CN114356566B - Game data streaming media method based on correlation - Google Patents

Game data streaming media method based on correlation Download PDF

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CN114356566B
CN114356566B CN202111645800.5A CN202111645800A CN114356566B CN 114356566 B CN114356566 B CN 114356566B CN 202111645800 A CN202111645800 A CN 202111645800A CN 114356566 B CN114356566 B CN 114356566B
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incidence relation
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CN114356566A (en
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许磊
靳文波
赵庆鹏
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    • G06COMPUTING; CALCULATING OR 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
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Abstract

The invention relates to a game data streaming media method based on correlation, which establishes a set of game logic and game file incidence relation scanning subsystem, namely a plug-in of a Unity game engine, for scanning and recording the incidence of a plurality of layers in a game and establishing an incidence relation model required by streaming media. The invention does not invade the game development process, and can complete the game streaming media modeling only by scanning the correlation of the game data before the game is released. The game service is provided in a streaming media manner. And each game engine is common to each game platform. The invention overcomes the defects of the prior art, greatly reduces the capacity limit in game development and greatly reduces the development difficulty of games.

Description

Game data streaming media method based on correlation
Technical Field
The invention relates to the technical field of game data, in particular to a game data streaming media method based on correlation.
Background
With the rapid development of computer technology, the development of image processing technology and the explosive increase of the capacity of games, the capacity of some large games is often over 200GB, and the capacity of some mobile phone games is over 10GB. More importantly, with the advent of open world games and the meta universe, game capacity will grow faster and faster. Therefore, under the conditions of the conventional distribution technology (off-line optical disc, hard disc, flash memory, and other storage media, on-line download installation), the distribution, installation, and storage of these large-capacity games become problems, and it is urgent to reduce the acquisition cost and acquisition time of the user.
Therefore, if access to game data (mostly random access mode, also sequential access mode) can be serialized, data access can be serviced in a streaming-like manner, perfectly addressing game distribution and access.
Disclosure of Invention
The technical problem to be solved by the invention is to overcome the defects of the prior art and provide a game data streaming media method based on correlation, thereby greatly reducing the capacity limitation in game development and greatly reducing the development difficulty of games.
In order to solve the technical problems, the technical scheme provided by the invention is as follows: a game data stream media method based on relativity establishes a set of game logic and game file incidence relation scanning subsystem, namely a plug-in of a Unity game engine, for scanning and recording the multi-level relativity in the game and establishing an incidence relation model required by stream media, wherein the flow of incidence scanning is as follows:
1) Scanning the dependency relationship among all scenes of the game, recording the dependency relationship, and accepting manual modification;
2) Scanning the incidence relation between the scene and the resource files in the scene, if the number of the resource files quoted in the scene is less than 10 or the total length of the resource files is less than 1MB, stopping scanning, recording all the resources in the scene as a cluster, and simultaneously recording the incidence of the resources and the scene;
3) Scanning the dependency relationship among all parts in the scene, and partitioning the map in the scene according to a quadtree mode: the method comprises the steps of dividing a scene into 5-by-5 sub-map blocks, recording coordinate ranges in a world coordinate system of the sub-map blocks, and scanning the sub-map blocks in sequence.
Further, to support streaming, the smallest resource file cluster is limited to 1MB.
Further, in the step 3), if the number of the resource files quoted in the sub map block is less than 10 or the total length of the resource files is less than 1MB, stopping scanning, recording the coordinate range of the sub map block, recording all the resources in the sub map block as a cluster, and recording the association between the resources and the sub map block; otherwise, dividing the sub-map blocks into 2 × 2 sub-map blocks, and sequentially scanning and splitting the sub-map blocks until all the sub-map blocks reference less than 10 resource files or the total length of the resource files is less than 1MB.
Further, the game data stream service terminal system is responsible for processing the resource prediction and downloading request of the user terminal: mapping the resource file to a structure of a final packaging or file system, and recording a corresponding relation; processing a resource prediction request of a user side, transmitting screen resolution into the user side, accessing a resource file list recently, inputting sequence information by the user, and transmitting information of a current scene, world coordinates and a camera view angle into the user side for a game accessed with the SDK in operation; processing a user downloading request: the user requested file or portion of the file is returned using a compressed format.
Further, a current scene is calculated, and the server resource prediction process includes:
1) If the user side request has no scene information, calculating the current possible scene according to the recently used resource file list in the request and the corresponding relation between the scene and the resource file;
2) If the number of the resource files quoted by the scene is less than 10 or the total length of the resource files is less than 1MB, directly calculating the use probability score of the resource files; otherwise, calculating the current sub map block;
3) Calculating a current sub map block;
4) Calculating resource files possibly needed by the next stage;
5) Scoring according to the probability that the resource is used next: calculating the score of the resource file according to the number of times of the resource file being quoted, the distance between the current coordinate and the included angle between the current coordinate and the camera visual angle and the scoring information of other files in the cluster;
6) And returning the predicted resource file and the score to the user side.
Further, when the current sub map block is calculated, if the request sent by the user side does not contain the current world coordinates of the game, the current possible sub map block is calculated according to the most recently used resource file list in the request, in combination with the incidence relation between the file output by the incidence relation scanning subsystem and the sub map block and the current scene; and if the request sent by the user side contains the current world coordinates, calculating the current sub-map block by combining the incidence relation between the file output by the incidence relation scanning subsystem and the sub-map block.
Further, when calculating the resource files possibly needed in the next stage, predicting the resource file candidate set: calculating a user view field range according to the screen resolution of a user side and the unit pixel setting in the game, and then finding out a sub map block list in a range of 4 times of the view field size by taking the current sub map block as a center; if camera view angle information exists, finding out all sub map blocks which are 4 times of the view field height from the current coordinate along the camera view angle, and adding the sub map blocks into the sub map block list; and then finding out the resource files corresponding to the sub map blocks.
Further, the incidence relation model generated by the incidence relation scanning subsystem is packaged into a game program or distributed to the client during game running, the client SDK predicts the next used resources according to the current context of the game, including scene, world coordinates and camera view angle information, and then requests the corresponding resources from the server.
The invention has the following advantages: the invention designs and realizes a set of game logic and game file association relation scanning subsystem (specifically, a plug-in of a Unity game engine) under the support of operation, which is used for scanning and recording the association of a plurality of layers in the game and establishing an association relation model required by streaming media.
The invention does not invade the game development process, and can complete the game streaming media modeling only by scanning the correlation of the game data before the game is released. The game service is provided in a streaming media manner. And each game engine is common to each game platform.
The modeling process is based on static scanning, methods such as machine learning and the like are not used, so that user data do not need to be collected, a model training process does not exist, and the method can be directly started in a cold mode.
The problem of the distribution of games, especially large-capacity games, is solved, and users can play on demand without downloading and installation under the support of running.
Compared with the existing cloud game scheme, the method does not need server-side rendering, and greatly reduces the traffic cost.
The requirement of games (programs) on the storage capacity of a user side (a mobile phone or a computer) is greatly reduced, the previous 128G mobile phone can only store 10+ large games (programs), and users can theoretically have infinite games under the technical support of the invention.
The present invention greatly reduces the capacity limitations in game development and is transparent to both the user and the developer. The game developer can access game resources with any capacity by using a mode of accessing the local file, and naturally supports open games such as the meta-space game and the like. The difficulty of game development is also greatly reduced (the logic of downloading and loading resources, which has to be added into game logic by game developers in order to dynamically load the resources, is not needed any more, and all the resources are 'local files')
The present invention also supports streaming of interactive video (AR/VR, etc.).
According to the cloud storage and local computing method and system, access interfaces of the cloud data and the local data are fused, the technical threshold of a cloud storage and local computing mode which can be realized by only professional programmers in the past is greatly reduced, and the cloud storage is really played more conveniently.
The incidence relation model can also be stored in the client, and the client is responsible for predicting the next needed resources according to the context of the game in operation, so that the network delay and the calculation cost of the server can be further reduced.
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FIG. 1 is a schematic view of an association scan process according to the present invention.
FIG. 2 is a schematic diagram of a server resource prediction process according to the present invention.
Fig. 3 is a schematic diagram illustrating a data access flow during runtime of a user terminal according to the present invention.
Detailed Description
The present invention will be described in further detail with reference to examples.
The concept is as follows:
the game data refers to program code, textures, models, audio, video and other data used in game running distributed by a game manufacturer, and is usually distributed in an installation package or ISO (international organization system) or other manners, and is in a directory and file or ISO (international organization system) or other packaging formats when the game is running.
Game files: the game data is in the form of a file in a non-packed state, such as a single texture file, audio file.
Scene: the unit of a game scenario, such as a level of a level game, may be a scene. There is no obvious scene division for open world games, but it can be divided into several logical scenes according to the location of the map.
Resource: refers to texture, model, audio, video, code, etc. data used in the game.
In the process of developing games by companies, it is found that although the game capacity is large, the access of the games to data is mostly random access, but the data used in the running of the games has locality and relevance.
Locality is that at any time, the game will use only a small portion of the data, and the data will typically exhibit some aggregation.
The relevance is that data and game scenes are correlated with each other due to the certainty of game logic.
When the system is specifically implemented, a set of game logic and game file association relation scanning subsystem (specifically, a plug-in of a Unity game engine) is designed and realized under the support of running, is used for scanning and recording the association of a plurality of layers in the game, and establishes an association relation model required by streaming media. To support streaming, the smallest resource file cluster would be limited to 1MB. The process is as follows:
1) The dependency relationship among all scenes of the game is scanned and recorded, and manual modification can be accepted.
2) And scanning the incidence relation between the scene and the resource files in the scene, if the number of the resource files quoted in the scene is less than 10 or the total length of the resource files is less than 1MB, stopping scanning, recording all the resources in the scene as a cluster, and simultaneously recording the incidence of the resources and the scene.
3) Scanning the dependency relationship among all parts in a scene, partitioning a map in the scene in a quadtree manner, specifically, firstly, dividing the scene into 5 × 5 sub map blocks, recording the coordinate range in the world coordinate system of each sub map block, and then scanning all the sub map blocks in sequence:
if the number of the resource files quoted in the sub map block is less than 10 or the total length of the resource files is less than 1MB, the scanning is stopped, the coordinate range of the sub map block is recorded, all the resources in the sub map block are recorded as a cluster, and meanwhile, the association between the resources and the sub map block is recorded.
Otherwise, the sub-tiles are divided into 2 × 2 sub-tiles, and the sub-tiles are sequentially scanned and split until all sub-tiles reference less than 10 resource files or the total length of resource files is less than 1MB.
And the game data stream service terminal system is responsible for processing resource prediction and downloading requests of the user terminal. The functions are as follows:
the resource files are mapped to the structure of the final package (or file system) and the corresponding relation is recorded.
The resource prediction request of the user side is processed, the user side can transmit information such as screen resolution, a recently accessed resource file list, a user input sequence and the like, and for the game accessed with the SDK in the running process of the invention, the user side can also transmit information such as a current scene, world coordinates, a camera view angle and the like.
1) Calculating the current scene: and if the user side request does not have scene information, calculating the current possible scene by combining the scene and the corresponding relation of the resource files according to the recently used resource file list in the request.
2) And if the resource files referenced by the scene are less than 10 or the total length of the resource files is less than 1M, directly starting to calculate the usage probability scores of the resource files. Otherwise, the current sub map block is calculated.
3) Calculating the current sub-map block:
if the request sent by the user side does not contain the current world coordinates of the game, the current possible sub-map blocks are calculated according to the most recently used resource file list in the request, the association relationship between the files output by the association relationship scanning subsystem and the sub-map blocks and the current scene.
And if the request sent by the user side comprises the current world coordinates, calculating the current sub map block by combining the association relationship between the file output by the association relationship scanning subsystem and the sub map block.
4) Calculating the resource files possibly needed by the next stage:
predicting a candidate set of resource files: and calculating the visual field range of the user according to the screen resolution of the user side and the unit pixel setting in the game, and finding out the sub map block list in the range of 4 times of the visual field size by taking the current sub map block as the center. If camera view angle information exists, all sub map blocks with 4 times of view field height from the current coordinate are found along the camera view angle and added into the sub map block list. And then finding out the resource files corresponding to the sub map blocks.
5) Scoring by the probability that the resource is used next: and calculating the score of the resource file according to the times of the resource file being quoted, the distance between the resource file and the current coordinate, the included angle between the camera view angle and the score of other files in the cluster.
6) And returning the predicted resource file and the score to the user side.
Processing a user downloading request: the user requested file or portion of the file is returned using a compressed format.
The invention establishes a set of running subsystems at the user end, takes over the file access request of game running and maps the file access request into the local file system or the local server access, thereby meeting the data access requirement and being transparent to the user and the game developer. Thus, the game can be played on demand without download installation. The main functions are as follows:
and for each data request, directly returning the data when the local file system hits, otherwise, communicating with the server side to request the currently required data.
And the background prediction thread periodically communicates with the server, uploads information of local equipment, a recently used file list, a user input sequence and the like, and requests for predicting a resource file list and scoring. If the game SDK is used in the game, the information of the current scene, world coordinates, camera view angle and the like is acquired and added into the prediction request.
And locally maintaining a downloading queue, updating the downloading queue when the server returns the predicted resource file list and the scoring information, reducing the weight of the original file, and adding the new file list and the scoring into the queue.
And the background downloading thread takes out the files needing to be downloaded from the downloading queue, and if the local file system does not exist, requests the server for downloading, decompresses and writes the files into the local file system.
In order to realize more accurate resource prediction, the invention designs a set of game SDK, in particular to a Unity game plug-in. If the game developer introduces the SDK in the development process, the user side runtime subsystem can acquire information such as a current scene, world coordinates, a camera view angle and the like through the SDK during the game runtime.
The incidence relation model generated by the incidence relation scanning subsystem can also be packaged into a game program or distributed to the client when the game runs, the client SDK predicts the resources used next according to the current context (such as scene, world coordinate, camera view angle and other information) of the game, and then requests the corresponding resources from the server.
The invention starts from game logic, and constructs multi-level clustering and dependency relations by analyzing the incidence relations among game scenes, resources, executable codes, scenes, resources and codes, thereby converting the access of games to data into a streaming media mode. Based on the method, an incidence relation scanning plug-in is realized in the Unity game engine, the dependency relation between scenes and resources and the clustering relation between the resources are scanned, a streaming media system of game data is constructed, and the problem of distribution of large-capacity games is solved: the game is played on demand without waiting for downloading.
Although the invention has been described in detail hereinabove with respect to a general description and specific embodiments thereof, it will be apparent to those skilled in the art that modifications or improvements may be made thereto based on the invention. Accordingly, it is intended that all such modifications and alterations be included within the scope of this invention as defined in the appended claims.

Claims (9)

1. A game data stream media method based on correlation is characterized by comprising the following steps:
(1) An incidence relation scanning subsystem is established, incidence relation of game data is scanned before game release, an incidence relation model required by streaming media is established and stored in a server; the game data refers to program codes, textures, models, audio and video data used in game running and distributed by game manufacturers, are issued in an installation package or an ISO mode, and are in a directory and file or ISO packaging format when the game runs;
the incidence relation scanning subsystem is used for scanning and recording the incidence relation of a plurality of layers in the game and establishing an incidence relation model required by streaming media, and the incidence relation scanning process comprises the following steps:
(1.1) scanning the dependency relationship among all scenes of the game, recording and accepting manual modification;
(1.2) scanning the incidence relation between the scene and the resource files in the scene, if the number of the resource files quoted in the scene is less than 10 or the total length of the resource files is less than 1MB, stopping scanning, recording all the resources in the scene as a cluster, and simultaneously recording the incidence relation between the scene and the resources;
(1.3) scanning the dependency relationship among all parts in the scene, partitioning a map in the scene in a quadtree manner, dividing the scene into 2 x 2 sub map blocks, recording the coordinate range of each sub map block in a world coordinate system, and then scanning each sub map block in sequence; if the number of the resource files quoted in the sub map block is less than 10 or the total length of the resource files is less than 1MB, stopping scanning, recording the coordinate range of the sub map block, recording all the resources in the sub map block as a cluster, and simultaneously recording the association between the sub map block and the resources; otherwise, continuously dividing the sub map blocks into 2 × 2 sub map blocks, and sequentially scanning and splitting the sub map blocks until the resource files referenced by all the sub map blocks are less than 10 or the total length of the resource files is less than 1MB;
(2) The client is provided with a runtime subsystem which receives the data request of the user during the game runtime, and for each data request, if the local file system of the client hits, the data is directly returned, otherwise, the client communicates with the server to request the currently needed data;
(3) The background of the subsystem periodically communicates with the server side during operation, local equipment information, a recently used file list, user input sequence information and a request for predicting a resource file list and scoring of the server side are uploaded;
(4) The server receives local equipment information, a recently used file list and user input sequence information which are transmitted by the user, predicts and scores resource files based on the incidence relation model, and returns the predicted resource file list and the scores to the user;
(5) When the server returns the predicted resource file list and the scoring information, the user side updates the downloading queue, adds the new resource file list and the scoring into the downloading queue, and requests the server for downloading if the local system does not exist;
(6) The server side returns the file requested by the user in a compressed format, and the user side decompresses and writes the file into a local file system.
2. The correlation-based game data streaming method of claim 1, wherein,
in the step (4), the server resource prediction and scoring process includes:
(4.1) according to a resource file list which is used recently in the user side request, combining the corresponding incidence relation of the scene and the resource file, and calculating the current scene;
(4.2) if the resource files quoted by the scene are less than 10 or the total length of the resource files is less than 1MB, directly starting to calculate the use probability scores of the resource files; otherwise, calculating the current sub map block;
(4.3) calculating a current sub map block; calculating the current possible sub map blocks according to the most recently used resource file list in the request of the user terminal and by combining the incidence relation between the resource files and the sub map blocks in the incidence relation model and the current scene;
(4.4) calculating a resource file which may be needed by the next stage;
(4.5) scoring the probability that the resource file is used next;
and (4.6) returning the predicted resource file and the score to the user side.
3. The correlation-based game data streaming method of claim 2, wherein,
in the step (4.4), the process of calculating the resource file possibly needed in the next stage is that the view field range of the user is calculated according to the resolution of the screen of the user side and the unit pixel setting in the game, then the sub map block list in the range of 4 times of the view field size is found by taking the current sub map block as the center, and the sub map block list is added into the sub map block list; and then finding out the resource files corresponding to the sub map blocks.
4. The correlation-based game data streaming method of claim 2, wherein,
and (4.5) calculating the use probability score of the resource file according to the times of the resource file being quoted, the distance of the current coordinate and the scoring information of other files in the cluster.
5. The correlation-based game data streaming method of claim 1, wherein,
the incidence relation models are packaged into a game program at the same time and are distributed to the client when the game runs; designing a game SDK at a client; when the game runs, the subsystem obtains the current scene, world coordinates and camera view angle information through the game SDK when the user side runs, and adds the information into the prediction request.
6. The correlation-based game data streaming method of claim 5, wherein,
in the step (4), the service end resource prediction and scoring process comprises the following steps:
(4.1) receiving a current scene transmitted by a user terminal;
(4.2) if the resource files quoted by the scene are less than 10 or the total length of the resource files is less than 1MB, directly starting to calculate the use probability scores of the resource files; otherwise, calculating the current sub map block;
(4.3) calculating a current sub map block; the request sent by the user side comprises the current world coordinate, and the current sub map block is calculated by combining the incidence relation between the resource file and the sub map block in the incidence relation model;
(4.4) calculating a resource file which may be needed by the next stage;
(4.5) scoring the probability that the resource file is used next;
and (4.6) returning the predicted resource file and the score to the user side.
7. The method of claim 6, wherein the game data stream based on the correlation is streamed,
in the step (4.4), the process of calculating the resource files possibly required in the next stage is that all sub map blocks with 4 times of the view height from the current coordinate are found out along the camera view angle according to the camera view angle information and added into the sub map block list; and then finding out the resource files corresponding to the sub map blocks.
8. The correlation-based game data streaming method of claim 6, wherein,
and (4.5) calculating the use probability score of the resource file according to the times of the resource file being quoted, the distance between the resource file and the current coordinate, the included angle between the resource file and the current coordinate, and the scoring information of other files in the cluster.
9. A game data stream media system based on correlation, which is characterized in that it comprises a user terminal and a server terminal, and is used to implement the game data stream media method based on correlation according to any one of claims 1 to 8.
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