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CN-122006249-A - Cross-platform use method of game virtual prop

CN122006249ACN 122006249 ACN122006249 ACN 122006249ACN-122006249-A

Abstract

The application provides a cross-platform application method of a game virtual prop, and relates to the technical field of games; the method comprises the steps of responding to a cross-platform use instruction at a source game platform, enabling a cloud proxy server to distribute cloud execution examples for target virtual props and mark occupation, establishing a session with a lightweight client of the target platform, enabling the client to collect touch operation and generate standardized event packages and send the event packages, enabling the event to be enqueued, enabling the cloud instance to execute prop logic scripts to generate state change and audiovisual effect description, enabling the server to monitor network parameter selection rendering mode adaptation data to send, enabling the client to monitor rendering quality feedback adjustment modes or sampling rates, enabling synchronous states to be released from marks to the source platform after the use is finished, and enabling seamless use of the virtual props among different game platforms to be achieved through separation of prop logic execution and performance, and keeping prop state consistency and operation continuity.

Inventors

  • Ruan Changbing

Assignees

  • 武汉小老弟科技有限公司

Dates

Publication Date
20260512
Application Date
20260324

Claims (10)

  1. 1. The cross-platform application method of the game virtual prop is characterized by comprising the following steps of: S1, in a source game platform, responding to a cross-platform use instruction of a player on a target virtual prop, and acquiring a prop identification of the target virtual prop by a cloud proxy server And player identification Verifying whether the target virtual prop is in an unhandled and undeployed state, if so, distributing an independent cloud execution instance for the target virtual prop, and marking the state of the target virtual prop as cross-platform occupation on a source game platform; S2, the cloud proxy server establishes a real-time communication session with a lightweight client on a target platform according to a target platform identifier tp appointed by a player, and generates a session token And binding with instance identification id; S3, the lightweight client uses 120Hz preset acquisition frequency Collecting touch operation coordinates of player on target platform Performing Kalman filtering processing on the original data to generate a standardized operation event, packaging the standardized operation event according to a 16ms time window, and then sending the standardized operation event to the cloud proxy server; S4, the cloud proxy server puts the received operation event data into an operation queue according to the time stamp tm sequence, the cloud execution instance sequentially takes out the operation event from the operation queue, and the operation event is simulated and executed according to the logic script of the target virtual prop to generate state change data and audiovisual effect description When the time exceeds 100 times, sampling and merging operation events in the same 16ms time window and then executing; s5, the cloud proxy server monitors the current network bandwidth Delay of And packet loss rate Wherein The unit is Mbps, In the unit of ms, The value range is [0,1], one rendering mode is selected from a video stream mode, an instruction set mode and a key frame mode according to a pre-stored rendering capability list of the target platform, the audiovisual effect description is adapted to rendering data compatible with the target platform, and the rendering data is sent to the lightweight client for rendering; s6, the lightweight client monitors rendering delay And the packet loss rate of the client The said And The cloud proxy server returns to the cloud proxy server, and the cloud proxy server performs the processing according to the data And Switching the rendering mode from the video streaming mode to the instruction set mode, or reducing the operational event sampling rate from 120Hz to 60Hz; S7, responding to the end of cross-platform use, synchronizing the state change data to the source game platform by the cloud proxy server, and updating the attack force value of the target virtual prop And durability value And releasing the cross-platform occupation mark, and recovering the transaction operation and the decomposition operation of the target virtual prop on the source game platform.
  2. 2. The method for cross-platform use of a game virtual prop according to claim 1, wherein in the step S3, the adjusted sampling frequency f' is according to the formula Calculation of wherein For the preset acquisition frequency to be used, To adjust the coefficients and take the value range of 0.5 to 2.0, step 0.1.
  3. 3. The method for cross-platform use of game virtual prop according to claim 1, wherein in step S5, the mass fraction is According to the formula Calculation of wherein For the bandwidth of the network, For the purpose of network delay, For the packet loss rate of the network, 、 、 Is a preset weight coefficient and meets ; When (when) Greater than a first threshold Selecting a video streaming mode when Less than a second threshold Selecting key frame mode when Greater than or equal to And less than or equal to The instruction set mode is selected.
  4. 4. The method for cross-platform use of game virtual props according to claim 3, wherein in step S5, the cloud proxy server converts the audiovisual effect description into corresponding rendering data according to the selected rendering mode: If the video stream mode is selected, a cloud renderer is called to generate an H.264 video stream; if the instruction set mode is selected, generating an animation instruction and special effect parameters in a JSON format; and if the key frame mode is selected, transmitting key state information according to a time interval of 100ms, and performing patch rendering by combining the lightweight client with a Kalman prediction algorithm.
  5. 5. The cross-platform usage method of game virtual props according to claim 1, wherein in step S1, the cloud proxy server allocates an independent cloud execution instance for the target virtual prop, including: the cloud proxy server creates a sandbox environment for the target virtual prop, and loads a Lua logical script and a current attack force value of the target virtual prop in the sandbox environment And the current endurance number And launch the Lua interpreter to simulate executing the operational event; Wherein the integrated attribute value According to the formula The calculation is performed such that, Is the first The preset weight coefficient of the item attribute, Is the first The current value of the item's attribute, The total attribute value is And the cloud execution instance is used for initializing the state of the target virtual prop in the cloud execution instance.
  6. 6. The method for cross-platform application of game virtual prop according to claim 1, wherein in the step S1, the un-transacted and un-disassembled state refers to that the target virtual prop is not transacted by a ticket in a source game platform and is not locked by a disassembling operation, and the verification is completed by a cloud proxy server calling a transaction state API and a disassembling state API of the source game platform.
  7. 7. The method for cross-platform use of game virtual prop according to claim 1, wherein in step S4, the sampling combination refers to that, for a plurality of operation events received in the same 16ms time window, only one event with the largest reserved timestamp is sent to the cloud execution instance for execution, and the rest events are discarded.
  8. 8. The method for cross-platform use of game virtual prop according to claim 4, wherein in step S6, the cloud proxy server delays according to the rendering And the packet loss rate of the client And (3) adjusting: When (when) Ms or When the video stream mode is the current video stream mode, the rendering mode is switched to the instruction set mode, and the switching is not repeated within 5 seconds after the switching; When (when) Ms or And when the current sampling rate is 120Hz, issuing The sampling rate was reduced to 60Hz.
  9. 9. The method for cross-platform use of game virtual prop according to claim 1, wherein in step S7, the response to the end of the cross-platform use includes any one of the following cases: The player actively finishes using the target platform and reaches a preset value when using the target platform Minutes, or network outage duration exceeds 5 seconds; And when the cloud proxy server detects any condition, closing the cloud execution instance.
  10. 10. The method according to claim 1, wherein in step S7, the transaction operation includes selling the target virtual prop on the market of the source game platform, the disassembly operation includes disassembling the target virtual prop into game material, and the state change data includes at least an updated durability value 。

Description

Cross-platform use method of game virtual prop Technical Field The invention relates to the technical field of games, in particular to a cross-platform use method of a game virtual prop. Background In multiplayer online games, virtual props are important assets for players to participate in the game, typically bound to a particular game platform. With the development of cross-platform games, players desire to be able to continue using acquired props while switching between different devices. However, in the prior art, prop data is stored in a local or specific server, and when a player switches to other platforms, the prop cannot be directly used, so that the game experience is split. In order to solve the problem related to props, the prior proposal such as China patent CN116785711A discloses a use method of game props, which detects the loss degree of the props in the combat process and automatically switches to the standby props of the same type. Chinese patent CN115212572a discloses a control method for game props, which realizes cyclic switching of props of the same type by multiplexing prop switching controls, optimizes interface interaction, but the method is still limited to a single game platform, and cannot realize cross-platform synchronization and operation adaptation of prop states. The prior art lacks a method for enabling the virtual prop to be used seamlessly between different game platforms, keeping the states consistent and operating consistent, so that a cross-platform using method of the game virtual prop is provided for solving the problems. Disclosure of Invention In order to overcome the defects in the prior art, the embodiment of the invention provides a cross-platform use method of a game virtual prop, which aims to solve the technical problems that in the prior art, the virtual prop is bound with a specific game platform and cannot be used seamlessly between different game platforms, so that prop states are inconsistent, and operation experience is split. In order to achieve the above purpose, the present invention provides the following technical solutions: the application provides a cross-platform application method of a game virtual prop, which comprises the following steps: S1, in a source game platform, responding to a cross-platform use instruction of a player on a target virtual prop, and acquiring a prop identification of the target virtual prop by a cloud proxy server And player identificationAnd verifying whether the target virtual prop is in an unhandled and undeployed state, if so, distributing an independent cloud execution instance for the target virtual prop, and marking the state of the target virtual prop as cross-platform occupation on a source game platform. Distributing independent cloud execution examples for running prop logic on the cloud to decouple prop behaviors from the source platform; The cross-platform occupancy state is marked for prohibiting operation of the source platform during cross-platform use, avoiding state conflicts. Further, the un-transacted and un-disassembled state refers to that the target virtual prop is not transacted by a hanging bill in the source game platform and is not locked by the disassembled operation, and the verification is completed by the cloud proxy server calling the transaction state API and the disassembled state API of the source game platform. The cloud proxy server allocates independent cloud execution examples for the target virtual prop specifically includes: creating a sandbox environment, and loading a Lua logical script and a current attack force value of the target virtual prop in the sandbox environment And the current endurance numberAnd launch the Lua interpreter to simulate executing the operational event; Meanwhile, according to the formula Calculating comprehensive attribute valuesWhereinIs the firstThe preset weight coefficient of the item attribute,Is the firstThe current value of the item's attribute,And the comprehensive attribute value is used for initializing the state of the target virtual prop in the cloud execution instance and providing a basis for balancing the internal load of the server. S2, the cloud proxy server establishes a real-time communication session with a lightweight client on a target platform according to a target platform identifier tp appointed by a player, and generates a session tokenAnd is bound to an instance identification id. The real-time communication session is established to provide a channel for the transmission of subsequent operation events and rendering data, and the session token is used for identifying the session and binding with the cloud execution instance to ensure that the data is routed to a correct processing unit. S3, the lightweight client uses 120Hz preset acquisition frequencyCollecting touch operation coordinates of player on target platformAnd carrying out Kalman filtering processing on the original data to generate a standardized operation event,