene to be edited in the asynchronous editing mode at the same time;

[0267] The first client control module 1240 is further configured to:

[0268] The asynchronous update of the game scene to be edited is triggered by the first client response, and the local map file corresponding to the game scene to be edited is updated according to the received asynchronous update information.

[0269] In one embodiment, an asynchronous update of the game scene to be edited is triggered when at least one of the following conditions is met:

[0270] Load the game scene to be edited;

[0271] After any asynchronous editing game account completes editing the game scene to be edited in asynchronous editing mode, it receives asynchronous update information;

[0272] The scheduled update time has arrived.

[0273] In one embodiment, the asynchronous update information includes: the latest map file corresponding to the game scene to be edited, or an asynchronous editing instruction generated by the third client in response to an editing operation on the game scene to be edited in the asynchronous editing mode. Updating the local map file corresponding to the game scene to be edited according to the received asynchronous update information includes:

[0274] Overwrite the local map file with the latest map file received; or, edit the game scene to be edited according to the received asynchronous editing instruction, and update the local map file.

[0275] In one embodiment, the third client control module is further configured to:

[0276] The information of the game scene to be edited is displayed in the editing overview interface of the asynchronously edited game account through the third client.

[0277] In one embodiment, the third client control module is further configured to:

[0278] The game scene to be edited is deleted from the editing overview interface of the asynchronously edited game account through a third client response, and the asynchronous editing permission of the game scene to be edited is relinquished.

[0279] In one embodiment, the editing overview interface includes a draft scene overview interface; and displaying information of the game scene to be edited in the editing overview interface of the asynchronously edited game account through the third client includes:

[0280] If the game scene to be edited is in an unpublished state, the information of the game scene to be edited is displayed in the draft scene overview interface of the asynchronous editing game account through the third client.

[0281] In one embodiment, the first client control module 1240 is further configured to:

[0282] When any asynchronous editing game account is editing a pending game scene in the asynchronous editing mode, the first client is controlled to provide a request exit control for the pending game scene in the editing overview interface of the main editing game account, and in response to a triggering operation of the request exit control, an exit editing request is initiated to the asynchronous editing game account that is editing the pending game scene in the asynchronous editing mode;

[0283] In one embodiment, the third client control module is further configured to:

[0284] When the main editing game account or any asynchronous editing game account is editing the game scene to be edited in the asynchronous editing mode, the third client that controls other asynchronous editing game accounts provides a request exit control for the game scene to be edited in the editing overview interface of the other asynchronous editing game accounts, and responds to the triggering operation of the request exit control, and initiates an exit editing request to the main editing game account or the asynchronous editing game account that is editing the game scene to be edited in the asynchronous editing mode.

[0285] In one embodiment, the first client control module 1240 is further configured to:

[0286] The co-editing mode is closed by the first client responding to an instruction to exit the co-editing mode or the first client disconnecting from the server in the co-editing mode;

[0287] The second client control module 1230 is further configured to:

[0288] The second client is controlled to exit the co-editing mode when the co-editing mode is closed.

[0289] In one embodiment, the second client control module 1230 is further configured to:

[0290] When the first client exits the co-editing mode or the first client is disconnected from the server in the co-editing mode, the second client is controlled to obtain the local map file corresponding to the game scene to be edited on the first client to overwrite the local map file corresponding to the game scene to be edited on the second client.

[0291] In one embodiment, the first client control module 1240 is further configured to:

[0292] The first client responds to the publishing instruction for the game scene to be edited, and uploads the local map file corresponding to the game scene to be edited to the game map pool of the server, so that other game accounts can use the local map file to play the game.

[0293] In one embodiment, the first client control module 1240 is further configured to:

[0294] The first client responds to the undo release instruction for the game scene to be edited and requests the server to remove the local map file from the game map pool.

[0295] In one embodiment, the first client control module 1240 is further configured to:

[0296] The first client responds to the instruction to select a co-creation game account from the synchronous editing game account of the game scene to be edited, and generates a list of creators of the game scene to be edited; the creator list includes the main editing game account and the co-creation game account.

[0297] In one embodiment, the first client control module 1240 is further configured to:

[0298] In the case where a co-authoring game account has been selected, controlling the first client to display information of the co-authoring game account in an information preview area of ​​the game scene to be edited in the editing overview interface of the main editing game account;

[0299] When the co-authoring game account is not selected, the first client is controlled to display the information of the synchronous editing game account in the information preview area of ​​the game scene to be edited in the editing overview interface of the main editing game account.

[0300] In one embodiment, the first client control module 1240 is further configured to:

[0301] The first client responds to the instruction to copy the game scene to be edited, and adds the information of the co-authored game account to the new game scene generated by the copy.

[0302] In one embodiment, the second client control module 1230 is further configured to:

[0303] If the game scene to be edited is in a published state, the second client controlling the co-authoring game account displays information of the game scene to be edited in the published scene overview interface of the co-authoring game account.

[0304] The exemplary embodiment of the present disclosure further provides a game editing device. Referring to FIG13 , the game editing device 1300 may include the following program modules:

[0305] The game scene creation module 1310 is configured to create a game scene to be edited through the first client of the primary editing game account; the game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene;

[0306] The invitation processing module 1320 is configured to respond to the synchronous editing invitation instruction for the game scene to be edited through the first client, initiate a synchronous editing invitation to one or more candidate game accounts, and control the first client to enter a joint editing mode;

[0307] The second client control module 1330 is configured to control the second client of at least one synchronous editing game account to enter a co-editing mode and display the game scene to be edited; the synchronous editing game account is a game account among one or more candidate game accounts that accepts the synchronous editing invitation;

[0308] The first client control module 1340 is configured to control the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information includes the update information generated by the first client in response to the received editing operation and the update information generated by the second client in response to the received editing operation in the joint editing mode; the first client responds to the save instruction for the game scene to be edited, and saves the local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.

[0309] In one embodiment, the first client control module 1340 is further configured to:

[0310] After saving a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed on the first client, controlling the first client to synchronize the local map file to the server;

[0311] The second client control module 1330 is further configured to:

[0312] The second client responds to trigger the synchronous update of the game scene to be edited and obtains the local map file from the server.

[0313] In one embodiment, the synchronous update of the game scene to be edited is triggered when one or more of the following conditions are met:

[0314] Co-editing mode is off;

[0315] The second client enters co-editing mode;

[0316] The second client receives an update instruction or a save instruction for the game scene to be edited;

[0317] The scheduled update time has arrived.

[0318] In one embodiment, the synchronous update information is a synchronous editing instruction, including an instruction generated by the first client in response to a received editing operation and an instruction generated by the second client in response to a received editing operation in a co-editing mode; controlling the first client to update the to-be-edited game scene according to the received synchronous update information includes:

[0319] The first client is controlled to edit the game scene to be edited and update the local map file according to the received synchronous editing instruction.

[0320] In one embodiment, controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction includes:

[0321] The first client is controlled to edit the game scene to be edited according to the received synchronous editing instruction within each unit editing time.

[0322] In one embodiment, after the first client control module 1340 controls the first client to edit the game scene to be edited according to the received synchronous editing instruction, the second client control module 1330 is further configured to:

[0323] Control the second client to receive the missing editing instructions of the second client, and edit the game scene to be edited according to the missing editing instructions and the instructions generated by the second client in response to the received editing operation in the common editing mode; the missing editing instructions include the instructions generated by the first client in response to the received editing operation and / or the instructions generated by other second clients in response to the received editing operation in the common editing mode.

[0324] In one embodiment, controlling at least one second client of a synchronously edited game account to enter a co-editing mode and displaying a game scene to be edited includes:

[0325] The second client is controlled to enter a co-editing mode, and the latest game scene to be edited is obtained and displayed; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.

[0326] In one embodiment, obtaining the latest game scene to be edited includes:

[0327] Get the game scene to be edited saved at the most recent save time point, as well as the synchronization editing instructions from the most recent save time point to the current time;

[0328] According to the synchronous editing instruction from the most recent saving time point to the current time, the game scene to be edited saved at the most recent saving time point is edited to obtain the latest game scene to be edited.

[0329] In one embodiment, in the process of editing the game scene to be edited saved at the most recent saving time point according to the synchronous editing instruction from the most recent saving time point to the current time, the method further includes:

[0330] Set the game scene to be edited to not allow simultaneous editing of the game account.

[0331] In one embodiment, the first client control module 1340 is further configured to:

[0332] The co-editing mode is closed by the first client responding to an instruction to exit the co-editing mode or the first client disconnecting from the server in the co-editing mode;

[0333] The second client control module 1330 is further configured to:

[0334] The second client is controlled to exit the co-editing mode when the co-editing mode is closed.

[0335] In one embodiment, the second client control module 1330 is further configured to:

[0336] When the first client exits the co-editing mode or the first client is disconnected from the server in the co-editing mode, the second client is controlled to obtain the local map file corresponding to the game scene to be edited on the first client to overwrite the local map file corresponding to the game scene to be edited on the second client.

[0337] In one embodiment, the first client control module 1340 is further configured to:

[0338] Entering the editing overview interface of the main editing game account through the first client response, and displaying the information of the game scene to be edited in the editing overview interface of the main editing game account;

[0339] In one embodiment, the second client control module 1330 is further configured to:

[0340] Enter the editing overview interface of the synchronously edited game account through the second client response, and display the information of the game scene created by the synchronously edited game account in the editing overview interface of the synchronously edited game account; the information of the game scene to be edited is not displayed in the editing overview interface of the synchronously edited game account.

[0341] In one embodiment, the second client control module 1330 is further configured to:

[0342] The second client sends heartbeat information to the server, so that the server detects the connection status between the second client and the server according to the heartbeat information, and removes the synchronous editing game account corresponding to the second client from the common editing mode when any second client is disconnected from the server.

[0343] The specific details of each part of the above-mentioned device have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.

[0344] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium that can be implemented in the form of a program product, which includes program code. When the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the "Exemplary Method" section above of this specification according to the various exemplary embodiments of the present disclosure. In an optional embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and include program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited to this, and in this document, a readable storage medium can be any tangible medium that contains or stores a program that can be used by or in combination with an instruction execution system, apparatus, or device.

[0345] The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0346] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0347] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0348] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, and the like, as well as conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0349] The exemplary embodiments of the present disclosure further provide an electronic device, such as the first client 110, the second client 120, or the third client 130 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of the exemplary embodiment. Furthermore, the electronic device may include a display for displaying a graphical user interface.

[0350] 14 , an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that the electronic device 1400 shown in FIG14 is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.

[0351] As shown in FIG. 14 , the electronic device 1400 may include a processor 1410 , a memory 1420 , a bus 1430 , an I / O (input / output) interface 1440 , a network adapter 1450 , and a display 1460 .

[0352] Memory 1420 may include volatile memory, such as RAM 1421 and cache unit 1422, and non-volatile memory, such as ROM 1423. Memory 1420 may also include one or more program modules 1424. Such program modules 1424 include, but are not limited to, an 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 modules 1424 may include the modules described above.

[0353] The processor 1410 may include one or more processing units, for example: the processor 1410 may include 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), etc.

[0354] The processor 1410 may be configured to execute executable instructions stored in the memory 1420 , such as executing any one or more method steps in this exemplary embodiment.

[0355] The bus 1430 is used to realize the connection between different components of the electronic device 1400 and may include a data bus, an address bus, and a control bus.

[0356] The electronic device 1400 can communicate with one or more external devices 1500 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1440 .

[0357] The electronic device 1400 can communicate with one or more networks via the network adapter 1450. For example, the network adapter 1450 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 1450 can communicate with other modules of the electronic device 1400 via the bus 1430.

[0358] The electronic device 1400 can display a graphical user interface through the display 1460, such as displaying a game scene to be edited, a related editing interface or a setting interface, etc.

[0359] Although not shown in FIG. 14 , other hardware and / or software modules may be provided in the electronic device 1400 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0360] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0361] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented as the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses or adaptations of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.

[0362] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A game editing method, the method comprising: Create a game scene to be edited through the first client of the main editing game account; The game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene; Initiating a synchronous editing invitation to one or more first candidate game accounts by the first client in response to the synchronous editing invitation instruction for the game scene to be edited, and controlling the first client to enter a joint editing mode; Controlling at least one second client of the synchronously edited game account to enter the co-editing mode and display the game scene to be edited; The synchronous editing game account is a game account among the one or more first candidate game accounts that accepts the synchronous editing invitation; Controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction; The synchronous editing instructions include instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in the common editing mode.

2. The method according to claim 1, wherein: The step of creating a game scene to be edited through the first client of the main editing game account includes: Running the local map file corresponding to the game scene to be edited through the first client of the main editing game account to generate the game scene to be edited; The controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction includes: Control the first client to edit the game scene to be edited and update the local map file according to the received synchronous editing instruction.

3. The method according to claim 2, wherein: The method further comprises: The first client responds to the instruction to save the game scene to be edited in the common editing mode, and saves the local map file according to the game scene to be edited currently displayed by the first client.

4. The method according to claim 1, wherein: The controlling the second client of at least one synchronously edited game account to enter the co-editing mode and display the game scene to be edited includes: Control the second client to enter the co-editing mode, obtain the latest game scene to be edited and display it; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.

5. The method according to claim 4, wherein: The obtaining of the latest game scene to be edited comprises: Obtain the game scene to be edited saved at the most recent saving time point, and the synchronous editing instruction from the most recent saving time point to the current time; According to the synchronous editing instruction from the most recent saving time point to the current time, the game scene to be edited saved at the most recent saving time point is edited to obtain the latest game scene to be edited.

6. The method according to claim 1, wherein: The step of responding to the synchronous editing invitation instruction for the game scene to be edited by the first client, initiating a synchronous editing invitation to one or more first candidate game accounts, and controlling the first client to enter a joint editing mode includes: The first client responds to the synchronous editing invitation instruction for the game scene to be edited in the single-player editing mode, initiates a synchronous editing invitation to one or more first candidate game accounts, and controls the first client to switch from the single-player editing mode to the joint editing mode.

7. The method according to claim 1, wherein: The method further comprises: Responding to the operation of removing any synchronously edited game account through the first client, requesting the server to remove the arbitrary synchronously edited game account; When any synchronous editing game account is removed, the second client of the arbitrary synchronous editing game account is controlled to exit the co-editing mode.

8. The method according to claim 1, wherein: The controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction includes: Control the first client to edit the game scene to be edited according to the received synchronous editing instruction within each unit editing time.

9. The method according to claim 1, wherein: After controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, the method further includes: Control the second client to receive the missing editing instructions of the second client, and edit the game scene to be edited according to the missing editing instructions and the instructions generated by the second client in response to the received editing operations in the common editing mode; the missing editing instructions include the instructions generated by the first client in response to the received editing operations and / or the instructions generated by other second clients in response to the received editing operations in the common editing mode.

10. The method according to claim 1, wherein: When controlling the second client of at least one synchronously edited game account to enter the co-editing mode and displaying the game scene to be edited, the method further includes: If the synchronous editing game account adopts the game perspective, the current position of the main editing game account in the game scene to be edited will be used as the initial position of the synchronous editing game account in the game scene to be edited; if the synchronous editing game account adopts the observation perspective, the preset position will be used as the initial position of the synchronous editing game account in the game scene to be edited.

11. The method according to claim 1, wherein: The method further comprises: By having the first client or the second client respond to a trial play instruction in the common editing mode, the first client or the second client is controlled to enter a trial play state based on the currently displayed game scene to be edited; after the trial play is over, the first client or the second client is controlled to edit the game scene to be edited according to a synchronous editing instruction from the start time of the trial play to the current time, wherein the synchronous editing instruction is an instruction generated by a client that has not entered the trial play state in response to a received editing operation.

12. The method according to claim 1, wherein: The method further comprises: Initiating an asynchronous editing invitation to one or more second candidate game accounts by the first client in response to the asynchronous editing invitation instruction for the game scene to be edited; The third client of at least one asynchronous editing game account responds to the editing operation on the game scene to be edited in the asynchronous editing mode, edits the game scene to be edited, and generates asynchronous update information; the asynchronous editing game account is a game account among the one or more second candidate game accounts that accepts the asynchronous editing invitation; only one game account among the main editing game account and the asynchronous editing game account is allowed to edit the game scene to be edited in the asynchronous editing mode at the same time; The asynchronous update of the game scene to be edited is triggered by the first client response, and the local map file corresponding to the game scene to be edited is updated according to the received asynchronous update information.

13. The method according to claim 12, wherein: When at least one of the following conditions is met, the asynchronous update of the game scene to be edited is triggered: Loading the game scene to be edited; After any asynchronously edited game account completes editing of the game scene to be edited in the asynchronous editing mode, the asynchronous update information is received; The scheduled update time has arrived.

14. The method according to claim 12, wherein: The asynchronous update information includes: the latest map file corresponding to the game scene to be edited, or the asynchronous editing instruction generated by the third client in response to the editing operation of the game scene to be edited in the asynchronous editing mode; the updating of the local map file corresponding to the game scene to be edited according to the received asynchronous update information includes: Overwrite the local map file with the received latest map file; or, edit the game scene to be edited according to the received asynchronous editing instruction, and update the local map file.

15. The method according to claim 12, wherein: The method further comprises: The information of the game scene to be edited is displayed in the editing overview interface of the asynchronously edited game account through the third client.

16. The method according to claim 15, wherein: The method further comprises: The game scene to be edited is deleted from the editing overview interface of the asynchronously edited game account in response to the third client, and the asynchronous editing authority of the game scene to be edited is abandoned.

17. The method according to claim 15, wherein: The editing overview interface includes a draft scene overview interface; The displaying the information of the game scene to be edited in the editing overview interface of the asynchronously edited game account by the third client includes: If the game scene to be edited is in an unpublished state, the information of the game scene to be edited is displayed in the draft scene overview interface of the asynchronously edited game account through the third client.

18. The method according to claim 12, wherein: The method further comprises: When any asynchronous editing game account is editing the game scene to be edited in the asynchronous editing mode, controlling the first client to provide a request exit control for the game scene to be edited in the editing overview interface of the main editing game account, and responding to the triggering operation of the request exit control, initiating an exit editing request to the asynchronous editing game account that is editing the game scene to be edited in the asynchronous editing mode; and / or When the main editing game account or any asynchronous editing game account is editing the game scene to be edited in the asynchronous editing mode, the third client that controls other asynchronous editing game accounts provides a request exit control for the game scene to be edited in the editing overview interface of the other asynchronous editing game accounts, and responds to the triggering operation of the request exit control, and initiates an exit editing request to the main editing game account or the asynchronous editing game account that is editing the game scene to be edited in the asynchronous editing mode.

19. The method according to claim 1, wherein: The method further comprises: The co-editing mode is closed by the first client responding to an instruction to exit the co-editing mode or the first client disconnecting from the server in the co-editing mode; The second client is controlled to exit the co-editing mode when the co-editing mode is turned off.

20. The method according to claim 1, wherein: The method further comprises: When the first client exits the co-editing mode or the first client is disconnected from the server in the co-editing mode, the second client is controlled to obtain the local map file corresponding to the game scene to be edited on the first client to overwrite the local map file corresponding to the game scene to be edited on the second client.

21. The method according to claim 1, wherein: The method further comprises: The first client responds to the publishing instruction for the game scene to be edited, and uploads the local map file corresponding to the game scene to be edited to the game map pool of the server, so that other game accounts can use the local map file to play the game.

22. The method according to claim 20, wherein: The method further comprises: The first client responds to the undo publishing instruction for the game scene to be edited, and requests the server to remove the local map file from the game map pool.

23. The method according to claim 1, wherein: The method further comprises: The first client responds to an instruction to select a co-creation game account from the synchronous editing game account of the game scene to be edited, thereby generating a list of creators of the game scene to be edited; the list of creators includes the main editing game account and the co-creation game account.

24. The method according to claim 23, wherein: The method further comprises: When the co-authored game account has been selected, controlling the first client to display information of the co-authored game account in an information preview area of ​​the to-be-edited game scene in the editing overview interface of the main editing game account; When the co-authoring game account is not selected, the first client is controlled to display the information of the synchronous editing game account in the information preview area of ​​the to-be-edited game scene in the editing overview interface of the main editing game account.

25. The method according to claim 23, wherein: The method further comprises: The first client responds to the instruction to copy the game scene to be edited, and adds the information of the co-authored game account to the new game scene generated by the copy.

26. The method of claim 23, wherein: The method further comprises: If the game scene to be edited is in a published state, the second client controlling the co-creation game account displays information of the game scene to be edited in the published scene overview interface of the co-creation game account.

27. A game editing method, the method comprising: Create a game scene to be edited through the first client of the main editing game account; The game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene; Initiating a synchronous editing invitation to one or more candidate game accounts by the first client in response to the synchronous editing invitation instruction for the game scene to be edited, and controlling the first client to enter a joint editing mode; Controlling at least one second client of the synchronously edited game account to enter the co-editing mode and display the game scene to be edited; The synchronous editing game account is a game account among the one or more candidate game accounts that accepts the synchronous editing invitation; Controlling the first client to update the game scene to be edited according to the received synchronization update information; The synchronous update information includes update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the common editing mode; In response to the save instruction for the game scene to be edited, the first client saves a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.

28. The method according to claim 27, wherein: After saving the local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client, the method further includes: Controlling the first client to synchronize the local map file to the server; The synchronous update of the game scene to be edited is triggered by the second client response, and the local map file is obtained from the server.

29. The method according to claim 28, wherein: When one or more of the following conditions are met, the synchronous update of the game scene to be edited is triggered: The co-editing mode is turned off; The second client enters the co-editing mode; The second client receives an update instruction or a save instruction for the game scene to be edited; The scheduled update time has arrived.

30. The method of claim 27, wherein: The method further comprises: The first client responds to entering the editing overview interface of the main editing game account, and in the editing overview interface of the main editing game account The information of the game scene to be edited is displayed in the overview interface.

31. The method of claim 27, wherein: The method further comprises: The editing overview interface of the synchronously edited game account is entered through the second client response, and the information of the game scene created by the synchronously edited game account is displayed in the editing overview interface of the synchronously edited game account; the information of the game scene to be edited is not displayed in the editing overview interface of the synchronously edited game account.

32. The method of claim 27, wherein: The method further comprises: The second client sends heartbeat information to the server, so that the server detects the connection status between the second client and the server according to the heartbeat information, and removes the synchronous editing game account corresponding to any second client from the common editing mode when any second client is disconnected from the server.

33. A game editing device, comprising: A game scene creation module, configured to create a game scene to be edited through a first client of a main editing game account; The game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene; An invitation processing module is configured to respond to the synchronous editing invitation instruction for the game scene to be edited through the first client, initiate a synchronous editing invitation to one or more first candidate game accounts, and control the first client to enter a joint editing mode; A second client control module is configured to control at least one second client of the synchronously edited game account to enter the co-editing mode and display the game scene to be edited; The synchronous editing game account is a game account among the one or more first candidate game accounts that accepts the synchronous editing invitation; A first client control module is configured to control the first client to edit the game scene to be edited according to the received synchronous editing instruction; The synchronous editing instructions include instructions generated by the first client in response to the received editing operation and instructions generated by the second client in response to the received editing operation in the common editing mode.

34. A game editing device, the device comprising: A game scene creation module, configured to create a game scene to be edited through a first client of a main editing game account; The game scene to be edited includes a scene component, which is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in the game running scene; An invitation processing module, configured to respond to the synchronous editing invitation instruction for the game scene to be edited through the first client, initiate a synchronous editing invitation to one or more candidate game accounts, and control the first client to enter a joint editing mode; A second client control module is configured to control at least one second client of the synchronously edited game account to enter the co-editing mode and display the game scene to be edited; The synchronous editing game account is a game account among the one or more candidate game accounts that accepts the synchronous editing invitation; A first client control module is configured to control the first client to update the game scene to be edited according to the received synchronization update information; The synchronous update information includes update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the common editing mode; In response to the save instruction for the game scene to be edited, the first client saves a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.

35. A computer-readable storage medium having a computer program stored thereon, wherein the computer program implements the method according to any one of claims 1 to 32 when executed by a processor.

36. An electronic device comprising: processor; A memory, configured to store executable instructions of the processor; Wherein, the processor is configured to perform the method of any one of claims 1 to 32 by executing the executable instructions.

Citation Information

Patent Citations

  • Cloud game online method and device, storage medium and server

    CN113952713A

  • Game information processing method and device, electronic equipment and storage medium

    CN116351069A

  • Game editing method, game editing device, storage medium and electronic equipment

    CN117085335A

  • Game editing method, game editing device, storage medium and electronic equipment

    CN117101147A