Game data processing method and device, storage medium and electronic equipment

文档序号:427734 发布日期:2021-12-24 浏览:19次 中文

阅读说明:本技术 游戏数据处理方法及装置、存储介质、电子设备 (Game data processing method and device, storage medium and electronic equipment ) 是由 文世为 于 2021-09-26 设计创作,主要内容包括:本公开属于计算机技术领域,涉及一种游戏数据处理方法及装置、存储介质、电子设备。该方法包括:获取游戏命中数据和目标对象的游戏对象数据,并对游戏命中数据和游戏对象数据进行对象受击判定得到受击反馈结果;将游戏命中数据、游戏对象数据和受击反馈结果发送至服务器端,以使服务器端根据游戏命中数据和游戏对象数据对受击反馈结果进行反馈校验处理得到受击校验结果;接收服务器端返回的受击校验结果,并根据受击校验结果播放与目标对象对应的游戏动画。本公开能够保证先行游戏动画播放的时效性和快捷度,解决了终端设备和服务器端数据不一致的问题,同时保证了游戏数据和计算结果的准确性,预防了终端设备数据作弊的情况发生。(The disclosure belongs to the technical field of computers, and relates to a game data processing method and device, a storage medium and electronic equipment. The method comprises the following steps: obtaining game hit data and game object data of a target object, and performing object hit judgment on the game hit data and the game object data to obtain a hit feedback result; sending the game hit data, the game object data and the hit feedback result to the server end so that the server end carries out feedback verification processing on the hit feedback result according to the game hit data and the game object data to obtain a hit verification result; and receiving the hit verification result returned by the server, and playing the game animation corresponding to the target object according to the hit verification result. The method and the device can guarantee timeliness and rapidness of playing of the game animation in advance, solve the problem that data of the terminal device and the server are inconsistent, guarantee accuracy of game data and calculation results, and prevent cheating of data of the terminal device.)

1. A game data processing method is applied to a terminal device, and the method comprises the following steps:

obtaining game hit data and game object data of a target object, and performing object hit judgment on the game hit data and the game object data to obtain a hit feedback result;

sending the game hit data, the game object data and the hit feedback result to a server end, so that the server end performs feedback verification processing on the hit feedback result according to the game hit data and the game object data to obtain a hit verification result;

and receiving a hit verification result returned by the server, and playing the game animation corresponding to the target object according to the hit verification result.

2. The game data processing method according to claim 1, wherein the determining of the object hit on the game hit data and the game object data to obtain a hit feedback result includes:

performing damage accumulation calculation on the game hit data and the game object data to obtain a damage accumulation value of the target object, and acquiring a damage accumulation threshold corresponding to the damage accumulation value;

and if the damage accumulated value is smaller than the damage accumulated threshold value, performing feedback mapping processing on the game hit data to obtain a hit feedback result.

3. The game data processing method of claim 2, wherein the performing feedback mapping processing on the game hit data to obtain hit feedback results comprises:

acquiring a hit behavior tree corresponding to the game hit data and/or the target object;

and performing feedback mapping processing on the game hit data according to the hit behavior tree to obtain a hit feedback result.

4. The game data processing method according to claim 1, wherein after the playing of the game animation corresponding to the target object according to the hit check result, the method further comprises:

and determining corrected position data of the target object corresponding to the game animation, and sending the corrected position data to the server side.

5. The game data processing method according to claim 1, characterized in that the method further comprises:

and stopping playing the game animation corresponding to the target object according to the hit verification result.

6. The game data processing method according to claim 5, wherein the stopping of playing the game animation corresponding to the target object according to the hit check result includes:

if the hit check result is that the hit feedback result is wrong, stopping playing the game animation corresponding to the target object;

and determining the last game animation of the game animation, and continuing to play the last game animation.

7. A game data processing method is applied to a server side, and the method comprises the following steps:

receiving game hit data, game object data of a target object and a hit feedback result sent by terminal equipment, and performing data validity check on the game hit data and the game object data to obtain a data check result;

performing object hit judgment on the game hit data and the game object data based on the data verification result to obtain a hit judgment result;

and performing feedback verification processing on the shot feedback result by using the shot judgment result to obtain a shot verification result, and sending the shot verification result to the terminal equipment so that the terminal equipment plays the game animation corresponding to the target object according to the shot verification result.

8. The game data processing method according to claim 7, wherein the data validity verification of the game hit data and the game object data to obtain a data verification result includes:

performing operation validity check on the game hit data to obtain an operation check result;

and carrying out data fault tolerance judgment on the game object data based on the operation verification result to obtain a data verification result.

9. The game data processing method according to claim 8, wherein the determining of the game object data for data fault tolerance to obtain a data verification result includes:

acquiring fault-tolerant duration corresponding to the game object data, and determining the current time for receiving the game object data;

and determining a fault-tolerant time period according to the fault-tolerant duration and the current time, and performing data fault-tolerant judgment on the game object data according to the fault-tolerant time period to obtain a data verification result.

10. The game data processing method of claim 7, wherein the method further comprises:

and if the hit check result is that the hit feedback result is correct, sending the hit check result to other terminal equipment except the terminal equipment so that the other terminal equipment plays the game animation corresponding to the target object according to the hit check result.

11. The game data processing method according to claim 10, further comprising:

and receiving the corrected position data sent by the terminal equipment, and sending the corrected position data to the other terminal equipment so that the other terminal equipment can adjust the target object according to the corrected position data.

12. The game data processing method of claim 7, wherein the method further comprises:

and if the hit check result is that the hit feedback result is wrong, not sending the hit feedback result to other terminal equipment except the terminal equipment.

13. A game data processing device, applied to a terminal device, includes:

the first judgment module is configured to acquire game hit data and game object data of a target object, and perform object hit judgment on the game hit data and the game object data to obtain a hit feedback result;

the data sending module is configured to send the game hit data, the game object data and the hit feedback result to a server, so that the server performs feedback verification processing on the hit feedback result according to the game hit data and the game object data to obtain a hit verification result;

and the animation playing module is configured to receive the hit verification result returned by the server side and play the game animation corresponding to the target object according to the hit verification result.

14. A game data processing device, applied to a server side, includes:

the data receiving module is configured to receive game hit data, game object data of a target object and a hit feedback result sent by terminal equipment, and perform data validity check on the game hit data and the game object data to obtain a data check result;

the second judgment module is configured to perform object hit judgment on the game hit data and the game object data based on the data verification result to obtain a hit judgment result;

and the feedback verification module is configured to perform feedback verification processing on the shot feedback result by using the shot judgment result to obtain a shot verification result, and send the shot verification result to the terminal equipment, so that the terminal equipment plays the game animation corresponding to the target object according to the shot verification result.

15. A computer-readable storage medium on which a computer program is stored, the computer program, when being executed by a processor, implementing a game data processing method according to any one of claims 1 to 12.

16. An electronic device, comprising:

a processor;

a memory for storing executable instructions of the processor;

wherein the processor is configured to perform the game data processing method of any one of claims 1-12 via execution of the executable instructions.

Technical Field

The present disclosure relates to the field of computer technologies, and in particular, to a game data processing method, a game data processing apparatus, a computer-readable storage medium, and an electronic device.

Background

In the current online game, harm and status settlement to an AI (Artificial Intelligence) unit of a server are basically realized by the server. Therefore, when the local player operates to upload to the server, the settlement feedback must be obtained after one RTT (Round-Trip Time). This results in a delay in the operational feedback of the player, and the worse the network environment, the worse the feedback effect. Based on the above, the instant battle game with high demand on instant response can settle the damage and the state of the AI unit on the client, and the server only needs to perform simple verification. Although this provides a better stand-alone experience, the synchronization of online combat is not ideal. For a PVE (Player games Environment) game in which multi-Player cooperation is emphasized, it is imperative that the server settles the damage and state of the AI unit to ensure that the AI units of the clients behave in a consistent manner.

In this case, most of the current games will first display some logic-independent functions, such as special effects of blood splash during injury, local physical shaking, painful expression and voice of characters, and rough injury word skipping. These functions can mitigate the player's perception of network latency to some extent. However, due to the complexity of the logical decision conditions and the problem of erroneous advance decisions, the game cannot be subjected to advance processing when there is involved a logically related expression such as interruption of a certain skill of the AI unit or full body motion and wide range displacement of the AI unit.

In view of the above, there is a need in the art to develop a new game data processing method and apparatus.

It is to be noted that the information disclosed in the above background section is only for enhancement of understanding of the background of the present disclosure, and thus may include information that does not constitute prior art known to those of ordinary skill in the art.

Disclosure of Invention

An object of the present disclosure is to provide a game data processing method, a game data processing apparatus, a computer-readable storage medium, and an electronic device, thereby overcoming, at least to some extent, the technical problems of insufficient clarity and accuracy of recommended merchandise due to the limitations of the related art.

Additional features and advantages of the disclosure will be set forth in the detailed description which follows, or in part will be obvious from the description, or may be learned by practice of the disclosure.

According to a first aspect of the embodiments of the present invention, there is provided a game data processing method applied to a terminal device, the method including:

obtaining game hit data and game object data of a target object, and performing object hit judgment on the game hit data and the game object data to obtain a hit feedback result;

sending the game hit data, the game object data and the hit feedback result to a server end, so that the server end performs feedback verification processing on the hit feedback result according to the game hit data and the game object data to obtain a hit verification result;

and receiving a hit verification result returned by the server, and playing the game animation corresponding to the target object according to the hit verification result.

In an exemplary embodiment of the present invention, the determining of the object hit on the game hit data and the game object data to obtain a hit feedback result includes:

performing damage accumulation calculation on the game hit data and the game object data to obtain a damage accumulation value of the target object, and acquiring a damage accumulation threshold corresponding to the damage accumulation value;

and if the damage accumulated value is smaller than the damage accumulated threshold value, performing feedback mapping processing on the game hit data to obtain a hit feedback result.

In an exemplary embodiment of the present invention, the performing a feedback mapping process on the game hit data to obtain a hit feedback result includes:

acquiring a hit behavior tree corresponding to the game hit data and/or the target object;

and performing feedback mapping processing on the game hit data according to the hit behavior tree to obtain a hit feedback result.

In an exemplary embodiment of the present invention, after the playing of the game animation corresponding to the target object according to the hit verification result, the method further includes:

and determining corrected position data of the target object corresponding to the game animation, and sending the corrected position data to the server side.

In an exemplary embodiment of the invention, the method further comprises:

and stopping playing the game animation corresponding to the target object according to the hit verification result.

In an exemplary embodiment of the present invention, the stopping playing the game animation corresponding to the target object according to the hit verification result includes:

if the hit check result is that the hit feedback result is wrong, stopping playing the game animation corresponding to the target object;

and determining the last game animation of the game animation, and continuing to play the last game animation.

According to a second aspect of the embodiments of the present invention, there is provided another game data processing method applied to a server, the method including:

receiving game hit data, game object data of a target object and a hit feedback result sent by terminal equipment, and performing data validity check on the game hit data and the game object data to obtain a data check result;

performing object hit judgment on the game hit data and the game object data based on the data verification result to obtain a hit judgment result;

and performing feedback verification processing on the shot feedback result by using the shot judgment result to obtain a shot verification result, and sending the shot verification result to the terminal equipment so that the terminal equipment plays the game animation corresponding to the target object according to the shot verification result.

In an exemplary embodiment of the present invention, the performing data validity check on the game hit data and the game object data to obtain a data check result includes:

performing operation validity check on the game hit data to obtain an operation check result;

and carrying out data fault tolerance judgment on the game object data based on the operation verification result to obtain a data verification result.

In an exemplary embodiment of the present invention, the determining of data fault tolerance on the game object data to obtain a data verification result includes:

acquiring fault-tolerant duration corresponding to the game object data, and determining the current time for receiving the game object data;

and determining a fault-tolerant time period according to the fault-tolerant duration and the current time, and performing data fault-tolerant judgment on the game object data according to the fault-tolerant time period to obtain a data verification result.

In an exemplary embodiment of the invention, the method further comprises:

and if the hit check result is that the hit feedback result is correct, sending the hit check result to other terminal equipment except the terminal equipment so that the other terminal equipment plays the game animation corresponding to the target object according to the hit check result.

In an exemplary embodiment of the invention, the method further comprises:

and receiving the corrected position data sent by the terminal equipment, and sending the corrected position data to the other terminal equipment so that the other terminal equipment can adjust the target object according to the corrected position data.

In an exemplary embodiment of the invention, the method further comprises:

and if the hit check result is that the hit feedback result is wrong, not sending the hit feedback result to other terminal equipment except the terminal equipment.

According to a third aspect of the embodiments of the present invention, there is provided a game data processing apparatus applied to a terminal device, including:

the first judgment module is configured to acquire game hit data and game object data of a target object, and perform object hit judgment on the game hit data and the game object data to obtain a hit feedback result;

the data sending module is configured to send the game hit data, the game object data and the hit feedback result to a server, so that the server performs feedback verification processing on the hit feedback result according to the game hit data and the game object data to obtain a hit verification result;

and the animation playing module is configured to receive the hit verification result returned by the server side and play the game animation corresponding to the target object according to the hit verification result.

According to a fourth aspect of the embodiments of the present invention, there is provided a game data processing apparatus, applied to a server side, including:

the data receiving module is configured to receive game hit data, game object data of a target object and a hit feedback result sent by terminal equipment, and perform data validity check on the game hit data and the game object data to obtain a data check result;

the second judgment module is configured to perform object hit judgment on the game hit data and the game object data based on the data verification result to obtain a hit judgment result;

and the feedback verification module is configured to perform feedback verification processing on the shot feedback result by using the shot judgment result to obtain a shot verification result, and send the shot verification result to the terminal equipment, so that the terminal equipment plays the game animation corresponding to the target object according to the shot verification result.

According to a fifth aspect of the embodiments of the present invention, there is provided an electronic apparatus including: a processor and a memory; wherein the memory has stored thereon computer readable instructions which, when executed by the processor, implement the game data processing method in any of the above exemplary embodiments.

According to a sixth aspect of embodiments of the present invention, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements a game data processing method in any of the above-described exemplary embodiments.

As can be seen from the foregoing technical solutions, the game data processing method, the game data processing apparatus, the computer storage medium and the electronic device in the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:

in the method and the device provided by the exemplary embodiment of the disclosure, on one hand, the object hit judgment of the game hit data and the game object data is transferred to the terminal device for execution, so that the timeliness and the rapidity of playing the antecedent game animation can be ensured; on the other hand, the server side carries out feedback verification processing on the hit feedback result of the game hit data and the game object data, the problem that the data of the terminal equipment is inconsistent with the data of the server side is solved, meanwhile, the accuracy of the game data and the calculation result is ensured, and the condition of cheating of the data of the terminal equipment is prevented.

It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.

Drawings

The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and together with the description, serve to explain the principles of the disclosure. It is to be understood that the drawings in the following description are merely exemplary of the disclosure, and that other drawings may be derived from those drawings by one of ordinary skill in the art without the exercise of inventive faculty.

FIG. 1 schematically illustrates a flow chart of a game data processing method in an exemplary embodiment of the present disclosure;

FIG. 2 is a flow chart diagram schematically illustrating a method of object hit determination in an exemplary embodiment of the present disclosure;

FIG. 3 schematically illustrates a flow diagram of a method of feedback mapping processing in an exemplary embodiment of the disclosure;

FIG. 4 is a schematic diagram illustrating the structure of a hit behavior tree in an exemplary embodiment of the present disclosure;

FIG. 5 is a flow chart diagram schematically illustrating a processing method for falsely receiving a feedback result in an exemplary embodiment of the disclosure;

FIG. 6 schematically illustrates a flow chart of another game data processing method in an exemplary embodiment of the present disclosure;

FIG. 7 schematically illustrates a flow chart of a method of data validity checking in an exemplary embodiment of the present disclosure;

FIG. 8 is a schematic flow chart diagram illustrating a method for data fault tolerance determination in an exemplary embodiment of the present disclosure;

FIG. 9 is a flow chart schematically illustrating a game data processing method in an application scenario according to an exemplary embodiment of the disclosure;

FIG. 10 is a schematic interface diagram illustrating a method for determining data fault tolerance in an application scenario according to an exemplary embodiment of the present disclosure;

FIG. 11 is a flowchart schematically illustrating a processing method of a hit check result in an application scenario in an exemplary embodiment of the present disclosure;

FIG. 12 is a flow chart schematically illustrating another processing method for the hit check result in the application scenario in the exemplary embodiment of the present disclosure;

fig. 13 schematically shows a configuration diagram of a game data processing apparatus in an exemplary embodiment of the present disclosure;

fig. 14 schematically shows a schematic configuration diagram of another game data processing apparatus in an exemplary embodiment of the present disclosure;

FIG. 15 schematically illustrates an electronic device for implementing a game data processing method in an exemplary embodiment of the disclosure;

fig. 16 schematically illustrates a computer-readable storage medium for implementing a game data processing method in an exemplary embodiment of the present disclosure.

Detailed Description

Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the disclosure. One skilled in the relevant art will recognize, however, that the subject matter of the present disclosure can be practiced without one or more of the specific details, or with other methods, components, devices, steps, and the like. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.

The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/parts/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. other than the listed elements/components/etc.; the terms "first" and "second", etc. are used merely as labels, and are not limiting on the number of their objects.

Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus their repetitive description will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities.

In the current online game, the damage to the server AI unit and the state settlement are basically realized by the server. Therefore, when the local player operates to upload to the server, the settlement feedback must be obtained after one RTT. This results in a delay in the operational feedback of the player, and the worse the network environment, the worse the feedback effect. Based on the above, the instant battle game with high demand on instant response can settle the damage and the state of the AI unit on the client, and the server only needs to perform simple verification. Although this provides a better stand-alone experience, the synchronization of online combat is not ideal. For PVE games that emphasize multi-player cooperation, it is imperative that the harm and status of AI units be settled on the server in order to ensure that AI units of clients behave consistently.

Currently, most games are first to exhibit some functions that are not related to logic, and to some extent, alleviate the perception of network delay by players. However, most games are not proactive once logic related performance is involved, such as interrupting a certain skill of the server AI unit, or creating a full body motion and extensive displacement of enemies, etc.

On the one hand, due to the complexity of the logic decision conditions. Such as the common PVE game, the hit results are affected by a lot of data. If the decision process is to be performed in advance at the client, the state data that the client does not need to pay attention to originally needs to be synchronized to the client in real time, and the change of the state data is very frequent, so that the network traffic can be increased significantly. In addition, migration of decision logic is also very labor intensive.

On the other hand, this is a problem of an error in advance determination. Even if the client has status data and decision logic, the client often uses the lagging status data to make the attack decision of the server AI unit because the data synchronization at both ends has a half RTT delay, and therefore results different from the server are often obtained. Therefore, how to increase the consistency of the determination and simultaneously prevent the client from cheating is also a very difficult problem.

Aiming at the problems in the related art, the present disclosure provides a game data processing method applied to a terminal device. Fig. 1 shows a flow chart of a game data processing method, which, as shown in fig. 1, includes at least the following steps:

and S110, obtaining game hit data and game object data of the target object, and performing object hit judgment on the game hit data and the game object data to obtain a hit feedback result.

And S120, sending the game hit data, the game object data and the hit feedback result to a server, so that the server performs feedback verification processing on the hit feedback result according to the game hit data and the game object data to obtain a hit verification result.

And S130, receiving the hit verification result returned by the server side, and playing the game animation corresponding to the target object according to the hit verification result.

In the exemplary embodiment of the present disclosure, the object hit judgment of the game hit data and the game object data is migrated to the terminal device for execution, and timeliness and rapidity of playing of the antecedent game animation can be ensured. Meanwhile, the logic migration of object hit judgment is not needed, the process of playing the game animation in advance is saved, and the complexity caused by logic judgment conditions is reduced.

The respective steps of the game data processing method will be described in detail below.

In step S110, the game hit data and the game object data of the target object are acquired, and an object hit determination is performed on the game hit data and the game object data to obtain a hit feedback result.

In an exemplary embodiment of the present disclosure, the target object may be an NPC (non-player character) in the game, such as a server AI unit. In particular, the server AI unit may be a game monster. In addition, the target object may be a PC (Player Character), and this exemplary embodiment is not particularly limited thereto.

Further, the game object data may be data reflecting the current attributes of the target object before an attack is initiated on the target object. When the target object is a server AI unit, the self attribute data may include data such as the type of the game monster, the blood volume, and the injury cumulative value, and may further include other attribute data, which is not particularly limited in the present exemplary embodiment.

Correspondingly, the game hit data may be data reflecting attack initiation and hit feedback on the target object.

Specifically, in the process of the player attacking the target object, the game hit data may include operation data received by the terminal device and reflecting the attack initiated by the player, and the operation data may include weapon attributes and weapon types used by the player.

In the feedback process of the player hitting the target object, the game hit data may include data such as a position hit on the target object or a generated injury calculated and determined by the shooter module and the close-up module, which is not particularly limited in the present exemplary embodiment. After the game hit data and the game object data are obtained, an object hit determination may be made for the game hit data and the game object data.

In an alternative embodiment, fig. 2 shows a flowchart of a method for determining whether an object is hit, and as shown in fig. 2, the method at least includes the following steps: in step S210, a damage accumulation calculation is performed on the game hit data and the game object data to obtain a damage accumulation value of the target object, and a damage accumulation threshold corresponding to the damage accumulation value is acquired.

The damage accumulation calculation for the game hit data and the game object data may be determined according to various game plans. For example, when the damage total value is a hard straight total value, it can be calculated based on the game hit data and the gun impact force, the amount of strange blood, and the type of gun in the game object data.

And when the injury accumulated value is a hard straight accumulated value, the hard straight accumulated value can be a value of the target object between 0 and 100, the value can trigger the feedback of the target object when reaching 100, otherwise, the injury accumulated value is always in an accumulation stage.

Therefore, the injury accumulation threshold corresponding to the injury accumulation value may be obtained as 100, or other values may be set according to the game plan, which is not particularly limited in the present exemplary embodiment.

In step S220, if the damage accumulation value is smaller than the damage accumulation threshold, a feedback mapping process is performed on the game hit data to obtain a hit feedback result.

After obtaining the injury accumulation value of the target object and the corresponding injury accumulation threshold, the injury accumulation value and the injury accumulation threshold may be compared.

For example, when the comparison result is that the hard running total is smaller than the corresponding injury total threshold, the game hit data may be further subjected to feedback mapping processing to determine the hit feedback result of the target object.

In an alternative embodiment, fig. 3 shows a flowchart of a method of feedback mapping processing, and as shown in fig. 3, the method at least includes the following steps: in step S310, a hit behavior tree corresponding to the game hit data and/or the target object is acquired.

The hit behavior tree can be a simple logic behavior tree realized by utilizing python codes on the terminal equipment, can support local modification of the terminal equipment, and takes effect in real time, so that the debugging convenience and the calling convenience are improved. The hit behavior tree may be set according to different target objects, may be set according to different data such as a firearm type in the game hit data, or may be set with a finer granularity using the target objects and the game hit data, which is not particularly limited in the present exemplary embodiment.

Fig. 4 shows a structural diagram of a hit behavior tree, which may be determined by the hit result of the hit of the hand gun, as shown in fig. 4. Therefore, when the weapon injury type is 11, the hit action tree is determined as the hit result of the pistol hit.

In step S320, a feedback mapping process is performed on the game hit data according to the hit behavior tree to obtain a hit feedback result.

And taking the hit behavior tree as a judgment reference, and performing feedback mapping processing by using the game hit data to obtain a hit feedback result.

With continued reference to fig. 4, after determining the hit behavior tree for a pistol hit, it may be further determined whether the hit portion of the pistol is a weakness of the target object, such as a blast; or judging whether the part hit by the pistol is the lower limb of the target object; or judging the pistol hit as the weak point of the non-hit target object and a common attack of the lower limb. When the part hit by the pistol is determined to be the lower limb of the target object, whether the part hit by the pistol is the left lower limb or the right lower limb of the target object can be further judged according to the shot behavior tree, so that the shot feedback result is determined to be left-down side or right-down side.

In the exemplary embodiment, the corresponding hit feedback result can be determined by performing the injury accumulation calculation and the feedback mapping processing at the client of the terminal device, so that the technical problem that the injury calculation and hit judgment are migrated to the terminal device is solved, and a data basis is provided for the advanced playing of the game animation.

In step S120, the game hit data, the game object data, and the hit feedback result are sent to the server, so that the server performs feedback verification processing on the hit feedback result according to the game hit data and the game object data to obtain a hit verification result.

In the exemplary embodiment of the disclosure, after the hit feedback result is obtained, the game hit data, the game object data, and the hit feedback result may be uploaded to the server side at the same time, so that the server performs data validity check on the game hit data and the game object data, and performs feedback check processing on the hit feedback result to obtain a corresponding hit check result.

In step S130, the hit verification result returned by the server is received, and the game animation corresponding to the target object is played according to the hit verification result.

In an exemplary embodiment of the present disclosure, after the server performs feedback verification processing on the hit feedback result according to the game hit data and the game object data to obtain a hit verification result, the hit verification result may be sent back to the client of the terminal device.

When the hit check result is that the hit feedback result is correct, the game animation corresponding to the target object can be played.

The game animation may be, for example, a special effect animation of blood splash at the time of injury, a local physical shaking animation, a painful expression and voice animation of the target object, a rough injury jumping animation, and the like.

Furthermore, the terminal device can also send the position data of the game animation playing end to the server side, so that the server side broadcasts the position data.

In an alternative embodiment, the corrected position data of the target object corresponding to the game animation is determined, and the corrected position data is sent to the server side.

The corrected position data includes data such as the orientation and the position of the target object after the playing of the game animation is finished by the terminal device, which is not particularly limited in this exemplary embodiment.

After the corrected position data is obtained, the corrected position data can be sent to the server side, so that the server broadcasts the corrected position data to other terminal devices, and the other terminal devices can correct the position of the target object according to the corrected position data and keep the position of the target object uniform.

In addition, the hit check result may be in a case where the hit feedback result is incorrect, and thus the preceding game animation in that case may be corrected.

In an alternative embodiment, the game animation corresponding to the target object is stopped playing according to the hit verification result.

When the hit check result is that the hit feedback result is wrong, the playing of the game animation can be stopped.

In an alternative embodiment, fig. 5 is a schematic flow chart of a processing method for processing an error in a hit feedback result, and as shown in fig. 5, the method at least includes the following steps: in step S510, if the hit check result indicates that the hit feedback result is incorrect, the playing of the game animation corresponding to the target object is stopped.

Specifically, when the server performs the same object impact determination process as in step S110 based on the game hit data and the game object data, but the obtained impact feedback result does not match the impact feedback result determined by the terminal device, it may be determined that the impact feedback result of the terminal device is incorrect. Therefore, playing of the preceding game movie can be stopped.

In step S520, the last game animation of the game animation is determined, and the playing of the last game animation is continued.

Before playing the game animation, other game animations, namely the last game animation of the game animation, are played on the terminal equipment. Therefore, after the playing of the game animation is stopped, the playing of the last game animation can be continued.

In the exemplary embodiment, when the hit feedback result is wrong, the previous game animation can be continuously played, the game animation which is played in advance is corrected, the situation that the playing of the previous game animation is wrong is avoided, and in addition, other terminal devices cannot play the previous game animation under the situation, so that the game experience of other users is optimized.

In order to solve the problems in the related art, the present disclosure proposes another game data processing method, which is applied to a server side. Fig. 6 shows a flow chart of a game data processing method, which, as shown in fig. 6, includes at least the following steps:

and S610, receiving the game hit data, the game object data of the target object and the hit feedback result sent by the terminal equipment, and performing data validity check on the game hit data and the game object data to obtain a data check result.

And S620, based on the data verification result, performing object hit judgment on the game hit data and the game object data to obtain a hit judgment result.

And S630, performing feedback verification processing on the shot feedback result by using the shot judgment result to obtain a shot verification result, and sending the shot verification result to the terminal equipment so that the terminal equipment plays the game animation corresponding to the target object according to the shot verification result.

In the exemplary embodiment of the disclosure, the server performs feedback verification processing on the hit feedback result of the game hit data and the game object data, so that the problem of inconsistency of the data of the terminal device and the server is solved, meanwhile, the accuracy of the game data and the calculation result is ensured, and the condition of cheating of the data of the terminal device is prevented.

The respective steps of the game data processing method will be described in detail below.

In step S610, the game hit data, the game object data of the target object, and the hit feedback result sent by the terminal device are received, and data validity verification is performed on the game hit data and the game object data to obtain a data verification result.

In an exemplary embodiment of the present disclosure, the game hit data may be operation input data of the player received by the terminal device, and may be determined by calculation by a firearm module, a close-up module, and the like. The game hit data may include data such as an attribute of a weapon used by the player and a target object hit location, which is not particularly limited in the present exemplary embodiment.

Wherein the target object may be a server AI unit, such as a game monster. Further, the game object data of the target object may be data such as the type of the game monster, the blood volume, and the injury accumulated value, which is not particularly limited in the present exemplary embodiment.

After the game hit data and the game object data are obtained, data validity verification may be performed on the game hit data and the game object data.

In an alternative embodiment, fig. 7 shows a flowchart of a method for verifying data validity, and as shown in fig. 7, the method at least includes the following steps: in step S710, operation validity check is performed on the game hit data to obtain an operation check result.

The operation validity check is to check validity of the player operation by the game hit data, and the operation validity check may be in correspondence with the game hit data. For example, the type of weapon or the type of firearm in the game hit data may be checked, the effective range of the firearm may be checked, and the like, which is not particularly limited in the present exemplary embodiment.

When the operation verification result is that the game hit data cannot be verified, the game hit data can be directly discarded, subsequent processing flows such as data fault tolerance judgment, object hit judgment and the like are not performed, and the terminal device is informed to return the hit feedback result.

In step S720, based on the operation verification result, a data fault tolerance determination is performed on the game object data to obtain a data verification result.

When the operation verification result is that the game hit data passes verification, data fault tolerance judgment can be further carried out on the game object data.

In an alternative embodiment, fig. 8 is a flow chart illustrating a method for determining data fault tolerance, as shown in fig. 8, the method at least includes the following steps: in step S810, a fault-tolerant duration corresponding to the game object data is acquired, and a current time at which the game object data is received is determined.

Generally, the fault tolerance time period may be 0.3 seconds, or other time periods may be set according to the actual requirements of the game plan, which is not limited in this exemplary embodiment.

In step S820, a fault-tolerant time period is determined according to the fault-tolerant duration and the current time, and a data fault-tolerant determination is performed on the game object data according to the fault-tolerant time period to obtain a data verification result.

After the fault-tolerant time length and the current time are obtained, the fault-tolerant time length can be subtracted forwards to obtain a corresponding fault-tolerant time period by taking the current time as a reference.

Further, the server end is used for storing the data in the fault-tolerant time period to perform data fault-tolerant judgment on the game object data.

Specifically, whether the game object data exists in the data of the server in the fault-tolerant time period may be searched and compared. When the server side has the game object data in the fault-tolerant time period, the verification result of the game object data can be determined to be passed. And the data verification result is that the game hit data and the game object data are verified to pass.

In the exemplary embodiment, the game hit data and the game object data can be simultaneously subjected to data synchronization consistency judgment and anti-cheating judgment through operation of validity check and data fault tolerance judgment, so that the problem of data inconsistency under the condition of normal network delay is solved, the accuracy of the data is also verified, the cheating data is removed, and a data basis is provided for subsequent object hit judgment.

In step S620, an object hit determination is made on the game hit data and the game object data based on the data verification result to obtain a hit determination result.

In an exemplary embodiment of the present disclosure, when the data verification result is that both the game hit data and the game object data are verified, an object hit determination may be made for the game hit data and the game object data. The object impact determination is made in the same manner as in step S110.

Specifically, the damage accumulation calculation is performed on the game hit data and the game object data to obtain a damage accumulation value of the target object, and a damage accumulation threshold corresponding to the damage accumulation value is obtained.

The damage accumulation calculation for the game hit data and the game object data may be determined according to various game plans. For example, when the damage total value is a hard straight total value, it can be calculated based on the game hit data and the gun impact force, the amount of strange blood, and the type of gun in the game object data.

And when the injury accumulated value is a hard straight accumulated value, the hard straight accumulated value can be a value of the target object between 0 and 100, the value can trigger one-time hit feedback of the target object only when the value reaches 100, otherwise, the injury accumulated value is always in an accumulation stage.

Therefore, the injury accumulation threshold corresponding to the injury accumulation value may be obtained as 100, or other values may be set according to the game plan, which is not particularly limited in the present exemplary embodiment.

And if the damage accumulated value is smaller than the damage accumulated threshold value, performing feedback mapping processing on the game hit data to obtain a hit judgment result.

After obtaining the injury accumulation value of the target object and the corresponding injury accumulation threshold, the injury accumulation value and the injury accumulation threshold may be compared.

For example, when the comparison result is that the hard running total is smaller than the corresponding injury total threshold, the game hit data may be further subjected to feedback mapping processing to determine the hit feedback result of the target object.

And acquiring a hit behavior tree corresponding to the game hit data and/or the target object.

The hit behavior tree can be a simple logic behavior tree realized by utilizing python codes on the terminal equipment, can support local modification of the terminal equipment, and takes effect in real time, so that the debugging convenience and the calling convenience are improved. The hit behavior tree may be set according to different target objects, may be set according to different data such as a firearm type in the game hit data, or may be set with a finer granularity using the target objects and the game hit data, which is not particularly limited in the present exemplary embodiment.

And performing feedback mapping processing on the game hit data according to the hit behavior tree to obtain a hit judgment result.

The hit behavior tree is used as a judgment standard, and feedback mapping processing can be performed by using the game hit data to obtain the hit judgment result.

For example, after determining the hit behavior tree of a pistol hit, it can be further determined whether the hit portion of the pistol is a weakness of the target object, such as a blast; or judging whether the part hit by the pistol is the lower limb of the target object; or judging the pistol hit as the weak point of the non-hit target object and a common attack of the lower limb. When it is determined that the part hit by the pistol is the lower limb of the target object, it is determined whether the left lower limb or the right lower limb of the target object is further determined based on the shot behavior tree, and it is determined whether the shot determination result is left-down or right-down.

In step S630, the hit feedback result is subjected to feedback verification processing by using the hit determination result to obtain a hit verification result, and the hit verification result is sent to the terminal device, so that the terminal device plays the game animation corresponding to the target object according to the hit verification result.

In an exemplary embodiment of the present disclosure, after the hit judgment result is obtained, the hit verification result may be obtained by comparing the hit judgment result with the hit feedback result.

When the hit judgment result is consistent with the hit feedback result, the hit verification result can be determined to be the correct hit feedback result; when the hit judgment result is inconsistent with the hit feedback result, it can be determined that the hit verification result is that the hit feedback result is incorrect.

And when the hit check result is that the hit feedback result is correct, the hit check result can be sent to the terminal equipment so that the terminal equipment can play the game animation of the target object.

Besides, the hit check result can be sent to other terminal devices.

In an optional embodiment, if the hit check result is that the hit feedback result is correct, the hit check result is sent to other terminal devices except the terminal device, so that the other terminal devices play the game animation corresponding to the target object according to the hit check result.

When the hit check result of the server side for the hit feedback result is that the hit feedback result is consistent with the hit judgment result, the hit feedback result can be determined to be correct, and therefore the hit check result can be sent to other terminal devices, so that the other terminal devices can play the game animation of the target object.

In addition, in order to correct the target object on which the game movie has been played, the corrected position data may be transmitted to another terminal device.

In an optional embodiment, the corrected position data sent by the terminal device is received, and the corrected position data is sent to other terminal devices, so that the other terminal devices adjust the target object according to the corrected position data.

The corrected position data may be data such as the orientation and the position of the target object obtained by playing the game animation ended by the terminal device, which is not particularly limited in this exemplary embodiment.

And the terminal device can send the corrected position data to the server, and the server broadcasts the corrected position data to other terminal devices, so that the other terminal devices can correct the position of the target object according to the corrected position data and keep the position of the target object uniform.

Besides, when the hit feedback result is wrong, the server side does not need to send the hit feedback result to other terminal equipment.

In an optional embodiment, if the hit check result is that the hit feedback result is incorrect, the hit feedback result is not sent to other terminal devices except the terminal device.

When the hit check result of the server side for the hit feedback result is that the hit feedback result is inconsistent with the hit judgment result, it can be determined that the hit feedback result is wrong, and therefore, in order to ensure that other terminal devices do not play wrong advanced animation, the wrong hit feedback result does not need to be sent to other terminal devices.

The following describes the game data processing method in the embodiment of the present disclosure in detail with reference to an application scenario.

Fig. 9 is a flowchart illustrating a game data processing method in an application scenario, and as shown in fig. 9, in step S901, the client receives a click message.

The client can accept the operation input of the player, namely the game hit data calculated and determined by the gun module, the close-up module and the like. The game hit data may include data such as an attribute of a weapon used by the player and a target object hit position, which is not particularly limited in the present exemplary embodiment.

In step S902, the client simulates the hit result.

The client may obtain game object data of the target object in addition to the game hit data.

Wherein the target object may be a server AI unit, such as a game monster. Further, the game object data of the target object may be data such as the type of the game monster, the blood volume, and the injury accumulated value, which is not particularly limited in the present exemplary embodiment.

After the game hit data and the game object data are obtained, an object hit determination may be made on the game hit data and the game object data to express a corresponding action and displacement in advance.

In the PVE game, the hit feedback result of the object hit determination is determined by game hit data such as attributes relating to the player weapon and game object data such as the type, blood volume, and injury accumulation value of the game monster.

And performing damage accumulation calculation on the game hit data and the game object data to obtain a damage accumulation value of the target object, and acquiring a damage accumulation threshold corresponding to the damage accumulation value.

The damage accumulation calculation for the game hit data and the game object data may be determined according to various game plans. For example, when the damage total value is a hard straight total value, it can be calculated based on data such as a shooter impact force, a monster blood volume, and a shooter type in the game hit data and the game object data.

And when the injury accumulated value is a hard straight accumulated value, the hard straight accumulated value can be a value of the target object between 0 and 100, the value can trigger the feedback of the target object when reaching 100, otherwise, the injury accumulated value is always in an accumulation stage.

Therefore, the injury accumulation threshold corresponding to the injury accumulation value may be obtained as 100, or other values may be set according to the game plan, which is not particularly limited in the present exemplary embodiment.

And if the damage accumulated value is smaller than the damage accumulated threshold value, performing feedback mapping processing on the game hit data to obtain a hit feedback result.

After obtaining the injury accumulation value of the target object and the corresponding injury accumulation threshold, the injury accumulation value and the injury accumulation threshold may be compared.

For example, when the comparison result is that the hard running total is smaller than the corresponding injury total threshold, the game hit data may be further subjected to feedback mapping processing to determine the hit feedback result of the target object.

And acquiring a hit behavior tree corresponding to the game hit data and/or the target object.

The hit behavior tree can be a simple logic behavior tree realized by utilizing python codes on the terminal equipment, can support local modification of the terminal equipment, and takes effect in real time, so that the debugging convenience and the calling convenience are improved. The hit behavior tree may be set according to different target objects, may be set according to different data such as a firearm type in the game hit data, or may be set with a finer granularity using the target objects and the game hit data, which is not particularly limited in the present exemplary embodiment.

And performing feedback mapping processing on the game hit data according to the hit behavior tree to obtain a hit feedback result.

And taking the hit behavior tree as a judgment reference, and performing feedback mapping processing by using the game hit data to obtain a hit feedback result.

For example, after determining the hit behavior tree of a pistol hit, it can be further determined whether the hit portion of the pistol is a weakness of the target object, such as a blast; or judging whether the part hit by the pistol is the lower limb of the target object; or judging the pistol hit as the weak point of the non-hit target object and a common attack of the lower limb. When the part hit by the pistol is determined to be the lower limb of the target object, whether the part hit by the pistol is the left lower limb or the right lower limb of the target object can be further judged according to the shot behavior tree, so that the shot feedback result is determined to be left-down side or right-down side.

In step S903, a hit message is sent to the server.

After the hit feedback result is obtained, the game hit data, the game object data and the hit feedback result can be uploaded to the server side at the same time, so that the server performs data validity verification on the game hit data and the game object data, and performs feedback verification processing on the hit feedback result to obtain a corresponding hit verification result.

The server side firstly checks the legality of the data sent by the client side, if the legality of the data does not pass through, the data sent this time can be directly discarded without damage and hit settlement, and the client side is informed to return the hit result. This is primarily to prevent client data cheating.

In step S904, the server receives the clicked message and checks it.

And the server receives the game hit data, the game object data of the target object and the hit feedback result sent by the terminal equipment, and performs data validity check on the game hit data and the game object data to obtain a data check result.

The game hit data may be operation input data of the player received by the terminal device, and may be determined by calculation by a shooter module, a close-up module, and the like. The game hit data may include data such as an attribute of a weapon used by the player and a target object hit location, which is not particularly limited in the present exemplary embodiment.

Wherein the target object may be a server AI unit, such as a game monster. Further, the game object data of the target object may be data such as the type of the game monster, the blood volume, and the injury accumulated value, which is not particularly limited in the present exemplary embodiment.

After the game hit data and the game object data are obtained, data validity verification may be performed on the game hit data and the game object data.

And carrying out operation validity check on the game hit data to obtain an operation check result.

The operation validity check is to check validity of the player operation by the game hit data, and the operation validity check may be in correspondence with the game hit data. For example, the type of weapon or the type of firearm in the game hit data may be checked, the effective range of the firearm may be checked, and the like, which is not particularly limited in the present exemplary embodiment.

When the operation verification result is that the game hit data cannot be verified, the game hit data can be directly discarded, subsequent processing flows such as data fault tolerance judgment, object hit judgment and the like are not performed, and the terminal device is informed to return the hit feedback result.

And based on the operation verification result, carrying out data fault tolerance judgment on the game object data to obtain a data verification result.

When the operation verification result is that the game hit data passes verification, data fault tolerance judgment can be further carried out on the game object data.

And acquiring fault-tolerant duration corresponding to the game object data, and determining the current time for receiving the game object data.

Generally, the fault tolerance time period may be 0.3 seconds, or other time periods may be set according to the actual requirements of the game plan, which is not limited in this exemplary embodiment.

And determining a fault-tolerant time period according to the fault-tolerant time period and the current time, and performing data fault-tolerant judgment on the game object data according to the fault-tolerant time period to obtain a data verification result.

After the fault-tolerant time length and the current time are obtained, the fault-tolerant time length can be subtracted forwards to obtain a corresponding fault-tolerant time period by taking the current time as a reference.

Further, the server end is used for storing the data in the fault-tolerant time period to perform data fault-tolerant judgment on the game object data.

Specifically, it may be to check whether the server side has the game object data in the fault tolerant time period. When the server side has the game object data in the fault-tolerant time period, the verification result of the game object data can be determined to be passed. And the data verification result is that the game hit data and the game object data are verified to pass.

Fig. 10 is a schematic interface diagram illustrating a method for determining data fault tolerance in an application scenario, as shown in fig. 10, taking blood volume of an AI unit on a server side as an example. When the blood volume of the AI unit at the server side changes to HP _0, the blood volume change value may be sent to the client side of the terminal device. When the client receives the blood volume change HP _0, the blood volume change, the current time and the fault-tolerant time length can be sent to the server. And the server determines a fault-tolerant time period according to the fault-tolerant time period and the current time, and performs data fault-tolerant judgment on the game object data according to the fault-tolerant time period to obtain a data verification result. That is, the server may determine whether the blood volume change value HP _0 exists in the data within the fault-tolerant time period.

When the blood volume change value HP _0 exists in the data of the server in the fault-tolerant time period, the verification result of the game object data can be determined to be passed; when the blood volume change value HP _0 does not exist in the data of the server in the fault-tolerant time period, the verification result of the game object data can be determined as not passing.

And performing object hit judgment on the game hit data and the game object data based on the data verification result to obtain a hit judgment result.

When the data verification result is that both the game hit data and the game object data are verified, the object hit determination may be performed on the game hit data and the game object data. The object hit is determined in the same manner as the client object hit.

Specifically, the damage accumulation calculation is performed on the game hit data and the game object data to obtain a damage accumulation value of the target object, and a damage accumulation threshold corresponding to the damage accumulation value is obtained.

The damage accumulation calculation for the game hit data and the game object data may be determined according to various game plans. For example, when the damage total value is a hard straight total value, it can be calculated based on data such as a shooter impact force, a monster blood volume, and a shooter type in the game hit data and the game object data.

And when the injury accumulated value is a hard straight accumulated value, the hard straight accumulated value can be a value of the target object between 0 and 100, the value can trigger the feedback of the target object when reaching 100, otherwise, the injury accumulated value is always in an accumulation stage.

Therefore, the injury accumulation threshold corresponding to the injury accumulation value may be obtained as 100, or other values may be set according to the game plan, which is not particularly limited in the present exemplary embodiment.

And if the damage accumulated value is smaller than the damage accumulated threshold value, performing feedback mapping processing on the game hit data to obtain a hit judgment result.

After obtaining the injury accumulation value of the target object and the corresponding injury accumulation threshold, the injury accumulation value and the injury accumulation threshold may be compared.

For example, when the comparison result is that the hard running total is smaller than the corresponding injury total threshold, the game hit data may be further subjected to feedback mapping processing to determine the hit feedback result of the target object.

And acquiring a hit behavior tree corresponding to the game hit data and/or the target object.

The hit behavior tree can be a simple logic behavior tree realized by utilizing python codes on the terminal equipment, can support local modification of the terminal equipment, and takes effect in real time, so that the debugging convenience and the calling convenience are improved. The hit behavior tree may be set according to different target objects, may be set according to different data such as a firearm type in the game hit data, or may be set with a finer granularity using the target objects and the game hit data, which is not particularly limited in the present exemplary embodiment.

And performing feedback mapping processing on the game hit data according to the hit behavior tree to obtain a hit judgment result.

The hit behavior tree is used as a judgment standard, and feedback mapping processing can be performed by using the game hit data to obtain the hit judgment result.

For example, after determining the hit behavior tree of a pistol hit, it can be further determined whether the hit portion of the pistol is a weakness of the target object, such as a blast; or judging whether the part hit by the pistol is the lower limb of the target object; or judging the pistol hit as the weak point of the non-hit target object and a common attack of the lower limb. When it is determined that the part hit by the pistol is the lower limb of the target object, it is determined whether the left lower limb or the right lower limb of the target object is further determined based on the shot behavior tree, and it is determined whether the shot determination result is left-down or right-down.

And performing feedback verification processing on the hit feedback result by using the hit judgment result to obtain a hit verification result, and sending the hit verification result to the terminal equipment so that the terminal equipment plays the game animation corresponding to the target object according to the hit verification result.

In step S905, success is achieved.

After the hit judgment result is obtained, the hit verification result can be obtained by comparing the hit judgment result with the hit feedback result. When the hit judgment result is consistent with the hit feedback result, it can be determined that the hit verification result is correct, that is, the verification is successful.

In step S906, failure occurs.

After the hit judgment result is obtained, the hit verification result can be obtained by comparing the hit judgment result with the hit feedback result. When the hit judgment result is inconsistent with the hit feedback result, it can be determined that the hit verification result is incorrect, that is, the verification fails.

In step S907, the client waits for an advance confirmation.

After the feedback verification processing is finished, the server side may send the hit verification result to the client side to reply to the local client side with the previous confirmation result.

In step S908, the execution is continued with success.

Fig. 11 is a flowchart illustrating a processing method of a hit verification result in an application scenario, and as shown in fig. 11, when the hit verification result is that the hit feedback result is correct, a game animation corresponding to the target object may be played.

The game animation may be, for example, a special effect animation of blood splash at the time of injury, a local physical shaking animation, a painful expression and voice animation of the target object, a rough injury jumping animation, and the like.

Further, the terminal device may further send the position data of the game animation playing end to the server side in an EndNotify form, so that the server side broadcasts the position data.

That is, the corrected position data of the target object corresponding to the game movie is determined and transmitted to the server side.

The corrected position data includes data such as the orientation and the position of the target object after the playing of the game animation is finished by the terminal device, which is not particularly limited in this exemplary embodiment.

After obtaining the corrected position data, the corrected position data may be sent to the server side.

In step S909, the other clients exhibit the hit behavior.

The server broadcasts the corrected position data to other terminal equipment, so that the other terminal equipment can play the game animation of the target object according to the hit feedback result conveniently, and further corrects the position of the target object according to the corrected position data to keep the position of the target object uniform.

In step S910, failure occurs, and the advance is backed off.

Fig. 12 is a flow chart illustrating another processing method of the hit verification result in an application scenario, and as shown in fig. 12, in a case that the hit verification result may have an error in the hit feedback result, the preceding game animation in that case may be corrected.

Within an RTT of waiting for the server to confirm the hitched check process, the local client is in a wrong proactive state, which may be marked in red.

And stopping playing the game animation corresponding to the target object according to the hit verification result.

When the hit check result is that the hit feedback result is wrong, the playing of the game animation can be stopped.

And if the hit check result is that the hit feedback result is wrong, stopping playing the game animation corresponding to the target object.

Specifically, when the server performs the same object hit judgment processing according to the game hit data and the game object data, but the obtained hit feedback result is not consistent with the hit feedback result determined by the terminal device, it may be determined that the hit feedback result of the terminal device is incorrect. Therefore, playing of the preceding game movie can be stopped.

And, the local client may already be in the process of performing some operations before playing the advanced game animation, so that the previous execution flow can be correctly recovered. That is, the last game animation of the game animation is determined, and the playing of the last game animation is continued.

Before playing the game animation, other game animations, namely the last game animation of the game animation, are played on the terminal equipment. Therefore, after the playing of the game animation is stopped, the playing of the last game animation can be continued.

Besides, when the hit feedback result is wrong, the server side does not need to send the hit feedback result to other terminal equipment.

And if the hit check result is that the hit feedback result is wrong, not sending the hit feedback result to other terminal equipment except the terminal equipment.

When the hit check result of the server side for the hit feedback result is that the hit feedback result is inconsistent with the hit judgment result, it can be determined that the hit feedback result is wrong, and therefore, in order to ensure that other terminal devices do not play wrong advanced animation, the wrong hit feedback result does not need to be sent to other terminal devices.

Moreover, after correcting the wrong advance game animation, the corresponding log (log) can be recorded at the server side, so that the troubleshooting and the repairing of the related problems are facilitated.

In the game data processing method in the exemplary embodiment of the present disclosure, on one hand, the object hit judgment of the game hit data and the game object data is migrated to the terminal device for execution, so that timeliness and rapidity of playing of the advanced game animation can be ensured; on the other hand, the server side carries out feedback verification processing on the hit feedback result of the game hit data and the game object data, the problem that the data of the terminal equipment is inconsistent with the data of the server side is solved, meanwhile, the accuracy of the game data and the calculation result is ensured, and the condition of cheating of the data of the terminal equipment is prevented.

In addition, in an exemplary embodiment of the present disclosure, a game data processing apparatus is also provided, which is applied to a terminal device. Fig. 13 shows a schematic configuration diagram of a game data processing apparatus, and as shown in fig. 13, a game data processing apparatus 1300 may include: a first determination module 1310, a data transmission module 1320, and an animation playing module 1330. Wherein:

a first determination module 1310 configured to obtain game hit data and game object data of a target object, and perform object hit determination on the game hit data and the game object data to obtain a hit feedback result; a data sending module 1320, configured to send the game hit data, the game object data, and the hit feedback result to the server, so that the server performs feedback verification processing on the hit feedback result according to the game hit data and the game object data to obtain a hit verification result; the animation playing module 1330 is configured to receive the hit verification result returned by the server, and play the game animation corresponding to the target object according to the hit verification result.

In an exemplary embodiment of the present invention, the determining of the object hit on the game hit data and the game object data to obtain a hit feedback result includes:

performing damage accumulation calculation on the game hit data and the game object data to obtain a damage accumulation value of the target object, and acquiring a damage accumulation threshold corresponding to the damage accumulation value;

and if the damage accumulated value is smaller than the damage accumulated threshold value, performing feedback mapping processing on the game hit data to obtain a hit feedback result.

In an exemplary embodiment of the present invention, the performing a feedback mapping process on the game hit data to obtain a hit feedback result includes:

acquiring a hit behavior tree corresponding to the game hit data and/or the target object;

and performing feedback mapping processing on the game hit data according to the hit behavior tree to obtain a hit feedback result.

In an exemplary embodiment of the present invention, after the playing of the game animation corresponding to the target object according to the hit verification result, the method further includes:

and determining corrected position data of the target object corresponding to the game animation, and sending the corrected position data to the server side.

In an exemplary embodiment of the invention, the method further comprises:

and stopping playing the game animation corresponding to the target object according to the hit verification result.

In an exemplary embodiment of the present invention, the stopping playing the game animation corresponding to the target object according to the hit verification result includes:

if the hit check result is that the hit feedback result is wrong, stopping playing the game animation corresponding to the target object;

and determining the last game animation of the game animation, and continuing to play the last game animation.

The details of the game data processing apparatus 1300 are already described in detail in the corresponding game data processing method, and therefore are not described herein again.

It should be noted that although several modules or units of the game data processing apparatus 1300 are mentioned in the above detailed description, such division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit, according to embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.

In addition, in the exemplary embodiment of the present disclosure, another game data processing apparatus is also provided, which is applied to a server side. Fig. 14 shows a schematic configuration diagram of the game data processing device, and as shown in fig. 14, the game data processing device 1400 may include: a data receiving module 1410, a second determining module 1420, and a feedback checking module 1430. Wherein:

the data receiving module 1410 is configured to receive the game hit data, the game object data of the target object and the hit feedback result sent by the terminal device, and perform data validity check on the game hit data and the game object data to obtain a data check result; a second determination module 1420 configured to perform an object hit determination on the game hit data and the game object data based on the data verification result to obtain a hit determination result; and the feedback verification module 1430 is configured to perform feedback verification processing on the hit feedback result by using the hit judgment result to obtain a hit verification result, and send the hit verification result to the terminal device, so that the terminal device plays the game animation corresponding to the target object according to the hit verification result.

In an exemplary embodiment of the present invention, the performing data validity check on the game hit data and the game object data to obtain a data check result includes:

performing operation validity check on the game hit data to obtain an operation check result;

and carrying out data fault tolerance judgment on the game object data based on the operation verification result to obtain a data verification result.

In an exemplary embodiment of the present invention, the determining of data fault tolerance on the game object data to obtain a data verification result includes:

acquiring fault-tolerant duration corresponding to the game object data, and determining the current time for receiving the game object data;

and determining a fault-tolerant time period according to the fault-tolerant duration and the current time, and performing data fault-tolerant judgment on the game object data according to the fault-tolerant time period to obtain a data verification result.

In an exemplary embodiment of the invention, the method further comprises:

and if the hit check result is that the hit feedback result is correct, sending the hit check result to other terminal equipment except the terminal equipment so that the other terminal equipment plays the game animation corresponding to the target object according to the hit check result.

In an exemplary embodiment of the invention, the method further comprises:

and receiving the corrected position data sent by the terminal equipment, and sending the corrected position data to the other terminal equipment so that the other terminal equipment can adjust the target object according to the corrected position data.

In an exemplary embodiment of the invention, the method further comprises:

and if the hit check result is that the hit feedback result is wrong, not sending the hit feedback result to other terminal equipment except the terminal equipment.

The details of the game data processing apparatus 1400 are already described in detail in the corresponding game data processing method, and therefore are not described herein again.

It should be noted that although several modules or units of the game data processing device 1400 are mentioned in the above detailed description, such division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit, according to embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.

In addition, in an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.

An electronic device 1500 according to such an embodiment of the invention is described below with reference to fig. 15. The electronic device 1500 shown in fig. 15 is only an example and should not bring any limitation to the functions and the scope of use of the embodiments of the present invention.

As shown in fig. 15, electronic device 1500 is in the form of a general purpose computing device. Components of electronic device 1500 may include, but are not limited to: the at least one processing unit 1510, the at least one storage unit 1520, a bus 1530 connecting different system components (including the storage unit 1520 and the processing unit 1510), and a display unit 1540.

Wherein the memory unit stores program code that is executable by the processing unit 1510 to cause the processing unit 1510 to perform steps according to various exemplary embodiments of the present invention as described in the above section "exemplary methods" of the present specification.

The storage unit 1520 may include readable media in the form of volatile storage units, such as a random access memory unit (RAM)1521 and/or a cache memory unit 1522, and may further include a read-only memory unit (ROM) 1523.

The storage unit 1520 may also include a program/utility 1524 having a set (at least one) of program modules 1525, such program modules 1525 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which, or some combination thereof, may comprise an implementation of a network environment.

Bus 1530 may be any bus representing one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.

The electronic device 1500 can also communicate with one or more external devices 1700 (e.g., keyboard, pointing device, bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic device 1500, and/or with any devices (e.g., router, modem, etc.) that enable the electronic device 1500 to communicate with one or more other computing devices. Such communication may occur via input/output (I/O) interface 1550. Also, the electronic device 1500 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the internet) via the network adapter 1560. As shown, the network adapter 1540 communicates with the other modules of the electronic device 1500 via the bus 1530. It should be appreciated that although not shown, other hardware and/or software modules may be used in conjunction with the electronic device 1500, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.

Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.

In an exemplary embodiment of the present disclosure, there is also provided a computer-readable storage medium having stored thereon a program product capable of implementing the above-described method of the present specification. In some possible embodiments, aspects of the invention may also be implemented in the form of a program product comprising program code means for causing a terminal device to carry out the steps according to various exemplary embodiments of the invention described in the above-mentioned "exemplary methods" section of the present description, when said program product is run on the terminal device.

Referring to fig. 16, a program product 1600 for implementing the above method according to an embodiment of the present invention is described, which may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited in this regard and, in the present document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.

The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.

A computer readable signal medium may include a propagated data signal with readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.

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

Program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., through the internet using an internet service provider).

Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

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