CN107835525B - Game acceleration method and related product - Google Patents

Game acceleration method and related product Download PDF

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Publication number
CN107835525B
CN107835525B CN201711015481.3A CN201711015481A CN107835525B CN 107835525 B CN107835525 B CN 107835525B CN 201711015481 A CN201711015481 A CN 201711015481A CN 107835525 B CN107835525 B CN 107835525B
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access point
main
game
main access
standby
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CN107835525A (en
Inventor
莫瑞宏
林志泳
刘美
张俊
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Guangdong Oppo Mobile Telecommunications Corp Ltd
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Guangdong Oppo Mobile Telecommunications Corp Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W48/00Access restriction; Network selection; Access point selection
    • H04W48/16Discovering, processing access restriction or access information
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W48/00Access restriction; Network selection; Access point selection
    • H04W48/20Selecting an access point
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network

Abstract

The present disclosure provides a method for speeding up a game and related products, the method comprising the steps of: user Equipment (UE) acquires W feedback parameters of W access points; w is an integer greater than or equal to 2; the UE selects a first access point with the best feedback parameter from the W feedback parameters as a main access point, and throws a ticket to the first access point; the UE receives voting messages of other UEs in a game team, wherein the voting messages comprise: the number of tickets and the access points corresponding to the number of tickets; the UE selects an access point with the largest ticket number from the W access points as a main access point, and the access point with the second largest ticket number is used as a standby access point; and the UE shields the data service of other access points except the main access point and the standby access point. The technical scheme provided by the invention has the advantage of high user experience.

Description

Game acceleration method and related product
Technical Field
The invention relates to the technical field of communication, in particular to a 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 in any case, a user cannot use (play) the game, so that the user experience is influenced and is low.
Disclosure of Invention
The embodiment of the invention provides a 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 speeding a game, the method comprising the steps of:
user Equipment (UE) acquires W feedback parameters of W access points; w is an integer greater than or equal to 2;
the UE selects a first access point with the best feedback parameter from the W feedback parameters as a main access point, and throws a ticket to the first access point;
the UE receives voting messages of other UEs in a game team, wherein the voting messages comprise: the number of tickets and the access points corresponding to the number of tickets;
the UE selects an access point with the largest ticket number from the W access points as a main access point, and the access point with the second largest ticket number is used as a standby access point;
and the UE shields the data service of other access points except the main access point and the standby access point.
Optionally, the method further includes:
and when the UE cannot communicate with the main access point, switching the standby access point to the main access point.
Optionally, the method for determining that the UE cannot communicate with the master access point includes:
when the UE does not receive the heartbeat message sent by the main access point within the set time length, determining that the UE cannot communicate with the main access point;
or after the UE sends the first message to the main access point, when the UE does not receive the confirmation message of the first message returned by the main access point within the set time length, the UE is determined to be incapable of communicating with the main access point.
Optionally, the obtaining, by the UE, W feedback parameters of W access points includes:
the UE acquires the size of a historical data packet of the game; extracting a large cell interval of the historical data packet, dividing the large cell interval into N sub-intervals, and virtualizing N data packets, wherein the size of the Mth data packet in the N data packets is the median of the Mth sub-interval in the N intervals;
the UE sequentially sends 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 corresponding to the W access points, wherein the W feedback parameters comprise the W time delay sums; n is an integer greater than or equal to 2, and M is a positive integer.
In a second aspect, there is provided an apparatus for speeding up a game, 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;
the processing unit is used for selecting a first access point with the best feedback parameter from the W feedback parameters as a main access point and casting a ticket for the first access point;
a communication unit, configured to receive voting messages of other UEs in a game team, where the voting messages include: the number of tickets and the access points corresponding to the number of tickets;
the processing unit selects the access point with the largest ticket number from the W access points as a main access point, and the access point with the second largest ticket number is used as a standby access point; and shielding data traffic of other access points except the main access point and the standby access point.
Optionally, the processing unit is further configured to switch the standby access point to the main access point if the standby access point cannot communicate with the main access point.
Optionally, the processing unit is further configured to determine that the communication unit cannot communicate with the main access point when the communication unit does not receive the heartbeat message sent by the main access point within a set time period;
or after the communication unit sends the first message to the main access point, when the determination message of the first message returned by the main access point is not received within the set time length, the communication unit determines that the communication unit cannot communicate with the main access point.
Optionally, the obtaining unit is configured to obtain a size of a history data packet of the game; extracting a large cell interval of the historical data packet, dividing the large cell interval into N sub-intervals, and virtualizing N data packets, wherein the size of the Mth data packet in the N data packets is the median of the Mth sub-interval in the N intervals; and sequentially sending the N data packets to the W access points, counting the sum of time delays of the N data packets of each access point to obtain W time delay sums corresponding to the W access points, wherein the W feedback parameters comprise the W time delay sums.
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 game acceleration method according to an embodiment of the present invention.
Fig. 2A is a schematic diagram of an authentication process according to an embodiment of the present invention.
Fig. 3 is a schematic flow chart of a game acceleration method according to an embodiment of the present invention.
Fig. 4 is a schematic structural diagram of a game acceleration 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 speeding up a game, 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, and the method shown in fig. 2 includes the following steps:
step S201, UE obtains W feedback parameters of W access points;
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 UE virtualizes 2 packets, where a packet a represents a first-zone dummy packet, a 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), and the number of received packets by the AP1 is M (here, three APs are taken as an example, AP1, AP2, and AP3, respectively)ACK (1a) is returned after the packet A, and the receiving 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、TAP3Is obtained by obtaining a sum of 3 time delays, from TAP1、TAP2、TAP3The first access point with the smallest value as the best feedback parameter is selected. The sum of the time delays may be the sum of the time delays of N data packets, for example, a data packet a, 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, UE1 selects the first access point with the best feedback parameter from the W feedback parameters as the main access point, and casts a ticket for the first access point;
in step S203, the UE1 receives voting messages of other UEs (i.e. UE2, UE3, UE4) in the game team, where the voting messages include: the number of tickets and the access point corresponding to the number of tickets.
Step S204, the UE1 selects an access point with the largest ticket number from the W access points as a main access point, and an access point with the second largest ticket number as a backup access point.
Step S205, the UE1 shields data traffic of other access points except the main access point and the standby access point, and switches the standby access point to the main access point when the UE cannot communicate with the main access point.
The technical scheme provided by the embodiment of the invention votes according to the feedback parameters, and then the access point with the largest number of votes is used as the main access point, and the access point with the second largest number of votes is used as the standby access point, so that the access reliability is improved compared with the random access, and the user experience is improved.
Optionally, there may be multiple ways in which the UE in step S205 cannot communicate with the main access point, for example, in an optional embodiment of the present invention, when the UE does not receive the heartbeat message sent by the main access point within a set time duration, it is determined that the UE cannot communicate with the main access point. In practical application, of course, it may also be determined that the UE cannot communicate with the main access point in other manners, and a specific manner may be that, after the UE sends the first message to the main access point, the UE does not receive the determination message of the first message returned by the main access point within the set time duration.
The heartbeat messages are explained here.
Under the network architecture shown in fig. 1, UE1, UE2, UE3, UE4, AP1 (assuming that AP1 is a main access point) and AP2 (assuming that AP2 is a standby access point) are a group, and AP1 will periodically send heartbeat messages to UE1, UE2, UE3, and UE4, and if for UE1, if the heartbeat message sent by AP1 is not received for a set time and can be normally received by AP2, it is indicated that AP1 is faulty, and AP2 is normal, and at this time, the main access point needs to be changed to AP2 to ensure that communication is smooth.
Optionally, the method may further include the following steps between step S204 and step S205, as shown in fig. 2A:
step S200a, the UE sends a Radio Resource Control (RRC) request to the standby access point;
step S201a, the standby access point sends an authentication request to the UE;
step S202a, the UE sends an authentication response to the standby access point;
step S203a, the UE sends an identity request to the standby access point;
step S204a, the standby access point sends an identity response to the UE;
step S205a, the UE sends a first delay request to the standby access point, where the first delay request is used to instruct the standby access point to delay establishing the RRC connection.
The delay request may be expressed in various ways, for example, in an optional technical solution of the present invention, the delay request may include an extension message, and in practical applications, the delay request may also carry a continuous number for one message, for example, 10 continuous 1 or 11 continuous zeros, and so on. Of course, in practical applications, the delay request may also be a newly set message.
When the UE determines that switching to the standby access point is needed, the UE sends an RRC connection establishment request to the standby access point immediately, and the standby access point sends an RRC connection establishment completion message to the UE to achieve establishment of RRC connection.
The scheme modifies the process of establishing the RRC connection between the UE and the standby access point, for the standby access point, the existing equipment does not send an RRC request to the standby access point to establish the connection with the standby access point after the UE establishes the RRC connection with the main access point, and for the UE, the UE cannot establish the RRC connection with both the main access point and the standby access point at the same time.
Referring to fig. 3, fig. 3 is a method for speeding up a game according to the present invention, which is implemented under the network architecture shown in fig. 1, and the method shown in fig. 3 includes the following steps:
step S301, UE obtains 3 feedback parameters T of 3 access pointsAP1、TAP2、TAP3
Specifically, the UE obtains the size of the history packet (i.e., the capacity, how many MBs or KB) of the 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 3 access points by the UE, counting the sum of time delays of the N data packets of each access point by the UE to obtain 3 sum of time delays, wherein the 3 sum of time delays is 3 feedback parameters of the 3 access points, namely TAP1、TAP2、TAP3
Step S302, UE slave TAP1、TAP2、TAP3Middle selection minimum value TAP1The corresponding AP1 is used as a main access point, and a ticket is cast for the AP 1;
step S303, the UE receives a voting message of another UE, where the voting message includes: the number of tickets and the access point corresponding to the number of tickets.
Step S304, the UE selects the AP1 with the largest number of votes from the voting message and the first access point as a main access point, and the AP2 with the second largest number of votes as a standby access point.
Step S305, the UE sends a Radio Resource Control (RRC) request to the AP 2;
step S306, the AP2 sends an authentication request to the UE;
step S307, the UE sends an authentication response to the AP 2;
step S308, the UE sends an identity request to the AP 2;
step S309, the AP2 sends an identity response to the UE;
step S310, the UE sends a first delay request to the AP2, wherein the first delay request is used for indicating the AP2 to delay the establishment of RRC connection;
and S311, shielding the data traffic of other access points except the AP1 and the AP2 by the UE, and switching the standby access point to the main access point when the UE cannot communicate with the main access point.
The specific mode of switching the standby access point to the master access point may be that the UE sends an RRC connection establishment request to the AP2 immediately, and the AP2 sends an RRC connection establishment completion message to the UE to establish the RRC connection.
The technical scheme provided by the embodiment of the invention votes according to the feedback parameters, and then the access point with the largest number of votes is used as the main access point, and the access point with the second largest number of votes is used as the standby access point, so that the access reliability is improved compared with the random access, and the user experience is improved.
Referring to fig. 4, fig. 4 provides a game speed-up apparatus, which includes:
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 a first access point with the best feedback parameter from the W feedback parameters as a master access point, and vote a ticket for the first access point;
a communication unit 403, configured to receive voting messages of other UEs in the game team, where the voting messages include: the number of tickets and the access points corresponding to the number of tickets;
a processing unit 402, which selects an access point with the largest ticket number from the W access points as a main access point, and uses an access point with the second largest ticket number as a standby access point; and shielding data traffic of other access points except the main access point and the standby access point.
Optionally, the processing unit 402 is further configured to switch the standby access point to the main access point if communication with the main access point is not possible.
Optionally, the processing unit 402 is further configured to determine that the communication unit cannot communicate with the main access point when the communication unit does not receive the heartbeat message sent by the main access point within a set time duration;
or the communication unit 403 determines that communication with the master access point is not possible when a determination message of the first message returned by the master access point is not received within a set time length after the first message is sent to the master access point.
Optionally, the obtaining unit 401 is configured to obtain a size of a history data packet of the game; extracting a large cell interval of the historical data packet, dividing the large cell interval into N sub-intervals, and virtualizing N data packets, wherein the size of the Mth data packet in the N data packets is the median of the Mth sub-interval in the N intervals; and sequentially sending the N data packets to the W access points, counting the sum of time delays of the N data packets of each access point to obtain W time delay sums corresponding to the W access points, wherein the W feedback parameters comprise the W time delay sums.
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 the steps in the method of 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; w is an integer greater than or equal to 2; selecting a first access point with the best feedback parameter from the W feedback parameters as a main access point, and voting the first access point;
the processor 506 invokes the program control transceiver 508 to receive voting messages of other UEs in the game team, the voting messages including: the number of tickets and the access points corresponding to the number of tickets;
the processor 506 invokes a program to select an access point with the largest ticket number from the W access points as a main access point, and an access point with the second largest ticket number is used as a standby access point; and shielding data traffic of other access points except the main access point and the standby access point.
Optionally, the processor 506 is further configured to invoke a program to switch the standby access point to the main access point if the communication with the main access point is not possible.
Optionally, the processor 506 is further configured to determine that the communication unit cannot communicate with the main access point when the communication unit does not receive the heartbeat message sent by the main access point within a set time period;
or the transceiver 50 determines that the communication with the main access point is impossible when the determination message of the first message returned by the main access point is not received within the set time length after the first message is sent to the main access point.
Optionally, the processor 506 is configured to invoke a program to obtain a size of a history data packet of the game; extracting a large cell interval of the historical data packet, dividing the large cell interval into N sub-intervals, and virtualizing N data packets, wherein the size of the Mth data packet in the N data packets is the median of the Mth sub-interval in the N intervals; and sequentially sending the N data packets to the W access points, counting the sum of time delays of the N data packets of each access point to obtain W time delay sums corresponding to the W access points, wherein the W feedback parameters comprise the W time delay sums.
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 enables a computer to execute part or all of the steps of any one of the methods for speeding up a game as recited 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 accelerating a game 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 (10)

1. A method of speeding up a game, the method comprising the steps of:
user Equipment (UE) acquires W feedback parameters of W access points; w is an integer greater than or equal to 2;
the UE selects a first access point with the best feedback parameter from the W feedback parameters as a main access point, and throws a ticket to the first access point;
the UE receives voting messages of other UEs in a game team, wherein the voting messages comprise: the voting number of the other UE and the access point corresponding to the voting number;
the UE selects an access point with the largest ticket number from the W access points as a main access point, and the access point with the second largest ticket number is used as a standby access point;
and the UE shields the data service of other access points except the main access point and the standby access point.
2. The method of claim 1, further comprising:
and when the UE cannot communicate with the main access point, switching the standby access point to the main access point.
3. The method of claim 2, wherein the method of determining that the UE is unable to communicate with the master access point comprises:
when the UE does not receive the heartbeat message sent by the main access point within the set time length, determining that the UE cannot communicate with the main access point;
or after the UE sends the first message to the main access point, when the UE does not receive the confirmation message of the first message returned by the main access point within the set time length, the UE is determined to be incapable of communicating with the main access point.
4. The method of claim 1, wherein the obtaining, by the UE, W feedback parameters for W access points comprises:
the UE acquires the size of a historical data packet of the game; extracting a large cell interval of the historical data packet, dividing the large cell interval into N sub-intervals, and virtualizing N data packets, wherein the size of the Mth data packet in the N data packets is the median of the Mth sub-interval in the N intervals;
the UE sequentially sends 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 corresponding to the W access points, wherein the W feedback parameters comprise the W time delay sums; n is an integer greater than or equal to 2, and M is a positive integer.
5. An apparatus for speeding up a game, 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;
the processing unit is used for selecting a first access point with the best feedback parameter from the W feedback parameters as a main access point and casting a ticket for the first access point;
a communication unit, configured to receive voting messages of other UEs in a game team, where the voting messages include: the voting number of the other UE and the access point corresponding to the voting number;
the processing unit selects the access point with the largest ticket number from the W access points as a main access point, and the access point with the second largest ticket number is used as a standby access point; and shielding data traffic of other access points except the main access point and the standby access point.
6. The apparatus of claim 5,
the processing unit is further configured to switch the standby access point to the main access point if the communication with the main access point is not possible.
7. The apparatus of claim 6, characterized in that,
the processing unit is further configured to determine that the communication unit cannot communicate with the main access point when the communication unit does not receive the heartbeat message sent by the main access point within a set time period;
or after the communication unit sends the first message to the main access point, when the determination message of the first message returned by the main access point is not received within the set time length, the communication unit determines that the communication unit cannot communicate with the main access point.
8. The apparatus of claim 6,
the obtaining unit is used for obtaining the size of a history data packet of the game; extracting a large cell interval of the historical data packet, dividing the large cell interval into N sub-intervals, and virtualizing N data packets, wherein the size of the Mth data packet in the N data packets is the median of the Mth sub-interval in the N intervals; and sequentially sending the N data packets to the W access points, counting the sum of time delays of the N data packets of each access point to obtain W time delay sums corresponding to the W access points, wherein the W feedback parameters comprise the W time delay sums.
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 to be executed by the one or more processors, the programs comprising instructions for performing the steps in the method of any of claims 1-4.
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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Citations (1)

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Publication number Priority date Publication date Assignee Title
CN105165100A (en) * 2013-05-03 2015-12-16 交互数字专利控股公司 Systems and methods for fractional carrier sense multiple access with collision avoidance (csma/ca) for wlans

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Publication number Priority date Publication date Assignee Title
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