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A method and device for realizing non-branching seamless game world

A game world, seamless technology, applied in the computer field, can solve problems such as poor game experience, reduce lock behavior, ensure synchronization efficiency and security, and high real-time interaction efficiency.

Active Publication Date: 2020-07-28
BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Splitting refers to copying each split map scene and then copying multiple identical auxiliary map scenes to run in different scene service processes or threads, and carrying a large number of players in one scene based on splitting. In the same location, people on different lines cannot see each other. If players want to see each other in the same place, they must agree to log in to the same line or choose to switch to the same line. This will undoubtedly bring a lot of inconvenience to the players. poor experience

Method used

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  • A method and device for realizing non-branching seamless game world
  • A method and device for realizing non-branching seamless game world
  • A method and device for realizing non-branching seamless game world

Examples

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Embodiment Construction

[0024] Before discussing the exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although the flowcharts describe operations as sequential processing, many of the operations may be performed in parallel, concurrently, or simultaneously. In addition, the order of operations can be rearranged. The process may be terminated when its operations are complete, but may also have additional steps not included in the figure. The processing may correspond to a method, function, procedure, subroutine, subroutine, or the like.

[0025] The term "device" in this context refers to an intelligent electronic device that can perform predetermined processing procedures such as numerical calculations and / or logical calculations by running predetermined programs or instructions, which may include a processor and a memory, and the processor executes a predetermined process in the memory Pre-sto...

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PUM

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Abstract

The invention provides a method and device for realizing a non-branching seamless game world, and the method comprises the steps: calculation logic needing to be executed by each frame in a server ofa multi-player online game is summarized into a plurality of logic types, and a plurality of stages corresponding to a thread pool is determined according to the plurality of logic types, the threadpool in stages is executed according to the plurality of stages in each frame, when one stage starts, the thread pool activates all threads, each thread executes the calculation logic in the logic category corresponding to the current stage, after the calculation logic corresponding to the current stage is executed, whether asynchronous logic data waiting for asynchronous execution exists in a lockless queue of the thread or not is detected; and if yes, the asynchronous logic data is executed to perform data synchronization, and when each thread executes the calculation logic corresponding tothe current stage and each thread does not have the asynchronous logic waiting for asynchronous execution, the next stage is started until the execution of the multiple stages is completed.

Description

technical field [0001] The present application relates to the field of computer technology, and in particular to a technical solution for realizing a seamless game world without dividing lines. Background technique [0002] In the prior art, MMORPG (Massive Multiplayer Online Role-Playing Game, multiplayer online game) usually can carry a large number of players in one scene only by splitting lines. Splitting refers to copying each split map scene and then copying multiple identical auxiliary map scenes to run in different scene service processes or threads, and carrying a large number of players in one scene based on splitting. In the same location, people on different lines cannot see each other. If players want to see each other in the same place, they must agree to log in to the same line or choose to switch to the same line. This will undoubtedly bring a lot of inconvenience to the players. The experience is poor. Contents of the invention [0003] The purpose of th...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F9/48G06F9/52G06F9/54A63F13/35A63F13/843
CPCA63F13/35A63F13/843G06F9/4881G06F9/524G06F9/546
Inventor 郭鹏
Owner BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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