Game data processing method and device

文档序号:576962 发布日期:2021-05-25 浏览:18次 中文

阅读说明:本技术 一种游戏数据处理的方法和装置 (Game data processing method and device ) 是由 莫润昌 于 2021-03-03 设计创作,主要内容包括:本发明实施例提供了一种游戏数据处理的方法和装置,所述方法包括:响应于数据获取请求,建立目标游戏实体的实体代理对象;通过所述实体代理对象,采集所述目标游戏实体对应的游戏数据。本发明实施例实现了,按照用户的数据获取请求采集游戏实体对应的游戏数据,无需打印日志,解决了日志打印过少或者没有打日志的困境,同时,仅在用户请求时采集游戏数据,可以避免打印大量日志,不会造成游戏服务器浪费磁盘IO,磁盘空间和网络流量等资源。(The embodiment of the invention provides a method and a device for processing game data, wherein the method comprises the following steps: responding to the data acquisition request, and establishing an entity proxy object of the target game entity; and acquiring game data corresponding to the target game entity through the entity proxy object. The embodiment of the invention realizes that the game data corresponding to the game entity is acquired according to the data acquisition request of the user without printing the log, solves the dilemma that the log is printed too little or is not printed, and simultaneously, the game data is acquired only when the user requests, so that a large amount of logs can be prevented from being printed, and the game server can not waste resources such as disk IO, disk space, network flow and the like.)

1. A method of game data processing, the method comprising:

responding to the data acquisition request, and establishing an entity proxy object of the target game entity;

and acquiring game data corresponding to the target game entity through the entity proxy object.

2. The method of claim 1, prior to said creating an entity proxy object for the target gaming entity in response to the data acquisition request, further comprising:

configuring a preset plurality of game entities into one or more entity categories;

the establishing of the entity proxy object of the target game entity in response to the data acquisition request comprises:

determining a target entity type in response to the data acquisition request;

and establishing entity proxy objects aiming at the target game entities contained in the target entity category.

3. The method of claim 2, further comprising:

respectively establishing category proxy objects of the one or more entity categories;

and acquiring game data corresponding to the one or more entity categories through the category proxy object.

4. The method of claim 3, wherein collecting, by the category proxy object, game data corresponding to the one or more entity categories comprises:

adding the class proxy object to a preset proxy object pool;

calling the proxy object pool, and collecting game data corresponding to the one or more entity categories;

further comprising:

in response to a first triggering event, removing the category proxy object from the proxy object pool.

5. The method of claim 1, 2, 3 or 4, wherein the collecting, by the entity proxy object, the game data corresponding to the target game entity comprises:

adding the entity proxy object to a preset proxy object pool;

calling the proxy object pool, and collecting game data corresponding to the target game entity;

further comprising:

removing the entity proxy object from the proxy object pool in response to a second triggering event.

6. The method of claim 3, further comprising:

storing the collected game data according to the one or more entity categories.

7. The method of claim 2, wherein the data acquisition request includes an identification of the target gaming entity or an identification of the category of target entities, further comprising:

attribute information to be collected and collection mode information.

8. An apparatus for game data processing, the apparatus comprising:

the entity proxy object establishing module is used for responding to the data acquisition request and establishing an entity proxy object of the target game entity;

and the game data acquisition module is used for acquiring the game data corresponding to the target game entity through the entity proxy object.

9. A server comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, the computer program when executed by the processor implementing a method of game data processing according to any one of claims 1 to 7.

10. A computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements a method of game data processing according to any one of claims 1 to 7.

Technical Field

The invention relates to the technical field of data processing, in particular to a method and a device for processing game data.

Background

The multiplayer online game server usually builds a game world during running, the game world can be composed of thousands of Entity objects, and each Entity has respective functions and attributes and is in contact with each other. When a game player logs in the game, the server side can also create an Entity representing the player, and the player can interact with other entities in the game world through the Entity, so that the game playing method is realized.

When abnormal behaviors or 'Bug' occurs in the game world, a programmer needs to debug the whole game world so as to know the running state of the game world conveniently. This learning process may affect the recovery time of the Bug, which in turn affects the quality of service of online games or the efficiency of developing online games.

At present, the behavior log can be output through a key part in the game code, and when an abnormality occurs, the running state of the game world can be known by turning over the print log, but the print log has the following problems:

when the code is written, a programmer needs to judge whether a certain logic is a focus of later debugging, so as to determine whether to print the log in the logic and determine the detail degree of the log. However, this is difficult to do during development and may face the dilemma of having too little or no journaling.

And (II) the game server continuously prints a large amount of logs in the running process, but the proportion of the number of the logs required to the total number of the printed logs is very small when the problem is actually checked, so that a lot of logs are wasted. The log printing needs to consume a disk IO (Input/Output) and a disk space of the server host, and the log reporting also needs to consume a network traffic of the host. Therefore, printing a large amount of logs can cause the game server to waste resources such as disk IO, disk space, network flow and the like.

Disclosure of Invention

In view of the above, it is proposed to provide a method and apparatus for game data processing that overcomes or at least partially solves the above problems, comprising:

a method of game data processing, the method comprising:

responding to the data acquisition request, and establishing an entity proxy object of the target game entity;

and acquiring game data corresponding to the target game entity through the entity proxy object.

Optionally, before the establishing an entity proxy object of the target game entity in response to the data obtaining request, the method further includes:

configuring a preset plurality of game entities into one or more entity categories;

the establishing of the entity proxy object of the target game entity in response to the data acquisition request comprises:

determining a target entity type in response to the data acquisition request;

and establishing entity proxy objects aiming at the target game entities contained in the target entity category.

Optionally, the method further comprises:

respectively establishing category proxy objects of the one or more entity categories;

and acquiring game data corresponding to the one or more entity categories through the category proxy object.

Optionally, the collecting, by the category agent object, game data corresponding to the one or more entity categories includes:

adding the class proxy object to a preset proxy object pool;

calling the proxy object pool, and collecting game data corresponding to the one or more entity categories;

further comprising:

in response to a first triggering event, removing the category proxy object from the proxy object pool.

Optionally, the acquiring, by the entity proxy object, game data corresponding to the target game entity includes:

adding the entity proxy object to a preset proxy object pool;

calling the proxy object pool, and collecting game data corresponding to the target game entity;

further comprising:

removing the entity proxy object from the proxy object pool in response to a second triggering event.

Optionally, the method further comprises:

storing the collected game data according to the one or more entity categories.

Optionally, the data obtaining request includes an identifier of the target game entity or an identifier of the target entity category, and further includes:

attribute information to be collected and collection mode information.

An apparatus for game data processing, the apparatus comprising:

the entity proxy object establishing module is used for responding to the data acquisition request and establishing an entity proxy object of the target game entity;

and the game data acquisition module is used for acquiring the game data corresponding to the target game entity through the entity proxy object.

A server comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, the computer program when executed by the processor implementing a method of game data processing as described above.

A computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements a method of game data processing as described above.

The embodiment of the invention has the following advantages:

according to the embodiment of the invention, the entity proxy object of the target game entity can be established in response to the data acquisition request, and the game data corresponding to the target game entity is acquired through the entity proxy object, so that the game data corresponding to the game entity is acquired according to the data acquisition request of the user without printing logs, the dilemma that the logs are printed too little or are not printed is solved, meanwhile, the game data is acquired only when the user requests, a large number of logs can be prevented from being printed, and the game server can not waste resources such as disk IO, disk space, network flow and the like.

Drawings

In order to more clearly illustrate the technical solution of the present invention, the drawings needed to be used in the description of the present invention will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive exercise.

FIG. 1 is a flow chart illustrating steps of a method for processing game data according to an embodiment of the present invention;

FIG. 2a is a flow chart illustrating steps of another method of game data processing according to an embodiment of the present invention;

FIG. 2b is a diagram illustrating a server structure according to an embodiment of the present invention;

FIG. 2c is a flow chart illustrating the generation of a proxy object according to an embodiment of the present invention;

FIG. 2d is a schematic diagram of a process for collecting data according to an embodiment of the present invention;

fig. 3 is a schematic structural diagram of a game data processing apparatus according to an embodiment of the present invention.

Detailed Description

In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below. It is to be understood that the embodiments described are only a few embodiments of the present invention, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.

Referring to fig. 1, a flowchart illustrating steps of a method for processing game data according to an embodiment of the present invention is shown, which may specifically include the following steps:

step 101, responding to a data acquisition request, and establishing an entity proxy object of a target game entity;

in an embodiment of the present invention, the data obtaining request includes an identifier of the target game entity or an identifier of the target entity category, and further includes:

attribute information to be collected and collection mode information.

A plurality of game entities can exist in the game world, different functions and attributes can be configured for each game entity, and the game playing method can be formed through interaction among the game entities. When the game world is abnormal, the whole game world can be quickly known through the indexes of the game entity, and the game world can be recovered aiming at the abnormality.

In the debugging or formal operation process, the condition of the game world needs to be known by knowing the relevant game data of the game entity, so that a user can input a corresponding instruction at the front end according to the key node needing debugging, generate a data acquisition request relevant to the instruction and send the data acquisition request to the game server.

The game server may determine a target game entity associated in the data acquisition request in response to the data acquisition request after receiving the data acquisition request, so that an entity proxy object of the target game entity may be established.

The data acquisition request can comprise the identification of the target game entity, so that the target game entity related to the data acquisition request can be determined by the identification of the target game entity; alternatively, the data acquisition request may include an identification of the target entity category, such that the target entity category associated with the data acquisition request may be determined by the identification of the target entity category.

The data acquisition request may further include attribute information to be acquired and acquisition mode information.

The attribute information to be collected may include attribute information such as the type of the target game entity, the game location, and the like.

Data can be acquired according to user requirements through a data acquisition request sent by a user, key points do not need to be determined when codes are written, and the dilemma that log printing is too little or not done is avoided.

And 102, acquiring game data corresponding to the target game entity through the entity proxy object.

After the entity proxy object is determined, the game data corresponding to the target game entity can be collected through the entity proxy object, the specific situation of the game world is determined and known according to the game data, and the abnormity of the game world is analyzed so as to process the abnormity in time and recover the normal operation of the game world.

In the embodiment of the invention, the entity proxy object of the target game entity can be established in response to the data acquisition request, and the game data corresponding to the target game entity is acquired through the entity proxy object, so that the game data corresponding to the game entity is acquired according to the data acquisition request of the user without printing logs, the dilemma that the logs are printed too little or are not printed is solved, meanwhile, the game data is acquired only when the user requests, a large number of logs can be prevented from being printed, and the game server can not waste resources such as disk IO, disk space, network flow and the like.

Referring to fig. 2a, a flowchart illustrating steps of another game data processing method according to an embodiment of the present invention is shown, which may specifically include the following steps:

step 201, configuring a plurality of preset game entities into one or more entity categories;

in practical applications, a large number of game entities may exist in the game world, and the game server may classify a plurality of game entities in the game world, that is, configure preset game entities into one or more entity categories.

In one example, game entities may be classified according to a scene map or other customized rule to which the game entities belong.

Step 202, responding to a data acquisition request, and determining a target entity type;

after the entity category of each game entity is configured, when a user is interested in a certain category of entities, a data acquisition request can be sent for the entity category, and when the server receives the data acquisition request, the entity category which is interested by the user can be determined from the data acquisition request.

In an example, the entity category may be added to a list of interested entity categories, the list of categories may further include time information of the interested entity category, the time information may be time information of a last request sent for the interested entity category, and then the list may be maintained according to the time information.

The interested list is initially an empty list, when a user sends a data acquisition request for a certain entity category, the entity category can be added into the interested category list, time information of the request is recorded in the interested list, the valid time of the data in the list can be set for the interested list, and when the user sends the request for the entity category again within the valid time, the request time can be updated. And when the valid time is exceeded and the user does not send a request again to the entity category, deleting the related data of the entity category from the interested entity category list.

Step 203, establishing an entity proxy object for the target game entity included in the target entity category.

After determining the target entity category, an entity proxy object for the target gaming entity may be established for the target gaming entity contained in the target entity category.

Step 204, acquiring game data corresponding to the target game entity through the entity proxy object.

In an embodiment of the present invention, the acquiring, by the entity proxy object, game data corresponding to the target game entity includes:

adding the entity proxy object to a preset proxy object pool; calling the proxy object pool, and collecting game data corresponding to the target game entity;

in practical application, after the entity proxy object is created, the entity proxy object may be added to a preset proxy object pool, when a user needs to collect data, the proxy object pool may be traversed, and for the traversed entity proxy object, game data collection may be performed for a target game entity corresponding to the entity proxy object, so that game data corresponding to the target game entity may be collected.

In an example, the proxy object pool may not only add entity proxy objects in which a user is interested, but also delete proxy objects in the proxy object pool to maintain the proxy object pool, so as to relieve the pressure of the server on collecting data, and the proxy object pool may be maintained as follows:

removing the entity proxy object from the proxy object pool in response to a second triggering event.

In practical application, the server may respond to the second trigger event, clean the entity proxy object corresponding to the game entity that is not requested by the user within a certain time, and remove the entity proxy object from the proxy object pool.

In an example, the second triggering event may be a timer-triggered event.

In an embodiment of the present invention, the method further includes:

s01, establishing category proxy objects of the one or more entity categories respectively;

in practical applications, the proxy objects may include an entity proxy object and a category proxy object, the entity proxy object may be used to collect game data for the game entities, the category proxy object may be used to collect game data for the entity category, and the game data of the entity category is a common feature of the game entities in the category and belongs to game data with a relatively summary.

When the server does not receive the data acquisition request of the user, a category proxy object of one or more entity categories can be established.

After the server generates the proxy object for the game entity, the category proxy object can also be generated for the entity category of the game entity.

S02, collecting game data corresponding to the one or more entity categories through the category proxy object.

After obtaining the category proxy object, game data corresponding to one or more entity categories may be collected.

When the user does not send the data acquisition request, only the game data corresponding to the entity category can be collected and presented to the user, so that the user can select.

By simply acquiring summary information of the entitys of each category when the user does not send a request, the obtained game data is short and strong in generality, the expense of the server in an unattended state can be effectively reduced, and the server resources are saved.

In an embodiment of the present invention, the acquiring, by the category agent object, game data corresponding to the one or more entity categories includes:

adding the class proxy object to a preset proxy object pool; calling the proxy object pool, and collecting game data corresponding to the one or more entity categories;

in practical application, after the category proxy object is created, the category proxy object may be added to a preset proxy object pool, when a user needs to collect data, the proxy object pool may be traversed, and for the traversed category proxy object, game data collection may be performed on an entity category corresponding to the category proxy object, so that game data corresponding to one or more entity categories may be collected.

In practical application, after the entity proxy object is created, the entity proxy object may be added to a preset proxy object pool, when a user needs to collect data, the proxy object pool may be traversed, and for the traversed entity proxy object, game data collection may be performed for a target game entity corresponding to the entity proxy object, so that game data corresponding to the target game entity may be collected.

In an example, the proxy object pool may not only increase the category proxy objects in which the user is interested, but also delete the category proxy objects in the proxy object pool to maintain the proxy object pool, so as to relieve the pressure of the server on collecting data, and the proxy object pool may be maintained as follows: further comprising:

in response to a first triggering event, removing the category proxy object from the proxy object pool.

In practical application, the server may respond to the first trigger event, clean the class proxy object corresponding to the entity class that is not requested by the user within a certain time, and remove the class proxy object from the proxy object pool.

In an example, the first triggering event may be a timer-triggered event.

In an embodiment of the present invention, the method further includes:

storing the collected game data according to the one or more entity categories.

In practical application, collected game data can be stored according to one or more Entity types, a memory type non-relational database (such as a Redis database) can be used for storing collection results, keys are independently established in the database for the Entity of each Entity type, and the collected data can be written into the keys by a plurality of server processes by utilizing the high availability characteristic of the Redis database.

In the embodiment of the invention, a plurality of preset game entities can be configured into one or more entity categories, the category of a target entity is determined in response to a data acquisition request, an entity proxy object aiming at the target game entity contained in the category of the target entity is established, and game data corresponding to the target game entity is acquired through the entity proxy object, so that the game data corresponding to the game entity is acquired according to the data acquisition request of a user, the log printing is not needed, the dilemma that the log printing is too little or the log printing is not performed is solved, meanwhile, the game data is acquired only when the user requests, a large number of logs can be prevented from being printed, and the game server can not waste resources such as disk IO, disk space, network flow and the like.

The invention is illustrated below with reference to fig. 2b-2 d:

as shown in fig. 2b, the following modules may be included in the server:

the request receiver: the method is used for receiving a data acquisition request sent by a user, and the data acquisition request may include an Entity category currently concerned by the user.

The Entity agent system: used for establishing the proxy object and managing the proxy object. The Entity agent system comprises a category list and an agent object pool, wherein the category list can store game Entity categories which are interested by users, and the Entity categories can be maintained; the proxy object pool is used for storing entity proxy objects and category proxy objects.

A timer: the method is used for triggering generation of the proxy object and triggering collection of the proxy object.

The Entity acquisition system: and when the game is triggered, traversing the proxy objects in the proxy object pool, acquiring corresponding game data according to the proxy objects, and storing the game data into a Redis database.

Redis database: the game data is used for storing the game data collected by the Entity collection system.

Based on the modules, the steps of collecting game data according to needs are as follows:

(1) a user sends a data acquisition request to a data receiver;

(2) the method comprises the steps of establishing a category list in which a user is interested according to a data acquisition request, activating an entity category in which the user is interested when the category is triggered by a timer, thereby enabling entity proxy objects of all game entities under the entity category to be stored in a proxy object pool.

The process of generating the proxy object triggered by the timer is shown in fig. 2c, and can be divided into the following steps:

and S101, maintaining a timer trigger list.

Traversing all the categories in the list, updating the time of each category which is requested by the user last time in the list, and removing the categories which are not requested by the user for a certain time.

S102, maintaining the list, traversing all entity types, judging whether the entity type is in the list or not, and executing S103 when the entity type is judged to be in the list; when it is determined that the entity category is not in the list, S104 is performed.

S103, traversing all entities of the entity category, generating an entity proxy object and maintaining the entity proxy object. When the entity traversal is finished, S104 is executed.

And S104, generating a category proxy object of the entity category and storing the category proxy object in a proxy object pool.

(3) The timer triggers the Entity collection system to call the proxy objects in the proxy object pool to collect game data, and the collected game data is written into the database according to the Entity type.

The process of collecting game data triggered by the timer is shown in fig. 2d, and can be divided into the following steps:

s201, traversing all proxy objects in the proxy object pool after the timer is triggered;

s202, judging whether the proxy object is a class proxy object, acquiring summary data of the entity class when the proxy object is judged to be the class proxy object, and acquiring game data of an entity corresponding to the entity proxy object when the proxy object is judged not to be the class proxy object but the entity proxy object;

s203, writing the collected game data into a database according to the category, judging whether the object traversal is completed, finishing the collection when the object traversal is completed, and continuously executing S202 when the object traversal is not completed.

It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the illustrated order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments of the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no particular act is required to implement the invention.

Referring to fig. 3, a schematic structural diagram of a game data processing apparatus according to an embodiment of the present invention is shown, which may specifically include the following modules:

an entity proxy object establishing module 301, configured to respond to the data obtaining request, and establish an entity proxy object of the target game entity;

a first game data collecting module 302, configured to collect, through the entity proxy object, game data corresponding to the target game entity.

In an embodiment of the present invention, the apparatus further includes:

the entity category configuration module is used for configuring a plurality of preset game entities into one or more entity categories;

the entity proxy object creating module 301 may include:

the target entity type determining submodule is used for responding to the data acquisition request and determining the target entity type;

and the entity proxy object establishing submodule is used for establishing the entity proxy object aiming at the target game entity contained in the target entity category.

In an embodiment of the present invention, the apparatus may further include:

the category proxy object establishing module is used for respectively establishing category proxy objects of the one or more entity categories;

and the second game data acquisition module is used for acquiring the game data corresponding to the one or more entity categories through the category proxy object.

In an embodiment of the present invention, the category proxy object creating module may include:

the first adding submodule is used for adding the category proxy object to a preset proxy object pool;

the first game data acquisition submodule is used for calling the proxy object pool and acquiring the game data corresponding to the one or more entity categories;

wherein, the category proxy object establishing module further comprises:

a first removal submodule, configured to remove the category proxy object from the proxy object pool in response to a first trigger event.

In an embodiment of the present invention, the entity proxy object creating module 301 may include:

the second adding submodule is used for adding the entity proxy object to a preset proxy object pool;

the second game data acquisition submodule is used for calling the proxy object pool and acquiring the game data corresponding to the target game entity;

the entity proxy object creating module 301 may further include:

a second removal submodule, configured to remove the entity proxy object from the proxy object pool in response to a second trigger event.

In an embodiment of the present invention, the apparatus further includes:

and the game data storage module is used for storing the collected game data according to the one or more entity categories.

In an embodiment of the present invention, the data obtaining request includes an identifier of the target game entity or an identifier of the target entity category, and further includes:

attribute information to be collected and collection mode information.

In the embodiment of the invention, the entity proxy object of the target game entity can be established in response to the data acquisition request, and the game data corresponding to the target game entity is acquired through the entity proxy object, so that the game data corresponding to the game entity is acquired according to the data acquisition request of the user without printing logs, the dilemma that the logs are printed too little or are not printed is solved, meanwhile, the game data is acquired only when the user requests, a large number of logs can be prevented from being printed, and the game server can not waste resources such as disk IO, disk space, network flow and the like.

An embodiment of the present invention also provides a server, which may include a processor, a memory, and a computer program stored on the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements a method such as playing data processing.

An embodiment of the present invention also provides a computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements a method such as game data processing.

For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.

The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.

As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.

Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.

These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.

These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.

While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.

Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.

The method and the device for processing game data are introduced in detail, and a specific example is applied in the text to explain the principle and the implementation of the invention, and the description of the above embodiment is only used to help understanding the method and the core idea of the invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

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