Information synchronization method and device, storage medium and electronic device

文档序号:1438205 发布日期:2020-03-24 浏览:27次 中文

阅读说明:本技术 信息同步方法和装置、存储介质及电子装置 (Information synchronization method and device, storage medium and electronic device ) 是由 叶劲峰 周轩 廖诗飏 于 2019-11-27 设计创作,主要内容包括:本发明公开了一种信息同步方法和装置、存储介质及电子装置。其中,该方法包括:在虚拟游戏应用的第一客户端上显示虚拟游戏应用中的第一虚拟操作对象;在第一虚拟操作对象位于多个分区中的第一分区的情况下,在第一客户端上获取服务器发送的第一同步信息,其中,第一同步信息是位于第一组同步分区上的虚拟操作对象在游戏场景中产生的同步信息,第一组同步分区包括多个分区中与第一分区相邻的分区;在第一客户端上显示第一同步信息中的部分或全部同步信息。本发明解决了相关技术提供的信息同步方法所导致的计算性能受到严重影响的技术问题。(The invention discloses an information synchronization method and device, a storage medium and an electronic device. Wherein, the method comprises the following steps: displaying a first virtual operation object in the virtual game application on a first client of the virtual game application; under the condition that the first virtual operation object is located in a first partition of the multiple partitions, acquiring first synchronization information sent by a server on a first client, wherein the first synchronization information is generated in a game scene by the virtual operation object located on a first group of synchronization partitions, and the first group of synchronization partitions comprises partitions adjacent to the first partition in the multiple partitions; and displaying part or all of the first synchronization information on the first client. The invention solves the technical problem that the computing performance is seriously influenced by the information synchronization method provided by the related technology.)

1. An information synchronization method, comprising:

displaying a first virtual operation object in a virtual game application on a first client of the virtual game application, wherein a game scene of the virtual game application is divided into a plurality of partitions;

acquiring first synchronization information sent by a server on the first client under the condition that the first virtual operation object is located in a first partition of the plurality of partitions, wherein the first synchronization information is generated in the game scene by the virtual operation object located in a first group of synchronization partitions, and the first group of synchronization partitions comprises partitions adjacent to the first partition in the plurality of partitions;

displaying part or all of the first synchronization information on the first client.

2. The method of claim 1, wherein obtaining, at the first client, first synchronization information sent by a server comprises:

and acquiring second synchronous information sent by a server on the first client, wherein the first synchronous information comprises the second synchronous information, and the second synchronous information is generated in the game scene by virtual operation objects on all the partitions adjacent to the first partition in the plurality of partitions.

3. The method of claim 1, wherein obtaining, at the first client, first synchronization information sent by a server comprises:

and acquiring third synchronous information sent by a server on the first client, wherein the first synchronous information comprises the third synchronous information, and the third synchronous information is synchronous information generated in the game scene by a virtual operation object on a partial partition adjacent to the first partition in the plurality of partitions.

4. The method of claim 3,

the partial partitions include a partition adjacent to the first partition and overlapping a first synchronization range, wherein the first synchronization range is a range covered by a predetermined symmetric figure centered at a first position of the first virtual operation object within the first partition; or

The partial partition includes a partition adjacent to the first partition and overlapping with a moving direction of the first virtual operation object; or

The partial partition comprises a partition adjacent to the first partition and overlapping a skill coverage, wherein the skill coverage is a coverage of a first skill released by the first virtual operation object; or

The partial partition includes a partition adjacent to the first partition and overlapping a skill release direction, wherein the skill release direction is a release direction of a second skill released by the first virtual operation object.

5. The method of claim 1, wherein obtaining, at the first client, first synchronization information sent by a server comprises:

acquiring the first synchronization information sent by the server on the first client, wherein the first synchronization information comprises: the operation information to be synchronized in the executed operation of the virtual operation object positioned on the first group of synchronous partitions, and/or the state information to be synchronized of the virtual operation object positioned on the first group of synchronous partitions.

6. The method of any of claims 1 to 5, wherein if the first virtual operand is located in a first partition of the plurality of partitions, the method further comprises:

and acquiring fourth synchronous information sent by the server on the first client, wherein the fourth synchronous information is synchronous information generated in the game scene by the virtual operation object on the first partition.

7. The method according to any one of claims 1 to 5, further comprising:

acquiring fifth synchronization information sent by the server on the first client when the first virtual operation object moves from the first partition to a second partition of the plurality of partitions, wherein the fifth synchronization information comprises the latest state information of the virtual operation object on the second partition recorded on the server;

and displaying a first picture corresponding to the latest state information on the first client.

8. The method according to claim 7, wherein in a case where a first screen corresponding to the latest status information is displayed on the first client, the method further comprises:

requesting the server to acquire the current state information on the first client in the case that the latest state information is not the current state information of the virtual operation object on the second partition;

acquiring the current state information sent by the server on the first client;

and displaying a second picture corresponding to the current state information on the first client.

9. The method of claim 8, wherein displaying a second screen corresponding to the current state information on the first client comprises:

and simulating a picture with a second frame number according to the current state information on the first client under the condition that a first frame number of an interval between a first picture frame and a second picture frame of the virtual game application is greater than a preset threshold value until the second picture is displayed, wherein the latest state information is generated on the first picture frame, the current state information is generated on the second picture frame, and the first frame number is greater than the second frame number.

10. The method of claim 7, wherein if the first virtual operand moves from the first partition to a second partition of the plurality of partitions, the method further comprises:

acquiring sixth synchronization information sent by the server on the first client, wherein the sixth synchronization information is synchronization information generated in the game scene by a virtual operation object located on a second group of synchronization partitions, and the second group of synchronization partitions comprises partitions adjacent to the second partition in the plurality of partitions;

displaying part or all of the sixth synchronization information on the first client.

11. The method according to any one of claims 1 to 5, wherein the obtaining, at the first client, first synchronization information sent by a server comprises:

and acquiring synchronization information sent by a group of servers on the first client, wherein each server in the group of servers is used for transmitting the synchronization information generated on one or more partitions in the first group of synchronization partitions, and the first synchronization information comprises the synchronization information sent by the group of servers.

12. An information synchronization apparatus, comprising:

a first display unit configured to display a first virtual operation object in a virtual game application on a first client of the virtual game application, wherein a game scene of the virtual game application is divided into a plurality of partitions;

an obtaining unit, configured to obtain, on a first client, first synchronization information sent by a server if the first virtual operation object is located in a first partition of the multiple partitions, where the first synchronization information is synchronization information generated in the game scene by a virtual operation object located on a first group of synchronization partitions, where the first group of synchronization partitions includes a partition of the multiple partitions adjacent to the first partition;

and the second display unit is used for displaying part or all of the first synchronization information on the first client.

13. A computer-readable storage medium comprising a stored program, wherein the program when executed performs the method of any of claims 1 to 11.

14. An electronic device comprising a memory and a processor, characterized in that the memory has stored therein a computer program, the processor being arranged to execute the method of any of claims 1 to 11 by means of the computer program.

Technical Field

The invention relates to the field of computers, in particular to an information synchronization method and device, a storage medium and an electronic device.

Background

In a virtual game in which a plurality of users participate and are online at the same time, it is necessary to ensure that information such as operation performance, game state and the like displayed by each client are consistent, and synchronize instructions input by each client in time, such as operation instructions, selection instructions and the like. Specifically, for lock step synchronization (frame synchronization), the server is required to collect all instructions input by the online clients in one frame, and then broadcast the instructions to all clients, and further, the corresponding clients receive all operations of the next frame of the server and start frame operation of the virtual game; aiming at state synchronization, the server is required to calculate and simulate the logic of the virtual game, and when the client side is inconsistent with the server, the state of the server is synchronized to the corresponding client side by taking the state of the server as a reference, so that the malicious client side is prevented from tampering the game logic.

However, in the lock step synchronization (frame synchronization) mode, since the data volume of the frame synchronization is proportional to the square of the number of players, when the number of online players in a single round is too large, the server consumes a large amount of calculation; in the state synchronization method, since a real-time simulation game is required, even when the amount of information such as game logic and screen is too large, a large amount of calculation is required for the server.

Therefore, in the information synchronization method provided in the related art, the amount of information to be processed is often large, which leads to a problem that the calculation performance is seriously affected.

In view of the above problems, no effective solution has been proposed.

Disclosure of Invention

The embodiment of the invention provides an information synchronization method and device, a storage medium and an electronic device, which are used for at least solving the technical problem that the calculation performance is seriously influenced due to the information synchronization method provided by the related technology.

According to an aspect of an embodiment of the present invention, there is provided an information synchronization method, including: displaying a first virtual operation object in a virtual game application on a first client of the virtual game application, wherein a game scene of the virtual game application is divided into a plurality of partitions; if the first virtual operation object is located in a first partition of the plurality of partitions, acquiring first synchronization information sent by a server on the first client, wherein the first synchronization information is generated in the game scene by the virtual operation object located in a first group of synchronization partitions, and the first group of synchronization partitions comprises partitions adjacent to the first partition in the plurality of partitions; and displaying part or all of the first synchronization information on the first client.

According to another aspect of the embodiments of the present invention, there is also provided an information synchronization apparatus, including: a first display unit that displays a first virtual operation object in a virtual game application on a first client of the virtual game application, wherein a game scene of the virtual game application is divided into a plurality of partitions; an acquisition unit configured to acquire, at the first client, first synchronization information transmitted from a server, the first synchronization information being synchronization information generated in the game scene by a virtual operation object located in a first group of synchronization partitions including a partition adjacent to a first partition among the plurality of partitions, when the first virtual operation object is located in the first partition; and a second display unit which displays part or all of the synchronization information in the first synchronization information on the first client.

According to another aspect of the embodiments of the present invention, there is also provided a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned information synchronization method when running.

According to another aspect of the embodiments of the present invention, there is also provided an electronic apparatus, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the information synchronization method through the computer program.

In the embodiment of the present invention, a distributed frame synchronization manner is adopted, and when the first virtual operation object is located in a first partition of the multiple partitions, the first synchronization information sent by the server is acquired on the first client, and only part or all of the synchronization information in the first synchronization information is displayed on the first client, so that the calculation amount of the server is reduced from the entire synchronization information of the multiple partitions to the synchronization information of one partition, thereby reducing the calculation amount required in the information synchronization process, achieving the technical effect of optimizing and improving the calculation performance, and further solving the technical problem that the calculation performance is seriously affected by the information synchronization method provided by the related art.

Drawings

The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:

FIG. 1 is a schematic diagram of an application environment of an alternative information synchronization method according to an embodiment of the present invention;

FIG. 2 is a schematic diagram of a flow chart of an alternative information synchronization method according to an embodiment of the invention;

FIG. 3 is a schematic diagram of an alternative information synchronization method according to an embodiment of the present invention;

FIG. 4 is a schematic diagram of an alternative information synchronization method according to an embodiment of the present invention;

FIG. 5 is a schematic diagram of an alternative information synchronization method according to an embodiment of the present invention;

FIG. 6 is a schematic diagram of an alternative information synchronization method according to an embodiment of the present invention;

FIG. 7 is a schematic structural diagram of an alternative information synchronization apparatus according to an embodiment of the present invention;

fig. 8 is a schematic structural diagram of an alternative electronic device according to an embodiment of the invention.

Detailed Description

In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.

It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.

According to an aspect of the embodiments of the present invention, an information synchronization method is provided, and optionally, as an optional implementation manner, the information synchronization method may be applied, but not limited, to an environment as shown in fig. 1.

According to an aspect of an embodiment of the present invention, an information synchronization method is provided, and optionally, as an optional implementation, the information synchronization method may be, but is not limited to be, applied to a game system in a hardware environment as shown in fig. 1, where the game system may include, but is not limited to, a device 102, a network 110, and a server 112, where the user device 102 may have, but is not limited to running, a display 108, a processor 106, and a memory 104. Specifically, the display 108 may be, but is not limited to, used for acquiring a first partition of the plurality of partitions and displaying a game screen corresponding to the first synchronization information in the first partition, the processor 106 may be, but is not limited to, used for sending the first partition and receiving the first synchronization information, and the memory 104 may be, but is not limited to, used for storing the first partition and the first synchronization information. The processing engine 116 is configured to invoke the game processing logic stored in the database 114 to run the target game application, and is further configured to compress the game screen obtained in the running process and send the compressed game screen to the terminal device 102 for presentation. The server 112 may be, but is not limited to, operated with a database 114 and a processing engine 116, and specifically, the processing engine 116 may be, but is not limited to, used for invoking a game processing logic stored in the database 114 to operate the target game application, generating first synchronization information, and compressing a game screen corresponding to the first synchronization information obtained in the operation process and then sending the compressed game screen to the terminal device 102 for presentation.

The specific process comprises the following steps: as shown in steps S102-S110, in the game interface presented by the display 104 in the terminal device 102 (as shown in fig. 1, the plurality of partitions include a partition a, a partition B, a partition C, and a partition D, where it is assumed that the first virtual operation object is located in the partition D, and the partition D is the first partition), the condition of the first partition (partition D) is obtained, and the condition of the first partition is sent to the server 112 through the network 110; further, the server 112 generates first synchronization information according to the first partition, and transmits the first synchronization information to the user equipment 102 through the network 110.

Optionally, in this embodiment, the information synchronization method may be, but is not limited to, applied to a terminal device, and the terminal device may be, but is not limited to, a mobile phone, a tablet computer, a notebook computer, a PC, and other terminal devices that support running of an application client. The server and the terminal device may implement data interaction through a network, which may include but is not limited to a wireless network or a wired network. Wherein, this wireless network includes: bluetooth, WIFI, and other networks that enable wireless communication. Such wired networks may include, but are not limited to: wide area networks, metropolitan area networks, and local area networks. The above is merely an example, and this is not limited in this embodiment.

Optionally, as an optional implementation manner, as shown in fig. 2, the information synchronization method includes:

s202, displaying a first virtual operation object in the virtual game application on a first client of the virtual game application, wherein a game scene of the virtual game application is divided into a plurality of partitions;

s204, under the condition that the first virtual operation object is located in a first partition of the multiple partitions, first synchronization information sent by the server is obtained on the first client, wherein the first synchronization information is synchronization information generated in a game scene by the virtual operation object located on a first group of synchronization partitions, and the first group of synchronization partitions comprise partitions adjacent to the first partition in the multiple partitions;

s206, displaying part or all of the synchronization information in the first synchronization information on the first client.

Alternatively, the virtual Game may be, but not limited to, a Multiplayer Online tactical sports Game (MOBA), a Third person Shooting Game (TPS), a Multiplayer Online Role playing Game (Massive multiple-Player Online Role Player Game, MMORPG Game, or First person Shooting Game (FPS), etc.

It should be noted that, a game scene of the virtual game application is divided into a plurality of partitions, in the case that the first virtual operation object is located in the first partition, the first synchronization information sent by the server is obtained on the first client, where the first synchronization information is synchronization information generated in the game scene by the virtual operation object located in the first group of synchronization partitions, the first group of synchronization partitions includes a partition adjacent to the first partition in the plurality of partitions, and part or all of the synchronization information in the first synchronization information is displayed on the first client.

By way of further example, as shown in FIG. 3, a game scene 302 of a virtual game application is divided into a plurality of partitions, specifically, a first partition 304 and the remaining three partitions. Wherein the first virtual operation object 306 is located in the first partition 304. Further, the first client displays the synchronization information 308 sent by the server in the first partition 304, for example, if the synchronization information 308 is "poisoned", the first virtual operation object 306 is displayed as "poisoned" on the first client. The virtual operation object in the "poisoned" state may, but is not limited to, continuously decrease the state value (e.g., blood value, energy value, etc.).

According to the embodiment provided by the application, the game scene of the virtual game application is divided into the plurality of partitions, so that the aim of displaying only part or all of the synchronization information in the first synchronization information on the first client is fulfilled, and the effect of reducing the influence of information synchronization on the computing performance is achieved.

As an optional scheme, obtaining, at the first client, the first synchronization information sent by the server includes:

and acquiring second synchronous information sent by the server on the first client, wherein the first synchronous information comprises the second synchronous information, and the second synchronous information is generated in the game scene by the virtual operation objects on all the partitions adjacent to the first partition in the plurality of partitions.

It should be noted that, the partition of the selected portion in the adjacent partitions is called a selected partition, and on the basis of the synchronization information of the first partition where the first virtual operation object is located, the synchronization information generated in the game scene by the virtual operation object of the selected partition is also obtained. The other partitions are adjacent to the first partition according to, but not limited to, that there is a common boundary line between the other partitions and the first partition or a distance between a center point of the other partitions and a center point of the first partition is less than or equal to a preset threshold.

Further by way of example, in a case where the other partition is a neighboring partition of the first partition according to the fact that a common boundary exists between the other partition and the first partition, it is assumed that the game scene of the virtual game application is divided into three partitions as shown in fig. 4, and specifically, the three partitions include a first partition 402, a partition 404, and a partition 406. Wherein the partition 404 may be determined to be a neighboring partition of the first partition 402 based on, but not limited to, a common dividing line 408 existing between the partition 404 and the first partition 402.

By further example, as shown in fig. 4, the synchronization information generated in the game scene by the virtual operation object in the adjacent partition 404 of the first partition 402 (light shading means that the synchronization information of the corresponding partition is acquired, and dark shading means that the synchronization information of the corresponding partition is not acquired) is the second synchronization information.

According to the embodiment provided by the application, the purpose that the synchronization information generated in the game scene by the virtual operation objects on all the partitions adjacent to the first partition and sent by the server is acquired on the first client is achieved by setting the second synchronization information to be the synchronization information generated in the game scene by the virtual operation objects on all the partitions adjacent to the first partition in the plurality of partitions, and the effect of increasing the amount of the acquired synchronization information is achieved.

As an optional scheme, obtaining, at the first client, the first synchronization information sent by the server includes:

and acquiring third synchronous information sent by the server on the first client, wherein the first synchronous information comprises the third synchronous information, and the third synchronous information is generated in the game scene by the virtual operation object on a partial partition adjacent to the first partition in the plurality of partitions.

It should be noted that, a selected portion of the adjacent partitions may be referred to as a selected partition, and synchronization information generated by the virtual operation object of the selected partition in the game scene is further acquired on the basis of the first client acquiring synchronization information of the first partition where the first virtual operation object is located, where the selected portion of the adjacent partitions may be selected in a manner including, but not limited to, range selection, point selection, intersection selection, and the like, where the range selection may be, but not limited to, an adjacent partition covered by the selected range; pointing to a selection may be, but is not limited to, being a neighboring partition in the selected direction; the intersection selection may be, but is not limited to, selecting a neighboring partition that has an intersection with the preset range.

By way of further example, assume that the display interface of the game scene of the virtual game application is divided into six partitions as shown in FIG. 5, where first virtual operand 514 is located in first partition 502, and first partition 502 is adjacent to partition 512, partition 504, partition 506, and partition 508, and is not adjacent to partition 510. Further, a circle moving along with the movement of the center of the circle (the first virtual operation object 514) is obtained by taking the first virtual operation object 514 as the center of the circle and preset data (scene distance, view distance, etc.) as the radius; further, the partition 504, the partition 506, and the partition 508 which are completely or partially covered by the circle are determined, and synchronization information generated in the game scene by the virtual operation object in the partition 504, the partition 506, and the partition 508 is acquired. The third synchronization information is synchronization information generated in the game scene by the virtual operation object in the partition 504, the partition 506, and the partition 508.

According to the embodiment provided by the application, the purpose of acquiring the synchronization information generated in the game scene by the virtual operation object on the partial partition adjacent to the first partition and sent by the server on the first client is achieved by setting the third synchronization information to be the synchronization information generated in the game scene by the virtual operation object on the partial partition adjacent to the first partition in the plurality of partitions, and the effect of improving the source flexibility of the synchronization information acquisition is achieved.

As an alternative, the method comprises the following steps:

s1, the partial subareas comprise a subarea which is adjacent to the first subarea and overlapped with a first synchronous range, wherein the first synchronous range is a range covered by a preset symmetrical graph taking the first position of the first virtual operation object in the first subarea as the center; or

S2, the partial subareas comprise the subareas which are adjacent to the first subarea and overlapped with the moving direction of the first virtual operation object; or

S3, the partial partition includes a partition adjacent to the first partition and overlapping the skill coverage, wherein the skill coverage is the coverage of the first skill released by the first virtual operation object; or

S4, the partial section includes a section adjacent to the first section and overlapping the skill release direction, wherein the skill release direction is a release direction of the second skill released by the first virtual operation object.

Alternatively, the predetermined symmetrical pattern may be, but is not limited to, circular, rectangular, triangular, and the like. The moving direction may be, but is not limited to, an actual moving direction (e.g., running direction, etc.) of the first virtual operation object, a crossing moving direction (e.g., transferring, etc.). The skills may include, but are not limited to, a skill of the first virtual operation object itself, a prop skill held by the first virtual operation object, a remaining skill of the field of view sharing other than the first virtual operation object, and the like, wherein the skills may include, but are not limited to, a range skill, a linear skill, and the like.

It should be noted that, the partition of the selected portion in the adjacent partition may be referred to as a selected partition, and further, synchronization information generated in the game scene by the virtual operation object in the selected partition is obtained. The manner of selecting the partition may include, but is not limited to, a partial partition including a partition adjacent to the first partition and overlapping the first synchronization range, a partial partition including a partition adjacent to the first partition and overlapping the moving direction of the first virtual operation object, a partial partition including a partition adjacent to the first partition and overlapping the skill coverage, and a partial partition including a partition adjacent to the first partition and overlapping the skill releasing direction.

By way of further example, as shown in fig. 5, assume that the predetermined symmetry pattern is a circle and the first position is a first virtual operation object 514, wherein the first virtual operation object 514 is the center of the circle, the partition 504, the partition 512, the partition 506, and the partition 508 are adjacent partitions of the first partition 502, and the partition 510 is not adjacent partitions of the first partition 502; further, assuming that the circle is a skill range released by the first virtual operation object 514, and the skill range covers the partition 504, the partition 506, and the partition 508 in the adjacent partitions, the partition 504, the partition 506, and the partition 508 are selected partitions.

By way of further example, assuming that the circle shown in FIG. 5 is the skill range for release of first virtual operation object 514, it can be seen that the circle representing the linear function release range of first virtual operation object 514 covers partition 504, partition 506, and partition 508 in adjacent partitions, and then partition 504, partition 506, and partition 508 may be, but are not limited to, the selected partition.

By way of further example, the game scene of the virtual game application is divided into six partitions as shown in FIG. 6, wherein the first virtual operand 614 is located in the first partition 602, and the partition 612, the partition 610, the partition 606, and the partition 608 are adjacent to the first partition 602. Assuming that the first virtual operand 614 moves in the direction of the arrow as shown in FIG. 6, the partition 604 in the direction of the movement of the first virtual operand 614 may be, but is not limited to, the selected partition in the adjacent partition of the first partition 602.

For further example, assuming that the first virtual operation object 614 shown in fig. 6 releases the linear skill in the direction of the arrow, and the skill range of the linear skill is the range covered by the arrow, further, it is determined that the skill range of the linear skill overlaps with the partition 604 in the adjacent partition, and then the partition 604 may be, but is not limited to, selected as the selected partition.

By the embodiments provided in the present application, an effect of increasing the kinds of the synchronization information acquisition forms is achieved by determining the selected partition (partial partition) in a manner that may include, but is not limited to, a partition adjacent to the first partition and overlapping the first synchronization range, a partition adjacent to the first partition and overlapping the movement direction of the first virtual operation object, a partition adjacent to the first partition and overlapping the skill coverage, or a partition adjacent to the first partition and overlapping the skill release direction.

As an optional scheme, obtaining, at the first client, the first synchronization information sent by the server includes:

the method comprises the steps of obtaining first synchronization information sent by a server on a first client, wherein the first synchronization information comprises: the virtual operation objects on the first group of synchronization partitions are positioned in the first group of synchronization partitions, and the virtual operation objects on the first group of synchronization partitions are positioned in the first group of synchronization partitions.

It should be noted that, the first client obtains first synchronization information sent by the server, where the first synchronization information includes: the virtual operation objects on the first group of synchronization partitions are positioned in the first group of synchronization partitions, and the virtual operation objects on the first group of synchronization partitions are positioned in the first group of synchronization partitions.

By way of further example, as shown in fig. 3, the synchronization information includes status information "poisoned" of the first virtual operation object 306, and operation information (e.g., gun holding operation information) of the first virtual operation object 306.

By the embodiment provided by the application, the purpose of acquiring the operation information to be synchronized in the operation executed by the virtual operation object on the first group of synchronization partition sent by the server and/or the state information to be synchronized of the virtual operation object on the first group of synchronization partition on the first client is achieved by setting the first synchronization information in a manner that the first synchronization information can include, but is not limited to, the operation information to be synchronized in the operation executed by the virtual operation object on the first group of synchronization partition and/or the state information to be synchronized of the virtual operation object on the first group of synchronization partition, and the effect of increasing the diversity of the synchronization information is achieved.

As an optional scheme, in the case that the first virtual operation object is located in a first partition of the plurality of partitions, the method further includes:

and acquiring fourth synchronous information sent by the server on the first client, wherein the fourth synchronous information is synchronous information generated in the game scene by the virtual operation object on the first partition.

It should be noted that, fourth synchronization information sent by the server is acquired on the first client, where the fourth synchronization information is synchronization information generated in the game scene by the virtual operation object on the first partition. The virtual operation object may be, but is not limited to, a virtual operation object directly operated by the first client and a virtual operation object directly or indirectly operated on the first client. The virtual operation object that is not directly operated may include, but is not limited to, a Non-Player Character (NPC), an friend Player Character, an enemy Player Character, and the like.

Further for example, as shown in fig. 3, the first virtual operation object 306 is a virtual operation object directly controlled by the first client, but the four synchronization information may include, but is not limited to, synchronization information generated in the game scene by other virtual operation objects located in the first partition, except for the first virtual operation object 306.

According to the embodiment provided by the application, the purpose of acquiring the synchronization information, which is generated in the game scene by the virtual operation object on the first partition and sent by the server, on the first client is achieved by setting the fourth synchronization information to be the synchronization information generated in the game scene by the virtual operation object on the first partition.

As an optional solution, the method further comprises:

s1, in the case that the first virtual operation object moves from the first partition to the second partition, acquiring fifth synchronization information sent by the server on the first client, wherein the fifth synchronization information comprises the latest state information of the virtual operation object on the second partition recorded on the server;

s2, a first screen corresponding to the latest status information is displayed on the first client.

It should be noted that, in a case where the first virtual operation object moves from the first partition to a second partition of the plurality of partitions, fifth synchronization information sent by the server is acquired on the first client, wherein the fifth synchronization information includes latest status information of the virtual operation object on the second partition recorded on the server, and a first screen corresponding to the latest status information is displayed on the first client.

Further by way of example, in the case where the first client operates the first virtual operation object to move from the first partition to the non-adjacent second partition, synchronization information of the second partition, such as a game screen, status information, and the like, is displayed on the first client.

According to the embodiment provided by the application, the purpose of displaying the first picture corresponding to the latest state information on the first client under the condition of moving across the zones is achieved by setting the fifth synchronous information to comprise the latest state information of the virtual operation object on the second zone recorded on the server, and the effect of synchronously displaying the latest state information of the virtual operation object in real time is achieved.

As an optional scheme, in a case where a first screen corresponding to the latest status information is displayed on the first client, the method further includes:

s1, when the latest status information is not the current status information of the virtual operation object on the second partition, requesting the server to acquire the current status information on the first client;

s2, acquiring the current state information sent by the server on the first client;

s3, a second screen corresponding to the current status information is displayed on the first client.

In the case where the latest status information is not the current status information of the virtual operation object in the second partition, the server is requested to acquire the current status information on the first client, and the current status information sent by the server is acquired on the first client, and a second screen corresponding to the current status information is displayed on the first client.

By way of further example, as shown in FIG. 3, the status information of the player of the first virtual operation object 306 in the first partition 304 is "poisoned". Assuming that the first virtual operand 306 moves to the remaining partition, such as the second partition, the state information "poisoned" may be converted to state information "healthy". Further, the first virtual operation object 306 moves from the first partition 304 to the second partition, and the state information of the first virtual operation object 306 displayed on the first client should be "healthy".

According to the embodiment provided by the application, under the condition that the latest state information is not the current state information of the virtual operation object on the second partition, the first client requests the server to acquire the current state information, acquires the current state information sent by the server on the first client, and displays the second picture corresponding to the current state information on the first client, so that the effect of improving the timeliness of information acquisition and display requested on the first client is achieved.

As an alternative, displaying a second screen corresponding to the current state information on the first client includes:

in the case where a first frame number spaced between a first frame on which latest status information is generated and a second frame on which current status information is generated is greater than a predetermined threshold value, a picture having a frame number of a second frame number is simulated on the first client according to the current status information until the second picture is displayed.

When the virtual operation object moves across the area, the screen of the new area after the movement has a problem of lagging behind the server by a certain frame, and the screen displayed on the client is unsmooth, so that the screen of the new area after the movement needs to "catch up with the frame", that is, the frame number of the screen of the new area after the movement is consistent with the real-time frame number of the server.

It should be noted that, in the case that the first frame number of the interval between the first frame and the second frame of the virtual game application is greater than the predetermined threshold, the first client simulates the frame with the second frame number according to the current status information until the second frame is displayed, wherein the second frame number used for the "chase frame" does not need to be consistent with the first frame number, because the human eye cannot recognize the difference of a certain frame number.

By the embodiment provided by the application, the frame synchronization efficiency is improved under the condition that the picture is not blocked during cross-domain movement by using the mode of abandoning the frame number which needs to be reloaded after part of the new area is moved.

As an optional scheme, in the case that the first virtual operation object is moved from the first partition to a second partition of the plurality of partitions, the method further includes:

s1, acquiring sixth synchronization information sent by the server on the first client, wherein the sixth synchronization information is generated in the game scene by the virtual operation object located on the second group of synchronization subareas, and the second group of synchronization subareas comprises the subareas adjacent to the second subarea in the plurality of subareas;

s2, displaying a part or all of the sixth sync information on the first client.

It should be noted that, the sixth synchronization information sent by the server is obtained on the first client, where the sixth synchronization information is synchronization information generated in the game scene by a virtual operation object located on a second group of synchronization partitions, the second group of synchronization partitions includes a partition adjacent to the second partition in the multiple partitions, and part or all of the sixth synchronization information is displayed on the first client.

Optionally, obtaining, at the first client, sixth synchronization information sent by the server includes: and acquiring seventh synchronous information sent by the server on the first client, wherein the sixth synchronous information comprises the seventh synchronous information, and the seventh synchronous information is generated in the game scene by the virtual operation objects on all the partitions adjacent to the second partition in the plurality of partitions.

Optionally, obtaining, at the first client, sixth synchronization information sent by the server includes: and acquiring eighth synchronous information sent by the server on the first client, wherein the sixth synchronous information comprises the eighth synchronous information, and the eighth synchronous information is generated in the game scene by the virtual operation object on a partial partition adjacent to the second partition in the plurality of partitions.

Optionally, obtaining, at the first client, sixth synchronization information sent by the server includes: and acquiring eighth synchronous information sent by the server on the first client, wherein the sixth synchronous information comprises the eighth synchronous information, and the eighth synchronous information is generated in the game scene by the virtual operation object on a partial partition adjacent to the second partition in the plurality of partitions.

Optionally, the partial partition includes a partition adjacent to the second partition and overlapping with a first synchronization range, where the first synchronization range is a range covered by a predetermined symmetric graph with the first virtual operation object centered at the first position in the second partition; or the partial partition includes a partition adjacent to the second partition and overlapping with the moving direction of the first virtual operation object; or the partial partition comprises a partition adjacent to the second partition and overlapping the skill coverage, wherein the skill coverage is the coverage of the first skill released by the first virtual operation object; or the partial partition comprises a partition adjacent to the second partition and overlapping the skill release direction, wherein the skill release direction is the release direction of the second skill released by the first virtual operation object.

Optionally, obtaining, at the first client, sixth synchronization information sent by the server includes: acquiring, at the first client, sixth synchronization information sent by the server, where the sixth synchronization information includes: the virtual operation objects on the first group of synchronization partitions are positioned in the first group of synchronization partitions, and the virtual operation objects on the first group of synchronization partitions are positioned in the first group of synchronization partitions.

Optionally, in a case that the first virtual operation object is located in a second partition of the multiple partitions, the method further includes: and acquiring ninth synchronous information sent by the server on the first client, wherein the fourth synchronous information is synchronous information generated in the game scene by the virtual operation object on the second partition.

According to the embodiment provided by the application, the effect that the timeliness of updating the synchronous information can be ensured when the synchronous information moves across the zones is achieved by setting the sixth synchronous information to be the synchronous information generated by the virtual operation object positioned on the second group of synchronous zones in the game scene, wherein the second group of synchronous zones comprises the zones adjacent to the second zone in the plurality of zones.

As an optional scheme, obtaining, at the first client, the first synchronization information sent by the server includes:

the method includes obtaining synchronization information sent by a group of servers on a first client, wherein each server in the group of servers is used for transmitting synchronization information generated on one or more partitions in a first group of synchronization partitions, and the first synchronization information comprises the synchronization information sent by the group of servers.

It should be noted that, the synchronization information sent by a group of servers is obtained at the first client, where each server in the group of servers is used to transmit the synchronization information generated on one or more partitions in the first group of synchronization partitions, and the first synchronization information includes the synchronization information sent by the group of servers.

To further illustrate, as shown in FIG. 6, assuming that the first virtual operand 614 is to be moved from the first partition 602 to the partition 610, an operation instruction is sent to the partition 610 that the first virtual operand 614 is to come to the partition 610, and the logic, state, etc. of the first virtual operand 614 is appended to the operation instruction. Subsequently, the first partition 602 and the partition 610 synchronize the operation instructions to the first client; further, when the first virtual operation object 614 moves to the partition 610 according to the operation instruction, the first virtual operation object 614 disappears in the screen displayed in the first partition 602, and the first virtual operation object 614 appears in the screen displayed in the partition 610.

It should be noted that the server may, but is not limited to, simulate and calculate the game state, and the client may, but is not limited to, display and report the game state. The simulation of the game state by the server may include, but is not limited to, dividing the server into a data server and a simulation server, where the data server is responsible for processing and synchronizing frame data, and the simulation server is responsible for simulating the game state. The client may, but not limited to, require multiple clients to report the same frame of game state, and by applying few rules, it is possible to prevent the clients from reporting an erroneous or tampered game state.

According to the embodiment provided by the application, the purpose of acquiring the synchronization information sent by the group of servers on the first client is achieved by setting each server in the group of servers to be used for transmitting the synchronization information generated on one or more partitions in the first group of synchronization partitions, wherein the first synchronization information comprises the synchronization information sent by the group of servers, and the effects of reducing the influence of the synchronization information on the computing performance and preventing cheating of the client are achieved under the condition of crossing the regions.

It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.

According to another aspect of the embodiment of the present invention, there is also provided an information synchronization apparatus for implementing the above information synchronization method. As shown in fig. 7, the apparatus includes:

a first display unit 702 that displays a first virtual operation object in a virtual game application on a first client of the virtual game application, wherein a game scene of the virtual game application is divided into a plurality of partitions;

an obtaining unit 704, configured to obtain, on a first client, first synchronization information sent by a server in a case where a first virtual operation object is located in a first partition of a plurality of partitions, where the first synchronization information is synchronization information generated in a game scene by the virtual operation object located in a first group of synchronization partitions, and the first group of synchronization partitions includes a partition of the plurality of partitions adjacent to the first partition;

and a second display unit 706 displaying part or all of the synchronization information in the first synchronization information on the first client.

Alternatively, the virtual Game may be, but not limited to, a Multiplayer Online tactical sports Game (MOBA), a Third person Shooting Game (TPS), a Multiplayer Online Role playing Game (Massive multiple-Player Online Role Player Game, MMORPG Game, or First person Shooting Game (FPS), etc.

It should be noted that, a game scene of the virtual game application is divided into a plurality of partitions, in the case that the first virtual operation object is located in the first partition, the first synchronization information sent by the server is obtained on the first client, where the first synchronization information is synchronization information generated in the game scene by the virtual operation object located in the first group of synchronization partitions, the first group of synchronization partitions includes a partition adjacent to the first partition in the plurality of partitions, and part or all of the synchronization information in the first synchronization information is displayed on the first client.

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