Action Data Display for Online Games
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Solution Overview
Problem
Online action games experience significant processing latency due to network latency and fluctuations, leading to a 'sticking' or 'freezing' effect that negatively impacts user experience and communication efficiency between the user and the game application.
Innovation Solution
A data processing method that involves determining and displaying first-type action data before server response, while requesting and receiving second-type action data, allowing for immediate visual feedback to the user and reducing perceived latency through buffering and redundant action data display.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the system waits for server response before displaying action data, then data accuracy is improved, but processing latency increases causing user experience degradation
Solution Approach 1:
The terminal displays first-type action data locally before receiving server confirmation, performing the display action in advance. This preliminary action reduces perceived latency while the server validation ensures data accuracy is maintained through subsequent confirmation with second-type action data.
Solution Approach 2:
The action data is segmented into two types: first-type action data that can be displayed immediately based on local judgment, and second-type action data that requires server confirmation. This segmentation allows the system to display critical visual feedback without waiting for server response while maintaining accuracy through selective validation.
2Loss of time
If the system displays action data immediately without server response, then processing latency is reduced, but data reliability deteriorates
Solution Approach 1:
The terminal performs preliminary display of first-type action data before server confirmation, then validates and updates with second-type action data from the server. This preliminary action approach ensures low latency while maintaining reliability through the subsequent validation step.
Solution Approach 2:
The system implements a feedback mechanism where the terminal displays action data based on local judgment, then receives server confirmation to validate and update the displayed data. This feedback loop ensures data reliability is maintained while minimizing perceived latency through the initial immediate display.
3Reliability
If the system uses traditional synchronous interaction, then data accuracy is ensured, but user experience deteriorates due to sticking effect
Solution Approach 1:
The interaction model is segmented into asynchronous display of first-type action data for immediate visual feedback, and synchronous validation with second-type action data for accuracy. This segmentation resolves the contradiction by allowing immediate user feedback while maintaining data accuracy through selective server validation.
Solution Approach 2:
The terminal performs preliminary display of action data before server confirmation, providing immediate visual feedback to the user. This preliminary action eliminates the sticking effect by showing something immediately, while the subsequent server validation ensures data accuracy is maintained.
Data Source
AI summary
A data processing method includes: determining, after receiving a casting instruction input by a user for a specified skill, first-type action data corresponding to the specified skill, the first-type action data being data that can be displayed before a server makes a response; sending a data requesting message to the server, the data requesting message being used for requesting second-type action data corresponding to the specified skill, and displaying the first-type action data, the second-type action data being data that cannot be displayed until the server makes a response; and receiving the second-type action data sent by the server, and displaying the second-type action data.


