Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the present application is described in further detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the present application and are not intended to limit the present application. 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 application.
It should be noted that the descriptions relating to "first", "second", etc. in the embodiments of the present application are only for descriptive purposes and are not to be construed as indicating or implying relative importance or implicitly indicating the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include at least one such feature. In addition, technical solutions between various embodiments may be combined with each other, but must be realized by a person skilled in the art, and when the technical solutions are contradictory or cannot be realized, such a combination should not be considered to exist, and is not within the protection scope of the present application.
In the description of the present application, it should be understood that the numerical references before the steps do not identify the order of performing the steps, but merely serve to facilitate the description of the present application and to distinguish each step, and therefore should not be construed as limiting the present application.
The present application relates to the interpretation of terms:
and (4) battle data storage: when the player carries out the battle of the public battle, the battle data is saved into the local file one by one. Wherein the key is the current timestamp and the value is the data issued by the current server.
Uploading a data file: when the player reports the abnormity, the player logs in the game to upload the combat data to the cloud server according to the player playerlID configuration field.
Converting the time stamp: and reading data according to the received data file, and storing the data into a preset data structure. And restoring the key in the key value pair to the corresponding timestamp.
Simulating server battle: running a timer logic locally, interpolating a first key in the client data with the current timestamp, taking the first key value as the current time, adding the interpolation to each key, and loading the data in the value in the circulating logic of the timer along with the time. The logic of server battle is simulated, and the playing is carried out one by one to complete the playback function.
KV: Key-Value Key Value pair, where Key is a Key and Value is a Value.
Fig. 1 schematically shows an environment operation diagram of a game playback method according to an embodiment of the present application.
As shown in fig. 1, the environment schematic includes a server 2, a network 4, game terminals (6A, 6B,. and 8A, 8B, …), and aplayback terminal 10, wherein:
the server 2, as a game service platform, may be constituted by a single or a plurality of computing devices. The single or multiple computing devices may include virtualized compute instances. The virtualized computing instance may include a virtual machine, such as an emulation of a computer system, an operating system, a server, and so forth. The computing device may load the virtual machine based on a virtual image and/or other data that defines the particular software (e.g., operating system, dedicated application, server) used for emulation. As the demand for different types of processing services changes, different virtual machines may be loaded and/or terminated on one or more computing devices. A hypervisor may be implemented to manage the use of different virtual machines on the same computing device.
The server 2 may receive the combat data uploaded by each player through the client, and generate game effect data according to the combat data uploaded by each player or broadcast the combat data uploaded by each player to each game client.
Server 2 may be configured to communicate withgaming terminals 6A, 6B,. and 8A, 8B, …, etc., over network 4. The gaming terminal may include any type of computing device, such as a mobile device, a tablet device, a laptop computer, a virtual reality device, a gaming device, a set-top box, a vehicle terminal, a smart television, a television box, and so forth.
Game terminals (6A, 6B,. and 8A, 8B, …) for running game clients. The game client is used for providing functions of game login, operation, payment and the like.Game terminals 6A, 6B, … andgame terminals 8A, 8B, … are devices used by both parties in a game scene. It is noted that the above-described apparatus is exemplary, and the number of game terminals for both parties of a match may be increased or decreased in different game scenarios.
Each gaming terminal may be configured with a gaming client, takinggaming terminal 6A as an example:
game terminal 6A may be configured with a game client. The game client outputs (renders, plays) content to the user. The content may be game landing pages, game screens, audio, commentary, and/or the like. For example, the game client is configured to provide a game login page, and provide an account number and a password input by the user to the server 2, so as to determine whether to enter the game page according to the server 2. In the game page, the player can select a game virtual character and apply to the server 2 for composition or participation in a certain game session. In game play, a player can manipulate the game virtual character by entering instructions, such as forward, reverse, attack, and the like.
And aplayback terminal 10 for playback operation of the game. Theplayback terminal 10 may be a tablet device, laptop, gaming device, set-top box, smart television, or the like. Theplayback terminal 10 may also be used as a game terminal.
The game play may be a guild play. The guild battles are large-scale battles held regularly.
Example one
With continued reference to fig. 1, the present embodiment provides a game playback system. The game playback system includes: a server 2, a game terminal (e.g., 6A), and aplayback terminal 10. Optionally, when multiple player operations are required in the game, the game playback system may further includeother game terminals 6B, 6C, …, and 8A, 8B, 8C, …, and the like. Wherein:
in game play, each player needs to input an operation command through a terminal to control each virtual character in the game. For example:
the target player Play _1 inputs an instruction to Play its virtual character in the game Play through thegame terminal 6A. The other player Play _2 inputs an instruction to Play its virtual character in the Play through thegame terminal 6B. The other player Play _3 inputs an instruction to Play its virtual character in the Play through thegame terminal 8A.
The following takesgame terminal 6A as an example to describe the interaction process of the game playback system:
and thegame terminal 6A is used for generating target combat data according to the operation instruction of the target player in game play and uploading the target combat data.
The server 2 is used for acquiring a plurality of pieces of combat data and broadcasting the plurality of pieces of combat data one by one; wherein the pieces of combat data include the target combat data uploaded by thegame terminal 6A and combat data uploaded by other game terminals.
And theplayback terminal 10 is used for playing back the game pair.
Thegame terminal 6A is further configured to receive the pieces of combat data broadcast by the server 2, and store each piece of combat data in the pieces of combat data in a local memory in a key-value pair manner, so as to obtain a plurality of key-value pairs; each key-value pair includes a piece of combat data and a timestamp for the piece of combat data.
The server 2 is further configured to, when the game match is reported to be abnormal by the target player, obtain a plurality of key-value pairs corresponding to the game match from thegame terminal 6A, and provide the plurality of key-value pairs to a playback terminal;
theplayback terminal 10 is further configured to perform a playback operation according to the plurality of key value pairs.
In this embodiment, when the target player feeds back the abnormality, the data (the plurality of key value pairs) stored in thegame terminal 6A used by the target player may be acquired through the above scheme, and the playback operation is performed through theplayback terminal 10, so that the detailed problem of the abnormality occurring in the game match is checked and followed up in time, and the bug is found out more efficiently.
In addition, implementing player cloud archive by each terminal (game terminal 6A, and other game terminals) can reduce the storage pressure of server 2. Meanwhile, although the server 2 broadcasts each piece of combat data to each terminal indiscriminately, the presentation of the same combat on different terminals may have variability due to the wire speed, hardware, etc. of each terminal. Therefore, the data actually stored by each terminal may have differences, and the data stored by the corresponding terminal is played back, so that the running and display conditions of the abnormal terminal (such as thegame terminal 6A) reported can be reflected more truly, and the special problems of each terminal can be found more specifically and more easily.
In the same game play, some terminals may be normal and some terminals may be abnormal due to the above discrepancy. In order to improve efficiency, the following embodiments employ a reporting mechanism to play back data stored by a terminal with abnormal reporting in a targeted manner. As an example,game terminal 6A, is further configured to: comparing a timestamp of when the target combat data was generated with a timestamp of when the target combat data was received from the server; and if the time interval between the time stamp when the target combat data is generated and the time stamp when the target combat data is received is larger than a preset threshold value, judging that the game match is abnormal, and reporting the abnormality to the server 2. Games generally emphasize instantaneity. When the time interval between the time stamp when thegame terminal 6A generates the target combat data and the time stamp when the target combat data is received is relatively large, it indicates that the network may be in failure and an exception needs to be reported.
When the target player feeds back the abnormality, the locally stored data (i.e., the plurality of key-value pairs) corresponding to the game pair are acquired fromgame terminal 6A, and it should be noted that the process of server 2 acquiring the plurality of key-value pairs fromgame terminal 6A is not sensible to the target player and does not affect the normal game process and experience of the target player. The method comprises the following specific steps: as an example, the server 2 is further configured to: acquiring player information of the target player and field information of the game play; detecting whether the target player executes game login operation through the game terminal according to the player information; and when the game login operation is detected, notifying the game terminal to inquire the plurality of key-value pairs corresponding to the game play according to the field information of the game play and uploading the plurality of key-value pairs to the server 2.
As an example, to achieve accurate simulation and playback, theplayback terminal 10 is further configured to: receiving the plurality of key value pairs issued by the server; performing a playback operation to simulate the game play according to the plurality of key-value pairs: starting timing operation, interpolating the timestamp of a first key value pair in the plurality of key value pairs with the current timestamp, and adding the interpolation to the timestamps of each subsequent key value pair of the first key value pair to obtain each updated timestamp; and in the simulation process, loading the combat data into the game correspondingly according to the updated time sequence of the time stamps so that the game executes game playback operation according to the combat data.
In order to make the solution described in this embodiment more clear, as shown in fig. 2, a specific example is provided as follows:
in a game pair:
game terminal 6A provides a game operation page, generates target fighting data according to an input instruction of a target player, and uploads the target fighting data to server 2 so that server 2 broadcasts the target fighting data. In this game play, the target player may enter a large number of instructions, thereby generating a large amount of target combat data.
The server 2 receives pieces of combat data of a plurality of terminals entering the game play. The pieces of combat data include the target combat data fromgame terminal 6A and combat data from other game terminals.
The server 2 broadcasts the pieces of combat data piece by piece to issue the pieces of combat data piece by piece to thegame terminal 6A of the target player and to issue the pieces of combat data piece by piece to other game terminals of other players.
Game terminal 6A receives the pieces of combat data broadcast by server 2 and controls the display effect according to the pieces of combat data.
It should be noted that each piece of combat data may include a player ID, position coordinates, blood volume values, attribute values, and the like of each virtual character.
Game terminal 6A writes the plurality of battle data broadcast by server 2 in the form of key value pairs one by one into a data file located locally stored. The Key Value in each Key Value pair is the corresponding current timestamp, and the Value is a piece of combat data. When the game is completed, the data file is saved. In some embodiments, to facilitate storage, the Key value in each Key-value pair may be string-type data.
S1: the target player finishes the game play and returns the game page to the home page.
S2: the data file is saved in a local memory of thegame terminal 6A.
The data file may be saved for three days by default.
And if the target player does not report the abnormity, deleting the data file for more than three days to prevent the storage space from occupying too much. The player is not sensible to the storage, subsequent uploading and deletion, and the normal game process and experience of the player cannot be influenced.
(II) the target player feedbacks the exception occurred in the game play:
s3: if the feedback of the target player is abnormal, the server 2 configures corresponding fields, such as a specific place and a specific day, according to the player identifier of the target player.
S4: if it is detected that the target player logs in the game by beinggame terminal 6A, server 2 notifiesgame terminal 6A to automatically upload the data file corresponding to the game play, so as to provide the data file to server 2.
Optionally, for a PVE (Player VS Environment) mode, the server 2 compares the data file uploaded by thegame terminal 6A with the data file corresponding to the game play of this time stored in the server 2, so as to verify the authenticity of the data file uploaded by the target Player and determine whether the target Player has cheating behavior. In PVP (Player versus Player, Player VS Player), there may be a plurality of players uploading data files of the game play, and therefore, the data files uploaded by thegame terminal 6A may be compared with the data files uploaded by the other game terminals, respectively, to determine whether there is cheating.
S5: theplayback terminal 10 pulls the data file from the server 2 according to the player identification of the target player.
(III) after theplayback terminal 10 takes the data file, performing playback operation according to the data file:
s6: theplayback terminal 10 obtains a time loading logic according to the Key Value in each Key Value pair of the data file, and loads the Value in each Key Value pair into the game based on the time loading logic to complete the playback operation.
After the data file is taken, the data file is selected for game playback by a playback tool in theplayback terminal 10;
and analyzing each key value pair, and putting the analyzed content into a preset data structure. For example, the Key value in each Key value pair is restored to the corresponding timestamp, and the value is restored to the data structure issued by the server 2.
And executing a timing operation, interpolating the Key value in the first Key value pair with the current timestamp, taking the Key value in the first Key value pair as the current time, and adding the interpolation to the Key value in each Key value pair after the first Key value pair. Thus, the data in the corresponding Value may be loaded over time in the loop logic of the timing operation. By the method, the logic in game play can be simulated, and the play can be performed one by one to complete the playback function.
The game playing method can complete the game play-back according to the storage and uploading of the game terminal, the data analysis and the simulation logic under the condition that the game has no play-back function, so that bug checking can be performed, and the game playing method is clearer and clearer than the method for analyzing the combat data only. Meanwhile, the possibility of subsequent development of the game playback module in the game body is also reserved,
example two
In the present embodiment, the server 2 is taken as an execution subject for description, and reference may be made to embodiment one for technical details and effects.
Fig. 3 schematically shows a flowchart of a game playback method according to the second embodiment of the present application.
As shown in fig. 3, the game playback method may include steps S300 to S304, in which:
step S300, a plurality of pieces of combat data in the game match are sent to the game terminal of the target player one by one, so that the game terminal stores a plurality of key value pairs, and each key value pair comprises one piece of combat data and the timestamp of the piece of combat data.
Taking one of the Key Value pairs KV as an example, the Value in the Key Value pair KV is a piece of combat data issued by the server 2, the Key Value in the Key Value pair KV is a timestamp of the piece of combat data, and the timestamp may be a time when the game terminal displays an effect on the piece of combat data. It should be noted that, for the convenience of storage, the type of the Key value may be a string type.
Step S302, when the game match is reported to be abnormal by the target player, the game terminal is informed to upload the plurality of key value pairs.
Step S304, receiving the plurality of key value pairs, and providing the plurality of key value pairs to a playback terminal, so that the playback terminal performs playback operation according to the plurality of key value pairs in a time sequence.
As an example, as shown in fig. 4, the step S302 may include: step S400, obtaining player information of the target player and field information of the game play; step S402, detecting whether the target player executes game login operation through the game terminal according to the player information; and step S403, when the game login operation is detected, notifying the game terminal to inquire the plurality of key-value pairs corresponding to the game play according to the field information of the game play and uploading the plurality of key-value pairs to the server.
The pieces of combat data include, by way of example, combat data of virtual characters controlled by the game terminal and combat data of other virtual characters. As shown in fig. 5, the game playback method may further include: step S500, when the other virtual characters are controlled by the server, comparing a plurality of pieces of combat data in the plurality of key values with a plurality of pieces of combat data stored by the server; wherein, the plurality of pieces of combat data stored by the server are the combat data corresponding to the game play. In the embodiment, the game situation of the target player can be efficiently analyzed.
As an example, the game playback method may further include: and judging whether the target player has cheating behavior according to a comparison result between a plurality of pieces of combat data in the key values and a plurality of pieces of combat data stored by the server. In the present embodiment, the cheating behavior of the target player can be effectively identified.
The pieces of combat data include, by way of example, combat data of virtual characters controlled by the game terminal and combat data of other virtual characters. As shown in fig. 6, the game playback method may further include: step S600, when the other virtual characters are controlled by the other game terminals, comparing the plurality of pieces of combat data in the plurality of key value pairs with the plurality of pieces of combat data uploaded by the other game terminals; and the plurality of pieces of combat data uploaded by the other game terminals are combat data corresponding to the game play. In the embodiment, the game situation of the target player can be efficiently analyzed.
As an example, the game playback method may further include: and judging whether the target player has cheating behavior according to the comparison result between the pieces of fighting data in the key value pairs and the pieces of fighting data uploaded by the other game terminals. In the present embodiment, the cheating behavior of the target player can be effectively identified.
EXAMPLE III
In the present embodiment,game terminal 6A is used as the execution subject for description, and reference may be made to embodiment one for technical details and effects.
Fig. 7 schematically shows a flowchart of a game playback method according to the third embodiment of the present application.
As shown in fig. 7, the game playback method may include steps S700 to S704, in which:
step S700, receiving combat data in game-play issued one by a server;
step S702, storing each piece of combat data in a local memory in a key value pair mode respectively to obtain a plurality of key value pairs; each key-value pair comprises a piece of combat data and a timestamp of the piece of combat data; and
step S704, in response to the instruction of the server, uploading the plurality of key value pairs to the server, so that the server issues the plurality of key value pairs to a playback terminal, so that the playback terminal performs a playback operation according to the plurality of key value pairs.
By way of example, the plurality of key-value pairs are located in one data file. As shown in fig. 8, the step S704 includes: and step S800, inquiring the data file corresponding to the game match according to the field information in the command and uploading the data file.
As an example, as shown in fig. 9, the game playback method may further include: step S900, target combat data are generated according to the operation instructions of the target players and uploaded to the server; step S902, receiving the target combat data issued by the server; step S904 of comparing the time stamp when the target combat data is generated with the time stamp when the target combat data is received from the server; step S906, if the time interval between the time stamp when the target combat data is generated and the time stamp when the target combat data is received is larger than a preset threshold value, judging that the game match is abnormal, and reporting the abnormality to the server.
Example four
The present embodiment is described with theplayback terminal 10 as an execution subject, and technical details and effects can be referred to in the first embodiment.
Fig. 10 schematically shows a flowchart of a game playback method according to the fourth embodiment of the present application.
As shown in fig. 10, the game playback method may include steps S1000 to S1002, in which:
step S1000, receiving a data file issued by the server, wherein the data file comprises a plurality of key value pairs related to game play, and each key value pair comprises one piece of combat data and a timestamp of the piece of combat data;
step S1002, according to the plurality of key-value pairs, performing a playback operation to simulate the game play: starting timing operation, interpolating the timestamp of a first key value pair in the plurality of key value pairs with the current timestamp, and adding the interpolation to the timestamps of each subsequent key value pair of the first key value pair to obtain each updated timestamp; and in the simulation process, loading the combat data into the game correspondingly according to the updated time sequence of the time stamps so that the game executes game playback operation according to the combat data.
As an example, the game playback method may further include: and searching for the loophole of the game match according to the playback result of each fighting data at the playback terminal. In the embodiment, the vulnerability can be efficiently searched based on the playback result.
As an example, as shown in fig. 11, the game playback method may further include: step S1100, downloading the data file from the server according to the player identification of the target player; the data file is acquired by the server from the abnormal reported game terminal.
EXAMPLE five
Fig. 12 schematically shows a block diagram of a game playback apparatus according to a fifth embodiment of the present application, which may be divided into one or more program modules, the one or more program modules being stored in a storage medium and executed by one or more processors to complete the embodiments of the present application. The program modules referred to in the embodiments of the present application refer to a series of computer program instruction segments capable of performing specific functions, and the following description will specifically describe the functions of each program module in the embodiments.
As shown in fig. 12, the game playback apparatus 1200 may include a distribution module 1210, a notification module 1220, and a providing module 1230, wherein:
the issuing module 1210 is configured to issue multiple pieces of combat data in a game match to a game terminal of a target player one by one, so that the game terminal stores multiple key value pairs, where each key value pair includes one piece of combat data and a timestamp of the piece of combat data;
a notification module 1220, configured to notify the game terminal to upload the key-value pairs when the game match is reported by the target player as abnormal; and
a providing module 1230, configured to receive the multiple key value pairs and provide the multiple key value pairs to a playback terminal, so that the playback terminal performs a playback operation in a time sequence according to the multiple key value pairs.
As an example, the notification module 1220 is further configured to:
acquiring player information of the target player and field information of the game play;
detecting whether the target player executes game login operation through the game terminal according to the player information; and
when the game login operation is detected, the game terminal is informed to inquire the plurality of key value pairs corresponding to the game play according to the field information of the game play and upload the plurality of key value pairs to the server.
The pieces of combat data include, by way of example, combat data of virtual characters controlled by the game terminal and combat data of other virtual characters. The game playback apparatus may further include a comparison module (not identified) configured to compare, when the other virtual character is controlled by the server, the pieces of combat data in the plurality of key values with the pieces of combat data stored by the server; wherein, the plurality of pieces of combat data stored by the server are the combat data corresponding to the game play.
As an example, the game playback device may further include an anti-cheating module (not identified) for: and judging whether the target player has cheating behavior according to a comparison result between a plurality of pieces of combat data in the key values and a plurality of pieces of combat data stored by the server.
The pieces of combat data include, by way of example, combat data of virtual characters controlled by the game terminal and combat data of other virtual characters. The game playback device may further include a comparison module (not identified) configured to compare the pieces of combat data in the key value pairs with the pieces of combat data uploaded by the other game terminals when the other virtual character is controlled by the other game terminals; and the plurality of pieces of combat data uploaded by the other game terminals are combat data corresponding to the game play.
As an example, the game playback device may further include an anti-cheating module (not identified) for: and judging whether the target player cheats or not according to the comparison result between the pieces of combat data in the key value pairs and the pieces of combat data uploaded by the other game terminals. In the embodiment, the cheating behaviors of the user can be effectively identified.
EXAMPLE six
Fig. 13 schematically shows a block diagram of a game playback apparatus according to a sixth embodiment of the present application, which may be divided into one or more program modules, the one or more program modules being stored in a storage medium and executed by one or more processors to complete the embodiments of the present application. The program modules referred to in the embodiments of the present application refer to a series of computer program instruction segments capable of performing specific functions, and the following description will specifically describe the functions of each program module in the embodiments.
As shown in fig. 13, the game playback apparatus 1300 may include a receiving module 1310, a saving module 1320, and a responding module 1330, wherein:
a receiving module 1310, configured to receive battle data issued by the server one by one in a game match;
a saving module 1320, configured to save each piece of combat data in a local memory in a form of a key value pair, so as to obtain multiple key value pairs; each key-value pair comprises a piece of combat data and a timestamp of the piece of combat data; and
a response module 1330, configured to, in response to the instruction of the server, upload the plurality of key value pairs to the server, so that the server issues the plurality of key value pairs to a playback terminal, so that the playback terminal performs a playback operation according to the plurality of key value pairs.
By way of example, the plurality of key-value pairs are located in one data file. The response module 1330 is further configured to: and inquiring the data file corresponding to the game play according to the field information in the instruction and uploading the data file.
As an example, the game playback apparatus may further include an abnormality determination module (not identified). The abnormality determination is configured to:
generating target combat data according to an operation instruction of a target player, and uploading the target combat data to the server;
receiving the target combat data issued by the server;
comparing a timestamp of when the target combat data was generated with a timestamp of when the target combat data was received from the server;
and if the time interval between the time stamp when the target combat data is generated and the time stamp when the target combat data is received is larger than a preset threshold value, judging that the game match is abnormal, and reporting the abnormality to the server.
EXAMPLE seven
Fig. 14 schematically shows a hardware architecture diagram of a computer device 1400 suitable for implementing a game playback method according to a seventh embodiment of the present application. The computer device 1400 may function as any of the server 2,game terminals 6A, 6B, … and 8A, …, andplayback terminal 10. In this embodiment, the computer device 1400 is a device capable of automatically performing numerical calculation and/or information processing according to a preset or stored instruction. For example, the server may be a smart phone, a tablet computer, a laptop, a personal computer, a workstation, a rack server, a blade server, a tower server, or a rack server (including a stand-alone server or a server cluster composed of multiple servers). As shown in fig. 14, computer device 1400 includes at least, but is not limited to: memory 1410, processor 1420, network interface 1430 may be communicatively linked to each other via a system bus. Wherein:
the memory 1410 includes at least one type of computer-readable storage medium including a flash memory, a hard disk, a multimedia card, a card type memory (e.g., SD or DX memory, etc.), a Random Access Memory (RAM), a Static Random Access Memory (SRAM), a Read Only Memory (ROM), an Electrically Erasable Programmable Read Only Memory (EEPROM), a Programmable Read Only Memory (PROM), a magnetic memory, a magnetic disk, an optical disk, etc. In some embodiments, the storage 1410 may be an internal storage module of the computer device 1400, such as a hard disk or memory of the computer device 1400. In other embodiments, the memory 1410 may also be an external storage device of the computer device 1400, such as a plug-in hard disk, a Smart Media Card (SMC), a Secure Digital (SD) Card, a Flash memory Card (Flash Card), etc. provided on the computer device 1400. Of course, the memory 1410 may also include both internal and external memory modules of the computer device 1400. In this embodiment, the memory 1410 is generally used for storing an operating system installed in the computer apparatus 1400 and various kinds of application software, such as program codes of a game playback method, and the like. In addition, the memory 1410 may also be used to temporarily store various types of data that have been output or are to be output.
Processor 1420 may be a Central Processing Unit (CPU), controller, microcontroller, microprocessor, or other data Processing chip in some embodiments. The processor 1420 is generally used for controlling the overall operation of the computer device 1400, such as performing control and processing related to data interaction or communication with the computer device 1400. In this embodiment, the processor 1420 is configured to execute program codes stored in the memory 1410 or process data.
Network interface 1430 may include a wireless network interface or a wired network interface, with network interface 1430 typically being used to establish communication links between computer device 1400 and other computer devices. For example, the network interface 1430 is used to connect the computer apparatus 1400 with an external terminal via a network, establish a data transmission channel and a communication link between the computer apparatus 1400 and the external terminal, and the like. The network may be a wireless or wired network such as an Intranet (Intranet), the Internet (Internet), a Global System of Mobile communication (GSM), Wideband Code Division Multiple Access (WCDMA), a 4G network, a 5G network, Bluetooth (Bluetooth), or Wi-Fi.
It is noted that FIG. 14 only shows a computer device having components 1410 and 1430, but it is understood that not all of the shown components are required and that more or fewer components may be implemented instead.
In this embodiment, the game playback method stored in the memory 1410 may be further divided into one or more program modules and executed by one or more processors (in this embodiment, the processor 1420), so as to complete the embodiment of the present application.
Example eight
The present application also provides a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the steps of the game playback method in the embodiments.
In this embodiment, the computer-readable storage medium includes a flash memory, a hard disk, a multimedia card, a card type memory (e.g., SD or DX memory, etc.), a Random Access Memory (RAM), a Static Random Access Memory (SRAM), a Read Only Memory (ROM), an Electrically Erasable Programmable Read Only Memory (EEPROM), a Programmable Read Only Memory (PROM), a magnetic memory, a magnetic disk, an optical disk, and the like. In some embodiments, the computer readable storage medium may be an internal storage unit of the computer device, such as a hard disk or a memory of the computer device. In other embodiments, the computer readable storage medium may be an external storage device of the computer device, such as a plug-in hard disk, a Smart Media Card (SMC), a Secure Digital (SD) Card, a Flash memory Card (Flash Card), and the like provided on the computer device. Of course, the computer-readable storage medium may also include both internal and external storage devices of the computer device. In this embodiment, the computer-readable storage medium is generally used for storing an operating system and various types of application software installed in the computer device, for example, the program code of the game playback method in the embodiment, and the like. Further, the computer-readable storage medium may also be used to temporarily store various types of data that have been output or are to be output.
It will be apparent to those skilled in the art that the modules or steps of the embodiments of the present application described above may be implemented by a general purpose computing device, they may be centralized on a single computing device or distributed across a network of multiple computing devices, and alternatively, they may be implemented by program code executable by a computing device, such that they may be stored in a storage device and executed by a computing device, and in some cases, the steps shown or described may be performed in an order different from that described herein, or they may be separately fabricated into individual integrated circuit modules, or multiple ones of them may be fabricated into a single integrated circuit module. Thus, embodiments of the present application are not limited to any specific combination of hardware and software.
The above description is only a preferred embodiment of the present application, and not intended to limit the scope of the present application, and all modifications of equivalent structures and equivalent processes, which are made by the contents of the specification and the drawings of the present application, or which are directly or indirectly applied to other related technical fields, are included in the scope of the present application.