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WO2016150331A1 - 一种运行游戏客户端的方法和装置 - Google Patents

一种运行游戏客户端的方法和装置 Download PDF

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Publication number
WO2016150331A1
WO2016150331A1 PCT/CN2016/076581 CN2016076581W WO2016150331A1 WO 2016150331 A1 WO2016150331 A1 WO 2016150331A1 CN 2016076581 W CN2016076581 W CN 2016076581W WO 2016150331 A1 WO2016150331 A1 WO 2016150331A1
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WO
WIPO (PCT)
Prior art keywords
target game
data
server
unit
startup
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/CN2016/076581
Other languages
English (en)
French (fr)
Inventor
王明慧
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Publication of WO2016150331A1 publication Critical patent/WO2016150331A1/zh
Priority to US15/699,028 priority Critical patent/US10635449B2/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/12Protocols specially adapted for proprietary or special-purpose networking environments, e.g. medical networks, sensor networks, networks in vehicles or remote metering networks
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range

Definitions

  • Embodiments of the present invention relate to the field of computer technologies, and in particular, to a method and apparatus for running a game client.
  • mobile terminals such as mobile phones or tablet computers have become more and more widely used, and have become one of the most important tools in people's daily work and life. People can browse videos, news, and other information through mobile terminals, and can also play games on mobile terminals.
  • the user can download the complete data package of the corresponding game client on the mobile terminal and install it, and then the user can click the startup icon of the game client to enable the mobile terminal to run the game client. end.
  • embodiments of the present invention provide a method and apparatus for running a game client.
  • the technical solution is as follows:
  • a method of running a game client comprising:
  • an apparatus for running a game client comprising:
  • a receiving module configured to receive a startup instruction of the target game client, and send a startup request corresponding to the target game client to the server;
  • a startup module configured to receive startup data corresponding to the target game client sent by the server, and start the target game client based on the startup data;
  • a sending module configured to send, to the server, a data request carrying a unit identifier of the target game unit when a preset data acquisition condition corresponding to the target game unit in the target game client is reached;
  • a running module configured to receive running data of the target game unit sent by the server, and run the target game unit based on the running data.
  • the startup instruction of the target game client is received, the startup request of the corresponding target game client is sent to the server, and the startup data of the corresponding target game client sent by the server is received, and the target game client is started based on the startup data.
  • the data acquisition condition of the target game unit in the target game client is set, the data request carrying the unit identifier of the target game unit is sent to the server, the operation data of the target game unit sent by the server is received, and the target game is run based on the operation data.
  • the mobile terminal can obtain the running data of the target game unit from the server when the preset data acquisition condition is reached, and run the target game unit, without installing the complete data packet of the game client on the mobile terminal, thereby saving movement
  • the storage resources of the terminal are not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to,
  • FIG. 1 is a flowchart of a method for running a game client according to an embodiment of the present invention
  • FIG. 2 is a schematic diagram of an interface display according to an embodiment of the present invention.
  • FIG. 3 is a schematic structural diagram of an apparatus for running a game client according to an embodiment of the present invention.
  • FIG. 4 is a schematic structural diagram of a terminal according to an embodiment of the present invention.
  • the embodiment of the present invention provides a method for running a game client. As shown in FIG. 1 , the processing flow of the method may include the following steps:
  • Step 101 Receive a startup instruction of the target game client, and send a startup request corresponding to the target game client to the server.
  • Step 102 Receive startup data of a corresponding target game client sent by the server, and start the target game client based on the startup data.
  • Step 103 When the data acquisition condition of the target game unit in the preset corresponding target game client is reached, the data request carrying the unit identifier of the target game unit is sent to the server.
  • Step 104 Receive operation data of the target game unit sent by the server, and run the target game unit based on the operation data.
  • the startup instruction of the target game client is received, the startup request of the corresponding target game client is sent to the server, and the startup data of the corresponding target game client sent by the server is received, and the target game client is started based on the startup data.
  • the data acquisition condition of the target game unit in the target game client is set, the data request carrying the unit identifier of the target game unit is sent to the server, the operation data of the target game unit sent by the server is received, and the target game is run based on the operation data.
  • the mobile terminal can obtain the running data of the target game unit from the server when the preset data acquisition condition is reached, and run the target game unit, without installing the complete data packet of the game client on the mobile terminal, thereby saving movement
  • the storage resources of the terminal are not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to,
  • Embodiments of the present invention provide a method for running a game client.
  • the execution body of the method is a terminal.
  • the terminal may be a mobile terminal such as a mobile phone or a tablet computer.
  • Step 101 Receive a startup instruction of the target game client, and send a startup request corresponding to the target game client to the server.
  • a startup icon of a plurality of game clients may be pre-stored in the mobile terminal, and the startup icons are displayed.
  • the startup icon corresponding to the target game client may be clicked in the display interface of the mobile terminal, and the mobile terminal receives the startup instruction of the target game client, and then may send a startup request corresponding to the target game client to the server.
  • the activation request may carry the identity of the target game client.
  • the mobile terminal may display a game list, where the game list includes at least one startup icon of the game client, and the corresponding processing may be as follows: receiving a game list display instruction, sending a game list display request to the server; receiving the game sent by the server The display data of the list, based on the display data of the game list, displays the game list.
  • a technician may preset a corresponding program code in a system program of the mobile terminal such that an option to display a game list may be set in the mobile terminal.
  • an option of a game mode may be set in a system setting page of the mobile terminal, and when the user clicks an option of the game mode, the mobile terminal may receive a game list display instruction; or, the mobile terminal may set a display icon of the game list. When the user clicks on the display icon, the mobile terminal can receive a game list display instruction.
  • the mobile terminal may send a game list display request to the server, and the game list display request may carry the identifier of the mobile terminal.
  • the identifier of the mobile terminal is an IMEI (International Mobile Equipment Identity).
  • the data of the plurality of game clients may be pre-stored in the server, and after a certain mobile terminal runs a certain game client through the server, the server may further store the operation information of the game client corresponding to the identifier of the mobile terminal.
  • the running information of the game client may include the identifier of the game client and the progress information of the mobile terminal running the game client (the 32nd level of the game client is run to the game as above).
  • the server may parse the game list display instruction, obtain the identifier of the mobile terminal therein, and further obtain the identifier of the game client running on the mobile terminal (such as the startup of the game client). Icon), and the progress information of each game client that has been run (the number of levels of each game client is run as above), and then the display data of the corresponding game list can be generated, and the display data is sent to the mobile terminal for subsequent processing. .
  • the server may also determine a game client whose release time is different from the current time within a certain length of time, and a game client whose user requests are greater than a preset threshold, and add the identifiers of the game clients to the display data of the game list.
  • Medium sent to the mobile terminal.
  • the game client belonging to the game list includes: the game client used by the user history, and/or, newly released The game client, and/or, the popular game client in the recent period.
  • Popularity refers to the frequency used by users in the most recent period exceeds the predetermined frequency.
  • a user account is an account that the user registers with the server to identify the user, such as an instant messaging account.
  • the mobile terminal may display a corresponding game list based on the display data.
  • the game list may display a startup icon of the game client that was last run by the user. Progress information for each game client running at a time.
  • the game list may also display a startup icon of the game client having a time difference between the release time and the current time within a certain length of time, and a startup icon of the game client whose number of requests is greater than a preset threshold.
  • the game list display request sent by the mobile terminal may carry the identifier of the operator corresponding to the mobile terminal (such as a mobile phone number) in addition to the identifier of the mobile terminal, and after receiving the game list display request, the server receives the game list display request.
  • the operator corresponding to the mobile terminal may be determined according to the identifier of the operator, and the identifier of the mobile terminal is sent to the server of the operator, and the traffic consumed by the mobile terminal in the game mode is not recorded to the mobile terminal.
  • the mobile terminal can notify the server that the mobile terminal exits the game mode.
  • the server can notify the server of the operator to start charging the traffic consumed by the mobile terminal.
  • the process of receiving the startup instruction of the target game client may be as follows: receiving a startup instruction triggered by the startup icon of the target game client. That is, the mobile terminal receives a start command that is triggered when the user clicks on the launch icon of the target game client.
  • the user can click on the game client that is desired to run in the game list displayed by the mobile terminal (ie, the target game client), and the mobile terminal receives the corresponding startup command, and then can send a corresponding response to the server.
  • the startup request of the target game client is not limited to the game list displayed by the mobile terminal (ie, the target game client).
  • the game client running in the mobile terminal in this embodiment only needs to store some basic data, such as: display data of the startup icon, code data when communicating with the server, and the like.
  • Step 102 Receive startup data of a corresponding target game client sent by the server, and start the target game client based on the startup data.
  • the startup data includes at least configuration data and display data of the basic interface, and the configuration data may be The sound setting data including the game client, the difficulty setting data, the partial logic processing data, and the like.
  • the server receives the startup request, and then parses the startup request to obtain the identifier of the target game client therein, and then The data of the target game client stored in the server is parsed, the startup data is obtained, and then the startup data is sent to the mobile terminal.
  • the mobile terminal can start the target game client based on the received startup data.
  • Step 103 When the data acquisition condition of the target game unit in the preset corresponding target game client is reached, the data request carrying the unit identifier of the target game unit is sent to the server.
  • the data acquisition condition of the target game unit in the target game client may be set in advance, and when the data acquisition condition is reached, the mobile terminal may send a data request carrying the unit identifier of the target game unit to the server. .
  • a game usually consists of: several game units.
  • Each game unit is a set obtained by logically dividing the game process according to at least one of a game level, a game story, a game round, a game map, and a game time.
  • a game has multiple levels, each level is a game unit; for example, there are multiple game rounds in a game, each game round is a game unit; for example, there are multiple copy maps in one game.
  • the game process corresponding to each copy map is a game unit, and the like, and will not be described one by one.
  • Each game unit also has its own corresponding unit identification.
  • the mobile terminal when the user clicks on a certain game unit (ie, the target game unit), the mobile terminal sends a data request carrying the unit identifier of the target game unit to the server; or the number of currently running levels and the number of levels of the target game unit are less than the preset. At the threshold, the mobile terminal sends a data request carrying the unit identity of the target gaming unit to the server.
  • a certain game unit ie, the target game unit
  • the mobile terminal sends a data request carrying the unit identifier of the target game unit to the server; or the number of currently running levels and the number of levels of the target game unit are less than the preset.
  • the mobile terminal sends a data request carrying the unit identity of the target gaming unit to the server.
  • Step 104 Receive operation data of the target game unit sent by the server, and run the target game unit based on the operation data.
  • the operation data of the target game unit includes at least display data of the target game unit.
  • the server receives the data request, and then parses the data request to obtain the target game unit therein.
  • the unit identifier the server may determine the game client corresponding to the target game unit, and then may find the data of the target game unit in the data of the game client, and then send the found data to the mobile terminal, and the mobile terminal receives the Server
  • the target game unit can be displayed based on the display data included in the operation data.
  • the operational data may also include logical processing data for the target gaming unit to enable the user to operate in the target gaming unit.
  • the logical processing data is used to process data of user operation information. For example, if the user triggers a click operation in the game screen, the mobile terminal generates user operation information according to the click operation, and the user operation information is processed by the logical processing data.
  • the server may invoke the interface of the mobile terminal to block system notifications, push messages, short messages, and telephones of the mobile terminal.
  • the server may cancel the mobile terminal.
  • the shielding of the terminal is such that the mobile terminal does not prompt the above information when the game mode is turned on, so as not to interfere with the user's operation in the target game unit.
  • the mobile terminal may execute the control instruction in the target game client by using the server, and the corresponding processing may be as follows: when receiving the user operation information, sending the user operation information to the server, so that the server determines that the user operation information corresponds to Control command; receiving a control command sent by the server to execute a control command in the target game client.
  • the user can perform operations in the target game client, such as the user sliding the left game in the target game client, the mobile terminal can receive the user operation information sliding to the left, and then Sending the user operation information to the server, after receiving the user operation information, the server may determine the control instruction corresponding to the received user operation information according to the correspondence between the user operation information and the control instruction in the target game client stored in advance.
  • the control command is then sent to the mobile terminal, and after receiving the control command sent by the server, the mobile terminal can execute the control command in the target game client.
  • step 104 may be repeated multiple times when there are two or more game units in the target game client.
  • the mobile terminal may delete the data of the game client that is stopped, and the corresponding processing may be as follows: when the duration of the target game client stops running reaches a preset first duration threshold, the startup data of the target game client is deleted. Operating data.
  • the mobile terminal may start timing. If the target game client stops running for a preset first duration threshold, the mobile terminal may delete the target game client. Run data and start data. For example, if the first duration threshold is 2 hours, the mobile terminal deletes the target after the target game client stops running for 2 hours. The running data and startup data of the standard game client.
  • the mobile terminal may delete data of the game unit that is stopped, and the corresponding processing may be as follows: when the target game unit stops running and the duration of the other game units other than the target game unit reaches a preset second duration threshold. , delete the running data of the target game unit.
  • the mobile terminal when the mobile terminal detects that the target game unit is stopped, and the other game units other than the target game unit are in the running state, the mobile terminal may start timing if the target game unit stops running and runs the target game unit.
  • the duration of the other game units reaches a preset second duration threshold, and the mobile terminal can delete the operational data of the target game unit. For example, if the second duration threshold is 10 minutes, the mobile terminal deletes the operation data of the third level after the third level of a game client stops running and the other levels other than the third level are run for 10 minutes.
  • the other game units and the target game unit are different game units that belong to the target game client.
  • the mobile terminal may delete data of the game unit with a long pause time, and the corresponding processing may be as follows: when the pause duration of the target game unit reaches a preset third duration threshold, deleting the operation data of the target game unit;
  • the data request carrying the unit identifier of the target game unit is sent to the server; the operation data of the target game unit transmitted by the server is received, and the target game unit is run based on the operation data.
  • the mobile terminal when the user clicks the pause option of the target game unit, the mobile terminal receives the target game unit pause command and can start timing. If the pause duration of the target game unit reaches the preset third duration threshold, Then, the mobile terminal can delete the operation data of the target game unit, and then, if the user clicks the cancel pause option, the mobile terminal receives the cancel pause command of the target game unit, and the mobile terminal can send the unit carrying the target game unit to the server.
  • the identified data request is such that the server can transmit the running data of the target game unit, and after receiving the running data of the target gaming unit, the mobile terminal can run the target gaming unit based on the running data.
  • the mobile terminal may delete the running data of the game unit with the earliest receiving time, and the corresponding processing may be as follows: when the data amount of the locally stored running data reaches a preset data amount threshold, deleting the game unit with the earliest receiving time Running data.
  • a data amount threshold of the stored data amount of the running data may be preset in the mobile terminal, and the mobile terminal may detect the data amount of the stored operating data, when the stored data amount of the running data reaches the pre- When the data amount threshold is set, the mobile terminal can delete the operation data of the game unit with the earliest reception time.
  • the preset data volume threshold is 500K, when the mobile terminal detects When the amount of data of the stored operation data reaches 500K, the mobile terminal deletes the operation data of the game unit whose reception time is the earliest.
  • the startup instruction of the target game client is received, the startup request of the corresponding target game client is sent to the server, and the startup data of the corresponding target game client sent by the server is received, and the target game client is started based on the startup data.
  • the data acquisition condition of the target game unit in the target game client is set, the data request carrying the unit identifier of the target game unit is sent to the server, the operation data of the target game unit sent by the server is received, and the target game is run based on the operation data.
  • the mobile terminal can obtain the running data of the target game unit from the server when the preset data acquisition condition is reached, and run the target game unit, without installing the complete data packet of the game client on the mobile terminal, thereby saving movement
  • the storage resources of the terminal are not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to, but not limited to,
  • the data amount of the running data stored in the stop operation, the pause operation, and the locally stored operation reaches the preset data amount threshold, the related startup data and the running data are deleted, and the game can be played during the game or After the game is over, save the storage resources of the mobile terminal.
  • the user can also make the user not be disturbed during the game by shielding the system notification, push message, short message and telephone irrelevant to the game.
  • the embodiment of the present invention further provides a device for running a game client. As shown in FIG. 3, the device includes:
  • the receiving module 310 is configured to receive a startup instruction of the target game client, and send a startup request corresponding to the target game client to the server;
  • the startup module 320 is configured to receive startup data corresponding to the target game client sent by the server, and start the target game client based on the startup data;
  • the sending module 330 is configured to: when a preset data acquisition condition corresponding to the target game unit in the target game client is reached, send a data request carrying the unit identifier of the target game unit to the server;
  • the running module 340 is configured to receive operation data of the target game unit sent by the server, and run the target game unit based on the running data.
  • the sending module 330 is further configured to:
  • the receiving module 310 is further configured to receive a control instruction sent by the server, where the target The control command is executed in the game client.
  • the receiving module 310 is further configured to:
  • the receiving module 310 is configured to:
  • the device further includes: a deleting module, configured to:
  • the running data and startup data of the target game client are deleted.
  • the device further includes: a deleting module, configured to:
  • the operation data of the target game unit is deleted.
  • the device further includes: a deleting module, configured to:
  • the device further includes: a deleting module, configured to:
  • the running data of the game unit with the earliest receiving time is deleted.
  • the startup data includes at least configuration data and display data of a basic interface
  • the operation data of the target game unit includes at least display data of the target game unit.
  • the device further includes: a shielding module, configured to:
  • the startup instruction of the target game client is received, the startup request of the corresponding target game client is sent to the server, and the startup data of the corresponding target game client sent by the server is received, and the target game client is started based on the startup data.
  • the unit carrying the target game unit is sent to the server.
  • the identified data request receives the running data of the target game unit sent by the server, and runs the target game unit based on the running data, so that the mobile terminal can obtain the running data of the target game unit from the server when the preset data acquiring condition is reached.
  • the target game unit is run, and the complete data package of the game client is not required to be installed on the mobile terminal, thereby saving the storage resources of the mobile terminal.
  • the data amount of the running data stored in the stop operation, the pause operation, and the locally stored operation reaches the preset data amount threshold, the related startup data and the running data are deleted, and the game can be played during the game or After the game is over, save the storage resources of the mobile terminal.
  • the user can also make the user not be disturbed during the game by shielding the system notification, push message, short message and telephone irrelevant to the game.
  • the device running the game client is only illustrated by the division of the above functional modules. In actual applications, the functions may be assigned different functions according to needs.
  • the module is completed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
  • the device for running the game client provided by the above embodiment is the same as the method for running the game client. The specific implementation process is described in detail in the method embodiment, and details are not described herein again.
  • FIG. 4 is a schematic structural diagram of a terminal according to an embodiment of the present invention.
  • the terminal may be used to implement the method for running a game client provided in the foregoing embodiment. Specifically:
  • the terminal 900 may include an RF (Radio Frequency) circuit 110, a memory 120 including one or more computer readable storage media, an input unit 130, a display unit 140, a sensor 150, an audio circuit 160, and a WiFi (wireless fidelity, wireless).
  • the fidelity module 170 includes a processor 180 having one or more processing cores, and a power supply 190 and the like. It will be understood by those skilled in the art that the terminal structure shown in FIG. 4 does not constitute a limitation to the terminal, and may include more or less components than those illustrated, or a combination of certain components, or different component arrangements. among them:
  • the RF circuit 110 can be used for transmitting and receiving information or during a call, and receiving and transmitting signals. Specifically, after receiving downlink information of the base station, the downlink information is processed by one or more processors 180. In addition, the data related to the uplink is sent to the base station. .
  • the RF circuit 110 includes, but is not limited to, an antenna, at least one amplifier, a tuner, one or more oscillators, a Subscriber Identity Module (SIM) card, a transceiver, a coupler, an LNA (Low Noise Amplifier). , duplexer, etc.
  • RF circuitry 110 can also communicate with the network and other devices via wireless communication.
  • the wireless communication can be used Any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA (Code Division Multiple Access) WCDMA (Wideband Code Division Multiple Access), LTE (Long Term Evolution), e-mail, SMS (Short Messaging Service), and the like.
  • GSM Global System of Mobile communication
  • GPRS General Packet Radio Service
  • CDMA Code Division Multiple Access
  • WCDMA Wideband Code Division Multiple Access
  • LTE Long Term Evolution
  • e-mail Short Messaging Service
  • the memory 120 can be used to store software programs and modules, and the processor 180 executes various functional applications and data processing by running software programs and modules stored in the memory 120.
  • the memory 120 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may be stored according to The data created by the use of the terminal 900 (such as audio data, phone book, etc.) and the like.
  • memory 120 can include high speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device. Accordingly, memory 120 may also include a memory controller to provide access to memory 120 by processor 180 and input unit 130.
  • the input unit 130 can be configured to receive input numeric or character information and to generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.
  • input unit 130 can include touch-sensitive surface 131 as well as other input devices 132.
  • Touch-sensitive surface 131 also referred to as a touch display or trackpad, can collect touch operations on or near the user (such as a user using a finger, stylus, etc., on any suitable object or accessory on touch-sensitive surface 131 or The operation near the touch-sensitive surface 131) and driving the corresponding connecting device according to a preset program.
  • the touch-sensitive surface 131 can include two portions of a touch detection device and a touch controller.
  • the touch detection device detects the touch orientation of the user, and detects a signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts the touch information into contact coordinates, and sends the touch information.
  • the processor 180 is provided and can receive commands from the processor 180 and execute them.
  • the touch-sensitive surface 131 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves.
  • the input unit 130 can also include other input devices 132.
  • other input devices 132 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control buttons, switch buttons, etc.), trackballs, mice, joysticks, and the like.
  • the display unit 140 can be used to display information input by the user or information provided to the user and various graphical user interfaces of the terminal 900, which can be composed of graphics, text, icons, videos. And any combination of them to constitute.
  • the display unit 140 may include a display panel 141.
  • the display panel 141 may be configured in the form of an LCD (Liquid Crystal Display), an OLED (Organic Light-Emitting Diode), or the like.
  • the touch-sensitive surface 131 may cover the display panel 141, and when the touch-sensitive surface 131 detects a touch operation thereon or nearby, it is transmitted to the processor 180 to determine the type of the touch event, and then the processor 180 according to the touch event The type provides a corresponding visual output on display panel 141.
  • touch-sensitive surface 131 and display panel 141 are implemented as two separate components to implement input and input functions, in some embodiments, touch-sensitive surface 131 can be integrated with display panel 141 for input. And output function.
  • Terminal 900 can also include at least one type of sensor 150, such as a light sensor, motion sensor, and other sensors.
  • the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 141 according to the brightness of the ambient light, and the proximity sensor may close the display panel 141 when the terminal 900 moves to the ear. / or backlight.
  • the gravity acceleration sensor can detect the magnitude of acceleration in all directions (usually three axes). When it is stationary, it can detect the magnitude and direction of gravity.
  • the terminal 900 can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, here Let me repeat.
  • the audio circuit 160, the speaker 161, and the microphone 162 can provide an audio interface between the user and the terminal 900.
  • the audio circuit 160 can transmit the converted electrical data of the received audio data to the speaker 161 for conversion to the sound signal output by the speaker 161; on the other hand, the microphone 162 converts the collected sound signal into an electrical signal by the audio circuit 160. After receiving, it is converted into audio data, and then processed by the audio data output processor 180, transmitted to the terminal, for example, via the RF circuit 110, or outputted to the memory 120 for further processing.
  • the audio circuit 160 may also include an earbud jack to provide communication of the peripheral earphones with the terminal 900.
  • WiFi is a short-range wireless transmission technology
  • the terminal 900 can help users to send and receive emails, browse web pages, and access streaming media through the WiFi module 170, which provides wireless broadband Internet access for users.
  • FIG. 4 shows the WiFi module 170, it can be understood that it does not belong to the essential configuration of the terminal 900, and may be omitted as needed within the scope of not changing the essence of the invention.
  • the processor 180 is a control center of the terminal 900 that connects various portions of the entire handset using various interfaces and lines, by running or executing software programs and/or modules stored in the memory 120, and recalling data stored in the memory 120, Perform various functions and processing data of the terminal 900, thereby The phone is monitored overall.
  • the processor 180 may include one or more processing cores; preferably, the processor 180 may integrate an application processor and a modem processor, where the application processor mainly processes an operating system, a user interface, an application, and the like.
  • the modem processor primarily handles wireless communications. It can be understood that the above modem processor may not be integrated into the processor 180.
  • the terminal 900 also includes a power source 190 (such as a battery) that supplies power to the various components.
  • the power source can be logically coupled to the processor 180 through a power management system to manage functions such as charging, discharging, and power management through the power management system.
  • Power supply 190 may also include any one or more of a DC or AC power source, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
  • the terminal 900 may further include a camera, a Bluetooth module, and the like, and details are not described herein again.
  • the display unit of the terminal 900 is a touch screen display
  • the terminal 900 further includes a memory, and one or more programs, wherein one or more programs are stored in the memory and configured to be one or one
  • the above processor executes one or more programs that include instructions for performing the following operations:
  • a data request carrying the unit identifier of the target game unit is sent to the server;
  • the one or more programs further include instructions for:
  • the one or more programs further include instructions for:
  • the receiving instruction of the target game client includes:
  • the one or more programs further include instructions for:
  • the startup data and the operation data of the target game client are deleted.
  • the one or more programs further include instructions for:
  • the operation data of the target game unit is deleted when the target game unit stops running and the duration of the other game units other than the target game unit reaches a preset second duration threshold.
  • the one or more programs further include instructions for:
  • the one or more programs further include instructions for:
  • the running data of the game unit with the earliest receiving time is deleted.
  • the startup data includes at least configuration data and display data of a basic interface
  • the operation data of the target game unit includes at least display data of the target game unit.
  • the one or more programs further include instructions for:
  • the startup instruction of the target game client is received, the startup request of the corresponding target game client is sent to the server, and the startup data of the corresponding target game client sent by the server is received, and the target game client is started based on the startup data.
  • the data acquisition condition of the target game unit in the target game client is set, the data request carrying the unit identifier of the target game unit is sent to the server, the operation data of the target game unit sent by the server is received, and the target game is run based on the operation data.
  • a unit such that the mobile terminal can obtain the running data of the target game unit from the server when the preset data acquisition condition is reached, and run the target game unit without the need for the mobile terminal. Install the complete data package of the game client, which can save the storage resources of the mobile terminal.
  • a person skilled in the art may understand that all or part of the steps of implementing the above embodiments may be completed by hardware, or may be instructed by a program to execute related hardware, and the program may be stored in a computer readable storage medium.
  • the storage medium mentioned may be a read only memory, a magnetic disk or an optical disk or the like.

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Abstract

一种运行游戏客户端的方法和装置,属于计算机技术领域。所述方法包括:接收目标游戏客户端的启动指令,向服务器发送对应所述目标游戏客户端的启动请求;接收所述服务器发送的对应所述目标游戏客户端的启动数据,基于所述启动数据,启动所述目标游戏客户端;当达到预设的对应所述目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有所述目标游戏单元的单元标识的数据请求;接收所述服务器发送的所述目标游戏单元的运行数据,基于所述运行数据,运行所述目标游戏单元。采用本方法和装置,可以节省移动终端的存储资源。

Description

一种运行游戏客户端的方法和装置
本申请要求于2015年03月25日提交中国专利局、申请号为201510134241X、发明名称为“一种运行游戏客户端的方法和装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本发明实施例涉及计算机技术领域,特别涉及一种运行游戏客户端的方法和装置。
背景技术
随着移动终端技术的发展,手机或平板电脑等移动终端的用途越来越广泛,已经成为了人们日常工作、生活中最重要的工具之一。人们可以通过移动终端浏览视频、新闻等信息,也可以在移动终端上进行游戏。
当用户想要运行某个游戏时,用户可以在移动终端上下载相应的游戏客户端的完整数据包,并进行安装,然后,用户可以点击该游戏客户端的启动图标,以使移动终端运行该游戏客户端。
在实现本发明实施例的过程中,发明人发现现有技术至少存在以下问题:
用户往往会喜好多个游戏,需要在移动终端上安装相应的多个游戏客户端,这会占据大量的存储资源。
发明内容
为了解决现有技术的问题,本发明实施例提供了一种运行游戏客户端的方法和装置。所述技术方案如下:
第一方面,提供了一种运行游戏客户端的方法,所述方法包括:
接收目标游戏客户端的启动指令,向服务器发送对应所述目标游戏客户端的启动请求;
接收所述服务器发送的对应所述目标游戏客户端的启动数据,基于所述启动数据,启动所述目标游戏客户端;
当达到预设的对应所述目标游戏客户端中目标游戏单元的数据获取条件 时,向服务器发送携带有所述目标游戏单元的单元标识的数据请求;
接收所述服务器发送的所述目标游戏单元的运行数据,基于所述运行数据,运行所述目标游戏单元。
第二方面,提供了一种运行游戏客户端的装置,所述装置包括:
接收模块,用于接收目标游戏客户端的启动指令,向服务器发送对应所述目标游戏客户端的启动请求;
启动模块,用于接收所述服务器发送的对应所述目标游戏客户端的启动数据,基于所述启动数据,启动所述目标游戏客户端;
发送模块,用于当达到预设的对应所述目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有所述目标游戏单元的单元标识的数据请求;
运行模块,用于接收所述服务器发送的所述目标游戏单元的运行数据,基于所述运行数据,运行所述目标游戏单元。
本发明实施例提供的技术方案带来的有益效果是:
本发明实施例中,接收目标游戏客户端的启动指令,向服务器发送对应目标游戏客户端的启动请求,接收服务器发送的对应目标游戏客户端的启动数据,基于启动数据,启动目标游戏客户端,当达到预设的对应目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有目标游戏单元的单元标识的数据请求,接收服务器发送的目标游戏单元的运行数据,基于运行数据,运行目标游戏单元,这样,移动终端可以在达到预设的数据获取条件时,从服务器中获取目标游戏单元的运行数据,运行目标游戏单元,无需在移动终端上安装游戏客户端的完整数据包,从而可以节省移动终端的存储资源。
附图说明
为了更清楚地说明本发明实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本发明实施例提供的一种运行游戏客户端的方法的流程图;
图2是本发明实施例提供的界面显示时的示意图;
图3是本发明实施例提供的一种运行游戏客户端的装置的结构示意图;
图4是本发明实施例提供的一种终端的结构示意图。
具体实施方式
本发明实施例提供了一种运行游戏客户端的方法,如图1所示,该方法的处理流程可以包括如下的步骤:
步骤101,接收目标游戏客户端的启动指令,向服务器发送对应目标游戏客户端的启动请求。
步骤102,接收服务器发送的对应目标游戏客户端的启动数据,基于启动数据,启动目标游戏客户端。
步骤103,当达到预设的对应目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有目标游戏单元的单元标识的数据请求。
步骤104,接收服务器发送的目标游戏单元的运行数据,基于运行数据,运行目标游戏单元。
本发明实施例中,接收目标游戏客户端的启动指令,向服务器发送对应目标游戏客户端的启动请求,接收服务器发送的对应目标游戏客户端的启动数据,基于启动数据,启动目标游戏客户端,当达到预设的对应目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有目标游戏单元的单元标识的数据请求,接收服务器发送的目标游戏单元的运行数据,基于运行数据,运行目标游戏单元,这样,移动终端可以在达到预设的数据获取条件时,从服务器中获取目标游戏单元的运行数据,运行目标游戏单元,无需在移动终端上安装游戏客户端的完整数据包,从而可以节省移动终端的存储资源。
本发明实施例提供了一种运行游戏客户端的方法。可选地,该方法的执行主体为终端。其中,终端可以是手机或平板电脑等移动终端。
下面将结合具体实施方式,对图1所示的处理流程进行详细的说明,该处理流程的内容可以如下:
步骤101,接收目标游戏客户端的启动指令,向服务器发送对应目标游戏客户端的启动请求。
在示意性的实施方式中,移动终端中可以预先存储多个游戏客户端的启动图标,并显示这些启动图标。当用户希望启动某个游戏客户端(即目标游戏客 户端)时,可以在移动终端的显示界面中点击目标游戏客户端对应的启动图标,移动终端则会接收到目标游戏客户端的启动指令,然后可以向服务器发送对应目标游戏客户端的启动请求。该启动请求中可以携带有目标游戏客户端的标识。
可选的,移动终端可以显示游戏列表,该游戏列表中包括至少一个游戏客户端的启动图标,相应的处理过程可以如下:接收游戏列表显示指令,向服务器发送游戏列表显示请求;接收服务器发送的游戏列表的显示数据,基于游戏列表的显示数据,显示游戏列表。
在示意性的实施方式中,技术人员可以在移动终端的系统程序中预先设置相应的程序代码,以使移动终端中可以设置有显示游戏列表的选项。
例如,可以在移动终端的系统设置页面中,设置游戏模式的选项,当用户点击游戏模式的选项时,移动终端可以接收到游戏列表显示指令;或者,移动终端中可以设置游戏列表的显示图标,当用户点击该显示图标时,移动终端可以接收到游戏列表显示指令。
移动终端接收到游戏列表显示指令后,可以向服务器发送游戏列表显示请求,游戏列表显示请求中可以携带有移动终端的标识。可选地,移动终端的标识是IMEI(International Mobile Equipment Identity,国际移动设备标识)。
服务器中可以预先存储多个游戏客户端的数据,并且当某个移动终端通过服务器运行某个游戏客户端之后,服务器还可以将该游戏客户端的运行信息与该移动终端的标识进行对应的存储。游戏客户端的运行信息可以包括该游戏客户端的标识和该移动终端运行该游戏客户端的进度信息(如上一次运行到该游戏客户端的第32关)。服务器接收到移动终端发送的游戏列表显示指令后,可以对游戏列表显示指令进行解析,获取其中的移动终端的标识,进而可以获取该移动终端上运行过的游戏客户端的标识(如游戏客户端的启动图标),以及运行过的各游戏客户端的进度信息(如上一次运行各游戏客户端的关卡数),然后可以生成相应的游戏列表的显示数据,将该显示数据发送给上述移动终端,以便进行后续处理。
另外,服务器还可以确定发布时间与当前时间的时间差在一定时长范围内的游戏客户端,以及用户请求次数大于预设阈值的游戏客户端,并将这些游戏客户端的标识添加到游戏列表的显示数据中,发送给移动终端。简单来讲,属于游戏列表的游戏客户端,包括:用户历史使用的游戏客户端,和/或,新发布 的游戏客户端,和/或,最近一段时间内热门的游戏客户端。热门是指最近一段时间内被用户使用的频率超过预定频率。
作为可选的实施方式,上述“移动终端的标识”可以使用用户帐号来替代实现。用户帐号是用户在服务器端注册的用于标识用户身份的帐号,比如即时通讯帐号。
移动终端接收到服务器发送的游戏列表的显示数据后,可以基于该显示数据,显示相应的游戏列表,如图2所示,游戏列表中可以显示有用户上一次运行的游戏客户端的启动图标,上一次运行的各游戏客户端的进度信息。另外,游戏列表中还可以显示有发布时间与当前时间的时间差在一定时长范围内的游戏客户端的启动图标,以及用户请求次数大于预设阈值的游戏客户端的启动图标。
另外,移动终端发送的游戏列表显示请求中,除了可以携带有移动终端的标识以外,还可以携带有该移动终端对应的运营商的标识(如手机号),服务器接收到游戏列表显示请求后,可以根据运营商的标识确定该移动终端对应的运营商,向运营商的服务器发送该移动终端的标识,则移动终端在游戏模式打开的状态下所耗费的流量将不会记录到该移动终端的资费中,当用户退出游戏模式时,移动终端可以通知服务器移动终端退出游戏模式,这时,服务器可以通知运营商的服务器开始对该移动终端消耗的流量进行计费。
可选的,对于移动终端可以显示游戏列表的情况,相应的,上述接收目标游戏客户端的启动指令的处理过程可以如下:接收点击目标游戏客户端的启动图标触发的启动指令。也即,移动终端接收启动指令,该启动指令是用户点击目标游戏客户端的启动图标后触发的。
在示意性的实施方式中,用户可以在移动终端显示的游戏列表中点击希望运行的游戏客户端(即目标游戏客户端),移动终端则会接收到相应的启动指令,然后可以向服务器发送对应目标游戏客户端的启动请求。
需要说明的是,本实施例中运行在移动终端中的游戏客户端,仅需要存储有一些基本数据即可,比如:启动图标的显示数据、与服务器通信时的代码数据等。
步骤102,接收服务器发送的对应目标游戏客户端的启动数据,基于启动数据,启动目标游戏客户端。
其中,启动数据中至少包括配置数据和基础界面的显示数据,配置数据可 以包括该游戏客户端的音效设置数据,难度设置数据以及部分逻辑处理数据等。
在示意性的实施方式中,移动终端向服务器发送对应目标游戏客户端的启动请求之后,服务器则会接收到该启动请求,然后对该启动请求进行解析,获取其中的目标游戏客户端的标识,进而可以对服务器中存储的目标游戏客户端的数据进行解析,获取其中的启动数据,然后将启动数据发送给移动终端,移动终端接收到启动数据后,可以基于接收到的启动数据,启动目标游戏客户端。
步骤103,当达到预设的对应目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有目标游戏单元的单元标识的数据请求。
在示意性的实施方式中,可以预先设置对应目标游戏客户端中目标游戏单元的数据获取条件,则当达到该数据获取条件,移动终端可以向服务器发送携带有目标游戏单元的单元标识的数据请求。
一个游戏通常包括:若干个游戏单元。每个游戏单元是根据游戏关卡、游戏剧情、游戏回合、游戏地图和游戏时间中至少一种元素,对游戏过程进行逻辑划分所得到的集合。比如,一个游戏存在多个关卡,每个关卡是一个游戏单元;又比如,一个游戏中存在多个游戏回合,每个游戏回合是一个游戏单元;又比如,一个游戏中存在多个副本地图,每个副本地图对应的游戏过程是一个游戏单元,诸如此类,不再一一赘述。每个游戏单元还具有各自对应的单元标识。
例如,在用户点击某游戏单元(即目标游戏单元)时,移动终端向服务器发送携带有目标游戏单元的单元标识的数据请求;或者,当前运行的关卡数与目标游戏单元的关卡数小于预设阈值时,移动终端向服务器发送携带有目标游戏单元的单元标识的数据请求。
步骤104,接收服务器发送的目标游戏单元的运行数据,基于运行数据,运行目标游戏单元。
其中,目标游戏单元的运行数据中至少包括目标游戏单元的显示数据。
在示意性的实施方式中,移动终端向服务器发送携带有目标游戏单元的单元标识的数据请求后,服务器则会接收到该数据请求,然后可以对该数据请求进行解析,获取其中的目标游戏单元的单元标识,服务器可以确定该目标游戏单元对应的游戏客户端,进而可以在该游戏客户端的数据中,查找目标游戏单元的数据,然后可以将查找到的数据发送给移动终端,移动终端接收到服务器 发送的目标游戏单元的运行数据之后,可以根据运行数据所包含的显示数据显示目标游戏单元。另外,运行数据还可以包括目标游戏单元的逻辑处理数据,以使用户可以在目标游戏单元中进行操作。
逻辑处理数据用于处理用户操作信息的数据。比如,用户在游戏画面中触发点击操作,移动终端会根据该点击操作生成用户操作信息,由逻辑处理数据对该用户操作信息进行处理。
另外,当移动终端开启游戏模式后,服务器可以调用该移动终端的接口,屏蔽该移动终端的系统通知、推送消息、短信和电话等信息,当移动终端退出游戏模式后,服务器可以取消对该移动终端的屏蔽,以使移动终端不会在游戏模式开启的情况下对上述信息进行提示,从而不会干扰用户在目标游戏单元中进行操作。
可选的,移动终端可以通过服务器在目标游戏客户端中执行控制指令,相应的处理过程可以如下:当接收到用户操作信息时,将用户操作信息发送给服务器,以使服务器确定用户操作信息对应的控制指令;接收服务器发送的控制指令,在目标游戏客户端中执行控制指令。
在示意性的实施方式中,用户可以在目标游戏客户端中进行操作,如用户在目标游戏客户端中进行向左滑动的操作,则移动终端可以接收到向左滑动的用户操作信息,然后可以将该用户操作信息发送给服务器,服务器接收到该用户操作信息后,可以根据预先存储的目标游戏客户端中用户操作信息与控制指令的对应关系,确定接收到的用户操作信息对应的控制指令,然后将该控制指令发送给移动终端,移动终端接收到服务器发送的控制指令后,可以在目标游戏客户端中执行该控制指令。
可选地,当目标游戏客户端存在两个或两个以上的游戏单元时,步骤104可能被重复执行多次。
可选的,移动终端可以删除停止运行的游戏客户端的数据,相应的处理过程可以如下:当目标游戏客户端停止运行的时长达到预设的第一时长阈值时,删除目标游戏客户端的启动数据和运行数据。
在示意性的实施方式中,当目标游戏客户端停止运行时,移动终端可以开始计时,如果目标游戏客户端停止运行的时长达到预设的第一时长阈值,则移动终端可以删除目标游戏客户端的运行数据和启动数据。例如,第一时长阈值为2小时,则目标游戏客户端停止运行的时长达到2小时后,移动终端删除目 标游戏客户端的运行数据和启动数据。
可选的,移动终端可以删除停止运行的游戏单元的数据,相应的处理过程可以如下:当目标游戏单元停止运行并运行目标游戏单元以外的其他游戏单元的时长达到预设的第二时长阈值时,删除目标游戏单元的运行数据。
在示意性的实施方式中,移动终端检测到目标游戏单元停止运行,且目标游戏单元以外的其他游戏单元处于运行状态时,移动终端可以开始计时,如果目标游戏单元停止运行并运行目标游戏单元以外的其他游戏单元的时长达到预设的第二时长阈值,则移动终端可以删除目标游戏单元的运行数据。例如,第二时长阈值为10分钟,则某游戏客户端的第3关卡停止运行并运行第3关卡以外的其他关卡的时长达到10分钟后,移动终端删除第3关卡的运行数据。可选地,其它游戏单元与目标游戏单元是同属于目标游戏客户端的不同游戏单元。
可选的,移动终端可以删除暂停时间较长的游戏单元的数据,相应的处理过程可以如下:当目标游戏单元的暂停时长达到预设的第三时长阈值时,删除目标游戏单元的运行数据;当接收到目标游戏单元的取消暂停指令时,向服务器发送携带有目标游戏单元的单元标识的数据请求;接收服务器发送的目标游戏单元的运行数据,基于运行数据,运行目标游戏单元。
在示意性的实施方式中,用户点击目标游戏单元的暂停选项时,移动终端会接收到目标游戏单元暂停指令,并可以开始计时,如果目标游戏单元的暂停时长达到预设的第三时长阈值,则移动终端可以删除目标游戏单元的运行数据,之后,如果用户点击取消暂停选项,则移动终端会接收到目标游戏单元的取消暂停指令,这时移动终端可以向服务器发送携带有目标游戏单元的单元标识的数据请求,以使服务器可以发送目标游戏单元的运行数据,移动终端接收到目标游戏单元的运行数据后,可以基于该运行数据,运行目标游戏单元。
可选的,移动终端可以删除接收时间最早的游戏单元的运行数据,相应的处理过程可以如下:当本地存储的运行数据的数据量达到预设的数据量阈值时,删除接收时间最早的游戏单元的运行数据。
在示意性的实施方式中,移动终端中可以预先设置存储的运行数据的数据量的的数据量阈值,移动终端可以检测以存储的运行数据的数据量,当存储的运行数据的数据量达到预设的数据量阈值时,移动终端可以删除接收时间最早的游戏单元的运行数据。例如,预设的数据量阈值为500K,当移动终端检测 到存储的运行数据的数据量达到500K时,移动终端删除接收时间最早的游戏单元的运行数据。
本发明实施例中,接收目标游戏客户端的启动指令,向服务器发送对应目标游戏客户端的启动请求,接收服务器发送的对应目标游戏客户端的启动数据,基于启动数据,启动目标游戏客户端,当达到预设的对应目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有目标游戏单元的单元标识的数据请求,接收服务器发送的目标游戏单元的运行数据,基于运行数据,运行目标游戏单元,这样,移动终端可以在达到预设的数据获取条件时,从服务器中获取目标游戏单元的运行数据,运行目标游戏单元,无需在移动终端上安装游戏客户端的完整数据包,从而可以节省移动终端的存储资源。
本发明实施例,还通过在停止运行时、暂停运行时以及本地存储的运行数据的数据量达到预设的数据量阈值时,将相关的启动数据和运行数据进行删除,能够在游戏过程中或游戏结束后,节省移动终端的存储资源。
本发明实施例,还通过屏蔽与游戏无关的系统通知、推送消息、短信和电话,能够使得用户在游戏过程中不被打扰。
基于相同的技术构思,本发明实施例还提供了一种运行游戏客户端的装置,如图3所示,该装置包括:
接收模块310,用于接收目标游戏客户端的启动指令,向服务器发送对应所述目标游戏客户端的启动请求;
启动模块320,用于接收所述服务器发送的对应所述目标游戏客户端的启动数据,基于所述启动数据,启动所述目标游戏客户端;
发送模块330,用于当达到预设的对应所述目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有所述目标游戏单元的单元标识的数据请求;
运行模块340,用于接收所述服务器发送的所述目标游戏单元的运行数据,基于所述运行数据,运行所述目标游戏单元。
可选的,所述发送模块330,还用于:
当接收到用户操作信息时,将所述用户操作信息发送给所述服务器,以使所述服务器确定所述用户操作信息对应的控制指令;
所述接收模块310,还用于接收所述服务器发送的控制指令,在所述目标 游戏客户端中执行所述控制指令。
可选的,所述接收模块310,还用于:
接收游戏列表显示指令,向服务器发送游戏列表显示请求;
接收所述服务器发送的游戏列表的显示数据,基于所述游戏列表的显示数据,显示所述游戏列表,所述游戏列表中包括至少一个游戏客户端的启动图标;
所述接收模块310,用于:
接收点击所述目标游戏客户端的启动图标触发的启动指令。
可选的,所述装置还包括:删除模块,用于:
当所述目标游戏客户端停止运行的时长达到预设的第一时长阈值时,删除所述目标游戏客户端的运行数据和启动数据。
可选的,所述装置还包括:删除模块,用于:
当所述目标游戏单元停止运行并运行所述目标游戏单元以外的其他游戏单元的时长达到预设的第二时长阈值时,删除所述目标游戏单元的运行数据。
可选的,所述装置还包括:删除模块,用于:
当所述目标游戏单元的暂停时长达到预设的第三时长阈值时,删除所述目标游戏单元的运行数据;
当接收到所述目标游戏单元的取消暂停指令时,向所述服务器发送携带有所述目标游戏单元的单元标识的数据请求;
接收所述服务器发送的所述目标游戏单元的运行数据,基于所述运行数据,运行所述目标游戏单元。
可选的,所述装置还包括:删除模块,用于:
当本地存储的运行数据的数据量达到预设的数据量阈值时,删除接收时间最早的游戏单元的运行数据。
可选的,所述启动数据中至少包括配置数据和基础界面的显示数据,所述目标游戏单元的运行数据中至少包括所述目标游戏单元的显示数据。
可选地,所述装置还包括:屏蔽模块,用于:
屏蔽系统通知、推送消息、短信和电话中的至少一种信息。
本发明实施例中,接收目标游戏客户端的启动指令,向服务器发送对应目标游戏客户端的启动请求,接收服务器发送的对应目标游戏客户端的启动数据,基于启动数据,启动目标游戏客户端,当达到预设的对应目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有目标游戏单元的单元 标识的数据请求,接收服务器发送的目标游戏单元的运行数据,基于运行数据,运行目标游戏单元,这样,移动终端可以在达到预设的数据获取条件时,从服务器中获取目标游戏单元的运行数据,运行目标游戏单元,无需在移动终端上安装游戏客户端的完整数据包,从而可以节省移动终端的存储资源。
本发明实施例,还通过在停止运行时、暂停运行时以及本地存储的运行数据的数据量达到预设的数据量阈值时,将相关的启动数据和运行数据进行删除,能够在游戏过程中或游戏结束后,节省移动终端的存储资源。
本发明实施例,还通过屏蔽与游戏无关的系统通知、推送消息、短信和电话,能够使得用户在游戏过程中不被打扰。
需要说明的是:上述实施例提供的运行游戏客户端的装置在运行游戏客户端时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的运行游戏客户端的装置与运行游戏客户端的方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
请参考图4,其示出了本发明实施例所涉及的终端的结构示意图,该终端可以用于实施上述实施例中提供的运行游戏客户端的方法。具体来讲:
终端900可以包括RF(Radio Frequency,射频)电路110、包括有一个或一个以上计算机可读存储介质的存储器120、输入单元130、显示单元140、传感器150、音频电路160、WiFi(wireless fidelity,无线保真)模块170、包括有一个或者一个以上处理核心的处理器180、以及电源190等部件。本领域技术人员可以理解,图4中示出的终端结构并不构成对终端的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。其中:
RF电路110可用于收发信息或通话过程中,信号的接收和发送,特别地,将基站的下行信息接收后,交由一个或者一个以上处理器180处理;另外,将涉及上行的数据发送给基站。通常,RF电路110包括但不限于天线、至少一个放大器、调谐器、一个或多个振荡器、用户身份模块(SIM)卡、收发信机、耦合器、LNA(Low Noise Amplifier,低噪声放大器)、双工器等。此外,RF电路110还可以通过无线通信与网络和其他设备通信。所述无线通信可以使用 任一通信标准或协议,包括但不限于GSM(Global System of Mobile communication,全球移动通讯系统)、GPRS(General Packet Radio Service,通用分组无线服务)、CDMA(Code Division Multiple Access,码分多址)、WCDMA(Wideband Code Division Multiple Access,宽带码分多址)、LTE(Long Term Evolution,长期演进)、电子邮件、SMS(Short Messaging Service,短消息服务)等。
存储器120可用于存储软件程序以及模块,处理器180通过运行存储在存储器120的软件程序以及模块,从而执行各种功能应用以及数据处理。存储器120可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序(比如声音播放功能、图像播放功能等)等;存储数据区可存储根据终端900的使用所创建的数据(比如音频数据、电话本等)等。此外,存储器120可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。相应地,存储器120还可以包括存储器控制器,以提供处理器180和输入单元130对存储器120的访问。
输入单元130可用于接收输入的数字或字符信息,以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。具体地,输入单元130可包括触敏表面131以及其他输入设备132。触敏表面131,也称为触摸显示屏或者触控板,可收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触敏表面131上或在触敏表面131附近的操作),并根据预先设定的程式驱动相应的连接装置。可选的,触敏表面131可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器180,并能接收处理器180发来的命令并加以执行。此外,可以采用电阻式、电容式、红外线以及表面声波等多种类型实现触敏表面131。除了触敏表面131,输入单元130还可以包括其他输入设备132。具体地,其他输入设备132可以包括但不限于物理键盘、功能键(比如音量控制按键、开关按键等)、轨迹球、鼠标、操作杆等中的一种或多种。
显示单元140可用于显示由用户输入的信息或提供给用户的信息以及终端900的各种图形用户接口,这些图形用户接口可以由图形、文本、图标、视频 和其任意组合来构成。显示单元140可包括显示面板141,可选的,可以采用LCD(Liquid Crystal Display,液晶显示器)、OLED(Organic Light-Emitting Diode,有机发光二极管)等形式来配置显示面板141。进一步的,触敏表面131可覆盖显示面板141,当触敏表面131检测到在其上或附近的触摸操作后,传送给处理器180以确定触摸事件的类型,随后处理器180根据触摸事件的类型在显示面板141上提供相应的视觉输出。虽然在图4中,触敏表面131与显示面板141是作为两个独立的部件来实现输入和输入功能,但是在某些实施例中,可以将触敏表面131与显示面板141集成而实现输入和输出功能。
终端900还可包括至少一种传感器150,比如光传感器、运动传感器以及其他传感器。具体地,光传感器可包括环境光传感器及接近传感器,其中,环境光传感器可根据环境光线的明暗来调节显示面板141的亮度,接近传感器可在终端900移动到耳边时,关闭显示面板141和/或背光。作为运动传感器的一种,重力加速度传感器可检测各个方向上(一般为三轴)加速度的大小,静止时可检测出重力的大小及方向,可用于识别手机姿态的应用(比如横竖屏切换、相关游戏、磁力计姿态校准)、振动识别相关功能(比如计步器、敲击)等;至于终端900还可配置的陀螺仪、气压计、湿度计、温度计、红外线传感器等其他传感器,在此不再赘述。
音频电路160、扬声器161,传声器162可提供用户与终端900之间的音频接口。音频电路160可将接收到的音频数据转换后的电信号,传输到扬声器161,由扬声器161转换为声音信号输出;另一方面,传声器162将收集的声音信号转换为电信号,由音频电路160接收后转换为音频数据,再将音频数据输出处理器180处理后,经RF电路110以发送给比如另一终端,或者将音频数据输出至存储器120以便进一步处理。音频电路160还可能包括耳塞插孔,以提供外设耳机与终端900的通信。
WiFi属于短距离无线传输技术,终端900通过WiFi模块170可以帮助用户收发电子邮件、浏览网页和访问流式媒体等,它为用户提供了无线的宽带互联网访问。虽然图4示出了WiFi模块170,但是可以理解的是,其并不属于终端900的必须构成,完全可以根据需要在不改变发明的本质的范围内而省略。
处理器180是终端900的控制中心,利用各种接口和线路连接整个手机的各个部分,通过运行或执行存储在存储器120内的软件程序和/或模块,以及调用存储在存储器120内的数据,执行终端900的各种功能和处理数据,从而对 手机进行整体监控。可选的,处理器180可包括一个或多个处理核心;优选的,处理器180可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作系统、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器180中。
终端900还包括给各个部件供电的电源190(比如电池),优选的,电源可以通过电源管理系统与处理器180逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源190还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。
尽管未示出,终端900还可以包括摄像头、蓝牙模块等,在此不再赘述。具体在本实施例中,终端900的显示单元是触摸屏显示器,终端900还包括有存储器,以及一个或者一个以上的程序,其中一个或者一个以上程序存储于存储器中,且经配置以由一个或者一个以上处理器执行述一个或者一个以上程序包含用于进行以下操作的指令:
接收目标游戏客户端的启动指令,向服务器发送对应所述目标游戏客户端的启动请求;
接收所述服务器发送的对应所述目标游戏客户端的启动数据,基于所述启动数据,启动所述目标游戏客户端;
当达到预设的对应所述目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有所述目标游戏单元的单元标识的数据请求;
接收所述服务器发送的所述目标游戏单元的运行数据,基于所述运行数据,运行所述目标游戏单元。
可选的,所述一个或多个程序还包含用于进行以下操作的指令:
当接收到用户操作信息时,将所述用户操作信息发送给所述服务器,以使所述服务器确定所述用户操作信息对应的控制指令;
接收所述服务器发送的所述控制指令,在所述目标游戏客户端中执行所述控制指令。
可选的,所述一个或多个程序还包含用于进行以下操作的指令:
接收游戏列表显示指令,向所述服务器发送游戏列表显示请求;
接收所述服务器发送的游戏列表的显示数据,基于所述游戏列表的显示数据,显示所述游戏列表,所述游戏列表中包括至少一个游戏客户端的启动图标;
所述接收目标游戏客户端的启动指令,包括:
接收启动指令,所述启动指令是点击所述目标游戏客户端的启动图标后触发的。
可选的,所述一个或多个程序还包含用于进行以下操作的指令:
当所述目标游戏客户端停止运行的时长达到预设的第一时长阈值时,删除所述目标游戏客户端的所述启动数据和所述运行数据。
可选的,所述一个或多个程序还包含用于进行以下操作的指令:
当所述目标游戏单元停止运行并运行所述目标游戏单元以外的其他游戏单元的时长达到预设的第二时长阈值时,删除所述目标游戏单元的所述运行数据。
可选的,所述一个或多个程序还包含用于进行以下操作的指令:
当所述目标游戏单元的暂停时长达到预设的第三时长阈值时,删除所述目标游戏单元的所述运行数据;
当接收到所述目标游戏单元的取消暂停指令时,向所述服务器发送携带有所述目标游戏单元的单元标识的数据请求;
接收所述服务器发送的所述目标游戏单元的所述运行数据,基于所述运行数据,运行所述目标游戏单元。
可选的,所述一个或多个程序还包含用于进行以下操作的指令:
当本地存储的所述运行数据的数据量达到预设的数据量阈值时,删除接收时间最早的游戏单元的运行数据。
可选的,所述启动数据中至少包括配置数据和基础界面的显示数据,所述目标游戏单元的运行数据中至少包括所述目标游戏单元的显示数据。
可选地,所述一个或多个程序还包含用于进行以下操作的指令:
屏蔽系统通知、推送消息、短信和电话中的至少一种信息。
本发明实施例中,接收目标游戏客户端的启动指令,向服务器发送对应目标游戏客户端的启动请求,接收服务器发送的对应目标游戏客户端的启动数据,基于启动数据,启动目标游戏客户端,当达到预设的对应目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有目标游戏单元的单元标识的数据请求,接收服务器发送的目标游戏单元的运行数据,基于运行数据,运行目标游戏单元,这样,移动终端可以在达到预设的数据获取条件时,从服务器中获取目标游戏单元的运行数据,运行目标游戏单元,无需在移动终端上 安装游戏客户端的完整数据包,从而可以节省移动终端的存储资源。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本发明的较佳实施例,并不用以限制本发明,凡在本发明的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本发明的保护范围之内。

Claims (20)

  1. 一种运行游戏客户端的方法,其特征在于,所述方法包括:
    接收目标游戏客户端的启动指令,向服务器发送对应所述目标游戏客户端的启动请求;
    接收所述服务器发送的对应所述目标游戏客户端的启动数据,基于所述启动数据,启动所述目标游戏客户端;
    当达到预设的对应所述目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有所述目标游戏单元的单元标识的数据请求;
    接收所述服务器发送的所述目标游戏单元的运行数据,基于所述运行数据,运行所述目标游戏单元。
  2. 根据权利要求1所述的方法,其特征在于,所述运行所述目标游戏单元之后,还包括:
    当接收到用户操作信息时,将所述用户操作信息发送给所述服务器,以使所述服务器确定所述用户操作信息对应的控制指令;
    接收所述服务器发送的所述控制指令,在所述目标游戏客户端中执行所述控制指令。
  3. 根据权利要求1所述的方法,其特征在于,所述接收目标游戏客户端的启动指令之前,还包括:
    接收游戏列表显示指令,向所述服务器发送游戏列表显示请求;
    接收所述服务器发送的游戏列表的显示数据,基于所述游戏列表的显示数据,显示所述游戏列表,所述游戏列表中包括至少一个游戏客户端的启动图标;
    所述接收目标游戏客户端的启动指令,包括:
    接收启动指令,所述启动指令是点击所述目标游戏客户端的启动图标后触发的。
  4. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    当所述目标游戏客户端停止运行的时长达到预设的第一时长阈值时,删除所述目标游戏客户端的所述启动数据和所述运行数据。
  5. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    当所述目标游戏单元停止运行并运行所述目标游戏单元以外的其他游戏单元的时长达到预设的第二时长阈值时,删除所述目标游戏单元的所述运行数据。
  6. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    当所述目标游戏单元的暂停时长达到预设的第三时长阈值时,删除所述目标游戏单元的所述运行数据;
    当接收到所述目标游戏单元的取消暂停指令时,向所述服务器发送携带有所述目标游戏单元的单元标识的数据请求;
    接收所述服务器发送的所述目标游戏单元的所述运行数据,基于所述运行数据,运行所述目标游戏单元。
  7. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    当本地存储的所述运行数据的数据量达到预设的数据量阈值时,删除接收时间最早的游戏单元的运行数据。
  8. 根据权利要求1所述的方法,其特征在于,所述启动数据中至少包括配置数据和基础界面的显示数据,所述目标游戏单元的运行数据中至少包括所述目标游戏单元的显示数据。
  9. 根据权利要求1至8任一所述的方法,其特征在于,所述接收目标游戏客户端的启动指令之后,还包括:
    屏蔽系统通知、推送消息、短信和电话中的至少一种信息。
  10. 一种运行游戏客户端的装置,其特征在于,所述装置包括:
    接收模块,用于接收目标游戏客户端的启动指令,向服务器发送对应所述目标游戏客户端的启动请求;
    启动模块,用于接收所述服务器发送的对应所述目标游戏客户端的启动数据,基于所述启动数据,启动所述目标游戏客户端;
    发送模块,用于当达到预设的对应所述目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有所述目标游戏单元的单元标识的数据请求;
    运行模块,用于接收所述服务器发送的所述目标游戏单元的运行数据,基于所述运行数据,运行所述目标游戏单元。
  11. 根据权利要求10所述的装置,其特征在于,所述发送模块,还用于:
    当接收到用户操作信息时,将所述用户操作信息发送给所述服务器,以使所述服务器确定所述用户操作信息对应的控制指令;
    所述接收模块,还用于接收所述服务器发送的所述控制指令,在所述目标游戏客户端中执行所述控制指令。
  12. 一种终端,其特征在于,所述终端包括:
    一个或多个处理器;和
    存储器;
    所述存储器存储有一个或多个程序,所述一个或多个程序被配置成由所述一个或多个处理器执行,所述一个或多个程序包含用于进行以下操作的指令:
    接收目标游戏客户端的启动指令,向服务器发送对应所述目标游戏客户端的启动请求;
    接收所述服务器发送的对应所述目标游戏客户端的启动数据,基于所述启动数据,启动所述目标游戏客户端;
    当达到预设的对应所述目标游戏客户端中目标游戏单元的数据获取条件时,向服务器发送携带有所述目标游戏单元的单元标识的数据请求;
    接收所述服务器发送的所述目标游戏单元的运行数据,基于所述运行数据,运行所述目标游戏单元。
  13. 根据权利要求12所述的终端,其特征在于,所述一个或多个程序还包含用于进行以下操作的指令:
    当接收到用户操作信息时,将所述用户操作信息发送给所述服务器,以使所述服务器确定所述用户操作信息对应的控制指令;
    接收所述服务器发送的所述控制指令,在所述目标游戏客户端中执行所述控制指令。
  14. 根据权利要求12所述的终端,其特征在于,所述一个或多个程序还包含用于进行以下操作的指令:
    接收游戏列表显示指令,向所述服务器发送游戏列表显示请求;
    接收所述服务器发送的游戏列表的显示数据,基于所述游戏列表的显示数据,显示所述游戏列表,所述游戏列表中包括至少一个游戏客户端的启动图标;
    接收启动指令,所述启动指令是点击所述目标游戏客户端的启动图标后触发的。
  15. 根据权利要求12所述的终端,其特征在于,所述一个或多个程序还包含用于进行以下操作的指令:
    当所述目标游戏客户端停止运行的时长达到预设的第一时长阈值时,删除所述目标游戏客户端的所述启动数据和所述运行数据。
  16. 根据权利要求12所述的终端,其特征在于,所述一个或多个程序还包 含用于进行以下操作的指令:
    当所述目标游戏单元停止运行并运行所述目标游戏单元以外的其他游戏单元的时长达到预设的第二时长阈值时,删除所述目标游戏单元的所述运行数据。
  17. 根据权利要求12所述的终端,其特征在于,所述一个或多个程序还包含用于进行以下操作的指令:
    当所述目标游戏单元的暂停时长达到预设的第三时长阈值时,删除所述目标游戏单元的所述运行数据;
    当接收到所述目标游戏单元的取消暂停指令时,向所述服务器发送携带有所述目标游戏单元的单元标识的数据请求;
    接收所述服务器发送的所述目标游戏单元的所述运行数据,基于所述运行数据,运行所述目标游戏单元。
  18. 根据权利要求12所述的终端,其特征在于,所述一个或多个程序还包含用于进行以下操作的指令:
    当本地存储的所述运行数据的数据量达到预设的数据量阈值时,删除接收时间最早的游戏单元的运行数据。
  19. 根据权利要求12所述的终端,其特征在于,所述启动数据中至少包括配置数据和基础界面的显示数据,所述目标游戏单元的运行数据中至少包括所述目标游戏单元的显示数据。
  20. 根据权利要求12至19任一所述的终端,其特征在于,所述一个或多个程序还包含用于进行以下操作的指令:
    屏蔽系统通知、推送消息、短信和电话中的至少一种信息。
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