Event playback method and apparatus, storage medium, and electronic device
By reusing game resources in mobile games, the problem of large overhead of real-time event playback on memory and CPU performance is solved, and efficient event playback for mobile games is achieved.
Patent Information
- Application Number
- PCT/CN2024/136014
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-02
- Filing Date
- 2024-12-02
- Publication Date
- 2025-07-10
AI Technical Summary
In the prior art, the event playback real-time playback function of mobile games has a high overhead on memory and CPU performance, which makes it impossible to effectively implement on mobile devices.
By reusing some of the game resources to form the second game resources required to play historical game events from the first game resources used by the current game game in the mobile game, the steps of creating new game resources are eliminated, redundant operations are reduced, and the real-time playback adaptation of event playback is improved.
This reduces the performance overhead caused by redundant steps, improves the adaptability of event reversion in mobile games, and realizes real-time event replay in mobile games.
Smart Images

Figure CN2024136014_10072025_PF_FP_ABST
Abstract
Description
Event playback method, device, storage medium, and electronic device
[0001] This application claims priority to Chinese patent application number 2024100158447, filed with the China Patent Office on January 2, 2024, entitled “Real-time playback method, device, storage medium and electronic device for event playback”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] The present invention relates to the field of computers, and in particular to a game event replay technology. Background Art
[0003] Personal computer (PC) games typically feature real-time event playback. However, this feature, deployed on PCs, incurs significant overhead in terms of memory and central processing unit (CPU) performance, making it unsuitable for mobile games. Consequently, this feature is unsuitable for mobile games. Summary of the Invention
[0004] The embodiments of the present application provide an event playback method, device, storage medium, and electronic device to at least solve the technical problem that real-time playback of event playback is not suitable for mobile games.
[0005] According to one aspect of an embodiment of the present application, an event playback method is provided, comprising: displaying a running screen of a mobile game, wherein the running screen is a screen rendered based on a first game resource, and the first game resource is a game resource used by the mobile game when conducting a current game; in response to an event playback request, obtaining a reusable game resource from the first game resource, and forming a second game resource based on the reusable game resource, wherein the event playback request is used to request the replay of historical game events of the virtual character, and the second game resource is a game resource required for rendering and playing the historical game events; when the mobile game conducts the current game, the historical game events are rendered and played based on the second game resource.
[0006] According to another aspect of an embodiment of the present application, an event playback device is also provided, including: a first display unit, used to display a running screen of a mobile game, wherein the above-mentioned running screen is a screen rendered based on a first game resource, and the above-mentioned first game resource is a game resource used by the above-mentioned mobile game when conducting a current game; a first acquisition unit, used to respond to an event replay request, obtain reusable game resources from the above-mentioned first game resource, and compose a second game resource based on the above-mentioned reusable game resource, wherein the above-mentioned event replay request is used to request replay of the historical game events of the above-mentioned virtual character, and the above-mentioned second game resource is the game resource required for rendering and playing the above-mentioned historical game events; a playback unit, used to render and play the above-mentioned historical game events based on the above-mentioned second game resource when the above-mentioned mobile game is conducting the above-mentioned current game.
[0007] According to another aspect of the embodiments of the present application, a computer program product or computer program is provided, the computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the above event playback method.
[0008] According to another aspect of an embodiment of the present application, an electronic device is provided, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the event playback method through the computer program.
[0009] In an embodiment of the present application, a running screen of a mobile game is displayed, wherein the running screen is a screen rendered based on a first game resource, and the first game resource is a game resource used by the mobile game when the game is currently playing; in response to an event playback request, a reusable game resource is obtained from the first game resource, and a second game resource is composed based on the reusable game resource, wherein the event playback request is used to request the playback of historical game events of a virtual character, and the second game resource is a game resource required for rendering and playing the historical game events; when the mobile game is playing the current game, the historical game events are rendered and played based on the second game resource. By reusing part of the game resources (reusable game resources) from the first game resource used in the current game of the mobile game to form the second game resource required for playing the historical game events, the redundant steps of creating new game resources are eliminated, thereby reducing the performance overhead caused by the redundant steps, thereby improving the technical effect of the adaptability of the real-time playback of event playback in mobile games, and thus solving the technical problem that the real-time playback of event playback is not suitable for mobile games. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0011] FIG1 is a schematic diagram of an application environment of an optional event playback method according to an embodiment of the present application;
[0012] FIG2 is a schematic diagram of a process of an optional event playback method according to an embodiment of the present application;
[0013] FIG3 is a schematic diagram of an optional event playback method according to an embodiment of the present application;
[0014] FIG4 is a schematic diagram of another optional event playback method according to an embodiment of the present application;
[0015] FIG5 is a schematic diagram of another optional event playback method according to an embodiment of the present application;
[0016] FIG6 is a schematic diagram of another optional event playback method according to an embodiment of the present application;
[0017] FIG7 is a schematic diagram of another optional event playback method according to an embodiment of the present application;
[0018] FIG8 is a schematic diagram of an optional event playback device according to an embodiment of the present application;
[0019] FIG9 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0020] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.
[0021] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0022] UE4: Unreal Engine 4, a game engine developed by Epic Games, is widely used to develop shooting games.
[0023] Recording system: Record the game process by saving the server's network data as files for later playback.
[0024] Elimination replay: In first-person shooting (FPS) games, after a character is eliminated, the process of positioning, aiming, and shooting the character is often replayed from the enemy's perspective.
[0025] According to one aspect of an embodiment of the present application, an event playback method is provided. Optionally, as an optional implementation, the event playback method may be, but is not limited to, applied in the environment shown in FIG1 . The environment may include, but is not limited to, a user device 102 and a server 112 . The user device 102 may include, but is not limited to, a display 104 , a processor 106 , and a memory 108 . The server 112 may include, but is not limited to, a database 114 and a processing engine 116 .
[0026] The specific process can be as follows:
[0027] Step S102: the user device 102 obtains an event playback request;
[0028] Step S104 , sending the event playback request to the server 112 via the network 110 ;
[0029] In steps S106-S108, the server 112 responds to the event playback request through the processing engine 116, obtains a reusable game resource from the first game resource, composes a second game resource based on the reusable game resource, and further obtains a historical game screen corresponding to the second game resource;
[0030] In step S110 , the historical game screen is sent to the user device 102 via the network 110 . The user device 102 displays the historical game screen on the display 104 via the processor 106 and stores the historical game screen in the memory 108 .
[0031] In addition to the example shown in FIG1 , the above steps can be completed independently by the user device or the server, or by the user device and the server in collaboration. For example, the user device 102 performs the above steps S106-S108, thereby reducing the processing pressure on the server 112. The user device 102 includes but is not limited to handheld devices (such as mobile phones), laptops, tablet computers, desktop computers, in-vehicle devices, smart TVs, etc., and this application does not limit the specific implementation of the user device 102. The server 112 can be a single server or a server cluster consisting of multiple servers, or a cloud server.
[0032] Optionally, as an optional implementation, as shown in FIG2 , the event playback method may be executed by an electronic device, such as the user device or server shown in FIG1 , and the specific steps include:
[0033] S202, displaying a running screen of the mobile game, wherein the running screen is a screen rendered based on a first game resource, and the first game resource is a game resource used in a current game of the mobile game;
[0034] S204, in response to the event replay request, obtaining a reusable game resource from the first game resource, and composing a second game resource based on the reusable game resource, wherein the event replay request is used to request replay of a historical game event of the virtual character, and the second game resource is a game resource required for rendering and playing the historical game event;
[0035] S206: When the mobile game is in the current game, historical game events are rendered and played based on the second game resource.
[0036] Optionally, in this embodiment, the above-mentioned event playback method can be applied to, but is not limited to, a first-person shooter game (FPS) on a mobile terminal. After a character (virtual character) is eliminated, the process of positioning, aiming, and shooting of the character (historical game events) is often replayed from the enemy's perspective.
[0037] Optionally, in this embodiment, the mobile game is a virtual game played by virtual characters and running on a mobile device. In mobile games, players typically control the virtual characters by touching the screen or using an external device. The virtual characters can perform various activities in the virtual environment, including but not limited to movement, jumping, attacking, and defending. Furthermore, the virtual characters can be eliminated at least twice during a match in the mobile game, and the victory conditions in the mobile game can be, but are not limited to, elimination-related, such as the faction whose virtual characters are eliminated the least number of times wins the match.
[0038] Optionally, in this embodiment, the historical game event may be, but is not limited to, a specified historical game event, or any type of historical game event, wherein the specified historical game event may be, but is not limited to, a game event of a specified type experienced by the virtual character in the mobile game, and any type of historical game event may be, but is not limited to, any type of game event experienced by the virtual character in the mobile game.
[0039] Specifically, assuming that the designated type is a designated task type, and then when the virtual character experiences game event A of task type A in the mobile game, and task type A is the designated task type, game event A can be used as the designated historical game event; or, assuming that the designated type is a designated interaction type, and then when the virtual character experiences game event B in the mobile game, and the virtual character interacts with a virtual character of the designated interaction type in game event B, game event B can be used as the designated historical game event; or, for example, the designated type is a type of special event, such as assuming that the event of the virtual character being eliminated in the mobile game is a special event, and then when the virtual controlled character is eliminated in the mobile game, the elimination event can be used as the designated historical game event.
[0040] To further illustrate, optionally, for example, when the virtual character controlled by the player loses health points in the game or reaches other elimination conditions, the virtual character will be converted from a non-elimination state to an elimination state. This process can be referred to as, but not limited to, the elimination process of the virtual character (historical game event) in this embodiment. In a historical game event, the virtual character can, but not limited to, lose control of the game screen and cannot continue to participate in the game. At the same time, in this embodiment, the mobile game can, but not limited to, play an elimination animation or effect (play historical game events) to show the player the elimination state of the virtual character. This animation or effect may include the character falling, dissipating or other visual effects to create an atmosphere of failure or end. In addition to visual performance, the mobile game may also emit sound effects or text prompts to further clarify the elimination state of the virtual character. These effects and prompts can help players better understand the fact that the virtual character has been eliminated and remind them that they need to restart the game or perform other operations.
[0041] Optionally, in this embodiment, the first game resource is a game resource used in the current game of the mobile game, such as character resources (virtual characters that players can choose from in the game), scene resources (providing players with different game scenes and combat environments), prop resources (props that players can obtain and use in the game), sound effect resources (various sound effects used in the game), plot resources (storylines and task clues presented in the game), interactive resources (providing interactive functions for multiple accounts in the game), image resources (images presented in the game), etc.
[0042] Optionally, in this embodiment, the running screen of the mobile game is a screen rendered based on the first game resource, wherein rendering can be understood as, but not limited to, converting game resources (such as characters, maps, props, etc.) into images and animations that can be displayed on the screen. In mobile games, rendering is usually performed by a game engine. A game engine can be, but is not limited to, a software tool for creating and managing game screens, responsible for converting game resources into images that can be displayed on the screen, and drawing and displaying them through a graphics processing unit (GPU).
[0043] Optionally, in this embodiment, an event replay request is used to request playback of historical game events of a virtual character. Through the event replay request, players can re-watch the performance of the virtual character they control in the game, including the virtual character's movement, attack, defense, and other operations, or interactions with other characters or enemies. This replay function can provide players with more opportunities for reflection and learning, helping them to continuously improve their skills and tactical levels in the game. In addition, to provide a better user experience, this embodiment can also, but is not limited to, save the replay video locally or to the cloud for viewing on other devices or platforms. This allows players to review their game performance anytime, anywhere and share their elimination experiences with friends, increasing the social interactivity of the game.
[0044] Optionally, in this embodiment, reusable game resources are extracted from the first game resources and can be reused in other scenes or processes. Reusable game resources can be various elements and effects in the game, such as textures, models, sounds, objects, etc. The second game resources are composed based on reusable game resources, which are the game resources required for rendering and playing historical game events. These resources may include specific character models, animations, and sound effects, etc., which are used to present the visual and auditory effects of virtual characters in historical game events (such as being eliminated). By obtaining reusable game resources from the first game resources and composing the second game resources required for rendering and playing historical game events based on these reusable game resources, games can be developed more efficiently and duplication of work and waste can be reduced.
[0045] Optionally, in this embodiment, when playing back historical game events, the game engine will present the corresponding character models, animations, and sound effects to the player in a playback format based on the settings and requirements of the second game resource. For example, this may include a character falling, dissipating, or other visual effects, as well as the elimination of related enemy characters.
[0046] It should be noted that by reusing part of the game resources (reusable game resources) from the first game resources used in the current match of the mobile game to form the second game resources required for playing historical game events, the step of creating new game resources is eliminated, and the performance overhead caused by these steps is correspondingly reduced, thereby achieving the technical effect of improving the adaptability of real-time event playback in mobile games in response to event playback requests.
[0047] To further illustrate, optionally, as shown in (a) of FIG3 , a running screen 304 of a mobile game is displayed, wherein the running screen 304 is a screen rendered based on a first game resource, the first game resource is a game resource used by the mobile game for the current game, and the mobile game is a virtual game participated in by a virtual character 306 (and an enemy virtual character 308) and running on a mobile device 302; further, in response to an event playback request, a reusable game resource is obtained from the first game resource, and a second game resource is composed based on the reusable game resource, which In the example, it is assumed that the historical game event is a historical event in which the enemy virtual character 308 eliminates the virtual character 306. Furthermore, the event playback request is used to request the playback of the historical game event 310 in which the virtual controlled character 306 is eliminated. The historical game event 310 can also be understood as an event that causes the virtual character 306 to transition from a non-end state to an end state. The second game resource is the game resource required for playing the historical game event 310. Furthermore, as shown in (b) of FIG3 , when the mobile game is in the current game, the historical game event 310 is rendered and played based on the second game resource.
[0048] Through the embodiment provided by the present application, a running screen of a mobile game is displayed, wherein the running screen is a screen rendered based on a first game resource, and the first game resource is a game resource used by the mobile game when the game is currently playing; in response to an event replay request, a reusable game resource is obtained from the first game resource, and a second game resource is composed based on the reusable game resource, wherein the event replay request is used to request the replay of historical game events of a virtual character, and the second game resource is the game resource required for playing historical game events; when the mobile game is currently playing, historical game events are rendered and played based on the second game resource. By reusing part of the game resources (reusable game resources) from the first game resource used in the mobile game when the game is currently playing to form the second game resource required for playing historical game events, the redundant step of creating a new game resource is eliminated, thereby achieving the purpose of reducing the performance overhead caused by the redundant steps, thereby achieving the technical effect of improving the adaptability of real-time event replay in mobile games in response to event replay requests.
[0049] As an optional solution, before obtaining the reusable game resource from the first game resource in response to the event playback request and composing the second game resource based on the reusable game resource, the method further includes:
[0050] S1-1, when a historical game event is in a completed state, an event playback control is displayed, wherein the historical game event in the completed state is set to prohibit changes;
[0051] S1-2, in response to a playback triggering operation executed based on an event playback control, an event playback request is initiated.
[0052] It should be noted that in order to improve the intuitiveness of event playback operations, when a historical game event is in the end state, an event playback control is displayed. Players can trigger real-time playback of the event playback by performing a playback trigger operation based on the event playback control.
[0053] To further illustrate, optionally based on the scenario shown in FIG3 , and continuing with (a) in FIG4 , when the virtual character 306 is in a character elimination state (a prompt message “Waiting for resurrection!” is displayed on the running screen 402 ), the historical game event is deemed to be in an ending state, and then the event playback control 404 is displayed, wherein the virtual character 306 in the character elimination state is set to prohibit manipulation; further, in response to the playback trigger operation performed based on the event playback control 404 , the historical game event 310 is played, as shown in (b) in FIG4 .
[0054] Through the embodiments provided by the present application, when a historical game event is in an ended state, an event playback control is displayed, wherein the historical game event in the ended state is set to prohibit changes; in response to a playback trigger operation performed on the event playback control, an event playback request is triggered, thereby achieving the purpose of triggering real-time playback of the event playback through the playback trigger operation performed based on the event playback control, thereby realizing the technical effect of improving the operational intuitiveness of the event playback.
[0055] As an optional solution, during the process of displaying the event playback control, the method further includes:
[0056] S2-1, displaying an event playback control in a prohibited operation state and a countdown time of the prohibited operation state, wherein the event playback control in the prohibited operation state is set to prohibit execution of a playback trigger operation;
[0057] S2-2, when the countdown time of the prohibited operation state is cleared, the event playback control in the allowed operation state is displayed, wherein the event playback control in the allowed operation state is set to allow the playback trigger operation to be executed.
[0058] It should be noted that in order to prevent information leakage due to event replay, when the historical game event is in the end state, the state of the event replay control is first set to the prohibited operation state, and the countdown time of the prohibited operation state is set. The countdown time is the duration of the prohibited operation state. In this way, the replay trigger operation based on the event replay control is prohibited during the time when information leakage is likely to occur, thereby avoiding the problem of information leakage and improving the user experience of event replay.
[0059] Furthermore, in order to replay historical game events, it is necessary to obtain reusable game resources from the first game resources and compose the second game resources based on the reusable game resources. In order to avoid this process causing excessive performance pressure on the mobile device, a countdown time for the prohibited operation state is set so that this process has sufficient time to execute without calling too many resources to consider time issues.
[0060] To further illustrate, optionally based on the scenario shown in FIG4 , as shown in FIG5 , an event playback control 404 in a prohibited operation state and a countdown time 502 in a prohibited operation state are displayed. If the countdown time is displayed in the form of a progress bar and the progress bar is not cleared, the event playback control 404 will remain prohibited from performing the playback trigger operation.
[0061] Through the embodiment provided by the present application, an event playback control in a prohibited operation state and a countdown time of the prohibited operation state are displayed, wherein the event playback control in the prohibited operation state is set to prohibit the execution of the playback trigger operation; when the countdown time of the prohibited operation state is cleared, an event playback control in an allowed operation state is displayed, wherein the event playback control in the allowed operation state is set to allow the execution of the playback trigger operation, thereby preventing the problem of information leakage due to event playback and achieving the purpose of avoiding excessive performance pressure on mobile devices during the event playback process, thereby realizing the technical effect of improving the user experience of event playback.
[0062] As an optional solution, obtaining the reusable game resource from the first game resource includes at least one of the following:
[0063] S3-1, obtaining a reusable scene resource from the first game resource, wherein the scene resource is a resource required for rendering the game scene of the current game;
[0064] S3-2, obtaining a reusable object resource from the first game resource, wherein the object resource is a resource required for rendering a game object related to a historical game event in the current game.
[0065] Optionally, in this embodiment, scene resources refer to the resources required to render the game scene of the current game, typically including textures, models, lighting, special effects, and so on. These resources are an important part of the game scene and are used to present the appearance and effects of the game scene during the rendering process. In mobile games, scene resources are typically designed and produced according to different game scenarios to provide corresponding visual effects and gaming experience. By obtaining reusable scene resources from the first game resource, these scene resources can be reused to build the corresponding game scene, thereby saving time and resource costs for event playback.
[0066] Optionally, in this embodiment, object resources may refer to, but are not limited to, resources required to render game objects related to historical game events within the current game. Game objects may include characters, props, buildings, etc. Accordingly, object resources are used to present specific game elements and objects in the game. In mobile games, object resources are typically designed and produced based on different game objects to provide corresponding visual effects and gaming experiences. By obtaining reusable object resources from the first game resource, the object resource can be reused to construct the corresponding game object to restore the corresponding game process, thereby saving time and resource costs for event playback.
[0067] It should be noted that, in order to increase the diversity of reusable game resources, reusable scene resources and / or object resources may be obtained from the first game resources.
[0068] Through the embodiments provided by the present application, reusable scene resources are obtained from the first game resources, wherein the scene resources are the resources required for rendering the game scene of the current game; reusable object resources are obtained from the first game resources, wherein the object resources are the resources required for rendering the game objects related to historical game events in the current game, thereby achieving the purpose of obtaining reusable scene resources or object resources from the first game resources, thereby realizing the technical effect of increasing the diversity of reusable game resources.
[0069] As an optional solution, obtaining reusable object resources from the first game resource includes:
[0070] Obtain object resources required for rendering game objects related to historical game events from the game object pool, where the game object pool is used to manage reusable object resources.
[0071] It's important to note that obtaining the game object resources needed to render game objects related to historical game events from a game object pool is an efficient management and rendering strategy. A game object pool can be, but is not limited to, a mechanism for managing reusable object resources. Object resources can be cached and reused to reduce resource allocation and release overhead, improving game performance and efficiency. In mobile games, the game object pool is typically provided and managed by the game engine.
[0072] Optionally, in this embodiment, when a game object from a historical game event needs to be rendered, the game engine can retrieve the corresponding object resources from the game object pool. These resources include reusable object resources, such as characters, props, and buildings, used to render specific game objects. By retrieving object resources from the game object pool, frequent creation and destruction of game objects can be avoided, reducing system overhead and memory usage.
[0073] Through the embodiments provided in this application, the object resources required for rendering game objects related to historical game events are obtained from the game object pool, wherein the game object pool is used to manage reusable object resources, thereby achieving the purpose of reducing the overhead of resource allocation and release, thereby achieving the technical effect of improving the performance and efficiency of the game.
[0074] As an optional solution, before obtaining the reusable game resource from the first game resource, the method further includes:
[0075] Data isolation is performed on the game resources used during normal mobile game play and the game resources required for the mobile game to play any historical game event. Among them, normal game includes the current game, and any historical game event includes historical game events.
[0076] Optionally, in this embodiment, during a normal game, the game engine uses a specific set of game resources, including resources used to render characters, maps, props, buildings, and other elements, to construct the game scene and present the game content. These game resources are typically dynamically loaded and rendered based on the specific circumstances of the current game.
[0077] When playing back any historical game event, the game engine uses another set of specialized game assets, including character models, animations, and sound effects, to recreate the historical game event in multiple dimensions, including visual and auditory. These game assets can be, but are not limited to, pre-prepared and stored in the game engine, and are used for rendering and playback when the historical game event is executed or is executed.
[0078] By isolating the game resources used by normal games and historical game events, we can better manage and control game resources and data. This allows for independent development and maintenance of different resources, preventing interference and conflicts between resource data. This isolation also improves the scalability and maintainability of the game, facilitating future upgrades and expansions.
[0079] It should be noted that data isolation of game resources used for normal mobile game play and game resources required to play any historical game events can also improve the maintainability and scalability of the game.
[0080] Through the embodiments provided in the present application, data isolation is performed on the game resources used in normal mobile game matches and the game resources required when the mobile game plays any historical game event, wherein the normal game includes the current game, and any historical game event includes the historical game event. This achieves the purpose of data isolation of the game resources used in normal mobile game matches and the game resources required when playing historical game events, thereby realizing the technical effect of improving the maintainability and scalability of the game.
[0081] As an optional solution, before isolating the game resources used during normal mobile game play and the game resources required for the mobile game to play any historical game event, the method further includes:
[0082] Create a first channel list and a second channel list, where the first channel list is used to store and manage game resources used when the mobile game is playing normally, and the second channel list is used to store and manage game resources required when the mobile game plays any historical game event;
[0083] As an optional solution, data isolation is performed on the game resources used during normal mobile game play and the game resources required for the mobile game to play any historical game events, including:
[0084] Data isolation is performed on the game resources stored in the first channel list and the second channel list respectively.
[0085] Optionally, in this embodiment, the first channel list can be used to store and manage game resources used during normal gameplay, such as resources used to render characters, maps, props, buildings, and other elements. These game resources are used to construct game scenes and present game content, and can be dynamically loaded and rendered based on the specific circumstances of the current game. By storing game resources used during normal gameplay in the first channel list, these game resources can be conveniently managed and controlled, ensuring that they are only loaded and used during normal gameplay.
[0086] Optionally, in this embodiment, the second channel list can be used to store and manage game resources required for playing any historical game event, such as specific character models, animations, sound effects, and other game resources.
[0087] To further illustrate, assuming that a historical game event involves a virtual character losing health or reaching other elimination criteria, the resources stored and managed in the second channel list can be used to render and play the visual and auditory effects of the character being eliminated. By storing the resources required to render these historical game events in the second channel list, loading and using these resources during normal gameplay can be avoided, thereby improving game performance and efficiency.
[0088] It's important to note that to achieve data isolation, different game resources can be stored and managed separately in the first and second channel lists. This allows the game resources used during normal gameplay and the resources required to play any historical game events to be loaded, rendered, and managed independently. This data isolation prevents interference and conflicts between resources used in different situations, improving the game's maintainability and scalability.
[0089] Through the embodiments provided in the present application, a first channel list and a second channel list are created, wherein the first channel list is used to store and manage game resources used when a mobile game is played normally, and the second channel list is used to store and manage game resources required when the mobile game plays any historical game event; data of the game resources stored in the first channel list and the second channel list are isolated, thereby achieving the purpose of avoiding mutual interference and conflict between resources used in different situations, thereby realizing the technical effect of improving the maintainability and scalability of the game.
[0090] As an optional solution, a second game resource is composed based on the reusable game resource, including:
[0091] Replay redundant resources are eliminated from the reusable game resources to obtain second game resources, wherein a resource similarity between the replay redundant resources and the game resources required to play the historical game event is less than or equal to a preset threshold.
[0092] Optionally, in this embodiment, to eliminate redundant replay resources, algorithms and techniques can be used to analyze and compare the similarity between game resources. By calculating the resource similarity between the redundant replay resources and the game resources required to play the historical game events, it can be determined whether they are duplicates or similar. If the similarity is less than or equal to a preset threshold, the redundant replay resources can be eliminated from the reusable game resources, thereby obtaining a second game resource.
[0093] Furthermore, in this embodiment, before removing redundant replay resources, it is necessary to ensure that the reusable game resources are complete and correct, and can meet the needs of historical game events. When removing redundant replay resources, careful judgment and screening are required to avoid accidentally deleting important resources required for rendering historical game events. After removing redundant replay resources, the loading and management of game resources need to be optimized to improve game performance and efficiency. As the game is updated and expanded, the game resource library needs to be updated and maintained in a timely manner to ensure the integrity and correctness of the resources.
[0094] It should be noted that redundant replay resources refer to game resources not needed for game replay, such as information exchange resources used during normal game play. These resources are not used during event replay, but are repeatedly loaded and used during the actual replay process, resulting in resource waste. By eliminating redundant replay resources, the additional performance overhead caused by resource waste is reduced, making real-time event replay more adaptable to mobile games.
[0095] Through the embodiments provided in the present application, redundant replay resources are eliminated from reusable game resources to obtain second game resources, wherein the resource similarity between the redundant replay resources and the game resources required to play historical game events is less than or equal to a preset threshold, thereby achieving the purpose of reducing the additional performance overhead caused by resource waste, thereby realizing the technical effect of improving the adaptability of real-time playback of event replays in mobile games.
[0096] As an optional solution, during the process of rendering and playing the historical game event based on the second game resource, the method further includes:
[0097] S4-1, obtaining game performance parameters of a mobile device running a mobile game, wherein the game performance parameters are used to evaluate performance indicators of the mobile device when running the mobile game;
[0098] S4-2, based on the game performance parameters, the second game resource is frame-processed to limit the data amount of the second game resource used to render each frame of the game screen when playing historical game events, wherein the data amount matches the game performance parameters.
[0099] Optionally, in this embodiment, the amount of resources required to render each frame in the historical game event is reasonably allocated based on the game performance parameters and the performance indicators of the mobile device. If a frame requires more resources, it can be processed separately to ensure its quality and smoothness.
[0100] Optionally, in this embodiment, during frame processing, it is necessary to maintain consistency in the graphics and effects between frames to ensure the continuity of historical game event playback and user experience. After frame processing, resource loading and management need to be optimized. By using techniques such as asynchronous loading and preloading, resource delays and lags can be avoided, improving game responsiveness and smoothness.
[0101] It should be noted that in order to limit the amount of data of the second game resource used to render each frame of the game screen when playing historical game events and to ensure the performance and smoothness of the game, the game performance parameters of the mobile device are obtained and the second game resource is frame-processed accordingly.
[0102] To further illustrate, optionally, first, by obtaining the game performance parameters of the mobile device, the performance indicators of the mobile device when running the mobile game, such as processor speed, memory usage, battery consumption, etc., can be evaluated. These parameters can be used to understand the performance bottlenecks and optimization potential of the mobile device, and provide a reference for subsequent game optimization. Then, the second game resource is frame-processed using the game performance parameters to limit the amount of data of the second game resource used to render each frame of the game screen when playing historical game events. By analyzing the game performance parameters, the amount of resources required for each frame in the historical game event can be determined, and corresponding adjustments and optimizations can be made based on the performance indicators of the device. This ensures the smoothness and responsiveness of the game screen while reducing unnecessary data transmission and loading.
[0103] Through the embodiments provided in the present application, game performance parameters of a mobile device are obtained, wherein the game performance parameters are used to evaluate the performance indicators of the mobile device when running a mobile game; based on the game performance parameters, the second game resources are frame-processed, and the amount of data of the second game resources used for rendering each frame of the game screen when playing historical game events is limited, wherein the amount of data matches the game performance parameters, thereby achieving the purpose of limiting the amount of data of the second game resources used for each frame of the game screen when playing historical game events, thereby realizing the technical effect of improving the performance and smoothness of the game.
[0104] As an optional solution, during the process of rendering and playing the historical game event based on the second game resource, the method further includes:
[0105] Obtain rendering data packets sent by a rendering server to a mobile device running a mobile game via data transmission, wherein the rendering data packets are used to render historical game events, and the rendering data packets are divided into a target number of frame sub-data, where the target number matches the network delay of the data transmission.
[0106] It should be noted that if there are too many sub-frames, network latency may increase, affecting the smoothness and responsiveness of the game; if there are too few sub-frames, the screen may be choppy or resources may be wasted. Therefore, this embodiment makes trade-offs and optimizes based on actual conditions, matching the number of sub-frames to network latency to achieve optimal game performance and user experience.
[0107] To further illustrate, an optional rendering server generates a rendering data packet that contains all the necessary information for rendering historical game events, such as game resources such as character models, animations, and sound effects. These game resources are packaged into a rendering data packet and then sent to the mobile device via data transmission. Before data transmission, in order to adapt to network latency and traffic fluctuations, the rendering data packet can be split into multiple frame sub-data. These frame sub-data can be transmitted and loaded independently, thus avoiding the delays and congestion that may be caused by transmitting a large rendering data packet at one time. The number of frame sub-data can be dynamically adjusted according to network conditions to adapt to different network environments and device performance.
[0108] Optionally, on the mobile device side, after receiving these frame sub-data, they can be reassembled and parsed according to preset rules and algorithms to restore the complete rendering data packet. These rendering data packets are then used to render historical game events to present the corresponding game screens and effects.
[0109] Through the embodiments provided in the present application, a rendering data packet is obtained that is sent by a rendering server to a mobile device through data transmission, wherein the rendering data packet is used to render historical game events, and the rendering data packet is divided into a target number of frame sub-data, and the target number matches the network delay of data transmission, thereby achieving the purpose of weighing and optimizing according to actual conditions, so that the number of divided frame sub-data matches the network delay, thereby achieving the technical effect of improving game performance and user experience.
[0110] As an optional solution, after rendering and playing the historical game event based on the second game resource, the method further includes:
[0111] If the replay save function is disabled in the mobile game, the second game resource will be deleted;
[0112] Alternatively, when the replay save function is enabled in the mobile game, the second game resource is saved to the local storage space of the mobile device running the mobile game.
[0113] Optionally, in this embodiment, when saving the second game resource, the second game resource can be directly saved to the local storage space of the mobile device, but is not limited to being saved. The local storage space can be a built-in memory of the mobile device or an external storage medium (such as an SD card). In addition, in order to save storage space, the second game resource can be compressed before being saved. Compression algorithms and techniques can be used to reduce the size and space occupied by the data.
[0114] It should be noted that in mobile games, different operations can be used to handle the second game resource based on user needs and settings. If the mobile game has the replay and save function disabled, the second game resource can be deleted to free up storage space. If the mobile game has the replay and save function enabled, the second game resource can be saved to the mobile device's local storage space for subsequent use.
[0115] Furthermore, when the replay save function of a mobile game is disabled, secondary game assets may no longer need to be retained on the mobile device. To free up storage space and avoid unnecessary data redundancy, these secondary game assets can be deleted. This deletion can occur automatically or manually by the user. Before deletion, a backup copy of these game assets can be created or marked for restoration if needed.
[0116] On the other hand, when the replay and save function of a mobile game is enabled, secondary game resources can be saved to the local storage space of the mobile device. This allows users to easily access these game resources when replaying or replaying the game. To ensure the accuracy and integrity of game resources, the save operation should be performed in a secure environment and adopt necessary encryption and protection measures.
[0117] Through the embodiments provided in the present application, when the replay and save function of the mobile game is turned off, the second game resource is deleted; or when the replay and save function of the mobile game is turned on, the second game resource is saved to the local storage space of the mobile device, thereby achieving the purpose of taking different operations to process the second game resource according to the user's needs and settings, thereby realizing the technical effect of improving the user experience of event playback.
[0118] As an optional solution, for ease of understanding, the above-mentioned event playback method is applied to the mobile FPS game based on the UE4 engine to perform real-time elimination playback. Due to the limitations of product and technical capabilities and the bulky playback system module of the UE4 engine itself, the mobile FPS games based on the UE4 engine on the market currently do not have the function of real-time elimination playback. This embodiment pioneered a technology for real-time elimination playback on mobile terminals, which solves the problem of not being able to watch elimination playback in real time on the UE4 mobile terminal.
[0119] Alternatively, traditional UE4-Replay execution can be used. After acquiring the in-memory recorded data, a new world is created for each PlayReplay, and playback begins after loading the map level. Alternatively, two worlds can be created at the start of the game: the replay world and the real world. During a normal match, both worlds are running simultaneously, and the replay world switches when entering the elimination replay. Alternatively, DuplicateLevelCollection can be used to copy the DynamicLevels of the main level and store them in the same world. However, these methods are limited to PC applications due to their high memory and CPU overhead, making them unsuitable for mobile devices.
[0120] It should be noted that in FPS games, the battlefield is highly chaotic, there are many gun lines, and skills are closely related to elimination, which leads to various reasons for elimination. When novice players have limited control over the battlefield situation, their demand for the elimination replay function will be higher than that of other games.
[0121] The elimination replay in this embodiment can help players clarify the reasons for elimination and the positions of the eliminated players, reducing the frustration caused by sudden elimination and unknown reasons. Players can then understand and learn from the reasons for elimination, avoid being eliminated for the same reasons next time, and think about countermeasures; at the same time, it can reduce the negative feedback caused by unknown eliminations, and learn from the enemy's operations by watching the enemy's elimination perspective.
[0122] In addition, in terms of information presentation, the elimination replay in this embodiment allows players to clearly identify and learn at least one of the following information, such as who the eliminated person is, where both parties were when the eliminated person eliminated them, the means used by the eliminated person to eliminate them, and the preparatory operations of the eliminated person some time before eliminating them, so that viewers can clearly perceive that this is an elimination shot rather than a game, avoiding confusion.
[0123] Optionally, in this embodiment, UE4's built-in recording system provides the ability to save network data. The recording network driver (DemoNetDriver) on the server pushes network synchronization data to the recording streamer (Replay Streamer), which saves the network data as a recording file. On the client, this embodiment receives the recording file, deserializes it into network data through the Streamer, and finally replays it as a game scene through the DemoNetDriver.
[0124] Optionally, in this embodiment, ActorPoolSubsystem object pool technology is customized for the UE engine. Object pool technology (Actor Pooling) is a design pattern for optimizing performance and resource utilization, and is generally used to manage and reuse objects that can be repeatedly created and destroyed. Object pool technology can use existing objects where objects need to be created to avoid frequent object creation and destruction operations, thereby improving the performance and efficiency of the system. The object pool can, but is not limited to, contain a pre-created object collection (pool). When an object is needed, an idle object is obtained from the pool and returned to the pool after use instead of destroying it. This avoids the overhead of repeatedly creating and destroying objects, saves system resources and reduces memory fragmentation. Using object pool technology can reduce the frequency of object allocation and garbage collection, thereby reducing system overhead. This is often used in scenarios such as game development, network servers and concurrent programming to improve performance and responsiveness.
[0125] Optionally, in this embodiment, level reuse technology is used to enable sharing and reuse between multiple levels. In game development, there are typically multiple levels or level scenes, each with its own design, maps, props, enemies, and other content. However, sometimes some levels may have similar structures or elements, so some technical means can be used to enable sharing and reuse between them, thereby reducing duplication of work and resource consumption. Through level reuse technology, developers can design and create levels more efficiently, reduce workload, and ensure consistency and quality between levels. At the same time, it can also reduce memory usage and loading time, improving game performance and user experience.
[0126] To further illustrate, as shown in Figure 6, when entering the game, a normal network synchronization driver, IPNetDriver, is created for the synchronous serialization and deserialization of network packets. In the post-elimination viewing interface, as shown in Figure 7, a new defeat replay button is added above the elimination flow (the button marked with a white box on the right side of Figure 7). This defeat replay button is initially grayed out and has a countdown. You can click it to enter the elimination replay after the countdown ends.
[0127] Before the countdown ends, the server sends the network data stream recorded by DemoNetDriver to the client for caching until the scene switch is required for playback. To ensure the accuracy of scene restoration during scene switching, this embodiment uses a simple data sheet (DS) recording method - a lightweight DemonetDriver. The playback client manages two channel lists (ChannelList) for isolation processing. Furthermore, for project business processing, a series of systems (System) are isolated to avoid affecting the accuracy of in-game scene / playback scene data. For example, the player state (PlayerState) and game state (GameState) correspond to related system processing.
[0128] Click the button of this defeat playback, before entering the elimination playback, the game objects (Actors) of the normal battle scene will be hidden, and cache and pause synchronous network packets to ensure the restoration of the normal battle scene. To avoid the jam of the client transition scene, slow down the performance pressure of the mobile phone, no load mapping (NoLoadingMap) reuses the level (Levels) of the normal battle in the original bureau, no longer unloading and loading in addition, reducing a large amount of performance consumption, and the present embodiment generates game objects (SpawnActor) with ActorPoolSubsystem-Resue technology, greatly improving execution efficiency, and finally realizing the fast switching of normal battle scene and playback scene. Moreover, the useless performance overhead brought by business redundancy is reduced, such as some useless data on PlayerState and GameState, avoiding the overhead brought by unnecessary registration and binding processing. SpawnActor performs frame processing to avoid a large amount of Actors of Spawn causing performance backlog and causing jam. And because the resources of the normal battle scene have all been preloaded and completed, no need to load any resources at this moment, avoiding the jam brought by loading resources.
[0129] Optionally, in this embodiment, to avoid DS traffic backlogs causing synchronization delays when the client receives packets and to alleviate mobile data pressure, the DS sends Remote Procedure Call (RPC) messages in separate frames to prevent client link buffer saturation. After exiting the elimination playback, this embodiment clears the ChannelList under DemonetDriver. Previously hidden Actors in the normal battle scene are displayed, and network packet synchronization is restored to restore the normal battle scene.
[0130] The embodiments provided in this application provide a technology for real-time elimination playback on a mobile terminal, which solves the problem that elimination playback cannot be viewed in real time on a UE4 mobile terminal.
[0131] It is understandable that in the specific implementation of this application, related data such as user information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0132] It should be noted that for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.
[0133] According to another aspect of the present application, an event playback device for implementing the above-mentioned event playback method is also provided. As shown in FIG8 , the device includes:
[0134] A first display unit 802 is configured to display a running screen of a mobile game, wherein the running screen is a screen rendered based on a first game resource, and the first game resource is a game resource used by the mobile game during a current game;
[0135] A first acquisition unit 804 is configured to acquire, in response to an event replay request, a reusable game resource from the first game resource, and compose a second game resource based on the reusable game resource, wherein the event replay request is used to request replay of a historical game event of the virtual character, and the second game resource is a game resource required for rendering and playing the historical game event;
[0136] The playback unit 806 is configured to render and play historical game events based on the second game resource during a current game session on the mobile terminal.
[0137] For specific embodiments, reference may be made to the examples shown in the above-mentioned event playback device, which will not be described in detail in this example.
[0138] As an optional solution, the device further includes:
[0139] A second display unit is configured to, before obtaining a reusable game resource from the first game resource in response to an event replay request and composing a second game resource based on the reusable game resource, display an event replay control when the historical game event is in a completed state, wherein the historical game event in the completed state is set to prohibit changes;
[0140] The second acquisition unit is used to initiate an event playback request in response to a playback trigger operation performed based on the event playback control before acquiring the reusable game resource from the first game resource in response to the event playback request and composing the second game resource based on the reusable game resource.
[0141] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0142] As an optional solution, the device further includes:
[0143] a third display unit, configured to display the event playback control in a prohibited operation state and a countdown time of the prohibited operation state during the process of displaying the event playback control, wherein the event playback control in the prohibited operation state is set to prohibit the execution of the playback trigger operation;
[0144] The fourth display unit is used to display the event playback control in the allowed operation state when the countdown time of the prohibited operation state is cleared during the display of the event playback control, wherein the event playback control in the allowed operation state is set to allow the playback trigger operation to be executed.
[0145] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0146] As an optional solution, the first acquiring unit 804 includes at least one of the following:
[0147] A first acquisition module is configured to acquire reusable scene resources from the first game resources, wherein the scene resources are resources required for rendering the game scene of the current game;
[0148] The second acquisition module is used to acquire reusable object resources from the first game resources, wherein the object resources are resources required for rendering game objects related to historical game events in the current game.
[0149] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0150] As an optional solution, the second acquisition module includes:
[0151] The acquisition submodule is used to obtain the object resources required for rendering game objects related to historical game events from the game object pool, wherein the game object pool is used to manage reusable object resources.
[0152] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0153] As an optional solution, the device further includes:
[0154] The isolation unit is used to isolate the game resources used in a normal game of the mobile game and the game resources required for the mobile game to play any historical game event before obtaining the reusable game resources from the first game resource, wherein the normal game includes the current game and any historical game event includes the historical game event.
[0155] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0156] As an optional solution, the apparatus further includes: a creation unit configured to create a first channel list and a second channel list before data isolation of game resources used during normal mobile game play and game resources required for the mobile game to play any historical game event, wherein the first channel list is used to store and manage game resources used during normal mobile game play, and the second channel list is used to store and manage game resources required for the mobile game to play any historical game event;
[0157] The isolation unit includes: an isolation module, which is used to isolate the game resources stored in the first channel list and the second channel list respectively.
[0158] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0159] As an optional solution, the first acquiring unit 804 includes:
[0160] The elimination module is used to eliminate the replay redundant resources from the reusable game resources to obtain the second game resources, wherein the resource similarity between the replay redundant resources and the game resources required to play the historical game events is less than or equal to a preset threshold.
[0161] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0162] As an optional solution, the device further includes:
[0163] A third acquisition unit is configured to acquire game performance parameters of a mobile device running the mobile game during the process of rendering and playing the historical game events based on the second game resource, wherein the game performance parameters are used to evaluate performance indicators of the mobile device when running the mobile game;
[0164] The framing unit is used to frame the second game resource based on the game performance parameters during the process of rendering and playing historical game events based on the second game resource, thereby limiting the amount of data of the second game resource used to render each frame of the game screen when playing the historical game events, wherein the data amount matches the game performance parameters.
[0165] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0166] As an optional solution, the device further includes:
[0167] The fourth acquisition unit is used to obtain a rendering data packet sent by the rendering server to the mobile device running the mobile game through data transmission during the process of rendering and playing historical game events based on the second game resource, wherein the rendering data packet is used to render the historical game events, and the rendering data packet is divided into a target number of frame sub-data, and the target number matches the network delay of the data transmission.
[0168] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0169] As an optional solution, the device further includes:
[0170] The management unit is used to delete the second game resource after rendering and playing the historical game event based on the second game resource when the mobile game turns off the playback and save function; or to save the second game resource to the local storage space of the mobile device running the mobile game when the mobile game turns on the playback and save function.
[0171] For specific embodiments, reference may be made to the examples shown in the above event playback method, which will not be described in detail in this example.
[0172] According to another aspect of an embodiment of the present application, an electronic device for implementing the above-mentioned event playback method is also provided. The electronic device may be, but is not limited to, the user device 102 or the server 112 shown in Figure 1. This embodiment takes the electronic device as the user device 102 as an example. Further, as shown in Figure 9, the electronic device includes a memory 902 and a processor 904. A computer program is stored in the memory 902, and the processor 904 is configured to execute the steps in any of the above-mentioned method embodiments through the computer program.
[0173] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.
[0174] Optionally, in this embodiment, the processor may be configured to execute the event playback method via a computer program.
[0175] Alternatively, those skilled in the art will appreciate that the structure shown in FIG9 is merely illustrative and does not limit the structure of the electronic device. For example, the electronic device may include more or fewer components (such as network interfaces) than those shown in FIG9 , or may have a configuration different from that shown in FIG9 .
[0176] The memory 902 can be used to store software programs and modules, such as the program instructions / modules corresponding to the real-time event playback method and device in the embodiments of the present application. The processor 904 executes the software programs and modules stored in the memory 902 to perform various functional applications and data processing, thereby implementing the real-time event playback method described above. The memory 902 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, the memory 902 may further include a memory remotely located from the processor 904, and such remote memory may be connected to the electronic device via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. The memory 902 may specifically, but is not limited to, be used to store information such as the running screen, the first game resources, and the second game resources. As an example, as shown in FIG9 , the memory 902 may, but is not limited to, include the first display unit 802, the first acquisition unit 804, and the playback unit 806 of the real-time event playback device described above. In addition, it may also include but is not limited to other module units in the above-mentioned real-time playback device for event playback, which will not be repeated in this example.
[0177] Optionally, the transmission device 906 is used to receive or send data via a network. Specific examples of the network may include wired networks and wireless networks. In one embodiment, the transmission device 906 includes a network interface controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In one embodiment, the transmission device 906 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0178] In addition, the electronic device further includes: a display 908 for displaying information such as the running screen, the first game resources, and the second game resources; and a connection bus 910 for connecting various module components in the electronic device.
[0179] In other embodiments, the user device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting multiple nodes via network communication. The nodes may form a peer-to-peer network, and any computing device, such as a server, user device, or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.
[0180] According to one aspect of the present application, a computer program product is provided, comprising a computer program / instructions containing program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via a communication component and / or installed from a removable medium. When the computer program is executed by a central processing unit, the various functions provided in the embodiments of the present application are performed.
[0181] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0182] It should be noted that the computer system of the electronic device is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.
[0183] A computer system includes a central processing unit (CPU), which can perform various appropriate actions and processes based on programs stored in read-only memory (ROM) or programs loaded from the storage unit into random access memory (RAM). The RAM also stores various programs and data required for system operation. The CPU, the read-only memory, and the RAM are connected to each other via a bus. Input / output interfaces (I / O interfaces) are also connected to the bus.
[0184] The following components are connected to the input / output interface: an input section including a keyboard, mouse, etc.; an output section including a cathode ray tube (CRT), a liquid crystal display (LCD), and a speaker; a storage section including a hard disk; and a communication section including a network interface card such as a local area network card and a modem. The communication section performs communication processing via a network such as the Internet. A drive is also connected to the input / output interface as needed. Removable media such as magnetic disks, optical disks, magneto-optical disks, semiconductor memories, etc. are installed in the drive as needed so that computer programs read from them can be installed into the storage section as needed.
[0185] In particular, according to an embodiment of the present application, the processes described in the various method flow charts can be implemented as computer software programs. For example, an embodiment of the present application includes a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for executing the methods shown in the flow charts. In such an embodiment, the computer program can be downloaded and installed from a network via a communication portion, and / or installed from a removable medium. When the computer program is executed by a central processing unit, the various functions defined in the system of the present application are performed.
[0186] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the various optional implementations described above.
[0187] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for executing the event playback method.
[0188] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the electronic device through a program, and the program may be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0189] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0190] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods of each embodiment of the present application.
[0191] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.
[0192] In the several embodiments provided in this application, it should be understood that the disclosed user equipment can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0193] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0194] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0195] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.
Claims
1. An event replay method, which is executed by an electronic device, includes: Displaying a running screen of a mobile game, where the running screen is a screen rendered based on first game resources, and the first game resources are game resources used in the current game session of the mobile game; In response to an event replay request, obtaining reusable game resources from the first game resources, and forming second game resources based on the reusable game resources, where the event replay request is used to request a replay of historical game events of a virtual character, and the second game resources are game resources required for rendering and playing the historical game events; During the current game session of the mobile game, rendering and playing the historical game events based on the second game resources.
2. The method according to claim 1, before the step of obtaining reusable game resources from the first game resources and forming second game resources based on the reusable game resources in response to the event replay request, the method further includes: When the historical game event is in an end state, displaying an event replay control, where the historical game event in the end state is set to be prohibited from being changed; In response to a replay trigger operation performed based on the event replay control, initiating the event replay request.
3. The method according to claim 2, during the process of displaying the event replay control, the method further includes: Displaying the event replay control in a prohibited operation state and a countdown time of the prohibited operation state, where the event replay control in the prohibited operation state is set to prohibit the execution of the replay trigger operation; When the countdown time of the prohibited operation state is cleared, displaying the event replay control in an allowed operation state, where the event replay control in the allowed operation state is set to allow the execution of the replay trigger operation.
4. The method according to any one of claims 1 to 3, the obtaining reusable game resources from the first game resources includes at least one of the following: Obtain reusable scenario resources from the first game resources, where The scene resources are resources required for rendering the game scene of the current game session; Obtaining reusable object resources from the first game resources, where the object resources are resources required for rendering game objects related to the historical game events in the current game session.
5. The method according to claim 4, the obtaining reusable object resources from the first game resources includes: Obtaining object resources required for rendering game objects related to the historical game events from a game object pool, where the game object pool is used to manage reusable object resources.
6. The method according to any one of claims 1 to 5, before the step of obtaining reusable game resources from the first game resources, the method further includes: Data isolation is performed on the game resources used during a normal game session of the mobile game and the game resources required for the mobile game to play any historical game event, wherein the normal game session includes the current game session, and any historical game event includes the historical game event.
7. The method according to claim 6, before performing data isolation on the game resources used during a normal game session of the mobile game and the game resources required for the mobile game to play any historical game event, the method further includes: Creating a first channel list and a second channel list, wherein the first channel list is used to store and manage the game resources used during the normal game session of the mobile game, and the second channel list is used to store and manage the game resources required for the mobile game to play any historical game event; The data isolation of the game resources used during a normal game session of the mobile game and the game resources required for the mobile game to play any historical game event includes: Performing data isolation on the game resources stored in the first channel list and the second channel list respectively.
8. The method according to any one of claims 1 to 7, the forming of the second game resources based on the reusable game resources includes: Removing the playback redundant resources from the reusable game resources to obtain the second game resources, wherein the resource similarity between the playback redundant resources and the game resources required for playing the historical game event is less than or equal to a preset threshold.
9. The method according to any one of claims 1 to 8, during the process of rendering and playing the historical game event based on the second game resources, the method further includes: Obtaining the game performance parameters of the mobile device running the mobile game, wherein the game performance parameters are used to evaluate the performance indicators of the mobile device when running the mobile game; Based on the game performance parameters, performing frame division processing on the second game resources to limit the data volume of the second game resources used for rendering each frame of the game screen when playing the historical game event, wherein the data volume matches the game performance parameters.
10. The method according to any one of claims 1 to 9, during the process of rendering and playing the historical game event based on the second game resources, the method further includes: Obtaining a rendering data packet sent by the rendering server to the mobile device running the mobile game through data transmission, wherein the rendering data packet is used to render the historical game event, and the rendering data packet is divided into a target number of frame sub-data, and the target number matches the network latency of the data transmission.
11. The method according to any one of claims 1 to 10, after rendering and playing the historical game event based on the second game resources, the method further includes: Deleting the second game resources when the replay save function of the mobile game is turned off. Alternatively, when the replay saving function is enabled in the mobile game, the second game resource is saved to the local storage space of the mobile device on which the mobile game is running.
12. An event replay device, comprising: A first display unit, configured to display the running screen of a mobile game, wherein the running screen is a screen rendered based on a first game resource, and the first game resource is the game resource used by the mobile game for the current game session; A first acquisition unit, configured to, in response to an event replay request, acquire reusable game resources from the first game resource and form a second game resource based on the reusable game resources, wherein the event replay request is used to request a replay of the historical game events of a virtual character, and the second game resource is the game resource required for rendering and playing the historical game events; A playback unit, configured to, when the mobile game is in the current game session, render and play the historical game events based on the second game resource.
13. A computer-readable storage medium, the computer-readable storage medium including a stored program, wherein, When the program is run on an electronic device, it executes the method described in any one of claims 1 to 11.
14. A computer program product, comprising computer programs / instructions which, when executed by a processor, implement the steps of the method described in any one of claims 1 to 11.
15. An electronic device, comprising a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 11 through the computer program.
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