CN108449644B - Method and system for keeping network stability in multi-person one-screen real-time interactive game - Google Patents
Method and system for keeping network stability in multi-person one-screen real-time interactive game Download PDFInfo
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- CN108449644B CN108449644B CN201810231454.8A CN201810231454A CN108449644B CN 108449644 B CN108449644 B CN 108449644B CN 201810231454 A CN201810231454 A CN 201810231454A CN 108449644 B CN108449644 B CN 108449644B
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- 230000002452 interceptive effect Effects 0.000 title claims abstract description 15
- 238000000034 method Methods 0.000 title claims abstract description 15
- 230000005540 biological transmission Effects 0.000 description 3
- 238000005457 optimization Methods 0.000 description 2
- 230000004075 alteration Effects 0.000 description 1
- 230000009286 beneficial effect Effects 0.000 description 1
- 238000004364 calculation method Methods 0.000 description 1
- 238000004891 communication Methods 0.000 description 1
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/478—Supplemental services, e.g. displaying phone caller identification, shopping application
- H04N21/4781—Games
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/23—Processing of content or additional data; Elementary server operations; Server middleware
- H04N21/234—Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs
- H04N21/2343—Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs involving reformatting operations of video signals for distribution or compliance with end-user requests or end-user device requirements
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/436—Interfacing a local distribution network, e.g. communicating with another STB or one or more peripheral devices inside the home
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/436—Interfacing a local distribution network, e.g. communicating with another STB or one or more peripheral devices inside the home
- H04N21/4363—Adapting the video stream to a specific local network, e.g. a Bluetooth® network
- H04N21/43632—Adapting the video stream to a specific local network, e.g. a Bluetooth® network involving a wired protocol, e.g. IEEE 1394
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/436—Interfacing a local distribution network, e.g. communicating with another STB or one or more peripheral devices inside the home
- H04N21/4363—Adapting the video stream to a specific local network, e.g. a Bluetooth® network
- H04N21/43632—Adapting the video stream to a specific local network, e.g. a Bluetooth® network involving a wired protocol, e.g. IEEE 1394
- H04N21/43635—HDMI
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/436—Interfacing a local distribution network, e.g. communicating with another STB or one or more peripheral devices inside the home
- H04N21/4363—Adapting the video stream to a specific local network, e.g. a Bluetooth® network
- H04N21/43637—Adapting the video stream to a specific local network, e.g. a Bluetooth® network involving a wireless protocol, e.g. Bluetooth, RF or wireless LAN [IEEE 802.11]
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Signal Processing (AREA)
- Computer Networks & Wireless Communication (AREA)
- Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
- Mobile Radio Communication Systems (AREA)
Abstract
The invention discloses a method and a system for keeping network stability in a multi-player same-screen real-time interactive game, which comprises the following steps: s1: the data processor is connected with the display screen through a data line; s2: the data processor is connected with a plurality of networks belonging to different network segments simultaneously; s3: the intelligent mobile terminal enters a remote control interface of a game loaded on the data processor, and the game is supported by a remote background server; s4: sending a real-time instruction to the background server through the remote control interface; s5: the background server feeds back data packets containing the real-time instructions to the data processor through the plurality of networks respectively; s6: the data server preferentially obtains the data packet which arrives first so that the display screen presents the real-time instruction. The invention can effectively solve the problem that the game is very jammed under the condition of weak or unstable network signals.
Description
Technical Field
The invention relates to the field of network communication, in particular to a method and a system for keeping network stability in a multi-player on-screen real-time interactive game.
Background
Electronic games are an important entertainment mode in people's life. In a party or a large gathering, a game mode in which a plurality of players operate the same screen can ignite the atmosphere of the party. For example, in the method of using a mobile phone as a remote controller to implement a multi-player one-screen interactive game as shown in application No. 201710152536.9, players can join the same game at any time through an intelligent terminal. However, in the prior art, due to the limitation of the network, the number of game players on the same computer is limited. Sometimes even two players on the same computer end can cause the game loaded on the computer to be stuck.
Disclosure of Invention
The invention aims to solve the technical problem of providing a method and a system for keeping network stability in a multi-player one-screen real-time interactive game so as to solve the problem of game jamming under the condition of weak or unstable network signals.
In order to solve the technical problems, the technical scheme of the invention is as follows:
the method for keeping network stability in the multi-player one-screen real-time interactive game comprises the following steps:
s1: the data processor is connected with the display screen through a data line;
s2: the data processor is connected with a plurality of networks belonging to different network segments simultaneously;
s3: the intelligent mobile terminal enters a remote control interface of a game loaded on the data processor, and the game is supported by a remote background server;
s4: sending a real-time instruction to the background server through the remote control interface;
s5: the background server feeds back data packets containing the real-time instructions to the data processor through the plurality of networks respectively;
s6: the data server preferentially obtains the data packet which arrives first so that the display screen presents the real-time instruction.
Preferably, in S2, the plurality of networks include at least two wired networks, or at least two wireless networks, or at least one wired network and one wireless network.
Preferably, in S3, the mode of entering the remote control interface by the intelligent mobile terminal is as follows: a two-dimensional code associated with the game is scanned.
Preferably, in S6, the actions of the data server further include: and discarding and deleting the late data packets belonging to the same real-time command.
According to another aspect of the present invention, the present invention further provides a system for maintaining network stability in a multiplayer real-time interactive game, comprising: the system comprises a background server, a data processor, a display screen and an intelligent mobile terminal which are mutually associated, wherein the data processor is connected with the display screen through a data line, is connected with the background server through a plurality of networks belonging to different network segments, and is used for running a game supported by the background server and displaying the game on the display screen; the intelligent mobile terminal is used for entering a remote control interface of the game so as to send a real-time instruction to the background server through the remote control interface; the background server is used for feeding back a data packet containing the real-time instruction to the data processor through the plurality of networks; the data processor is capable of preferentially getting the first data packet to cause the display screen to present the real-time instructions.
Preferably, the data processor is a computer with an HDMI interface, and the computer is connected with the display screen through an HDMI connection.
Preferably, the plurality of networks includes at least two wired networks, or at least two wireless networks, or at least one wired network and one wireless network.
Preferably, a two-dimensional code associated with the game is displayed on a screen of the computer or the display screen for scanning by the intelligent mobile terminal.
Preferably, the data server is further capable of discarding and deleting late arriving data packets belonging to the same real-time command.
Compared with the prior art, the invention has the beneficial effects that: by optimizing the network layer of the two-wire or multi-wire network channel, the data packet of the game is ensured not to be lost in the network transmission process, and the smooth operation of the game is ensured even under the condition of weak or unstable network signals.
Drawings
Some specific embodiments of the invention will be described in detail hereinafter, by way of illustration and not limitation, with reference to the accompanying drawings. The same reference numbers in the drawings identify the same or similar elements or components. Those skilled in the art will appreciate that the drawings are not necessarily drawn to scale. In the drawings:
FIG. 1 is a flow chart of a method for maintaining network stability in a multiplayer real-time interactive game according to the present invention;
FIG. 2 is a schematic diagram of the connection relationship of the system for maintaining network stability in the multi-player on-screen real-time interactive game of the present invention.
Detailed Description
The following further describes embodiments of the present invention with reference to the drawings. It should be noted that the description of the embodiments is provided to help understanding of the present invention, but the present invention is not limited thereto. In addition, the technical features involved in the embodiments of the present invention described below may be combined with each other as long as they do not conflict with each other.
As shown in fig. 2, the system for maintaining network stability in the multi-player on-screen real-time interactive game of the present invention is mainly composed of a background server, a data processor, a display screen, and an intelligent mobile terminal, which are associated with each other. The data processor is connected with the display screen through a data line. In this embodiment, the data processor is a computer. Moreover, in order to ensure the stability and the definition of image transmission, the computer is connected with the display screen through the HDMI wire. The data processor is connected with the background server through a plurality of networks belonging to different network segments. The plurality of networks comprise at least two wired networks, or at least two wireless networks, or at least one wired network and one wireless network, so that the data processor can have a plurality of unassociated network channels, and thus, the optimization of the network physical layer of two lines or multiple lines is realized. When the data processor runs a game supported by the background server, the game can be presented on the display screen at the same time. Therefore, real-time instructions of the player can rapidly reach the display screen through different physical networks, thereby ensuring the fluency of the game pictures on the display screen.
The display screen is also provided with a two-dimensional code connected with the operation interface of the game. The player can enter the remote control interface of the game by only scanning the two-dimensional code through the intelligent mobile terminal. The intelligent mobile terminal is remotely connected with the background server. Therefore, the player sends real-time instructions to the background server through the operation buttons on the remote control interface. And after receiving the real-time instruction, the background server feeds back a corresponding calculation result to the data processor through a plurality of networks in the form of a data packet containing the real-time instruction. That is, the data server can receive the data packets belonging to the same real-time instruction sequentially or simultaneously through the channels of multiple networks. Therefore, the data processor can preferentially obtain the data packet which arrives first, so that the display screen can present the action represented by the real-time instruction in time. Moreover, in order to avoid occupying the running memory, the data server can also discard and delete the late data packets belonging to the same real-time instruction. Through algorithm optimization of a two-wire or multi-wire network, two or more data packets belonging to the same real-time instruction in the game are simultaneously transmitted to a data processor, then the data packet arriving earliest is identified according to the algorithm, and the data packet arriving late is discarded, so that the game data packet is not lost.
As shown in fig. 1, based on the system for maintaining network stability, the present invention also discloses a method for maintaining network stability in a multiplayer same-screen real-time interactive game, which specifically comprises the following steps:
s1: the data processor is connected with the display screen through a data line;
s2: the data processor is connected with a plurality of networks belonging to different network segments simultaneously;
s3: the intelligent mobile terminal enters a remote control interface of a game loaded on the data processor, and the game is supported by a remote background server;
s4: sending a real-time instruction to the background server through the remote control interface;
s5: the background server feeds back data packets containing the real-time instructions to the data processor through the plurality of networks respectively;
s6: the data server preferentially obtains the data packet which arrives first so that the display screen presents the real-time instruction.
At S2, the plurality of networks includes at least two wired networks, or at least two wireless networks, or at least one wired network and one wireless network. Therefore, the data processing flow of the invention can be optimized through the network layer of the two-wire or multi-wire network channel, so as to ensure that the data packet of the game is not lost in the network transmission process and ensure the smooth operation of the game even under the condition of weak or unstable network signals.
In S3, the mode of entering the remote control interface by the smart mobile terminal is: and scanning the two-dimensional code associated with the game, so that the man-machine interface of the intelligent mobile terminal is switched to a remote control interface for operating the game.
In S6, the data server algorithm, in addition to preferentially selecting the first arrived packet, in order to avoid the occupation of the operating memory, further includes: and discarding and deleting the late data packets belonging to the same real-time command.
The embodiments of the present invention have been described in detail with reference to the accompanying drawings, but the present invention is not limited to the described embodiments. It will be apparent to those skilled in the art that various changes, modifications, substitutions and alterations can be made in these embodiments without departing from the principles and spirit of the invention, and the scope of protection is still within the scope of the invention.
Claims (4)
1. A method for keeping network stability in a multi-player same-screen real-time interactive game is characterized in that a device for realizing the method comprises the following steps: the system comprises a background server, a data processor, a display screen and an intelligent mobile terminal which are mutually associated, wherein the data processor is connected with the display screen through a data line, is connected with the background server through a plurality of networks belonging to different network segments, and is used for running a game supported by the background server and displaying the game on the display screen; the intelligent mobile terminal is used for entering a remote control interface of the game so as to send a real-time instruction to the background server through the remote control interface; the background server is used for feeding back a data packet containing the real-time instruction to the data processor through the plurality of networks; the data processor is capable of preferentially obtaining the first arriving data packet to cause the display screen to present the real-time instructions;
the method comprises the following steps:
s1: the data processor is connected with the display screen through a data line;
s2: the data processor is connected with a plurality of networks belonging to different network segments simultaneously;
s3: the intelligent mobile terminal enters a remote control interface of a game loaded on the data processor, and the game is supported by a remote background server;
s4: sending a real-time instruction to the background server through the remote control interface;
s5: the background server feeds back data packets containing the real-time instructions to the data processor through the plurality of networks respectively;
s6: the data processor preferentially obtains the data packet which arrives first so as to enable the display screen to present the real-time instructions;
at S2, the plurality of networks include at least two wired networks, or at least two wireless networks, or at least one wired network and one wireless network; in S3, the mode of the intelligent mobile terminal entering the remote control interface is as follows: scanning a two-dimensional code associated with the game; at S6, the actions of the data processor further include: and discarding and deleting the late data packets belonging to the same real-time command.
2. The method of claim 1, wherein the data processor is a computer with an HDMI interface, and the computer is connected to the display screen via an HDMI cable.
3. The method for maintaining network stability in the multi-player on-screen real-time interactive game of claim 2, wherein the plurality of networks comprises at least two wired networks, or at least two wireless networks, or at least one wired network and one wireless network.
4. The method for maintaining network stability in the multi-player on-screen real-time interactive game as claimed in claim 3, wherein a two-dimensional code associated with the game is displayed on the screen of the computer or the display screen for the intelligent mobile terminal to scan.
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CN109448229A (en) * | 2018-10-16 | 2019-03-08 | 深圳市丰巢科技有限公司 | A kind of information interacting method, device, equipment and storage medium |
CN110300327B (en) * | 2019-04-18 | 2021-06-15 | 深圳市腾讯网域计算机网络有限公司 | Game client performance analysis method, device, terminal and storage medium |
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CN102118434A (en) * | 2010-12-28 | 2011-07-06 | 华为技术有限公司 | Data packet transmission method and device |
CN102921171A (en) * | 2012-11-08 | 2013-02-13 | 上海广电电子科技有限公司 | Intelligent mobile Internet device (MID), television, game server, multi-screen system and multi-screen method |
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KR20070015239A (en) * | 2007-01-13 | 2007-02-01 | (주)아루온게임즈 | Game system and method in combination with mobile phones and a game console |
WO2017010253A1 (en) * | 2015-07-13 | 2017-01-19 | 株式会社ディー・エヌ・エー | System, method, and program for distributing output screen image of terminal device |
CN106984040A (en) * | 2017-03-15 | 2017-07-28 | 苏州协商网络科技有限公司 | Method of many people with screen interactive game is realized using mobile phone as remote control |
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CN102118434A (en) * | 2010-12-28 | 2011-07-06 | 华为技术有限公司 | Data packet transmission method and device |
CN102921171A (en) * | 2012-11-08 | 2013-02-13 | 上海广电电子科技有限公司 | Intelligent mobile Internet device (MID), television, game server, multi-screen system and multi-screen method |
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