Method of and system for managing client resources and assets for activities on computing devices
US-11451883-B2 · Sep 20, 2022 · US
US12420205B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-12420205-B2 |
| Application number | US-202318341731-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jun 26, 2023 |
| Priority date | Feb 9, 2022 |
| Publication date | Sep 23, 2025 |
| Grant date | Sep 23, 2025 |
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A method includes obtaining a communication connection relationship between a first game client and a target virtual server in response to a target watching request triggered on the first game client for requesting to synchronously display in the first game client a game picture of a virtual game battle in which a second game client participates, in response to obtaining a target watching payload associated with the virtual game battle, adjusting a process number of target process(es) included in the target virtual server according to the target watching payload, and, in response to obtaining game picture data of the virtual game battle by the target virtual server after being adjusted, transmitting the game picture data to the first game client through the communication connection relationship.
Opening claim text (preview).
What is claimed is: 1. A method for displaying a game picture comprising: obtaining a communication connection relationship between a first game client and a target virtual server in response to a target watching request triggered on the first game client, the target watching request being used for requesting to synchronously display in the first game client a game picture of a virtual game battle in which a second game client participates, and the target virtual server including one or more target processes; in response to obtaining a target watching payload associated with the virtual game battle, adjusting a process number of the one or more target processes included in the target virtual server according to the target watching payload, the target watching payload being a number of one or more resources born by the one or more target processes during watching of the virtual game battle; and in response to obtaining game picture data of the virtual game battle by the target virtual server after being adjusted, transmitting the game picture data to the first game client through the communication connection relationship so as to synchronously display the game picture of the virtual game battle in the first game client. 2. The method according to claim 1 , wherein adjusting the process number includes: in response to the target watching payload being greater than or equal to a payload threshold, increasing the process number. 3. The method according to claim 1 , wherein adjusting the process number includes: in response to the target watching payload being less than or equal to a payload threshold, reducing the process number. 4. The method according to claim 1 , wherein adjusting the process number includes: in response to the target watching payload being within a payload range, adjusting the process number to a process number corresponding to the payload range. 5. The method according to claim 1 , further comprising: transmitting a data pulling request to a target message queue, the target message queue being used for caching the game picture data of the virtual game battle, and the data pulling request being used for requesting to pull the game picture data cached in the target message queue; and receiving the game picture data returned by the target message queue. 6. The method according to claim 5 , wherein: transmitting the data pulling request to the target message queue includes: transmitting the data pulling request to the target message queue, the data pulling request carrying a battle identifier of the virtual game battle and a picture timestamp of the game picture of the virtual game battle; and the receiving the game picture data returned by the target message queue includes: receiving the game picture data returned by the target message queue and matching the battle identifier and the picture timestamp. 7. A non-transitory computer-readable storage medium storing one or more computer programs that, when executed by one or more processors, cause the one or more processors to perform the method according to claim 1 . 8. An electronic device comprising: one or more memories storing one or more computer programs; and one or more processors configured to execute the one or more computer programs to perform the method according to claim 7 . 9. A non-transitory computer-readable storage medium storing one or more computer programs that, when executed by one or more processors, cause the one or more processors to perform the method according to claim 7 . 10. A method for displaying a game picture comprising: obtaining a target watching request triggered on a first game client, the target watching request being used for requesting to synchronously display in the first game client a game picture of a virtual game battle in which a second game client participates; establishing a communication connection relationship between the first game client and a target virtual server in response to the target watching request, the target virtual server including one or more target processes, a process number of the one or more target processes being set to be adjusted according to a target watching payload associated with the virtual game battle, and the target watching payload being a number of one or more resources born by the one or more target processes during watching of the virtual game battle; through the communication connection relationship, receiving game picture data of the virtual game battle transmitted by the target virtual server; and synchronously displaying the game picture of the virtual game battle in the first game client. 11. The method according to claim 10 , further comprising: transmitting the target watching request to a watching management process, the watching management process being used for querying battle information of the virtual game battle; and in response to obtaining battle effective information returned by the watching management process, setting the first game client to a watching state, the battle effective information being battle information of the virtual game battle found by the watching management process, and the first game client in the watching state being allowed to establish the communication connection relationship with the target virtual server. 12. The method according to claim 11 , wherein transmitting the target watching request to the watching management process includes: transmitting the target watching request to a non-event watching management process, to enable the non-event watching management process to forward the target watching request to an event watching management process. 13. The method according to claim 11 , wherein establishing the communication connection relationship between the first game client and the target virtual server includes: according to address information of the target virtual server included in the battle effective information, establishing the communication connection relationship between the first game client and the target virtual server. 14. The method according to claim 10 , further comprising: displaying a target watching interface of the first game client, a watching identifier corresponding to a game battle in which at least one client participates being displayed on the target watching interface, and the at least one client including the second game client; wherein obtaining the target watching request triggered on the first game client includes: in response to obtaining a selecting operation triggered on a target watching identifier, obtaining the target watching request, the watching identifier corresponding to the game battle in which the at least one client participates including the target watching identifier. 15. The method according to claim 10 , further comprising: obtaining a target running request triggered on the first game client, the target running request being used for running a target virtual game on the first game client, and a battle of the target virtual game including the virtual game battle; and displaying a game running picture of the target virtual game in which the first game client participates. 16. An electronic device comprising: one or more memories storing one or more computer programs; and one or more processors configured to execute the one or more computer programs to: obtain a communication connection relationship between a first game client and a target virtual server in response to a target watching request triggered on the first game client, the target watching request being used for requesting to synchronously display in the first
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using indicators, e.g. showing the condition of a game character on screen · CPC title
involving aspects of the displayed game scene · CPC title
involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world · CPC title
for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters · CPC title
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