Method and apparatus for synchronously playing animation, storage medium, and electronic apparatus
AssigneeTencent Technology (Shenzhen) Company Limited
InventorYirong Hong
Life of this patent
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Abstract
Synchronous playback of content is provided. In a method for synchronous playback of a cutscene, first indication information is received by a first client. The first indication information is provided to the first client and a second client that participate in a game to synchronously playback the cutscene of the game. A first time point is determined by the first client based on the first indication information. The first time point indicates when the synchronous playback of the cutscene is to start on the first client. Further, the synchronous playback of the cutscene with the second client is starts in a case that the first time point is determined to be reached.
Claims16
A method for synchronous playback of a cutscene, the method comprising:
- receiving, by processing circuitry of a first client, first indication information that is provided to the first client and a second client that participate in a game to synchronously playback the cutscene of the game;
- determining, by the processing circuitry, a first time point based on the first indication information, the first time point indicating when the synchronous playback of the cutscene is to start on the first client;
- and
- starting, by the processing circuitry, the synchronous playback of the cutscene with the second client based on the first time point being determined to be reached, wherein
- the first indication information includes a timestamp and indicates a second time point,
- the timestamp indicates a clock time of a server when the server transmits the first indication information to the first client,
- the second time point indicates when the synchronous playback of the cutscene is to start according to a clock of the server, and
- the determining includes determining the first time point based on the timestamp and the second time point.
A method for synchronous playback of a cutscene, the method comprising:
- receiving, by processing circuitry of a first client, first indication information that is provided to the first client and a second client that participate in a game to synchronously playback the cutscene of the game;
- determining, by the processing circuitry, a first time point based on the first indication information, the first time point indicating when the synchronous playback of the cutscene is to start on the first client;
- starting, by the processing circuitry, the synchronous playback of the cutscene with the second client based on the first time point being determined to be reached;
- receiving, by the processing circuitry, third indication information after the synchronous playback of the cutscene starts, the third indication information indicating synchronous display of target content by the first client and the second client, and the target content representing a process in which a Non Player Character (NPC) in the game changes;
- and
- synchronously displaying, by the processing circuitry, the target content in the first client with the second client in response to the third indication information.
A method for synchronous playback of a cutscene, the method comprising:
- determining, by processing circuitry of a server, first indication information, the first indication information indicating a first time point for the synchronous playback of the cutscene of a game;
- transmitting, by the processing circuitry, the first indication information to a first client and a second client that participate in the game;
- and
- transmitting, by the processing circuitry, third indication information to the first client and the second client, wherein
- the synchronous playback of the cutscene is started at the first client and the second client based on the first time point indicated by the first indication information, and
- the third indication information indicates synchronous display of target content in the first client and the second client, and the target content represents a process in which a Non Player Character (NPC) in the game changes.
A first client apparatus, comprising:
- processing circuitry configured to
- receive first indication information that is provided to the first client apparatus and a second client apparatus that participate in a game to synchronously playback a cutscene of the game;
- determine a first time point based on the first indication information, the first time point indicating when the synchronous playback of the cutscene is to start on the first client apparatus;
- and
- start the synchronous playback of the cutscene with the second client apparatus based on the first time point being determined to be reached, wherein
- the first indication information includes a timestamp and indicates a second time point,
- the timestamp indicates a clock time of a server when the server transmits the first indication information to the first client apparatus,
- the second time point indicates when the synchronous playback of the cutscene is to start according to a clock of the server, and
- the first time point is determined based on the timestamp and the second time point.
A first client apparatus, comprising:
- processing circuitry configured to
- receive first indication information that is provided to the first client apparatus and a second client apparatus that participate in a game to synchronously playback a cutscene of the game;
- determine a first time point based on the first indication information, the first time point indicating when the synchronous playback of the cutscene is to start on the first client apparatus;
- start the synchronous playback of the cutscene with the second client apparatus based on the first time point being determined to be reached;
- receive third indication information after the synchronous playback of the cutscene starts, the third indication information indicating synchronous display of target content by the first client apparatus and the second client apparatus, and the target content representing a process in which a Non Player Character (NPC) in the game changes;
- and
- synchronously display the target content in the first client apparatus with the second client apparatus in response to the third indication information.
Dependencies are inferred from the claim text.