CN107786557B - Team game acceleration method and related product - Google Patents

Team game acceleration method and related product Download PDF

Info

Publication number
CN107786557B
CN107786557B CN201711008912.3A CN201711008912A CN107786557B CN 107786557 B CN107786557 B CN 107786557B CN 201711008912 A CN201711008912 A CN 201711008912A CN 107786557 B CN107786557 B CN 107786557B
Authority
CN
China
Prior art keywords
game
team
ues
parameters
progress
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201711008912.3A
Other languages
Chinese (zh)
Other versions
CN107786557A (en
Inventor
莫瑞宏
林志泳
刘美
张俊
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Guangdong Oppo Mobile Telecommunications Corp Ltd
Original Assignee
Guangdong Oppo Mobile Telecommunications Corp Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Guangdong Oppo Mobile Telecommunications Corp Ltd filed Critical Guangdong Oppo Mobile Telecommunications Corp Ltd
Priority to CN201711008912.3A priority Critical patent/CN107786557B/en
Publication of CN107786557A publication Critical patent/CN107786557A/en
Application granted granted Critical
Publication of CN107786557B publication Critical patent/CN107786557B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • 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
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/104Peer-to-peer [P2P] networks
    • H04L67/1044Group management mechanisms 
    • 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
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/104Peer-to-peer [P2P] networks
    • H04L67/1074Peer-to-peer [P2P] networks for supporting data block transmission mechanisms

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Physics & Mathematics (AREA)
  • Computing Systems (AREA)
  • Mathematical Physics (AREA)
  • Theoretical Computer Science (AREA)
  • Mobile Radio Communication Systems (AREA)

Abstract

The present disclosure provides a method for accelerating team games and related products, the method comprising the steps of: a method for accelerating a team game, the method comprising the steps of: the method comprises the steps that first User Equipment (UE) obtains W feedback parameters of W access points; selecting the optimal feedback parameter of the W feedback parameters as the real-time network parameter of the UE 1; the method comprises the steps that a first UE receives X real-time network parameters and X hardware parameters sent by other X UEs in a first team of a first game; selecting Y UEs larger than a set threshold value from X +1 real-time network parameters in a first team of a first game; the first UE selects a first UE with the optimal hardware parameter from Y hardware parameters of the Y UEs as a first communication node of a first team, and the communication node is used for transmitting data of a first game with a network side; and when the first UE is a communication node, the first UE shares the data of the first game to other X UEs in the first team. The technical scheme provided by the invention has the advantage of high user experience.

Description

Team game acceleration method and related product
Technical Field
The invention relates to the technical field of communication, in particular to a team game acceleration method and a related product.
Background
The game is a common scene in daily use of users, the game is developed from a computer game to a current mobile phone game, and for the mobile phone game, the game is actually a game capable of being used on a portable terminal, and the portable terminal can be a tablet computer, a mobile phone, a personal digital assistant and other devices.
The existing game is not correspondingly set when in use, and for the game players in the team, the delay of any player in the team can influence the experience of other users, so that the experience of the users is low.
Disclosure of Invention
The embodiment of the invention provides a team game acceleration method and a related product, and has the advantage of improving the game playing experience of a user.
In a first aspect, there is provided a method of team game acceleration, the method comprising the steps of:
the method comprises the steps that first User Equipment (UE) obtains W feedback parameters of W access points; selecting the optimal feedback parameter of the W feedback parameters as the real-time network parameter of the UE1, wherein W is an integer greater than or equal to 2;
the method comprises the steps that a first UE receives X real-time network parameters and X hardware parameters sent by other X UEs in a first team of a first game; selecting Y UEs with real-time network parameters larger than a set threshold value from X +1 real-time network parameters in a first team of a first game;
the first UE selects a first UE with the optimal hardware parameter from Y hardware parameters of the Y UEs as a first communication node of a first team, and the communication node is used for transmitting data of a first game with a network side;
and when the first UE is a communication node, the first UE shares the data of the first game to other X UEs in the first team.
Optionally, the method further includes:
the first UE selects a second UE with suboptimal hardware parameters from Y hardware parameters of the Y UEs as a second communication node of a first team, the first UE acquires a local first load value and a second load value of the second UE, and the first UE dynamically distributes processing tasks of a first game according to the first load value and the second load value.
Optionally, the method further includes: :
and the first UE periodically acquires the progress of the first game, if the progress is lower than the set progress, the UE2 with suboptimal hardware parameters is selected from Y hardware parameters of the Y UEs to be used as a communication node of a first team, and the first UE is converted into a common node.
Optionally, the periodically acquiring, by the first UE, the progress of the first game, if the progress is lower than the set progress, including:
the first UE periodically determines that the progress is lower than the set progress when any UE in the first team does not receive the data of the first game within the set duration;
or the first UE sends the synchronous message to other X UEs in the first team, receives X synchronous responses returned by the X UEs, calculates the time difference between the synchronous message and the last received synchronous response in the X synchronous responses, and determines that the first game progress is lower than the set progress if the time difference is larger than a time threshold.
In a second aspect, an apparatus for accelerating a team game is provided, where the apparatus is disposed in a first user equipment UE, and the apparatus includes:
the acquisition unit is used for acquiring W feedback parameters of W access points; w is an integer greater than or equal to 2;
the processing unit is used for selecting the optimal feedback parameter from the W feedback parameters as the real-time network parameter of the UE 1;
the communication unit is used for receiving X real-time network parameters and X hardware parameters sent by other X UEs in a first team of a first game;
a processing unit, which selects Y UEs larger than a real-time network parameter setting threshold from X +1 real-time network parameters in a first team of a first game; the first UE selects a first UE with the optimal hardware parameter from Y hardware parameters of the Y UEs as a first communication node of a first team, and the communication node is used for transmitting data of a first game with a network side;
the communication unit is configured to share data of the first game to other X UEs in the first team when the first UE is a communication node.
Optionally, the processing unit is further configured to select a second UE with suboptimal hardware parameters from Y hardware parameters of the Y UEs as a second communication node of the first team, obtain a local first load value and a second load value of the second UE, and dynamically allocate a processing task of the first game according to the first load value and the second load value.
Optionally, the processing unit is further configured to periodically obtain a progress of the first game, and if the progress is lower than a set progress, select a UE2 with a suboptimal hardware parameter from Y hardware parameters of the Y UEs as a communication node of the first team, and transform the first UE into a normal node.
Optionally, the processing unit is configured to determine that the progress is lower than the set progress when it is periodically determined that any UE in the first team does not receive the data of the first game within the set time duration;
or the first UE sends the synchronous message to other X UEs in the first team, receives X synchronous responses returned by the X UEs, calculates the time difference between the synchronous message and the last received synchronous response in the X synchronous responses, and determines that the first game progress is lower than the set progress if the time difference is larger than a time threshold.
In a third aspect, there is provided a user equipment, the equipment comprising one or more processors, a memory, a transceiver, a camera module, and one or more programs stored in the memory and configured to be executed by the one or more processors, the programs comprising instructions for performing the steps in the method as provided in the first aspect.
In a fourth aspect, a computer-readable storage medium is provided, which stores a computer program for electronic data exchange, wherein the computer program causes a computer to perform the method provided in the first aspect.
In a fifth aspect, there is provided a computer program product comprising a non-transitory computer readable storage medium storing a computer program operable to cause a computer to perform the method provided by the first aspect.
The embodiment of the invention has the following beneficial effects:
it can be seen that, by voting according to the feedback parameters in the embodiment of the present invention, the access point with the largest number of votes is used as the main access point, and the access point with the second largest value of the number of votes is used as the standby access point, which improves the reliability of access and improves the user experience compared with the random access.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1 is a schematic diagram of a network architecture.
Fig. 1A is a schematic structural diagram of a mobile terminal.
Fig. 2 is a schematic flow chart of a team game acceleration method according to an embodiment of the present invention.
Fig. 3 is a flowchart illustrating a team game acceleration method according to an embodiment of the present invention.
Fig. 4 is a schematic structural diagram of a team game accelerating device according to an embodiment of the present invention.
Fig. 5 is a schematic hardware structure diagram of a user equipment according to an embodiment of the present invention.
Fig. 6 is a schematic structural diagram of a mobile terminal disclosed in the embodiment of the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, not all, embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
The terms "first," "second," "third," and "fourth," etc. in the description and claims of the invention and in the accompanying drawings are used for distinguishing between different objects and not for describing a particular order. Furthermore, the terms "include" and "have," as well as any variations thereof, are intended to cover non-exclusive inclusions. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those steps or elements listed, but may alternatively include other steps or elements not listed, or inherent to such process, method, article, or apparatus.
Reference herein to "an embodiment" means that a particular feature, structure, or characteristic described in connection with the embodiment can be included in at least one embodiment of the invention. The appearances of the phrase in various places in the specification are not necessarily all referring to the same embodiment, nor are separate or alternative embodiments mutually exclusive of other embodiments. It is explicitly and implicitly understood by one skilled in the art that the embodiments described herein can be combined with other embodiments.
The game use and game fight are currently an important user scene of the Android system intelligent terminal. The user pays great attention to the speed and performance of the game, and if the speed, performance and network state of the game cannot be guaranteed by sufficient resources when the user uses the game, the user will feel bad experiences such as jamming, disconnection and the like, for example: the key scenes of the game are blocked and disconnected, which causes the conditions of group battle failure, battle failure and the like, the user feels that the experience is very bad, the performance and the goodness of the mobile phone are questioned, and the brand and the reputation of the product are influenced.
However, in the current Android system, for a scene in which a user uses a game, no special processing is performed at the present stage, and some processing for ensuring sufficient game resources, such as resources for ensuring the network speed of the game, a memory, a CPU, a GPU, IO and the like, is not performed on the game scene. A plurality of scenes of team games exist in the game, and the game is not subjected to high-quality screening when matched with teammates, so that the game speed cannot be fully guaranteed.
Referring to fig. 1, fig. 1 is a view of a scene in which a close team member plays games, wherein a distance between terminals is short, and the terminal is connected to the internet through a wireless mobile network, so as to play games for teams, and the scene often appears in some specific occasions, such as before a plurality of colleagues in an office building, and a plurality of colleagues in a university. The Mobile terminal may include a smart Phone (e.g., an Android Phone, an iOS Phone, a Windows Phone, etc.), a tablet computer, a palmtop computer, a notebook computer, a Mobile Internet Device (MID), a wearable device, etc., which are merely examples, but not exhaustive, and include but are not limited to the above Mobile terminal, and for convenience of description, the above Mobile terminal is referred to as a User Equipment (UE) or a terminal in the following embodiments. The wireless communication method between the UE and the base station eNB includes, but is not limited to: in practical applications, the connection mode may be other modes, such as connection with a router through WIFI, and the specific embodiment of the present invention is not limited to the specific representation mode of the connection.
Referring to fig. 1, as shown in fig. 1, a UE1, a UE2, a UE3, and a UE4 are respectively connected to an eNB through any one of an Access Point (AP) 1, an AP2, or an AP3 by their own communication methods, due to the scene that the UE1, the UE2, the UE3 and the UE4 are very close to each other, and the UE1, the UE2, the UE3 and the UE4 fight for the team, for UE1, UE2, UE3, and UE4 as a team Group A, it has substantially the same user experience for the members UE1, UE2, UE3, UE4 within Group a, for example, the members in Group a are playing BOSS (the name of an ultimate task of passing a pass in a game), if any one of the members in Group a drops or the network is not smooth, the other members will be affected significantly, if the user cannot enter Group A for a long time, the task of team formation is likely to fail, and the experience of the user is greatly reduced.
Referring to fig. 1A, fig. 1A is a schematic structural diagram of a Mobile terminal, as shown in fig. 1A, the Mobile terminal may include a smart Phone (e.g., an Android Phone, an iOS Phone, a Windows Phone, etc.), a tablet computer, a palmtop computer, a notebook computer, a Mobile Internet device (MID, Mobile Internet Devices), a wearable device, etc., and the Mobile terminal is merely an example, but not an exhaustive list, and includes but is not limited to the Mobile terminal, and for convenience of description, the Mobile terminal is referred to as a User Equipment (UE) or a terminal in the following embodiments. Of course, in practical applications, the user equipment is not limited to the above presentation form, and may also include: intelligent vehicle-mounted terminal, computer equipment, intelligent wrist-watch etc.. As shown in fig. 1, the terminal includes: the communication module 103 may be a Long Term Evolution (LTE) communication module, a CDMA (Code Division Multiple Access) communication module, a WCDMA (Wideband Code Division Multiple Access) communication module, or a 2G communication module in practical applications, and in practical applications, the LTE communication module, the CDMA module, and the 2G communication module may also be integrated together. The UE1, UE2, UE3, and UE4 shown in fig. 1 may all adopt the structure of the mobile terminal shown in fig. 1A. In practical applications, of course, other modules or hardware may be added to the mobile terminal, and the specific structure of the UE is not limited in the present invention.
Referring to fig. 2, fig. 2 is a method for accelerating team games, where the method shown in fig. 2 is implemented in a scene diagram shown in fig. 1, and the method may be implemented by any UE shown in fig. 1, where the UE1 is taken as an example, and the method shown in fig. 2 includes the following steps:
step S201, the UE1 obtains W feedback parameters of W access points, and selects the optimal feedback parameter of the W feedback parameters as the real-time network parameter of the UE 1;
the implementation method of the step S201 may be:
the UE obtains the size of the history packet (i.e., the capacity, how many MBs or KB) for the game; extracting a large cell interval of historical data packets, dividing the large cell interval into N sub-intervals, virtualizing N data packets by UE (user equipment), wherein the size of the Mth data packet in the N data packets is the median value of the Mth sub-interval in the N intervals, sequentially sending the N data packets to W access points by the UE, and counting the sum of the time delay of the N data packets of each access point by the UE to obtain W time delay sums, wherein the W time delay sums are W feedback parameters of the W access points.
The following describes a calculation method of taking the feedback parameter as a time delay sum by using a practical example;
the size of the data packet herein may specifically include: 6MB, 5MB, 4MB, 3MB, 2MB, and 1MB, where the N divided sections take 2 sections as an example, and the specific range of the 2 sections may be 1 [ 6MB, 4MB ]; for convenience of explanation, the packet a represents a first zone dummy packet, the packet B represents a second zone dummy packet, the size of the packet a is 5MB, the size of the packet B is 2MB, the packet a and the packet B are sequentially transmitted to M (here, three APs are taken as an example, AP1, AP2 and AP3, respectively), the AP1 returns an ACK (1a) after receiving the packet a, and the reception time is tACK(1a),The transmission time of the data packet A is t1aWhen receiving the packet B, the AP1 returns an ACK (1B), and the reception time may be tACK(1b)The transmission time of the data packet B is t1b(ii) a Then the delay sum T of AP1AP1=(tACK(1a)-t1a)+(t ACK(1b)-t1b). In the same way, T can be calculatedAP2、TAP3Is obtained by obtaining a sum of 3 time delays, from TAP1、TAP2、TAP3And selecting the first access point with the minimum value as the optimal feedback parameter. The sum of the time delays may be the sum of the time delays of N data packets, for example, data packet a, whose time delay is tACK(1a)-t1a
The idea of this feedback parameter is that, for the AP and the UE, the main impact of the network is represented by network delay, and how to effectively simulate the network delay is an important index for the feedback parameter, where the UE counts the size of the historical data packet of the first game, since there are many possible types of historical packet sizes for the first game, it is not possible to simulate each packet size, and to reduce the test time, the packet size is divided into N intervals, then the median of N intervals is taken to carry out analog transmission, then the sum of the differences of the transmission time delay and the response time is counted, the sum of the differences of all the analog packets is summed to obtain a delay sum of the AP or the feedback parameter, the simulation uses the sending feedback of the data packet to realize the acquisition of the feedback parameter, which is close to the time network request condition, the access point selected according to the feedback parameter can also provide corresponding network service for the UE well.
The feedback parameter in step S201 may also be represented by other values, such as signal strength, transmission rate, and other parameters, and the embodiments of the present application do not limit the concrete expression of the feedback parameter.
Step S202, the UE1 receives X real-time network parameters and X hardware parameters sent by other X UEs in a first team of the first game;
step S203, UE1 selects Y UEs greater than a set threshold from X +1 real-time network parameters in the first team of the first game.
Step S204, the UE1 selects the UE1 with the best hardware parameter (assuming that the UE1 is the best device of the Y hardware parameters) from the Y hardware parameters of the Y UEs as the first communication node of the first team, and the communication node is configured to transmit data of the first game with the network side.
In step S205, if the UE1 is a communication node, the UE1 shares data of the first game to the other X UEs in the first team.
The technical scheme provided by the embodiment of the invention obtains the real-time network parameters of all the UE in the first team of the first game, extracts Y UEs with the real-time network parameters larger than the set threshold value, selects the UE1 with the optimal hardware configuration parameters from the Y UEs as a communication node, and the communication node is used for communicating with network side equipment.
Optionally, after step S205, the method may further include:
the UE1 selects a UE2 with suboptimal hardware parameters (i.e., second highly configured hardware parameters) from Y hardware parameters of Y UEs as a second communication node of the first team, the UE1 obtains a local first load value and a second load value of the UE2, and dynamically allocates processing tasks of the first game according to the first load value and the second load value.
According to the technical scheme, two communication nodes are arranged, and when a plurality of communication nodes are arranged, the UE1 can distribute processing tasks of the first game according to the load values of the UEs through a load balancing algorithm. The processing tasks include, but are not limited to, map downloading, picture computation, scene parsing, and the like.
Optionally, after step S205, the method may further include:
the UE1 periodically obtains the progress of the first game, and if the progress is lower than the set progress, selects the UE2 with suboptimal hardware parameters from the Y hardware parameters of the Y UEs as a communication node of the first team, and the UE1 is configured as a normal node, i.e., a terminal not responsible for communication with the network-side device.
Optionally, the above-mentioned manner of periodically acquiring the progress of the first game, where the progress is lower than the set progress, may be in various manners, for example, in an optional embodiment of the present invention, when the UE1 periodically determines that any UE in the first team does not receive the data of the first game within the set time period, it determines that the progress is lower than the set progress. Certainly, in practical applications, the determination may also be performed in other manners, and a specific manner may be that the UE1 sends a synchronization message to other X UEs in the first team, receives X synchronization responses returned by the X UEs, calculates a time difference between the synchronization message and a last received synchronization response of the X synchronization responses, and determines that the first game progress is lower than the set progress if the time difference is greater than a time threshold.
This way, whether the UE1 is competent for the corresponding node is determined by the progress of the game, and if it cannot complete the task amount of the corresponding node, the corresponding node needs to be replaced with another UE.
Optionally, after step S205, the method may further include:
the UE1 periodically obtains the progress of the first game, and if the progress is lower than the set progress, the UE2 with the optimal hardware parameters is selected from Y hardware parameters of Y UEs to be used as a second communication node of the first team.
When a first team has two communication nodes, namely UE1 and UE2, UE1 divides the synchronization data of the first game into two types, the first type is independent synchronization data, the independent synchronization data is data of which synchronization operation is independently completed by UE1 or UE2, the second type is cooperative synchronization data, the cooperative synchronization data is data of which synchronization operation is completed by UE1 and UE2 together, when the synchronization data is cooperative synchronization data, UE1 establishes a synchronization log of the cooperative synchronization data, the synchronization log records the identity of the UE which has sent the synchronization data, before UE1 sends the cooperative synchronization data to UE3, whether the synchronization log has the identity of UE3 is inquired, and if the synchronization log does not have the identity of UE3, UE1 performs an operation of sending the cooperative synchronization data to UE 3. In addition, UE1 preferentially transmits cooperative synchronization data to UE2 if the synchronization log does not include the identity of UE 2.
For two communication nodes, the synchronization correspondence is more complicated than that of one UE, for synchronized data, one processing mode is that the data are both independent synchronized data, the processing time is slow for larger synchronized data, the experience of network games is reduced, then cooperative synchronized data needs to be set, and for the cooperative synchronized data, repeated synchronization needs to be avoided, and in addition, communication nodes need to be synchronized preferentially.
The independent synchronization data and the cooperative synchronization data may be represented in various ways, for example, bits of a data type are added to an extension field of a packet header of a data packet, specifically, 1 bit may be added, and if the bit is 0, the independent synchronization data is represented, and if the bit is 1, the cooperative synchronization data is represented, and of course, in practical application, if the bit is 0, the cooperative synchronization data may also be represented, and if the bit is 1, the independent synchronization data is represented. Of course, in the application of other embodiments, the description may also be performed in other manners, for example, in a hidden manner, specifically, the size of the synchronization packet may be identified, and if the synchronization packet is larger than a set size, the synchronization packet is determined to be cooperative synchronization data, and otherwise, the synchronization data is determined to be independent synchronization data.
Referring to fig. 3, fig. 3 is a method for accelerating a team game according to the present invention, the method is implemented under the network architecture shown in fig. 1, and the method is shown in fig. 3 and includes the following steps:
step S301, UE obtains 3 real-time network parameters T of 3 access pointsAP1、TAP2、TAP3,Selecting an optimal feedback parameter TAP1As real-time network parameters for the UE 1;
step S302, the UE1 receives X real-time network parameters and 3 hardware parameters sent by other 3 UEs in a first team of the first game;
step S303, the UE1 selects 2 UEs (i.e., UE1 and UE2) greater than a set threshold from 4 real-time network parameters in the first team of the first game.
Step S304, the UE1 selects the UE1 with the optimal hardware parameter from the 2 hardware parameters of the 2 UEs as the first communication node of the first team, and the communication node is used for transmitting the data of the first game with the network side.
Step S305, the UE1 shares the data of the first game to other N UEs in the first team;
step S306, the UE1 selects UE2 with suboptimal hardware parameter from 2 hardware parameters of 2 UEs as a second communication node of the first team;
step S307, the UE1 obtains a local first load value and a second load value of the UE2, and dynamically allocates a processing task of the first game according to the first load value and the second load value.
When a first team has two communication nodes, namely UE1 and UE2, UE1 divides the synchronization data of the first game into two types, the first type is independent synchronization data, the independent synchronization data is data of which synchronization operation is independently completed by UE1 or UE2, the second type is cooperative synchronization data, the cooperative synchronization data is data of which synchronization operation is completed by UE1 and UE2 together, when the synchronization data is cooperative synchronization data, UE1 establishes a synchronization log of the cooperative synchronization data, the synchronization log records the identity of the UE which has sent the synchronization data, before UE1 sends the cooperative synchronization data to UE3, whether the synchronization log has the identity of UE3 is inquired, and if the synchronization log does not have the identity of UE3, UE1 performs an operation of sending the cooperative synchronization data to UE 3. In addition, UE1 preferentially transmits cooperative synchronization data to UE2 if the synchronization log does not include the identity of UE 2.
For two communication nodes, the synchronization correspondence is more complicated than that of one UE, for synchronized data, one processing mode is that the data are both independent synchronized data, the processing time is slow for larger synchronized data, the experience of network games is reduced, then cooperative synchronized data needs to be set, and for the cooperative synchronized data, repeated synchronization needs to be avoided, and in addition, communication nodes need to be synchronized preferentially.
In the technical scheme provided by the embodiment of the invention, when a plurality of communication nodes are provided, the UE1 can distribute the processing task of the first game according to the load value of each UE through a load balancing algorithm. The processing tasks include, but are not limited to, map downloading, picture computation, scene parsing, and the like.
Referring to fig. 4, fig. 4 provides an apparatus for accelerating a team game, which is provided in the UE1 configured as shown in fig. 1, the apparatus comprising:
an obtaining unit 401, configured to obtain W feedback parameters of W access points; w is an integer greater than or equal to 2;
a processing unit 402, configured to select an optimal feedback parameter of the W feedback parameters as a real-time network parameter of the UE 1;
a communication unit 403, configured to receive X real-time network parameters and X hardware parameters sent by other X UEs in a first team of a first game;
a processing unit 402, configured to select Y UEs greater than a set threshold from X +1 real-time network parameters in a first team of a first game; the first UE selects a first UE with the optimal hardware parameter from Y hardware parameters of the Y UEs as a first communication node of a first team, and the communication node is used for transmitting data of a first game with a network side;
the communication unit 403 is further configured to, when the first UE is a communication node, share data of the first game with other X UEs in the first team.
Optionally, the processing unit 402 is further configured to select a second UE with suboptimal hardware parameters from the Y hardware parameters of the Y UEs as a second communication node of the first team, obtain a local first load value and a second load value of the second UE, and dynamically allocate a processing task of the first game according to the first load value and the second load value.
Optionally, the processing unit 402 is configured to periodically obtain a progress of the first game, and if the progress is lower than a set progress, select a UE2 with a suboptimal hardware parameter from Y hardware parameters of the Y UEs as a communication node of the first team, and transform the first UE into a normal node.
Optionally, the processing unit 402 determines that the progress is lower than the set progress when it is periodically determined that any UE in the first team does not receive the data of the first game within the set time duration;
or controlling the communication unit to send the synchronization message to other X UEs in the first team, receiving X synchronization responses returned by the X UEs, calculating the time difference between the synchronization message and the last received synchronization response in the X synchronization responses, and determining that the first game progress is lower than the set progress if the time difference is larger than a time threshold.
Referring to fig. 5, fig. 5 provides a user device comprising one or more processors 506, memory 507, a transceiver 508, and one or more programs stored in the memory and configured for execution by the one or more processors, the programs comprising instructions for performing steps in a method of team game acceleration as shown in fig. 2 or fig. 3.
Specifically, the processor 506 may invoke the degree to execute obtaining W feedback parameters of W access points; selecting the optimal feedback parameter of the W feedback parameters as the real-time network parameter of the UE1, wherein W is an integer greater than or equal to 2;
the processor 506 invokes the program control transceiver 508 to receive X real-time network parameters and X hardware parameters sent by the other X UEs in the first team of the first game;
processor 506 invokes a program to select Y UEs from the X +1 real-time network parameters in the first team of the first game that are greater than a set threshold; and the first UE selects the first UE with the optimal hardware parameter from the Y hardware parameters of the Y UEs as a first communication node of a first team, and the communication node is used for transmitting data of a first game with a network side.
Optionally, the processor 506 is further configured to share data of the first game to other X UEs in the first team when the first UE is a communication node.
The transceiver 508 is further configured to determine that the communication unit cannot communicate with the master access point when the communication unit does not receive the heartbeat message sent by the master access point within a set time period;
optionally, the processor 506 is further configured to select a second UE with suboptimal hardware parameters from the Y hardware parameters of the Y UEs as a second communication node of the first team, obtain a local first load value and a second load value of the second UE, and dynamically allocate a processing task of the first game according to the first load value and the second load value.
Optionally, the processor 506 is configured to periodically obtain a progress of the first game, and if the progress is lower than a set progress, select a UE2 with a suboptimal hardware parameter from Y hardware parameters of the Y UEs as a communication node of the first team, and transform the first UE into a normal node.
A processor 506, configured to periodically determine that any UE in the first team does not receive data of the first game within a set time period, and determine that the progress is lower than the set progress;
or controlling the transceiver 508 to send a synchronization message to other X UEs in the first team, receiving X synchronization responses returned by the X UEs, calculating a time difference between the synchronization message and a last received synchronization response of the X synchronization responses, and determining that the first game progress is lower than the set progress if the time difference is greater than a time threshold.
Fig. 6 is a block diagram illustrating a partial structure of a mobile phone related to a mobile terminal according to an embodiment of the present invention. Referring to fig. 6, the handset includes: radio Frequency (RF) circuit 910, memory 920, input unit 930, sensor 950, audio circuit 960, Wireless Fidelity (WiFi) module 970, application processor AP980, communication module 991, and power supply 990. Those skilled in the art will appreciate that the handset configuration shown in fig. 6 is not intended to be limiting and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components.
The following describes each component of the mobile phone in detail with reference to fig. 6:
the communication module 991 may specifically be an LTE communication module, but of course, the communication module may also be another communication module supporting a CSFB function.
The input unit 930 may be used to receive input numeric or character information and generate key signal inputs related to user settings and function control of the cellular phone. Specifically, the input unit 930 may include a touch display 933, a fingerprint recognition device 931, and other input devices 932. The fingerprint recognition device 931 is coupled to the touch display screen 933. The input unit 930 may also include other input devices 932. In particular, other input devices 932 may include, but are not limited to, one or more of physical keys, function keys (e.g., volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like. The touch display screen 933 is configured to, when it is detected that a user performs a sliding operation on the touch display screen 933, acquire a touch parameter set, notify the fingerprint identification device 931 to perform fingerprint acquisition, and send the touch parameter set to the AP 980; the fingerprint identification device 931 is configured to collect a fingerprint image and send the fingerprint image to the AP 980; the AP980 is configured to verify the touch parameter set and the fingerprint image, respectively.
The AP980 is a control center of the mobile phone, connects various parts of the entire mobile phone by using various interfaces and lines, and performs various functions and processes of the mobile phone by operating or executing software programs and/or modules stored in the memory 920 and calling data stored in the memory 920, thereby integrally monitoring the mobile phone. Optionally, AP980 may include one or more processing units; alternatively, the AP980 may integrate an application processor that handles primarily the operating system, user interface, and applications, etc., and a modem processor that handles primarily wireless communications. It will be appreciated that the modem processor described above may not be integrated into the AP 980.
Further, the memory 920 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
RF circuitry 910 may be used for the reception and transmission of information. In general, the RF circuit 910 includes, but is not limited to, an antenna, at least one Amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, the RF circuit 910 may also communicate with networks and other devices via wireless communication. The wireless communication may use any communication standard or protocol, including but not limited to Global System for Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), and the like.
The handset may also include at least one sensor 950, such as a light sensor, motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the touch display screen according to the brightness of ambient light, and the proximity sensor may turn off the touch display screen and/or the backlight when the mobile phone moves to the ear. As one of the motion sensors, the accelerometer sensor can detect the magnitude of acceleration in each direction (generally, three axes), can detect the magnitude and direction of gravity when stationary, and can be used for applications of recognizing the posture of a mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer and tapping), and the like; as for other sensors such as a gyroscope, a barometer, a hygrometer, a thermometer, and an infrared sensor, which can be configured on the mobile phone, further description is omitted here.
Audio circuitry 960, speaker 961, microphone 962 may provide an audio interface between a user and a cell phone. The audio circuit 960 may transmit the electrical signal converted from the received audio data to the speaker 961, and the audio signal is converted by the speaker 961 to be played; on the other hand, the microphone 962 converts the collected sound signal into an electrical signal, and the electrical signal is received by the audio circuit 960 and converted into audio data, and the audio data is processed by the audio playing AP980, and then sent to another mobile phone via the RF circuit 910, or played to the memory 920 for further processing.
WiFi belongs to short-distance wireless transmission technology, and the mobile phone can help a user to receive and send e-mails, browse webpages, access streaming media and the like through the WiFi module 970, and provides wireless broadband Internet access for the user. Although fig. 6 shows the WiFi module 970, it is understood that it does not belong to the essential constitution of the handset, and can be omitted entirely as needed within the scope not changing the essence of the invention.
The handset also includes a power supply 990 (e.g., a battery) for supplying power to various components, and optionally, the power supply may be logically connected to the AP980 via a power management system, so that functions of managing charging, discharging, and power consumption are implemented via the power management system.
Although not shown, the mobile phone may further include a camera, a bluetooth module, a light supplement device, a light sensor, and the like, which are not described herein again.
In the foregoing embodiment shown in fig. 3, the method flows of step S301, step S303 and step S304 may be implemented based on the structure of the mobile phone.
Embodiments of the present invention also provide a computer storage medium, wherein the computer storage medium stores a computer program for electronic data exchange, and the computer program makes a computer execute part or all of the steps of any one of the methods for accelerating a team game as described in the above method embodiments.
Embodiments of the present invention also provide a computer program product comprising a non-transitory computer readable storage medium storing a computer program operable to cause a computer to perform some or all of the steps of any one of the methods of team game acceleration as recited in the above method embodiments.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are exemplary embodiments and that the acts and modules illustrated are not necessarily required to practice the invention.
In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus may be implemented in other manners. For example, the above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implementing, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not implemented. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of some interfaces, devices or units, and may be an electric or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit may be implemented in the form of hardware, or may be implemented in the form of a software program module.
The integrated units, if implemented in the form of software program modules and sold or used as stand-alone products, may be stored in a computer readable memory. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a memory and includes several instructions for causing a computer device (which may be a personal computer, a server, a network device, or the like) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned memory comprises: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
Those skilled in the art will appreciate that all or part of the steps in the methods of the above embodiments may be implemented by associated hardware instructed by a program, which may be stored in a computer-readable memory, which may include: flash Memory disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The above embodiments of the present invention are described in detail, and the principle and the implementation of the present invention are explained by applying specific embodiments, and the above description of the embodiments is only used to help understanding the method of the present invention and the core idea thereof; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

Claims (8)

1. A method of accelerating a team game, the method comprising the steps of:
the method comprises the steps that first User Equipment (UE) obtains the size of a historical data packet of a game, extracts the size interval of the historical data packet, divides the size interval into N sub-intervals, and virtualizes N data packets, wherein the size of the Mth data packet in the N data packets is the median value of the Mth sub-interval in the N intervals, the UE sends the N data packets to W access points in sequence, the sum of time delays of the N data packets of each access point is counted, W time delay sums are obtained, and the W time delay sums serve as W feedback parameters of the W access points; selecting an optimal feedback parameter from the W feedback parameters as a real-time network parameter of the first UE, wherein the value range of W is an integer larger than or equal to 2;
the method comprises the steps that a first UE receives X real-time network parameters and X hardware parameters sent by other X UEs in a first team of a first game; selecting Y UEs with real-time network parameters larger than a set threshold value from X +1 real-time network parameters in a first team of a first game;
the first UE selects a first UE with the optimal hardware parameter from Y hardware parameters of the Y UEs as a first communication node of a first team, and the communication node is used for transmitting data of a first game with a network side; when the first UE is a communication node, the first UE shares data of a first game to other X UEs in a first team; the value range of X is an integer larger than or equal to 2, and the value range of Y is an integer larger than or equal to 2;
the first UE periodically acquires the progress of a first game, if the progress is lower than the set progress, the UE2 with suboptimal hardware parameters is selected from Y hardware parameters of the Y UEs to be used as a communication node of a first team, and the first UE is converted into a common node; the common node is a terminal which is not responsible for communication with the network side equipment.
2. The method of claim 1, further comprising:
the first UE selects a second UE with suboptimal hardware parameters from Y hardware parameters of the Y UEs as a second communication node of a first team, the first UE acquires a local first load value and a second load value of the second UE, and the first UE dynamically distributes processing tasks of a first game according to the first load value and the second load value.
3. The method of claim 1, wherein the first UE periodically acquiring the progress of the first game, if the progress is lower than a set progress, comprises:
the first UE periodically determines that the progress is lower than the set progress when any UE in the first team does not receive the data of the first game within the set duration;
or the first UE sends the synchronous message to other X UEs in the first team, receives X synchronous responses returned by the X UEs, calculates the time difference between the synchronous message and the last received synchronous response in the X synchronous responses, and determines that the first game progress is lower than the set progress if the time difference is larger than a time threshold.
4. An apparatus for accelerating team game, the apparatus being disposed in a first User Equipment (UE), the apparatus comprising:
the device comprises an acquisition unit, a storage unit and a control unit, wherein the acquisition unit is used for acquiring the size of a historical data packet of a game, extracting a size interval of the historical data packet, dividing the size interval into N subintervals, virtualizing N data packets by UE (user equipment), the size of the Mth data packet in the N data packets is the median value of the Mth subinterval in the N intervals, the UE sequentially sends the N data packets to W access points, and counts the time delay sum of the N data packets of each access point to obtain W time delay sums which are used as W feedback parameters of the W access points; w is an integer greater than or equal to 2;
the processing unit is used for selecting the optimal feedback parameter from the W feedback parameters as the real-time network parameter of the UE 1;
the communication unit is used for receiving X real-time network parameters and X hardware parameters sent by other X UEs in a first team of a first game;
the processing unit is used for selecting Y pieces of UE with real-time network parameters larger than a set threshold value from X +1 pieces of real-time network parameters in a first team of the first game; selecting a first UE with the optimal hardware parameter from Y hardware parameters of the Y UEs as a first communication node of a first team, wherein the communication node is used for transmitting data of a first game with a network side;
the communication unit is used for sharing data of a first game to other X pieces of UE in a first team when the first UE is a communication node;
the processing unit is further configured to periodically obtain the progress of the first game, and if the progress is lower than a set progress, select a UE2 with suboptimal hardware parameters from Y hardware parameters of the Y UEs as a communication node of a first team, and transform the first UE into a common node; the common node is a terminal which is not responsible for communication with the network side equipment.
5. The apparatus of claim 4,
the processing unit is further configured to select a second UE with suboptimal hardware parameters from the Y hardware parameters of the Y UEs as a second communication node of the first team, obtain a local first load value and a second load value of the second UE, and dynamically allocate a processing task of the first game according to the first load value and the second load value.
6. The apparatus of claim 4,
the processing unit is used for periodically determining that any UE in the first team does not receive the data of the first game within a set time length, and determining that the progress is lower than the set progress;
or controlling the communication unit to send the synchronization message to other X UEs in the first team, receiving X synchronization responses returned by the X UEs, calculating the time difference between the synchronization message and the last received synchronization response in the X synchronization responses, and determining that the first game progress is lower than the set progress if the time difference is larger than a time threshold.
7. A user device, the device comprising one or more processors, memory, a transceiver, a camera module, and one or more programs stored in the memory and configured to be executed by the one or more processors, the programs comprising instructions for performing the steps in the method of any of claims 1-3.
8. A computer-readable storage medium, characterized in that it stores a computer program for electronic data exchange, wherein the computer program causes a computer to perform the method according to any one of claims 1-3.
CN201711008912.3A 2017-10-25 2017-10-25 Team game acceleration method and related product Active CN107786557B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201711008912.3A CN107786557B (en) 2017-10-25 2017-10-25 Team game acceleration method and related product

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201711008912.3A CN107786557B (en) 2017-10-25 2017-10-25 Team game acceleration method and related product

Publications (2)

Publication Number Publication Date
CN107786557A CN107786557A (en) 2018-03-09
CN107786557B true CN107786557B (en) 2021-04-16

Family

ID=61433980

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201711008912.3A Active CN107786557B (en) 2017-10-25 2017-10-25 Team game acceleration method and related product

Country Status (1)

Country Link
CN (1) CN107786557B (en)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109173267B (en) * 2018-08-09 2022-02-18 Oppo广东移动通信有限公司 Game pairing method and related product
CN109316753B (en) * 2018-09-18 2021-09-03 珠海金山网络游戏科技有限公司 Team forming method and device and electronic equipment
CN113709298A (en) * 2020-05-20 2021-11-26 华为技术有限公司 Multi-terminal task allocation method

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1903404A (en) * 2006-07-28 2007-01-31 华为技术有限公司 Wireless network game system and method for exchanging game data
CN106730835A (en) * 2016-12-16 2017-05-31 青岛蘑菇网络技术有限公司 A kind of network game accelerated method and system based on router and vpn server

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP4116050B2 (en) * 2006-08-10 2008-07-09 株式会社コナミデジタルエンタテインメント COMMUNICATION DEVICE, COMMUNICATION SYSTEM, AND PROGRAM

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1903404A (en) * 2006-07-28 2007-01-31 华为技术有限公司 Wireless network game system and method for exchanging game data
CN106730835A (en) * 2016-12-16 2017-05-31 青岛蘑菇网络技术有限公司 A kind of network game accelerated method and system based on router and vpn server

Also Published As

Publication number Publication date
CN107786557A (en) 2018-03-09

Similar Documents

Publication Publication Date Title
CN110433487B (en) Method and related device for distributing service resources
CN105879391B (en) The control method for movement and server and client of role in a kind of game
CN107786557B (en) Team game acceleration method and related product
CN107295173B (en) Method for deleting chat messages and related product
CN106162236A (en) A kind of method and device of sharing video frequency
CN107634952B (en) Method and device for determining brushing amount resource, service equipment, mobile terminal and storage medium
CN107786965B (en) Team game communication method and related product
CN109922539B (en) Network connection method and related product
CN106569910B (en) Data backup and transmission method and mobile terminal
CN106506674A (en) Communication information synchronous method and device
CN108377290B (en) Audio stream processing method, mobile terminal and medium product
CN106209608B (en) Method and device for distinguishing and synchronizing chat information
CN110138856B (en) Local area network game implementation method and related device
CN109640379B (en) Link aggregation implementation method and related product
CN111444237A (en) Server system, data transmission method and electronic equipment
CN109316743A (en) A kind of game control method, terminal and computer readable storage medium
CN107823888B (en) Game team forming method and related product
CN109529335B (en) Game role sound effect processing method and device, mobile terminal and storage medium
CN107770381B (en) Network management method and related product
CN109960581B (en) Hardware resource allocation method and device, mobile terminal and storage medium
CN107786964B (en) Team game communication method, related product and storage medium
CN111917866B (en) Data synchronization method, device, equipment and storage medium
CN106211102B (en) Method and device for distinguishing and synchronizing chat information
CN107786412A (en) A kind of communication means and Related product of game virtual dedicated network
CN107634970A (en) A kind of communication means and Related product of game virtual dedicated network of forming a team

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
CB02 Change of applicant information
CB02 Change of applicant information

Address after: Changan town in Guangdong province Dongguan 523860 usha Beach Road No. 18

Applicant after: GUANGDONG OPPO MOBILE TELECOMMUNICATIONS Corp.,Ltd.

Address before: No.18, Wusha Haibin Road, Chang'an Town, Dongguan City, Guangdong Province

Applicant before: GUANGDONG OPPO MOBILE TELECOMMUNICATIONS Corp.,Ltd.

GR01 Patent grant
GR01 Patent grant