CN112073335A - Game data connection card pause processing system and method under big data support - Google Patents

Game data connection card pause processing system and method under big data support Download PDF

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CN112073335A
CN112073335A CN202010920294.5A CN202010920294A CN112073335A CN 112073335 A CN112073335 A CN 112073335A CN 202010920294 A CN202010920294 A CN 202010920294A CN 112073335 A CN112073335 A CN 112073335A
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subsystem
transmission
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CN112073335B (en
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方益文
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Shenzhen Datou Culture Technology Co.,Ltd.
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Shenzhen Zhangyi Culture Communication Co ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/10Flow control; Congestion control
    • H04L47/24Traffic characterised by specific attributes, e.g. priority or QoS
    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/10Flow control; Congestion control
    • H04L47/24Traffic characterised by specific attributes, e.g. priority or QoS
    • H04L47/2441Traffic characterised by specific attributes, e.g. priority or QoS relying on flow classification, e.g. using integrated services [IntServ]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/10Flow control; Congestion control
    • H04L47/24Traffic characterised by specific attributes, e.g. priority or QoS
    • H04L47/2483Traffic characterised by specific attributes, e.g. priority or QoS involving identification of individual flows
    • 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet

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  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Multimedia (AREA)
  • Data Exchanges In Wide-Area Networks (AREA)

Abstract

The invention provides a game data connection card pause processing system and method under the support of big data. The system comprises a data input subsystem, a data identification subsystem, a data classification subsystem, a transmission process subsystem and a data channel subsystem. The data identification subsystem comprises a big data identification model, and the big data identification model is used for identifying the type of the network transmission data received by the data input subsystem. The data classification subsystem is connected with the data identification subsystem, and receives the network transmission data and starts the data channel subsystem when the data identification subsystem identifies that the network transmission data are game data; and when the data identification subsystem identifies that the network transmission data is non-game data, closing the data channel subsystem and sending a closing signal to the transmission process subsystem. The invention also provides a game data connection card pause processing method realized based on the system.

Description

Game data connection card pause processing system and method under big data support
Technical Field
The invention belongs to the technical field of game data processing, and particularly relates to a game data connection morton processing system and method under the support of big data.
Background
With the progress of society and the innovation of scientific technology, the internet technology has rapidly developed, and the online game has also been rapidly developed as an emerging network application generated and developed based on the internet. There are many types of games today, and the more popular types of games are: host games, MOBA-type games, role-playing type games, FPS-type games, and the like. With the rapid development of smart phones, the platform of network games has been gradually shifted from the PC to the mobile phone, and more users choose to use the mobile phone to check the network games instead of the PC, because the mobile phone has excellent portability compared with the PC and is more convenient to use. The network game can attract so many users, which is mainly due to the unique charm of the network game, namely good interactivity, and the mutual cooperation of communication ideas among players.
The increase in the size of users leads to higher and higher requirements for the quality of service of network games, and the main requirements of other network applications include: better stability, sufficient bandwidth and sufficient throughput, but the main requirements of network games are low latency of the network and a good network environment meeting the size requirement. Because online games need to satisfy a large number of people simultaneously online, a fast response of a server and a high network transmission rate are needed, and these factors directly influence the user experience and the evaluation of the online games. At present, both the mainstream MOBA game and the FPS game have strong instantaneity, and if the phenomena of delay or pause and the like occur in the game process of a user, the user experience is seriously influenced, so that a large number of users are lost.
At present, the domestic online game acceleration mode mainly takes a proxy server mode and a VPN mode as main modes, the proxy server utilizes a SOCKS5 proxy server to help a user select an optimal proxy server to serve as a forwarding node, and the VPN mode utilizes a two-wire VPN server to serve as the forwarding node. The two acceleration modes are realized by selecting a better acceleration node to accelerate the online game.
Chinese patent application No. CN201911293135 proposes a data connection method, apparatus, electronic device, and readable storage medium, where a target application program for performing data connection in a device and a category to which the target application program belongs are determined, and then a network state corresponding to the category of the target application program is determined according to a preset correspondence between the category and the network state, so as to determine a target network path corresponding to the network state in the device, and further provide data connection for the target application program by using the target network path. According to the scheme, the target network access matched with the target application program is automatically determined, the target network access is used for providing data connection for the target application program, manual network switching is not needed, and the problems that a game/video card is unsmooth, files are downloaded too slowly and the like due to untimely network switching are avoided.
The chinese patent application with the application number CN201910845134 provides a method, a device and a server for reducing the card pause of a mobile phone game. The method comprises the following steps: responding to the starting operation of the mobile phone game, and comparing the network speeds of a first network which is connected with the mobile terminal at the current place and a second network which is connected with the mobile terminal at the first place in a historical mode; and if the network speed of the first network is lower than that of the second network, switching from the first network to the second network.
The inventor finds that the technical solutions of the prior art for similar problems are mostly to identify and optimize the network itself where the game is located. However, in most cases, the network environment in which the user player is located cannot change itself (depending on the network configuration of the player itself). Therefore, how to reduce the connection delay of game data in a fixed network environment becomes a technical problem to be solved urgently.
Disclosure of Invention
In order to solve the above technical problems, the present invention provides a game data connection card pause processing system and method under the support of big data. The system comprises a data input subsystem, a data identification subsystem, a data classification subsystem, a transmission process subsystem and a data channel subsystem. The data identification subsystem comprises a big data identification model, and the big data identification model is used for identifying the type of the network transmission data received by the data input subsystem. The data classification subsystem is connected with the data identification subsystem, and receives the network transmission data and starts the data channel subsystem when the data identification subsystem identifies that the network transmission data are game data; and when the data identification subsystem identifies that the network transmission data is non-game data, closing the data channel subsystem and sending a closing signal to the transmission process subsystem. The invention also provides a game data connection card pause processing method realized based on the system.
According to the technical scheme, a big data identification model and a data pipeline technology are introduced under the existing network environment, and the transmission of game data is improved from two aspects. The big data identification model is used for carrying out type identification on the network transmission data received by the data input subsystem; when the data identification subsystem identifies that the network transmission data is non-game data, the transmission process subsystem receives the closing signal, and the transmission process subsystem establishes a data pipeline between at least two data transmission processes in the plurality of data transmission processes; the transmission process subsystem transmits the game data to the data channel subsystem for game loading through the data pipeline when the data channel subsystem is started, so that the problem of connection and blockage of the game data is solved.
Specifically, in a first aspect of the invention, a game data connection card processing system under big data support is provided, wherein the processing system comprises a data input subsystem, a data identification subsystem, a data classification subsystem, a transmission progress subsystem and a data channel subsystem;
the data input subsystem is used for receiving network transmission data, and the network transmission data comprises game data and non-game data;
as a first advantage of the present invention, the data recognition subsystem is connected to the data input subsystem, and the data recognition subsystem includes a big data recognition model, and the big data recognition model is used for performing type recognition on the network transmission data received by the data input subsystem;
as a second advantage of the present invention, the data classification subsystem is connected to the data identification subsystem, and receives the network transmission data and starts the data channel subsystem when the data identification subsystem identifies that the network transmission data is game data; when the data identification subsystem identifies that the network transmission data is non-game data, the data channel subsystem is closed, and the closing signal is sent to the transmission process subsystem;
as a third advantage of the present invention, the transmission process subsystem includes a plurality of data transmission processes, and when the transmission process subsystem receives the shutdown signal, the transmission process subsystem establishes a data pipe between at least two data transmission processes of the plurality of data transmission processes and waits for the data channel subsystem to be turned on.
As a key technical means for embodying the above advantages, the data channel subsystem performs data communication with the transmission process subsystem, and the transmission process subsystem transmits the game data to the data channel subsystem through the data pipe when the data channel subsystem is turned on.
And the data classification subsystem receives the network transmission data and starts the data channel subsystem when the data identification subsystem identifies that the network transmission data is game data, and transmits the game data to the data channel subsystem through the transmission process subsystem.
In a second aspect of the present invention, a method for processing game data connection based on big data support is provided, where the method is implemented based on the game data connection based on big data support, and includes the following steps:
s801: receiving network transmission data;
s802: preprocessing the network transmission data, and identifying various attribute values of the network transmission data based on a socket technology;
s803: adopting a trained big data identification model to identify various attribute values of the network transmission data;
s804: judging whether the identification result is game data or not; if yes, opening a data transmission channel, and entering step S805; if not, closing the data transmission channel, and entering step S806;
s805: sending the network transmission data to a data transmission channel for loading through a plurality of data transmission processes;
s806: establishing a data pipeline between at least two data transmission processes in the plurality of data transmission processes;
s807: judging whether the data transmission channel is opened, if so, returning to the step S805; if not, return to step S801.
More specifically, the step S806 establishes a data pipeline between at least two data transmission processes of the multiple data transmission processes, specifically including:
and connecting each asynchronous process and at least one synchronous process with the transmission rate similar to that of the asynchronous process to form the data pipeline.
The method of the present invention may be implemented by a computer system including a mobile terminal having a network game function, and therefore, the present invention also provides a computer-readable storage medium having a computer program stored thereon, where the computer program is executed by a processor to perform the steps of the game data connection mortgage processing method.
Further advantages of the invention will be apparent in the detailed description section in conjunction with the drawings attached hereto.
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In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings needed in the embodiments will be briefly described below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings without creative efforts.
FIG. 1 is a general schematic diagram of a game data connection morton processing system under big data support according to an embodiment of the invention
FIG. 2 is a schematic diagram of a data recognition subsystem in the embodiment of FIG. 1
FIG. 3 is a flow chart of a game data connection morton processing method implemented based on the system of FIG. 1
FIG. 4 is a table showing experimental data of game delay time after the technical solution of the present invention is adopted
Detailed Description
The invention is further described with reference to the following drawings and detailed description.
Referring to fig. 1, an overall schematic diagram of a game data connection morton processing system under big data support according to an embodiment of the invention is shown.
In fig. 1, the processing system includes a data input subsystem, a data recognition subsystem, a data classification subsystem, a transmission process subsystem, and a data channel subsystem;
the data input subsystem is used for receiving network transmission data, and the network transmission data comprises game data and non-game data;
the data identification subsystem is connected with the data input subsystem and comprises a big data identification model, and the big data identification model is used for identifying the type of the network transmission data received by the data input subsystem;
the data classification subsystem is connected with the data identification subsystem, and receives the network transmission data and starts the data channel subsystem when the data identification subsystem identifies that the network transmission data are game data; when the data identification subsystem identifies that the network transmission data is non-game data, the data channel subsystem is closed, and the closing signal is sent to the transmission process subsystem;
the transmission process subsystem comprises a plurality of data transmission processes, and when the transmission process subsystem receives the closing signal, the transmission process subsystem establishes a data pipeline between at least two data transmission processes in the plurality of data transmission processes and waits for the data channel subsystem to be opened.
In fig. 1, the data channel subsystem performs data communication with the transmission process subsystem, and the transmission process subsystem transmits the game data to the data channel subsystem through the data pipe when the data channel subsystem is turned on.
And the data classification subsystem receives the network transmission data and starts the data channel subsystem when the data identification subsystem identifies that the network transmission data is game data, and transmits the game data to the data channel subsystem through the transmission process subsystem.
On the basis of fig. 1, see fig. 2. The data identification subsystem comprises a big data identification model, and the big data identification model is used for identifying the type of the network transmission data received by the data input subsystem.
The big data identification model comprises a data preprocessing module and a data attribute value extraction module;
the data preprocessing module comprises a SOCKET original SOCKET module, and the SOCKET original SOCKET module comprises a SOCKET module established based on PF _ PACKET and a SOCKET module established based on AF _ INET parameters;
the data attribute value extraction module comprises an IP extraction module, a port extraction module and a protocol extraction module;
the IP extraction module and the port extraction module are connected with the socket module established based on PF _ PACKET;
the protocol extraction module is connected with the socket module established based on the AF _ INET parameters.
Conventional network game identification methods use one-dimensional information such as a port number to perform network game identification, for example, the following documents:
fangceng, network traffic identification application research based on TCP flow feature extraction technology [ D ]. university of science and technology in china, 2018.
The recognition rate of these methods is generally low.
In this embodiment, the network transmission data received by the data input subsystem includes multiple attribute values, where the multiple attribute values include a data packet length, a source IP, a destination IP, a source port number, a destination port number, and a data transmission protocol type of the network transmission data;
the big data recognition model performs the type recognition based on the plurality of attribute values.
The identification problem of the network data flow can be regarded as a nonlinear classification problem, and partial features of the data flow are extracted and analyzed.
Since the big data recognition model can sufficiently utilize such information, the network data flow can be recognized by machine learning.
In this embodiment, five machine learning algorithms, that is, a BP neural network, a decision tree, a PNN probabilistic neural network, an ELM extreme learning machine, and a wavelet neural network, may be selected to construct a network game recognition model, that is, the big data recognition model includes one or a combination of the BP neural network, the decision tree, the PNN probabilistic neural network, the ELM extreme learning machine, and the wavelet neural network, and may be continuously optimized in practical applications.
The optimization process includes training, optimizing and identifying the model, which is known in the prior art, and is briefly described as follows:
the model training module comprises: model parameter initialization, training data, model training and training end judgment. The initialization of the model parameters is to initialize some parameters involved in the model, such as the number of iterations. The training data is obtained by selecting part of processed data as a training sample for training a model, and the data in the experiment is captured by Wireshark. Firstly, processing the data, selecting part of the data as training data after the processing is finished, and using the other part of the data as test data to test the identification accuracy of the model. The model training is to construct a corresponding recognition model through the selected training data, and to reduce errors by continuously adjusting parameters related to the model so as to meet the requirements. And judging the training end to be the judgment of the model training result, jumping out of the cycle if the requirement is met, ending the whole training, and jumping back to the model training module if the requirement is not met, and continuing to train the model.
The model identification module includes: test data and identify. After the model training module finishes the model training, the model at the moment has the recognition capability, and the model is used for recognizing the test data and detecting the effect of recognizing the model. And comparing the result of the model identification with the real value of the data so as to judge the accuracy of the model identification. And comparing the accuracy of different models to obtain an optimal recognition algorithm, and using the algorithm for online game recognition.
In the embodiments of fig. 1-2, the establishing, by the transmission process subsystem, a data pipe between at least two data transmission processes of the multiple data transmission processes specifically includes:
dividing the plurality of data transmission processes in the transmission process subsystem into asynchronous processes and synchronous processes;
and connecting each asynchronous process and at least one synchronous process with the transmission rate similar to that of the asynchronous process to form the data pipeline. The asynchronous process and the synchronous process with the transmission rate similar to that of the asynchronous process comprise the following synchronous processes which meet one or the combination of the following conditions:
(1) in the time period when the previous data channel subsystem is started, the size of the game data transmitted by the synchronous process and the size of the game data transmitted by the asynchronous process are the same or the difference value is in a preset range;
(2) during the time period when the last data channel subsystem is closed, the synchronous process has no connection relation with the asynchronous process.
The data pipeline technology is originally a technology for data transfer between different databases (data sources), such as data backup, data restoration, and the like, and by adopting the data pipeline technology, process blocking or data transmission by using a third-party agent can be avoided. For example, the chinese patent application with application number CN2020107749026 uses a data pipeline technology to read data to be backed up for data backup, where the data pipeline connects different processes for data transmission.
The invention applies the data pipeline technology to the transmission of game data for the first time, and divides a plurality of data transmission processes in the transmission process subsystem into asynchronous processes and synchronous processes, and then performs data connection to form the data pipeline.
Regarding the asynchronous process and the synchronous process, in this embodiment, two different loading processes of the game data at the time of loading are referred to.
Generally, after the game data is transmitted, due to the limitation of the loading method, if too many game data are loaded at one time (i.e. synchronous recording), the phenomenon of jamming occurs. In order to solve the problem, a method of changing to asynchronous loading is generally needed, namely loading of a new game scene and loading of a current game scene are separated. The common asynchronous loading modes are divided into two types: the first is to load new game scenes asynchronously, loading the new scenes when they are completed and eliminating the old scenes. And the second method comprises the following steps: the foregoing is substantially the same as the first method. Except that the old scene is retained when the new scene is loaded. However, the game data transmitted in practice inevitably exists in a type that requires one-time loading (synchronous loading), and therefore, the data transmission process also correspondingly exists in an asynchronous process and a synchronous process.
In the embodiment of the invention, each asynchronous process is connected with at least one synchronous process with the transmission rate similar to that of the asynchronous process to form the data pipeline, so that the transmission requirement of game data needing to be loaded at one time is met, and the phenomenon of blocking is avoided.
Referring next to fig. 3, a flow chart of a game data connection morton processing method implemented based on the system of fig. 1 is shown.
The method comprises the following steps:
s801: receiving network transmission data;
s802: preprocessing the network transmission data, and identifying various attribute values of the network transmission data based on a socket technology;
s803: adopting a trained big data identification model to identify various attribute values of the network transmission data;
s804: judging whether the identification result is game data or not; if yes, opening a data transmission channel, and entering step S805; if not, closing the data transmission channel, and entering step S806;
s805: sending the network transmission data to a data transmission channel for loading through a plurality of data transmission processes;
s806: establishing a data pipeline between at least two data transmission processes in the plurality of data transmission processes;
s807: judging whether the data transmission channel is opened, if so, returning to the step S805; if not, return to step S801.
Although not shown, in fig. 3, the step S806 establishes a data pipeline between at least two data transmission processes of the plurality of data transmission processes, and specifically includes:
and connecting each asynchronous process and at least one synchronous process with the transmission rate similar to that of the asynchronous process to form the data pipeline.
The asynchronous process and the synchronous process with the transmission rate similar to that of the asynchronous process comprise the following synchronous processes which meet one or the combination of the following conditions:
(1) in the time period when the previous data channel subsystem is started, the size of the game data transmitted by the synchronous process and the size of the game data transmitted by the asynchronous process are the same or the difference value is in a preset range;
(2) during the time period when the last data channel subsystem is closed, the synchronous process has no connection relation with the asynchronous process.
According to the technical scheme, after the big data identification model and the data pipeline technology are used for processing the game data connection card, the performance of the game can be effectively improved.
The network delay time is used as an index, an experimental group (adopting the technical scheme of the invention) and a comparison group (a conventional game environment, not adopting the technical scheme of the invention) are set, the multiple delay times of different mobile phone end or computer end games in different network environments are measured, the average value is obtained, and the result is shown in figure 4.
Obviously, the network environment in fig. 4, in the case of only running the game application, can support the normal running of the game only (usually the network delay time is less than 50ms can be tolerated); but once other applications are running, the network environment of fig. 4 will cause the game data connection to be visibly stuck or even disconnected; at this time, after the improvement of the technical scheme of the invention, the normal operation of the game can be supported under the existing network environment.
Although embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that changes, modifications, substitutions and alterations can be made in these embodiments without departing from the principles and spirit of the invention, the scope of which is defined in the appended claims and their equivalents.

Claims (10)

1. A game data connection card pause processing system under the support of big data comprises a data input subsystem, a data identification subsystem, a data classification subsystem, a transmission process subsystem and a data channel subsystem;
the method is characterized in that:
the data input subsystem is used for receiving network transmission data, and the network transmission data comprises game data and non-game data;
the data identification subsystem is connected with the data input subsystem and comprises a big data identification model, and the big data identification model is used for identifying the type of the network transmission data received by the data input subsystem;
the data classification subsystem is connected with the data identification subsystem, and receives the network transmission data and starts the data channel subsystem when the data identification subsystem identifies that the network transmission data are game data; when the data identification subsystem identifies that the network transmission data is non-game data, the data channel subsystem is closed, and the closing signal is sent to the transmission process subsystem;
the transmission process subsystem comprises a plurality of data transmission processes, and when the transmission process subsystem receives the closing signal, the transmission process subsystem establishes a data pipeline between at least two data transmission processes in the plurality of data transmission processes and waits for the data channel subsystem to be opened.
2. The big-data-supported game data connection morton processing system according to claim 1, wherein:
the network transmission data received by the data input subsystem comprises various attribute values, wherein the various attribute values comprise the data message length, the source IP, the destination IP, the source port number, the destination port number and the data transmission protocol type of the network transmission data;
the big data recognition model performs the type recognition based on the plurality of attribute values.
3. The big-data-supported game data connection kation processing system of claim 2, wherein:
the big data identification model comprises a data preprocessing module and a data attribute value extraction module;
the data preprocessing module comprises a SOCKET original SOCKET module, and the SOCKET original SOCKET module comprises a SOCKET module established based on PF _ PACKET and a SOCKET module established based on AF _ INET parameters;
the data attribute value extraction module comprises an IP extraction module, a port extraction module and a protocol extraction module;
the IP extraction module and the port extraction module are connected with the socket module established based on PF _ PACKET;
the protocol extraction module is connected with the socket module established based on the AF _ INET parameters.
4. The big-data-supported game data connection morton processing system according to claim 1, wherein:
the data channel subsystem is in data communication with the transmission process subsystem, and the transmission process subsystem transmits the game data to the data channel subsystem through the data pipeline when the data channel subsystem is started.
5. The big-data-supported game data connection kation processing system of claim 1 or 4, wherein:
and the data classification subsystem receives the network transmission data and starts the data channel subsystem when the data identification subsystem identifies that the network transmission data is game data, and transmits the game data to the data channel subsystem through the transmission process subsystem.
6. The big-data-supported game data connection kation processing system of claim 5, wherein:
the process transmission subsystem establishes a data pipe between at least two data transmission processes of the plurality of data transmission processes, and specifically includes:
dividing the plurality of data transmission processes in the transmission process subsystem into asynchronous processes and synchronous processes;
and connecting each asynchronous process and at least one synchronous process with the transmission rate similar to that of the asynchronous process to form the data pipeline.
7. The big-data-supported game data connection kation processing system of claim 6, wherein:
the asynchronous process and the synchronous process with the transmission rate similar to that of the asynchronous process comprise the following synchronous processes which meet one or the combination of the following conditions:
(1) in the time period when the previous data channel subsystem is started, the size of the game data transmitted by the synchronous process and the size of the game data transmitted by the asynchronous process are the same or the difference value is in a preset range;
(2) during the time period when the last data channel subsystem is closed, the synchronous process has no connection relation with the asynchronous process.
8. A game data connection mortgage processing method under the support of big data is characterized by comprising the following steps:
s801: receiving network transmission data;
s802: preprocessing the network transmission data, and identifying various attribute values of the network transmission data based on a socket technology;
s803: adopting a trained big data identification model to identify various attribute values of the network transmission data;
s804: judging whether the identification result is game data or not; if yes, opening a data transmission channel, and entering step S805; if not, closing the data transmission channel, and entering step S806;
s805: sending the network transmission data to a data transmission channel for loading through a plurality of data transmission processes;
s806: establishing a data pipeline between at least two data transmission processes in the plurality of data transmission processes;
s807: judging whether the data transmission channel is opened, if so, returning to the step S805; if not, return to step S801.
9. The method of claim 8, wherein:
the step S806 of establishing a data pipeline between at least two data transmission processes of the multiple data transmission processes specifically includes:
and connecting each asynchronous process and at least one synchronous process with the transmission rate similar to that of the asynchronous process to form the data pipeline.
10. A storage medium having stored thereon a computer program for performing the steps of the game data connection morton processing method according to any one of claims 8 to 9 when executed by a processor.
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