CN107786964B - Team game communication method, related product and storage medium - Google Patents
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04W—WIRELESS COMMUNICATION NETWORKS
- H04W40/00—Communication routing or communication path finding
- H04W40/02—Communication route or path selection, e.g. power-based or shortest path routing
- H04W40/12—Communication route or path selection, e.g. power-based or shortest path routing based on transmission quality or channel quality
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04W—WIRELESS COMMUNICATION NETWORKS
- H04W40/00—Communication routing or communication path finding
- H04W40/02—Communication route or path selection, e.g. power-based or shortest path routing
- H04W40/22—Communication route or path selection, e.g. power-based or shortest path routing using selective relaying for reaching a BTS [Base Transceiver Station] or an access point
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
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- H04W88/00—Devices specially adapted for wireless communication networks, e.g. terminals, base stations or access point devices
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- H04W88/04—Terminal devices adapted for relaying to or from another terminal or user
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Abstract
The present disclosure provides a method of team game communication and related products, 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 first UE detects an average rate of short-range transmissions between other X UEs of a first team of a first game; the first UE selects a first UE with the optimal real-time network parameter from X +1 real-time network parameters in a first group of the first game to be set as an external communication node, and the first UE selects a second UE with the highest average rate from X short-distance transmission average rates in the first group of the first game. The technical scheme provided by the invention has the advantage of high user experience.
Description
Technical Field
The invention relates to the technical field of communication, in particular to a team game communication method, a related product and a storage medium.
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.
When the existing game is used for team formation, the communication of each member is in an independent communication mode, for team game players, the delay of any player in the team can affect the experience of other users, and the experience of the users is low.
Disclosure of Invention
The embodiment of the invention provides a team game communication 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 communication, 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 when the value range of W is an integer larger than or equal to 2;
the first UE detects an average rate of short-range transmissions between other X UEs of a first team of a first game;
the first UE receives X real-time network parameters and X short-distance transmission average rates sent by other X UEs in a first team of a first game;
the first UE selects a first UE with the optimal real-time network parameter from X +1 real-time network parameters in a first team of a first game to be set as an external communication node, and the external communication node is used for transmitting data of the first game with a network side;
the first UE selects a second UE with the highest average rate from X short-distance transmission average rates in a first group of teams of a first game, and sends an internal communication node configuration message to the second UE, wherein the internal communication node configuration message is used for indicating that the second UE is set as an internal communication node, and the internal communication node is used for sharing data of the first game in the first group of teams.
Optionally, the method further includes:
the first UE selects third UE with suboptimal real-time network parameters from X +1 real-time network parameters to be set as a second external communication node of a first team, acquires a local first load value and a second load value of the third UE, and dynamically distributes processing tasks of a first game according to the first load value and the second load value.
Optionally, the method further includes:
the first UE periodically obtains the progress of the first game, if the progress is lower than the set progress, a third UE with suboptimal real-time network parameters is selected from X +1 real-time network parameters to serve as an external communication node of a first team, and the first UE is configured into a common node.
Optionally, the obtaining, by the first user equipment UE, W feedback parameters of W access points includes:
the first UE acquires the size of a historical data packet of a first game; extracting a large cell interval of historical data packets, dividing the large cell interval into N sub-intervals, virtualizing N data packets by first UE, 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 first UE, and counting the delay sum of the N data packets of each access point by the UE to obtain W delay sums, wherein the W delay sums are W feedback parameters of the W access points.
In a second aspect, an apparatus for team game communication 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 first UE;
a detection unit for detecting an average rate of short-range transmissions between other X UEs of a first team of a first game;
the communication unit is used for receiving X real-time network parameters and X short-distance transmission average rates sent by other X UEs in a first team of a first game;
the processing unit is configured to select a first UE with an optimal real-time network parameter from X +1 real-time network parameters in a first team of a first game to set the first UE as an external communication node, where the external communication node is configured to transmit data of the first game with a network side, select a second UE with a highest average rate from X short-distance transmission average rates in the first team of the first game, and send an internal communication node configuration message to the second UE, where the internal communication node configuration message is used to indicate that the second UE is set as an internal communication node, and the internal communication node is configured to share the data of the first game in the first team.
Optionally, the processing unit is further configured to select a third UE with suboptimal real-time network parameters from the X +1 real-time network parameters to be set as a second external communication node of the first team, obtain a local first load value and a second load value of the third 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 third UE with suboptimal real-time network parameters from X +1 real-time network parameters as an external communication node of the first team, where the first UE is configured as a common node.
Optionally, the processing unit is configured to obtain a size of a history data packet of the first game; extracting a large cell interval of historical data packets, dividing the large cell interval into N sub-intervals, virtualizing N data packets by first UE, 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 first UE, and counting the delay sum of the N data packets of each access point by the UE to obtain W delay sums, wherein the W delay sums are W feedback parameters of the W access points.
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 obtaining the real-time network parameters and the short-distance transmission average rate of all UEs in the first team of the first game according to the embodiment of the present invention, the UE1 with the optimal real-time network parameters is selected as the communication node, the communication node is used for communicating with the network side device, and the UE2 with the highest rate in the short-distance transmission average rate is selected as the internal communication node. .
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 communication method for a team game according to an embodiment of the present invention.
Fig. 3 is a schematic flow chart of a communication method for a team game according to an embodiment of the present invention.
Fig. 4 is a schematic structural diagram of a team game communication 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 group game communication, 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 (i.e., capacity, how many MBs or KB) of the history packet for the first game; extracting a large cell interval of historical data packets, dividing the large cell interval into N subintervals, 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 subinterval in the N intervals, sequentially sending the N data packets to W access points by the UE, and counting the sum of delays of the N data packets of each access point by the UE (namely the N data packets have N time differences between the sending time of the N sent data packets and the receiving time of the received data packets, and the sum of the delays can be the sum of the N time differences) to obtain W time delays, wherein the W time delays are W feedback parameters of the W access points.
The following describes a calculation method of 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)+(tACK(1b)-t1b). In the same way, T can be calculatedAP2、TAP3Value of from TAP1、TAP2、TAP3And selecting the first access point with the minimum value as the optimal feedback parameter.
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 difference values of the transmission 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, detecting the short-distance transmission average rate among other X UEs in a first team of a first game by UE 1;
specifically, the UE1 may send data packets a with the same size to other X UEs through the short-distance communication module to respectively detect X rates of the X UEs, where an average value of the X rates is an average rate of short-distance transmission between the UE1 and the X UEs.
Step S203, the UE1 receives X real-time network parameters and X short-distance transmission average rates sent by other X UEs in a first team of the first game;
step S204, the UE1 selects the UE1 with the optimal real-time network parameters from the X +1 real-time network parameters in the first team of the first game to be set as an external communication node, and the external communication node is used for transmitting the data of the first game with the network side.
Step S205, the UE1 selects the UE2 with the highest average rate from the average rates of X short-distance transmissions in the first team of the first game, and sends an internal communication node configuration message to the UE2, wherein the internal communication node configuration message is used for indicating that the UE2 is set as an internal communication node, and the internal communication node is used for sharing data of the first game in the first team.
The technical scheme provided by the embodiment of the invention obtains the real-time network parameters and the short-distance transmission average rate of all the UE in the first team of the first game, selects the UE1 with the optimal real-time network parameters as a communication node, the communication node is used for communicating with network side equipment, and selects the UE2 with the highest rate in the short-distance transmission average rate as an internal communication node.
Optionally, after step S205, the method may further include:
the UE1 selects the UE3 with suboptimal real-time network parameters from the X +1 real-time network parameters to be set as the second external communication node of the first team, the UE1 obtains the local first load value and the second load value of the UE3, and dynamically allocates the processing task 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 UE3 with suboptimal real-time network parameters from the X +1 real-time network parameters as an external communication node of the first team, and the UE1 is configured as a normal node, that is, 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 acquires the progress of the first game, and if the progress is lower than the set progress, the UE4 with the optimal hardware parameters is selected from the N UEs to be used as a second internal communication node of the first team.
When a first team has two intra-communication nodes, namely UE2 and UE4, UE1 divides synchronization data of a first game into two types, the first type is independent synchronization data which is data of UE2 or UE4 independently completing synchronization operation, the second type is cooperative synchronization data which is data of UE2 and UE4 completing synchronization operation together, when the synchronization data is cooperative synchronization data, UE1 sends data written as synchronization data to UE2 and UE4, either UE2 or UE4 establishes a synchronization log of the cooperative synchronization data, the synchronization log records an identification of the UE having sent the synchronization data, before UE2 sends the cooperative synchronization data to UE3, whether the synchronization log has an identification of UE3, if the synchronization log does not have the identification of UE3, UE2 performs an operation of sending the cooperative synchronization data to UE 3.
For two internal communication nodes, the synchronization correspondence is more complicated than that of one UE, for the synchronized data, one processing mode is that the data are independently synchronized, the processing time is slow for the larger synchronized data, the experience of the online game is reduced, the cooperative synchronized data need to be set, and the repeated synchronization needs to be avoided for the cooperative synchronized data.
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 team game communication 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 detects the short distance transmission average speed between the other 3 UEs of the first team of the first game S1;
step S303, the UE1 receives 3 real-time network parameters and 3 average rates S2, S3 and S4 sent by other 3 UEs in the first team of the first game;
step S304, the UE1 selects the UE1 from the 4 real-time network parameters to set as an external communication node, and the external communication node is used for transmitting the data of the first game with the network side.
The method comprises the steps that S305, the UE1 selects the UE2 with the highest average rate from 3 short-distance transmission average rates in a first team of a first game, and sends an internal communication node configuration message to the UE2, wherein the internal communication node configuration message is used for indicating that the UE2 is set as an internal communication node, and the internal communication node is used for sharing data of the first game in the first team;
step S306, the UE1 selects the UE3 with suboptimal real-time network parameters from the 4 real-time network parameters to set as the second external communication node of the first team, the UE1 obtains the local first load value and the second load value of the UE3, and dynamically allocates the processing task of the first game according to the first load value and the second load value.
Step S307, the UE1 periodically acquires the progress of the first game, and if the progress is lower than the set progress, the UE4 with the optimal hardware parameters is selected from the 4 UEs to be used as a second internal communication node of the first team.
When a first team has two intra-communication nodes, namely UE2 and UE4, UE1 divides synchronization data of a first game into two types, the first type is independent synchronization data which is data of UE2 or UE4 independently completing synchronization operation, the second type is cooperative synchronization data which is data of UE2 and UE4 completing synchronization operation together, when the synchronization data is cooperative synchronization data, UE1 sends data written as synchronization data to UE2 and UE4, either UE2 or UE4 establishes a synchronization log of the cooperative synchronization data, the synchronization log records an identification of the UE having sent the synchronization data, before UE2 sends the cooperative synchronization data to UE3, whether the synchronization log has an identification of UE3, if the synchronization log does not have the identification of UE3, UE2 performs an operation of sending the cooperative synchronization data to UE 3.
For two internal communication nodes, the synchronization correspondence is more complicated than that of one UE, for the synchronized data, one processing mode is that the data are independently synchronized, the processing time is slow for the larger synchronized data, the experience of the online game is reduced, the cooperative synchronized data need to be set, and the repeated synchronization needs to be avoided for the cooperative synchronized data.
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 team game communication, the apparatus being provided in the UE1 of the framework 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 detection unit for detecting an average rate of short-range transmissions between other X UEs of a first team of a first game;
a communication unit 403, configured to receive X real-time network parameters and X short-distance transmission average rates sent by other X UEs in a first team of a first game;
a processing unit 402, configured to select a first UE with an optimal real-time network parameter from X +1 real-time network parameters in a first team of a first game to set as an external communication node, where the external communication node is configured to transmit data of the first game with a network side, select a second UE with a highest average rate from X short-distance transmission average rates in the first team of the first game, and send an internal communication node configuration message to the second UE, where the internal communication node configuration message is used to indicate that the second UE is set as an internal communication node, and the internal communication node is configured to share data of the first game in the first team.
Optionally, the processing unit 402 is further configured to select a third UE with suboptimal real-time network parameters from the X +1 real-time network parameters to be set as a second external communication node of the first team, obtain a local first load value and a second load value of the third 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 third UE with suboptimal real-time network parameters from X +1 real-time network parameters as an external communication node of the first team, where the first UE is configured as a common node.
Optionally, the processing unit 402 is further configured to obtain a size of a history data packet of the first game; extracting a large cell interval of historical data packets, dividing the large cell interval into N sub-intervals, virtualizing N data packets by first UE, 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 first UE, and counting the delay sum of the N data packets of each access point by the UE to obtain W delay sums, wherein the W delay sums are W feedback parameters of the W access points.
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 communication, 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 a program to detect an average rate of short range transmissions between the other X UEs of the first team for the first game;
the processor 506 invokes the program control transceiver 508 to receive X real-time network parameters and X short-range transmission average rates sent by the other X UEs in the first team of the first game;
the processor 506 invokes a program to select a first UE with the best real-time network parameters from X +1 real-time network parameters in a first team of the first game to set as an external communication node, where the external communication node is configured to transmit data of the first game with a network side, select a second UE with the highest average rate from X short-distance transmission average rates in the first team of the first game, and send an internal communication node configuration message to the second UE, where the internal communication node configuration message is used to indicate that the second UE is set as an internal communication node, and the internal communication node is configured to share the data of the first game in the first team.
Optionally, the processor 506 is further configured to select a third UE with suboptimal real-time network parameters from the X +1 real-time network parameters to be set as a second external communication node of the first team, obtain a local first load value and a second load value of the third UE, and dynamically allocate a processing task of the first game according to the first load value and the second load value.
The transceiver 508 is further configured to periodically obtain a progress of the first game, and if the progress is lower than a set progress, select a third UE with suboptimal real-time network parameters from the X +1 real-time network parameters as an external communication node of the first team, where the first UE is configured as a common node.
Optionally, the processor 506 is further configured to obtain a size of a history data packet of the first game; extracting a large cell interval of historical data packets, dividing the large cell interval into N sub-intervals, virtualizing N data packets by first UE, 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 first UE, and counting the delay sum of the N data packets of each access point by the UE to obtain W delay sums, wherein the W delay sums are W feedback parameters of the W access points.
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.
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.
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.
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 of team game communication 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 communication as set out 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 (10)
1. A method of team game communication, 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 an optimal feedback parameter from W feedback parameters as a real-time network parameter of the first UE, wherein the W feedback parameters are related to network delays of the first UE accessing the W access points respectively, and the first UE comprises a mobile terminal;
the first UE detecting an average rate of short-range transmissions between other X UEs of a first team of a first game, the average rate of short-range transmissions comprising an average rate of short-range transmissions over WiFi transmissions;
the first UE receives X real-time network parameters and X short-distance transmission average rates sent by other X UEs in a first team of a first game;
the first UE selects a first UE with the optimal real-time network parameter from X +1 real-time network parameters in a first team of a first game to be set as an external communication node, and the external communication node is used for transmitting data of the first game with a network side;
the first UE selects a second UE with the highest average rate from X short-distance transmission average rates in a first group of teams of a first game, and sends an internal communication node configuration message to the second UE, wherein the internal communication node configuration message is used for indicating that the second UE is set as an internal communication node, and the internal communication node is used for sharing data of the first game in the first group of teams.
2. The method of claim 1, further comprising:
the first UE selects third UE with suboptimal real-time network parameters from X +1 real-time network parameters to be set as a second external communication node of a first team, acquires a local first load value and a second load value of the third UE, and 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, further comprising:
the first UE periodically obtains the progress of the first game, if the progress is lower than the set progress, a third UE with suboptimal real-time network parameters is selected from X +1 real-time network parameters to serve as an external communication node of a first team, and the first UE is configured into a common node.
4. The method of claim 1, wherein the obtaining, by the first User Equipment (UE), W feedback parameters of W access points comprises:
the first UE acquires the size of a historical data packet of a first game; extracting a large cell interval of historical data packets, dividing the large cell interval into N sub-intervals, virtualizing N data packets by first UE, 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 first UE, and counting the delay sum of the N data packets of each access point by the UE to obtain W delay sums, wherein the W delay sums are W feedback parameters of the W access points.
5. An apparatus for team game communication, the apparatus being disposed in a first User Equipment (UE), the apparatus comprising:
the acquisition unit is used for acquiring W feedback parameters of W access points; w is an integer greater than or equal to 2, wherein the W feedback parameters are related to network delays of the first UE accessing the W access points respectively;
the processing unit is used for selecting the optimal feedback parameter from the W feedback parameters as the real-time network parameter of the first UE;
a detection unit for detecting short-range transmission average rates between other X UEs of a first team of a first game, the short-range transmission average rates including a short-range transmission average rate transmitted over WiFi;
the communication unit is used for receiving X real-time network parameters and X short-distance transmission average rates sent by other X UEs in a first team of a first game;
the processing unit is further configured to select a first UE with an optimal real-time network parameter from X +1 real-time network parameters in a first team of a first game to set as an external communication node, where the external communication node is configured to transmit data of the first game with a network side, select a second UE with a highest average rate from X short-distance transmission average rates in the first team of the first game, and send an internal communication node configuration message to the second UE, where the internal communication node configuration message is used to indicate that the second UE is set as an internal communication node, and the internal communication node is configured to share the data of the first game in the first team.
6. The apparatus of claim 5,
the processing unit is further configured to select a third UE with suboptimal real-time network parameters from the X +1 real-time network parameters to be set as a second external communication node of the first team, obtain a local first load value and a second load value of the third UE, and dynamically allocate a processing task of the first game according to the first load value and the second load value.
7. The apparatus of claim 6, characterized in that,
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 third UE with suboptimal real-time network parameters from X +1 real-time network parameters as an external communication node of the first team, where the first UE is configured as a common node.
8. The apparatus of claim 6,
the processing unit is used for acquiring the size of a history data packet of the first game; extracting a large cell interval of historical data packets, dividing the large cell interval into N sub-intervals, virtualizing N data packets by first UE, 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 first UE, and counting the delay sum of the N data packets of each access point by the UE to obtain W delay sums, wherein the W delay sums are W feedback parameters of the W access points.
9. 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 for execution by the one or more processors to perform the steps in the method of any of claims 1-4.
10. 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 1-4.
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CN101616719A (en) * | 2007-02-23 | 2009-12-30 | 高通股份有限公司 | In order to create or to add the method and apparatus of gaming session based on the degree of approach |
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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 |
CN101616719A (en) * | 2007-02-23 | 2009-12-30 | 高通股份有限公司 | In order to create or to add the method and apparatus of gaming session based on the degree of approach |
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