CN114173148A - Real-time charging system based on H5 player - Google Patents

Real-time charging system based on H5 player Download PDF

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Publication number
CN114173148A
CN114173148A CN202111575663.2A CN202111575663A CN114173148A CN 114173148 A CN114173148 A CN 114173148A CN 202111575663 A CN202111575663 A CN 202111575663A CN 114173148 A CN114173148 A CN 114173148A
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player
module
state
client
server
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CN114173148B (en
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代存折
李妃军
翁成龙
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Hangzhou Arcvideo Technology Co ltd
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Hangzhou Arcvideo Technology Co ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/24Monitoring of processes or resources, e.g. monitoring of server load, available bandwidth, upstream requests
    • H04N21/2407Monitoring of transmitted content, e.g. distribution time, number of downloads
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/254Management at additional data server, e.g. shopping server, rights management server
    • H04N21/2543Billing, e.g. for subscription services
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The invention discloses a real-time charging system based on an H5 player. The system comprises an H5 player client, a callback processing module, a play state queue module, a calculation reporting module, a client state lock module, a quantity counting server module and a server calculation lock module, and can count all video and live broadcast accurate time lengths based on H5 player playing in real time, namely, scenes of player pause, broadcast end and the like which do not consume client flow are not counted, the play time length can be associated with specific video and live broadcast, the flow is obtained by multiplying the video and live broadcast code rate by the time length, and real-time flow counting is indirectly realized. The invention has the beneficial effects that: the method can count the accurate time of all videos and live broadcasts played by an H5 player in real time, and the flow is obtained by multiplying the time by the related code rate information, so that the real-time flow statistics is indirectly realized.

Description

Real-time charging system based on H5 player
Technical Field
The invention relates to the technical field of H5 players, in particular to a real-time charging system based on an H5 player.
Background
The H5 player is a standard method for including video via video elements specified in HTML5, and since flash players are currently abandoned by large browsers, the H5 player has become the mainstream of PCs and mobile terminals.
For the charging mode of video and live broadcast, the industry mostly adopts a flow or bandwidth mode for charging at present, the charging mode has certain delay, because the flow log generated by video, especially hot video, is large, a process of analyzing the log is needed, and the length of the process depends on the calculation power of a server of a service provider.
The charging is carried out by adopting a time length mode, so that the server cost required by flow statistics can be saved, and real-time statistics can be realized.
Except for APP, most of the current duration statistics based on H5 players adopt front-end timing reporting, and reporting is not controlled according to the specific state of the player, such as whether playing is performed or not, whether pausing is performed, and whether playing is completed, which is easy to cause data inaccuracy.
Disclosure of Invention
The invention provides a real-time charging system based on an H5 player for real-time traffic statistics, which aims to overcome the defects in the prior art.
In order to achieve the purpose, the invention adopts the following technical scheme:
a real-time charging system based on H5 player, comprising a client device and a server device, wherein the client device comprises: the system comprises an H5 player client, a callback processing module, a play state queue module, a calculation reporting module and a client state locking module; the server device comprises: the system comprises a quantity counting server module and a server calculation lock module; wherein the content of the first and second substances,
the H5 player client refers to a front-end interface using an H5 player, and specifically refers to a client adopting a PC browser and a mobile-end browser and being in butt joint with a callback processing module;
the callback processing module is used for receiving the change of the state of the H5 player and is in butt joint with the play state queue module;
the play state queue module is used for storing the H5 player state received by the callback processing module and is used for subsequent calculation and reporting module statistics;
the calculation reporting module is used for reading the H5 player state in the play state queue module, and calculating whether a server needs to be reported according to the specific state;
the client state lock module is used for controlling the repeated state callback of the H5 player client under the weak network or other abnormal scenes and is in butt joint with the calculation reporting module;
the number counting server module is used for receiving information reported by the client device, adding or subtracting the number of clients for video or live broadcast played by the H5 player client, and calculating the playing time length at regular time according to the number of the H5 player clients;
the server side calculation lock module is used for controlling the concurrent reporting sequence of the single H5 player client side, and ensuring the data calculation to be correct.
The invention discloses a real-time charging system based on an H5 player, which comprises an H5 player client, a callback processing module, a play state queue module, a calculation reporting module, a client state lock module, a quantity counting server module and a server calculation lock module, wherein the system can calculate the accurate time length of video and live broadcast based on the H5 player in real time, namely the scenes of the player which does not consume the client flow, such as pause, end of play and the like, can not be counted, the play time length can be associated with the specific video and live broadcast, the flow can be obtained by multiplying the video and live broadcast code rate by the time length, and the real-time flow statistics can be indirectly realized.
Preferably, for an H5 player client, a front-end interface of an H5 player is an access entry issued by a service provider, all duration statistics is calculated based on the number of people accessing the interface, after the interface initialization is completed, websocket connection needs to be established with a server device, a unique identifier of each client is determined through a connection identifier, and the unique identifier is a precondition for ensuring the accuracy of statistical data and is used for subsequently reporting a playing state and sending websocket information to the server; aiming at the processing when the client is abnormally closed, when the client is closed, the server has a disconnection message, and the quantity of the videos and live broadcasts associated with the client identification is reduced by one.
Preferably, for the callback processing module, the module uses the native operation callback function of the H5 player to process different scenes, and the specific callback processing is as follows:
(1) number plus one callbacks: the H5 player starts playing or is playing, for the client operation, the playing button of the H5 player is clicked, and two callbacks are triggered when the playing button is clicked for the first time;
(2) number minus one callbacks: the player pauses, finishes or interrupts under the weak network, for the client operation, a pause button, an end button or a video playing end of the player is clicked, and when the playing is finished, a callback is triggered twice.
Preferably, for the play state queue module, the play state queue module is added to prevent the server device from being stressed when the callback state is excessive, the frequency of reading the queue is controlled to achieve controllable server pressure, and the play state queue module only needs to store true/false, where true corresponds to a number of callbacks increased by one, and false corresponds to a number of callbacks decreased by one.
Preferably, for the calculation reporting module, since the same callback state exists, but one H5 player client represents only one number, so that duplicate states need to be filtered out, the method is to define a global player state in combination with the client state lock module, and set the state to false during initialization, and when the calculation reporting module reads the play state queue module, it needs to compare with the state: if the two types of information are different, the information is sent based on the websocket connection created by the H5 player client, and the format of the content of the information is as follows: setting the state of the global player to be a reported state at the same time when the current video identifier or the live broadcast identifier corresponds to the state; if the two states are the same, the corresponding state is set in the device of the representative server side, reporting is not needed, and the queue is continuously read.
Preferably, for the number statistics server module, the module is the final data site of the whole billing system, the recorded number of the clients corresponding to the specific video or live broadcast is the total playing time of the clients obtained by timing calculation, and the internal logic is as follows: when receiving a message sent by a calculation reporting module, combining the message and a websocket connection identifier into a global lock by combining a server calculation locking module, and strictly controlling the reporting sequence to prevent calculation errors, wherein the websocket connection identifier is not required to be actively transmitted by the calculation reporting module, and the server can obtain the message according to the message, then analyze the suffix state in the message, and add or subtract the number of clients; the logic can obtain the real-time number of the clients, then the clients are gathered at the moment, the statistics is carried out once every minute, the real-time statistical duration is finally generated, and the charging can be carried out by combining the unit price defined by the service provider.
The invention has the beneficial effects that: the method can count the accurate time of all videos and live broadcasts played by an H5 player in real time, and the flow is obtained by multiplying the time by the related code rate information, so that the real-time flow statistics is indirectly realized.
Drawings
FIG. 1 is a logic flow diagram of the present invention.
Detailed Description
The invention is further described with reference to the following figures and detailed description.
In the embodiment shown in fig. 1, an H5 player-based real-time billing system includes a client device and a server device, where the client device includes: the system comprises an H5 player client, a callback processing module, a play state queue module, a calculation reporting module and a client state locking module; the server device comprises: the system comprises a quantity counting server module and a server calculation lock module; wherein the content of the first and second substances,
the H5 player client is a front-end interface using an H5 player, and particularly adopts a PC browser and a mobile-end browser (including a WeChat built-in browser, a QQ built-in browser and the like) to be in butt joint with the callback processing module; the front-end interface of the H5 player is an access entry issued by a service provider, all duration statistics are calculated based on the number of people accessing the interface, after the interface is initialized, websocket connection needs to be established with a server device, a unique identifier of each client is determined through a connection identifier, and the unique identifier is used for reporting the playing state subsequently and sending websocket information to the server on the premise of ensuring the accuracy of statistical data; aiming at the processing when the client is abnormally closed, when the client is closed, the server has a disconnection message, and the quantity of the videos and live broadcasts associated with the client identification is reduced by one.
The callback processing module is used for receiving the change of the state of the H5 player and is in butt joint with the play state queue module; the module utilizes native operation callback function of the H5 player to process different scenes, is a control core of the invention, and concretely carries out callback processing as follows:
(1) number plus one callbacks: the H5 player starts playing or is playing, for the client operation, the playing button of the H5 player is clicked, and two callbacks are triggered when the playing button is clicked for the first time; play and playing, that is, a player starts playing or is playing, and for the operation of a client, a play button of the player is clicked, it should be noted that when the play button is clicked for the first time, two callbacks are triggered, which are: play, playing.
(2) Number minus one callbacks: for the operation of the client, a pause button and an end button of the player are clicked, or the playing of the video is ended, and when the playing is ended, two callbacks are triggered; pause and wait, that is, the player pauses, ends or interrupts under the weak network, for the operation of the client, clicks the pause button and the end button of the player, or ends playing the video, it should be noted that, when the playing ends, two callbacks are triggered, which are respectively: pause, waiting.
There are many native callback states of the H5 player, but the number reported following the H5 player state can be achieved by the above 4 specific callbacks.
The play state queue module is used for storing the H5 player state received by the callback processing module and is used for subsequent calculation and reporting module statistics; the play state queue module is added to prevent pressure from being caused to the server device when the callback state is too much, the frequency of reading the queue through control is controlled, so that the pressure of the server is controllable, the play state queue module has a simpler storage structure, and only true/false needs to be stored, wherein true corresponds to the callback with the quantity added by one: play, playing, false corresponds to a number of callbacks minus one: pause, waiting.
Examples are:
when the client end clicks the play button first, then clicks the pause button, finally clicks the play button and waits for the end of the play,
the states received by the corresponding callback processing module are as follows in sequence: play/playing, pause, play, pause/waiting,
then the content that needs to be inserted into the play state queue is: [ true, true, false, true, false ], contents in the queue are read by the computation reporting module.
The calculation reporting module is used for reading the H5 player state in the play state queue module, and calculating whether a server needs to be reported according to the specific state; the client state lock module is used for controlling the repeated state callback of the H5 player client under the weak network or other abnormal scenes and is in butt joint with the calculation reporting module; since the same callback state exists, but one H5 player client represents only one number, so that duplicate states need to be filtered out, the method is to define a global player state in combination with the client state lock module, here, for example, the playerStatus (the name of the state is not limited by the present invention), the state is set to false during initialization, and when the calculation reporting module reads the play state queue module, it needs to compare with the state:
if the two types of information are different, the information is sent based on the websocket connection created by the H5 player client, and the format of the content of the information is as follows: a current video identifier or a live broadcast identifier (determined according to an actual service scene) _ corresponding state (true/false), and simultaneously setting the state of a global player, in this case, the playerStatus, as a reported state;
if the two states are the same, the corresponding state is set in the device of the representative server side, reporting is not needed, and the queue is continuously read.
In the case of the play state queue module:
queue content: [ true, true, false, true, false, false ], planerStatus is the initialized false state,
the corresponding calculation reporting module operates in sequence as follows: [ report true, no action, report false, report true, report false, no action ].
The number counting server module is used for receiving information reported by the client device, adding or subtracting the number of clients for video or live broadcast played by the H5 player client, and calculating the playing time length at regular time according to the number of the H5 player clients; the server side calculation lock module is used for controlling the concurrent reporting sequence of the single H5 player client side, and ensuring the data calculation to be correct. The module is the final data of the whole charging system, records the number of specific video or live corresponding clients, finally obtains the total playing time of the clients through timing calculation, and the internal logic is as follows: when receiving a message sent by a calculation reporting module, combining the message and a websocket connection identifier into a global lock by combining a server calculation locking module, and strictly controlling the reporting sequence to prevent calculation errors, wherein the websocket connection identifier is not required to be actively transmitted by the calculation reporting module, and the server can obtain the message according to the message, then analyze the suffix state in the message, and add or subtract the number of clients; the logic can obtain the real-time number of the clients, then the clients are gathered at the moment, the statistics is carried out once every minute, the real-time statistical duration is finally generated, and the charging can be carried out by combining the unit price defined by the service provider.
Examples of internal logic are:
when receiving the message sent by the calculation reporting module: xxx _ true (where xxx is only an example of a video or live broadcast identifier, and is specifically determined according to an actual service scenario, and the present invention is not limited), it is necessary to combine a service-side computation lock module to combine xxx and a websocket connection identifier into a global lock (for strictly controlling a reporting sequence and preventing a computation error, where the websocket connection identifier is not required to be actively transmitted by a computation reporting module, and the service-side can obtain the xxx and the websocket connection identifier according to the message), and then analyze a suffix state in the message:
when true, add one to the client number of xxx;
when false, the client number of xxx is reduced by one;
and simultaneously recording the relation between the current websocket connection id and xxx, and being used for the server side to inquire the video or live broadcast identification corresponding to the disconnected connection when the client side is abnormally disconnected: xxx, then the number is decreased by one.
The logic can obtain the real-time number of the client sides of the xxx, and then the real-time number is summarized at the moment, the statistics is carried out once every one minute, for example, when the number of the client sides of the xxx is counted to be 10, the total playing time of the xxx is 10 minutes, finally, the real-time statistical time length is generated, and the charging can be carried out by combining the unit price defined by a service provider.
The invention discloses a real-time charging system based on an H5 player, which comprises an H5 player client, a callback processing module, a play state queue module, a calculation reporting module, a client state lock module, a quantity counting server module and a server calculation lock module, wherein the system can calculate the accurate time length of video and live broadcast based on the H5 player in real time, namely the scenes of the player which does not consume the client flow, such as pause, end of play and the like, can not be counted, the play time length can be associated with the specific video and live broadcast, the flow can be obtained by multiplying the video and live broadcast code rate by the time length, and the real-time flow statistics can be indirectly realized.

Claims (6)

1. A real-time charging system based on an H5 player is characterized by comprising a client device and a server device, wherein the client device comprises: the system comprises an H5 player client, a callback processing module, a play state queue module, a calculation reporting module and a client state locking module; the server device comprises: the system comprises a quantity counting server module and a server calculation lock module; wherein the content of the first and second substances,
the H5 player client refers to a front-end interface using an H5 player, and specifically refers to a client adopting a PC browser and a mobile-end browser and being in butt joint with a callback processing module;
the callback processing module is used for receiving the change of the state of the H5 player and is in butt joint with the play state queue module; the play state queue module is used for storing the H5 player state received by the callback processing module and is used for subsequent calculation and reporting module statistics;
the calculation reporting module is used for reading the H5 player state in the play state queue module, and calculating whether a server needs to be reported according to the specific state;
the client state lock module is used for controlling the repeated state callback of the H5 player client under the weak network or other abnormal scenes and is in butt joint with the calculation reporting module;
the number counting server module is used for receiving information reported by the client device, adding or subtracting the number of clients for video or live broadcast played by the H5 player client, and calculating the playing time length at regular time according to the number of the H5 player clients;
the server side calculation lock module is used for controlling the concurrent reporting sequence of the single H5 player client side, and ensuring the data calculation to be correct.
2. The real-time charging system based on the H5 player of claim 1, wherein for an H5 player client, a front-end interface of the H5 player is an access entry issued by a service provider, all duration statistics are calculated based on the number of people accessing the interface, after the interface initialization is completed, a websocket connection needs to be established with a server device, a unique identifier of each client is determined through a connection identifier, and the unique identifier is used for reporting a play state subsequently and sending websocket information to the server on the premise that the accuracy of statistical data is guaranteed; aiming at the processing when the client is abnormally closed, when the client is closed, the server has a disconnection message, and the quantity of the videos and live broadcasts associated with the client identification is reduced by one.
3. The real-time charging system based on H5 player of claim 1, wherein for the callback processing module, the module uses native operation callback function of H5 player to process different scenarios, and the specific callback processing is as follows:
(1) number plus one callbacks: the H5 player starts playing or is playing, for the client operation, the playing button of the H5 player is clicked, and two callbacks are triggered when the playing button is clicked for the first time;
(2) number minus one callbacks: the player pauses, finishes or interrupts under the weak network, for the client operation, a pause button, an end button or a video playing end of the player is clicked, and when the playing is finished, a callback is triggered twice.
4. The system of claim 3, wherein the playback state queuing module is added to the playback state queuing module to prevent the server device from being stressed when the callback state is too much, the playback state queuing module only needs to store true/false, where true corresponds to a number of callbacks plus one and false corresponds to a number of callbacks minus one, by controlling the frequency of reading the queue, so as to achieve controllable server pressure.
5. The real-time charging system based on H5 player as claimed in claim 1, wherein for the calculation reporting module, since the same callback state exists, but one H5 player client represents only one number, so that duplicate states need to be filtered out, the method is to define a global player state by combining with the client state lock module, and set the state as false during initialization, when the calculation reporting module reads the play state queue module, it needs to compare with the state: if the two types of information are different, the information is sent based on the websocket connection created by the H5 player client, and the format of the content of the information is as follows: setting the state of the global player to be a reported state at the same time when the current video identifier or the live broadcast identifier corresponds to the state; if the two states are the same, the corresponding state is set in the device of the representative server side, reporting is not needed, and the queue is continuously read.
6. The real-time charging system based on the H5 player as claimed in claim 1, wherein for the number statistics server module, the module is the final data floor of the whole charging system, the recorded number of the specific clients corresponding to video or live broadcast, and finally the total playing duration of the clients is obtained by timing calculation, and the internal logic is: when receiving a message sent by a calculation reporting module, combining the message and a websocket connection identifier into a global lock by combining a server calculation locking module, and strictly controlling the reporting sequence to prevent calculation errors, wherein the websocket connection identifier is not required to be actively transmitted by the calculation reporting module, and the server can obtain the message according to the message, then analyze the suffix state in the message, and add or subtract the number of clients; the logic can obtain the real-time number of the clients, then the clients are gathered at the moment, the statistics is carried out once every minute, the real-time statistical duration is finally generated, and the charging can be carried out by combining the unit price defined by the service provider.
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