CN111629403B - Host game acceleration method and system - Google Patents

Host game acceleration method and system Download PDF

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Publication number
CN111629403B
CN111629403B CN202010334767.3A CN202010334767A CN111629403B CN 111629403 B CN111629403 B CN 111629403B CN 202010334767 A CN202010334767 A CN 202010334767A CN 111629403 B CN111629403 B CN 111629403B
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game
host
data
acceleration
scene
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CN111629403A (en
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张兴
覃艳君
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Sichuan Subao Network Technology Co ltd
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Sichuan Subao Network Technology Co ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W28/00Network traffic management; Network resource management
    • H04W28/16Central resource management; Negotiation of resources or communication parameters, e.g. negotiating bandwidth or QoS [Quality of Service]
    • H04W28/18Negotiating wireless communication parameters
    • H04W28/22Negotiating communication rate
    • 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
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/327Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
    • 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
    • A63F13/34Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W28/00Network traffic management; Network resource management
    • H04W28/16Central resource management; Negotiation of resources or communication parameters, e.g. negotiating bandwidth or QoS [Quality of Service]
    • H04W28/24Negotiating SLA [Service Level Agreement]; Negotiating QoS [Quality of Service]

Abstract

The invention provides a host game acceleration method and a host game acceleration system, wherein the method comprises the following steps: when the game host is started, the game host is in network connection with the mobile equipment hotspot, and flow from the game host is led in; selecting an acceleration service node to realize the forwarding of the import flow; and realizing interaction with each remote target based on the selected service node. By setting a mobile device hotspot and selecting a service node, the problem of network address uncertainty drift caused by NAT in a P2P network can be effectively solved, and the aim of accelerating the network of the mobile device for a host game is fulfilled.

Description

Host game acceleration method and system
Technical Field
The invention relates to the technical field of game acceleration, in particular to a host game acceleration method and system.
Background
As the host game user population grows, host games are becoming a daily entertainment item for more and more households. The host game mainly depends on a home network environment, the game process is strongly interfered under the condition of network fluctuation, so that the user experience is influenced, the basic network architecture of the host game is a P2P type, and the problem of website address conversion caused by NAT exists, but a network acceleration scheme aiming at the game is relatively lacked in the mobile network acceleration products on the market at present, and under the background, the requirement of the acceleration of the host game network is brought forward.
Therefore, the acceleration of the mobile network for the host game is an urgent problem to be solved.
Disclosure of Invention
The invention provides a host game acceleration method and a host game acceleration system, which are used for effectively solving the problem of uncertain drift of network addresses brought by NAT in a P2P network by setting a mobile device hotspot and selecting a service node, and achieving the purpose of accelerating the network for a host game by a mobile device.
The invention provides a host game acceleration method, which comprises the following steps:
when the game host is started, the game host is in network connection with the mobile equipment hotspot, and flow from the game host is led in;
selecting an acceleration service node to realize the forwarding of the import flow;
and realizing interaction with each remote target based on the selected service node.
In one possible way of realisation,
the mobile device hotspot has a use priority, and the use priority is set by taking the game host as the highest priority device using the mobile device hotspot according to a physical network card address;
and after the game host is in network connection with the mobile device hotspot based on the physical network card address, starting a hotspot special mode of the mobile device hotspot and shielding the permission of other devices to use the mobile device hotspot.
In one possible implementation manner, the method further comprises the following steps:
analyzing the activity and the communication quality corresponding to the flow in the preset time window based on the preset time window, and acquiring related communication indexes;
wherein the communication metrics include: the flow size, density, data packet delay and delay standard deviation of the flow in the preset time window;
judging whether a last monitoring memory chain corresponding to the game host started last time exists;
when the last monitoring memory chain corresponding to the game host is started last time, comparing the feature similarity of each index in the obtained communication indexes with the feature similarity of the corresponding index in the last monitoring memory chain, and determining whether the game host needs to be accelerated according to the comparison result;
when the last monitoring memory chain corresponding to the game host is not started last time, comprehensively analyzing the acquired communication indexes, and when the quantitative value of the analysis result exceeds an acceleration threshold, importing the flow from the game host and starting acceleration;
otherwise, directly sending the flow corresponding to the game host to the remote target.
In one possible implementation manner, the method further comprises the following steps:
narrowing the monitored preset time window to a minimum threshold value based on the determined acceleration of the game host;
otherwise, adjusting the width of the monitored preset time window according to set parameters, and continuing monitoring;
and forming a new memory chain for the acquired communication indexes, and inputting the communication indexes into the last monitoring memory chain for storage according to a preset rule after the communication indexes are acquired each time, so as to realize the updating of the last monitoring memory chain.
In one possible implementation manner, the method further comprises the following steps:
and selecting a service node, and performing forwarding proxy of the host game flow based on the service node.
In one possible way of realisation,
and after receiving the accelerated flow transmitted by the mobile equipment, the acceleration server forwards the flow to each remote target, so that the aim of accelerating the host game is fulfilled.
In one possible way of realisation,
and after the game is finished, disconnecting the network connection between the game host and the mobile equipment hotspot, and storing and updating a memory chain formed by the communication indexes.
In one possible implementation manner, the method further includes:
displaying a game picture of a target game corresponding to the game host;
capturing game data generated by the target game;
acquiring game requirements of a game user of the game host in a game process;
pre-processing the captured game data based on a cleaning database, the pre-processing comprising:
performing cluster analysis on the captured game data according to a preset time interval, calling a cluster center point related to the game data from a characteristic database in the process of cluster analysis, performing normalization processing on each data point in the game data according to the cluster center point as a center, and clustering the data points after normalization processing to the related cluster center points respectively to obtain cluster data, wherein the cluster data comprises: action data of a game host, scene data of the game picture and the third party data;
analyzing each part of data in the obtained clustering data one by one;
when analyzing the action data of the game host, analyzing the action data of the game host according to a formula (1);
Figure BDA0002466184800000031
n represents an action index of action data of a game host, and the action index corresponds to the number of function keys on the game host one by one; xi i An operation parameter value indicating an operation index corresponding to an i-th function key that is network-connected to a display terminal of the display screen;
when the analysis processing result is larger than the action threshold, acquiring a first garbage object in the action data based on a garbage analysis database, and cleaning the first garbage object;
otherwise, continuously acquiring the action data of the game host;
when analyzing the scene data of the game picture, analyzing the scene data of the game picture according to a formula (2);
Figure BDA0002466184800000041
wherein m represents the number of scene layers excluding the game scene in the scene data; δ represents a scene value of a game scene; delta j A scene value representing a j-th layer scene; δ' represents a standard scene value of an m-layer scene; Δ f (T1, T2) represents a game memory resource between the current preset time interval T2 and the last preset time interval T1 and a scene game progress function of network access;
when the analysis processing result is larger than the scene threshold value, acquiring a second garbage object in the scene data based on a garbage analysis database, and cleaning the second garbage object;
otherwise, continuously acquiring the scene data of the game picture;
when the third-party data is analyzed, judging whether the third-party data is related to the game requirement, if so, reserving the third-party data, and performing first warning;
and otherwise, deleting the third-party data.
In one possible implementation manner, the method further comprises the following steps:
when the game user is in the game process, acquiring a storage address of the game recorded in a game list;
performing region segmentation on the storage address;
acquiring data information of each divided area, judging whether an instruction to be updated related to the data information exists or not, if so, acquiring the information to be updated based on an update database, and meanwhile, determining a replacement process of replacing the data information with the information to be updated according to a preset update rule;
storing the data information into a first row of nodes occupying a storage space, and simultaneously storing the information to be updated into a second row of nodes occupying the storage space;
comparing the information in the first row of nodes and the second row of nodes, determining an updated information point in the information to be updated, simultaneously extracting the information point, and determining the position of each information point;
and based on the replacement process, inserting the information points into the corresponding data information according to the point positions of the information points, and realizing the updating of the data information.
The present invention provides a host gaming acceleration system, comprising: mobile device, acceleration server, the mobile device includes: a mobile device hotspot and host acceleration module;
the mobile device is used for connecting the game host and the mobile device hotspot through a network when the game host is started, and importing the flow from the game host to the host accelerating module;
the host accelerating module is used for selecting an accelerating service node and communicating with the accelerating server to realize the forwarding of the import flow;
and the acceleration server is used for realizing the interaction between the host acceleration module and each remote target based on the service node selected when the host acceleration module starts acceleration.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
The technical solution of the present invention is further described in detail by the accompanying drawings and embodiments.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the principles of the invention and not to limit the invention. In the drawings:
FIG. 1 is a flow chart of a host game acceleration method according to an embodiment of the present invention;
FIG. 2 is a block diagram of an embodiment of the present invention in which host gaming is not accelerated;
FIG. 3 is a flow chart of traffic monitoring invocation in an embodiment of the present invention;
FIG. 4 is a flow chart of a first embodiment of the present invention;
FIG. 5 is a flow chart of a second embodiment of the present invention;
FIG. 6 is a flowchart of garbage cleaning according to an embodiment of the present invention;
FIG. 7 is a block diagram of a host gaming acceleration system in accordance with an embodiment of the present invention.
Detailed Description
The preferred embodiments of the present invention will be described in conjunction with the accompanying drawings, and it will be understood that they are described herein for the purpose of illustration and explanation and not limitation.
The invention provides a host game acceleration method, as shown in fig. 1, comprising:
step 1: when the game host is started, the game host is in network connection with the mobile equipment hotspot, and flow from the game host is led in;
step 2: selecting an acceleration service node to realize the forwarding of the imported flow;
and step 3: and realizing interaction with each remote target based on the selected service node.
In this embodiment, the mobile device hotspot may be a dedicated wifi hotspot;
when the game host is started, the game is started, and at the moment, the game host is required to be connected with the wifi hotspot, so that an acceleration basis is provided for subsequent network acceleration.
The beneficial effects of the above technical scheme are: by setting a hot spot host accelerating module of the mobile equipment in the mobile equipment and selecting a service node, the problem of uncertain drift of network addresses caused by NAT in a P2P network can be effectively solved, and the aim of accelerating the network of the mobile equipment for a host game is fulfilled.
The present invention provides a host game acceleration method,
the mobile device hotspot has a use priority, and the use priority is set by taking the game host as the highest priority device using the mobile device hotspot according to a physical network card address;
and after the game host is in network connection with the mobile equipment hotspot based on the physical network card address, starting a hotspot special mode of the mobile equipment hotspot, and shielding the permission of other equipment for using the mobile equipment hotspot.
The beneficial effects of the above technical scheme are: through setting up the use priority for the network acceleration game host computer that needs to carry out possesses the pertinence, through shielding other equipment, firstly guarantees to the network acceleration of this game host computer, and on the other hand avoids other equipment to occupy the network resource, reduces the effect that the network accelerates.
The present invention provides a host game acceleration method, as shown in fig. 3, further comprising:
step 31: analyzing the activity and the communication quality corresponding to the flow in the preset time window based on the preset time window, and acquiring related communication indexes;
wherein the communication metrics include: the flow size, density, data packet delay and delay standard deviation of the flow in the preset time window;
step 32: judging whether a last monitoring memory chain corresponding to the game host is started last time;
step 321: when the last monitoring memory chain corresponding to the game host is started last time, comparing the feature similarity of each index in the obtained communication indexes with the feature similarity of the corresponding index in the last monitoring memory chain, and determining whether the game host needs to be accelerated according to the comparison result;
step 322: when the last monitoring memory chain corresponding to the game host does not exist, comprehensively analyzing the acquired communication indexes, and when the quantized value of the analysis result exceeds an acceleration threshold, importing the flow from the game host and starting acceleration;
otherwise, directly sending the flow corresponding to the game host to the remote target.
The remote target is a game machine to which the other game machine is connected.
The acceleration threshold is determined according to the flow of the game network and the corresponding game host in the game process.
The beneficial effects of the above technical scheme are: whether the game host needs to be accelerated or not can be effectively determined by determining whether the last monitoring memory chain exists or not, respectively judging whether the acceleration is needed or not in a corresponding mode, and carrying out comparison analysis on the characteristic similarity of the communication indexes and carrying out comprehensive analysis on corresponding analysis result quantitative values.
The invention provides a host game acceleration method, which further comprises the following steps:
narrowing the monitored preset time window to a minimum threshold value based on the determined acceleration of the game host;
otherwise, adjusting the width of the monitored preset time window according to set parameters, and continuing monitoring;
and forming a new memory chain for the acquired communication indexes, and inputting the communication indexes into the last monitoring memory chain for storage according to a preset rule after the communication indexes are acquired each time, so as to realize the updating of the last monitoring memory chain.
The beneficial effects of the above technical scheme are: according to whether the game host is accelerated or not, the time window is effectively adjusted, meanwhile, the memory chain is updated, a new game is started for follow-up, and the comparison basis is improved.
The invention provides a host game acceleration method, which further comprises the following steps:
and selecting a service node, and performing forwarding proxy of the host game flow based on the service node.
The beneficial effects of the above technical scheme are: the service node is selected to forward the host game traffic to the proxy.
The present invention provides a host game acceleration method,
and after receiving the accelerated flow transmitted by the mobile equipment, the acceleration server forwards the flow to each remote target, so that the aim of accelerating the host game is fulfilled.
The beneficial effects of the above technical scheme are: by the embodiment, the problem of network address uncertainty drift caused by NAT in the P2P network can be solved, and accurate forwarding of accelerated traffic is facilitated.
The present invention provides a host game acceleration method,
and after the game is finished, disconnecting the network connection between the game host and the mobile equipment hotspot, and storing and updating a memory chain formed by the communication indexes.
The beneficial effects of the above technical scheme are: when the game is received, the hot spot is closed, and the hot spot is stored and updated firstly, so that the communication index of the memory chain is reserved, and the reliability of storage and update can be ensured.
The invention provides a host game acceleration method, as shown in fig. 6, further comprising:
step 41: displaying a game picture of a target game corresponding to the game host;
step 42: capturing game data generated by the target game;
step 43: acquiring game requirements of a game user of the game host in a game process;
step 44: pre-processing the captured game data based on a cleaning database, the pre-processing comprising:
performing cluster analysis on the captured game data according to a preset time interval, calling a cluster center point related to the game data from a characteristic database in the process of cluster analysis, performing normalization processing on each data point in the game data according to the cluster center point as a center, and clustering the data points after normalization processing to the related cluster center points respectively to obtain cluster data, wherein the cluster data comprises: action data of a game host, scene data of the game picture and the third party data;
analyzing each part of data in the obtained clustering data one by one;
when analyzing the action data of the game host, analyzing the action data of the game host according to a formula (1);
Figure BDA0002466184800000091
n represents an action index of action data of a game host, and the action index corresponds to the number of function keys on the game host one by one; xi i An operation parameter value indicating an operation index corresponding to an i-th function key that is network-connected to a display terminal of the display screen;
when the analysis processing result is larger than the action threshold, acquiring a first garbage object in the action data based on a garbage analysis database, and cleaning the first garbage object;
otherwise, continuously acquiring the action data of the game host;
when analyzing the scene data of the game picture, analyzing the scene data of the game picture according to a formula (2);
Figure BDA0002466184800000101
wherein m represents the number of scene layers excluding the game scene in the scene data; δ represents a scene value of a game scene; delta j A scene value representing a j-th layer scene; δ' represents a standard scene value of an m-layer scene; Δ f (T1, T2) represents a game memory resource between the current preset time interval T2 and the last preset time interval T1 and a scene game progress function of network access;
when the analysis processing result is larger than the scene threshold value, acquiring a second garbage object in the scene data based on a garbage analysis database, and cleaning the second garbage object;
otherwise, continuously acquiring the scene data of the game picture;
when the third-party data is analyzed, judging whether the third-party data is related to the game requirement, if so, reserving the third-party data, and performing first warning;
and otherwise, deleting the third-party data.
The first warning may be displayed on the display in the form of a small label.
The first garbage object or the second garbage object may be data unrelated to the game, such as: a newsfeed message, and the like.
The number of scene layers is related to the interface of the display end in a laminated manner, such as: the game interface is laminated with a music interface, a news interface and the like.
The beneficial effects of the above technical scheme are: the game data generated by capturing the game pictures is clustered and analyzed, the action data of the game host, the scene data of the game pictures and the third-party data are analyzed one by one, the junk data in the game data are convenient to remove, and the network game speed is effectively improved, wherein whether junk objects exist in the action data and the scene data or not is easily and intelligently determined through a formula (1) and a formula (2), if the junk objects exist, the junk objects are cleaned based on a junk analysis database, the smoothness of the game is guaranteed, whether the third-party data are reserved or not is determined by determining the relation between the third-party data and game requirements, and meanwhile, the user is convenient to be reminded through first warning, and the third-party data exist.
The present invention provides a host game acceleration method,
when the game user is in the game process, acquiring a storage address of the game recorded in a game list;
performing region segmentation on the storage address;
acquiring data information of each divided area, judging whether an instruction to be updated related to the data information exists or not, if so, acquiring the information to be updated based on an update database, and meanwhile, determining a replacement process of replacing the data information with the information to be updated according to a preset update rule;
storing the data information into a first row of nodes occupying a storage space, and simultaneously storing the information to be updated into a second row of nodes occupying the storage space;
comparing the information in the first row of nodes and the second row of nodes, determining an updated information point in the information to be updated, simultaneously extracting the information point, and determining the position of each information point;
and based on the replacement process, inserting the information points into the corresponding data information according to the point positions of the information points, and realizing the updating of the data information.
In the embodiment, the related data information such as games is updated, so that firstly, bugs existing in the games are repaired, and secondly, the game speed is optimized, and therefore, the data information is updated necessarily;
in the updating process, the original data information and the information to be updated are firstly determined and are respectively stored in the corresponding first row of nodes and the second row of nodes, so that comparison is convenient, information points are searched in the comparing process, and the searched information points are that the information to be updated possibly comprises all original data information or part of original data information in the comparing process, so that the information points are searched and replaced based on a replacement process, and the damage to the original storage area can be effectively avoided;
for example: the data information includes: regions a, b, and c;
in the first embodiment, as shown in fig. 4, the information points of the information to be updated include an information point d, the information point d is inserted between the areas a and b according to the need of the replacement process, and the information at the rest positions remains unchanged;
in the second embodiment, as shown in fig. 5, the information points of the information to be updated include an information point d, the information point d is replaced with an area b according to the need of the replacement process, and the information at the rest positions remains unchanged;
the beneficial effects of the above technical scheme are: through confirming the storage address of recreation to carry out the region piece with its storage address and cut apart, be convenient for effectual information to every region piece is replaced, and compares in first row node and second node, is convenient for look for the information point, and then can effectually avoid the destruction to original storage area, and through the replacement of data, can effectual improvement speed of playing.
The present invention provides a host game acceleration system, as shown in fig. 7, including: mobile device, acceleration server, the mobile device includes: a mobile device hotspot and host acceleration module;
the mobile device is used for connecting the game host and the mobile device hotspot through a network when the game host is started, and importing the flow from the game host to the host accelerating module;
the host accelerating module is used for selecting an accelerating service node and communicating with the accelerating server to realize the forwarding of the import flow;
and the acceleration server is used for realizing the interaction between the host acceleration module and each remote target based on the service node selected when the host acceleration module starts acceleration.
The mobile device may be a mobile device comprising: any device including a mobile device hotspot and a host acceleration module;
in this embodiment, the host acceleration module is used to increase the network transmission speed, and further increase the transmission data amount corresponding to the traffic.
In this embodiment, the acceleration server selects a service node, thereby ensuring the reliability of the network speed and further transmitting the traffic, and realizing the interaction of the host acceleration module with a plurality of remote targets through the same network address.
As shown in fig. 2, which is a structural diagram of the host game without acceleration, the user terminals of different game hosts directly perform data transmission without performing any network acceleration operation.
By setting a hot spot host accelerating module of the mobile equipment in the mobile equipment and selecting a service node, the problem of uncertain drift of network addresses caused by NAT in a P2P network can be effectively solved, and the aim of accelerating the network of the mobile equipment for a host game is fulfilled.
It will be apparent to those skilled in the art that various changes and modifications may be made in the present invention without departing from the spirit and scope of the invention. Thus, if such modifications and variations of the present invention fall within the scope of the claims of the present invention and their equivalents, the present invention is also intended to include such modifications and variations.

Claims (9)

1. A host game acceleration method, comprising:
when the game host is started, the game host and the mobile device hotspot are connected through a network, and flow from the game host is led in;
selecting an acceleration service node to realize the forwarding of the import flow;
based on the selected service node, realizing interaction with each remote target;
the host game acceleration method further comprises the following steps:
analyzing the activity and communication quality corresponding to the flow in a preset time window based on the preset time window, and acquiring related communication indexes;
wherein the communication metrics include: the flow size, density, data packet delay and delay standard deviation of the flow in the preset time window;
judging whether a last monitoring memory chain corresponding to the game host started last time exists;
when the last monitoring memory chain corresponding to the game host is started last time, comparing the feature similarity of each index in the obtained communication indexes with the feature similarity of the corresponding index in the last monitoring memory chain, and determining whether the game host needs to be accelerated according to the comparison result;
when the last monitoring memory chain corresponding to the game host does not exist, comprehensively analyzing the acquired communication indexes, and when the quantized value of the analysis result exceeds an acceleration threshold, importing the flow from the game host and starting acceleration;
otherwise, directly sending the flow corresponding to the game host to the remote target.
2. A host game acceleration method of claim 1,
the mobile device hotspot has a use priority, and the use priority is set by taking the game host as the highest priority device using the mobile device hotspot according to a physical network card address;
and after the game host is in network connection with the mobile equipment hotspot based on the physical network card address, starting a hotspot special mode of the mobile equipment hotspot, and shielding the permission of other equipment for using the mobile equipment hotspot.
3. A host game acceleration method of claim 1, characterized by further comprising:
narrowing the monitored preset time window to a minimum threshold value based on the determined acceleration of the game host;
otherwise, adjusting the width of the monitored preset time window according to set parameters, and continuing monitoring;
and forming a new memory chain for the acquired communication indexes, and inputting the communication indexes into the last monitoring memory chain for storage according to a preset rule after the communication indexes are acquired each time, so as to realize the updating of the last monitoring memory chain.
4. A host game acceleration method of claim 1, characterized by further comprising:
and selecting a service node, and performing forwarding proxy of the host game flow based on the service node.
5. A host game acceleration method of claim 1,
and after receiving the accelerated flow transmitted by the mobile equipment, the acceleration server forwards the flow to each remote target, so that the aim of accelerating the host game is fulfilled.
6. A host game acceleration method of claim 1,
and after the game is finished, disconnecting the network connection between the game host and the mobile equipment hotspot, and storing and updating a memory chain formed by the communication indexes.
7. A host game acceleration method of claim 1, characterized by further comprising:
displaying a game picture of a target game corresponding to the game host;
capturing game data generated by the target game;
acquiring game requirements of a game user of the game host in a game process;
pre-processing the captured game data based on a cleaning database, the pre-processing comprising:
performing cluster analysis on the captured game data according to a preset time interval, calling cluster center points related to the game data from a characteristic database in the process of cluster analysis, performing normalization processing on each data point in the game data according to the cluster center points as centers, and clustering the data points after normalization processing to the related cluster center points respectively to obtain cluster data, wherein the cluster data comprises: action data of a game host, scene data of the game picture and third-party data;
analyzing each part of data in the obtained clustering data one by one;
when analyzing the action data of the game host, analyzing the action data of the game host according to a formula (1);
Figure 645062DEST_PATH_IMAGE001
(1);
wherein n represents an action index of action data of the game host, and the action indexThe number of the marks corresponds to the number of the function keys on the game host one by one;
Figure 358940DEST_PATH_IMAGE002
an operation parameter value indicating an operation index corresponding to an i-th function key that is network-connected to a display terminal of the display screen;
when the analysis processing result is larger than the action threshold, acquiring a first garbage object in the action data based on a garbage analysis database, and cleaning the first garbage object;
otherwise, continuously acquiring the action data of the game host;
when analyzing the scene data of the game picture, analyzing the scene data of the game picture according to a formula (2);
Figure 669835DEST_PATH_IMAGE003
(2);
wherein m represents the number of scene layers excluding the game scene in the scene data;
Figure 720837DEST_PATH_IMAGE004
a scene value representing a game scene;
Figure 66368DEST_PATH_IMAGE005
a scene value representing a j-th layer scene;
Figure 154409DEST_PATH_IMAGE006
a standard scene value representing an m-layer scene;
Figure 218180DEST_PATH_IMAGE007
representing game memory resources between the current preset time interval T2 and the last preset time interval T1 and scene game progress functions of network access;
when the analysis processing result is larger than the scene threshold value, acquiring a second garbage object in the scene data based on a garbage analysis database, and cleaning the second garbage object;
otherwise, continuously acquiring the scene data of the game picture;
when the third-party data is analyzed, judging whether the third-party data is related to the game requirement, if so, reserving the third-party data, and performing first warning;
and otherwise, deleting the third-party data.
8. A host game acceleration method of claim 7, characterized by further comprising:
when the game user is in the game process, acquiring a storage address of the game recorded in a game list;
performing region segmentation on the storage address;
acquiring data information of each divided area, judging whether an instruction to be updated related to the data information exists or not, if so, acquiring the information to be updated based on an update database, and meanwhile, determining a replacement process of replacing the data information with the information to be updated according to a preset update rule;
storing the data information into a first row of nodes occupying a storage space, and simultaneously storing the information to be updated into a second row of nodes occupying the storage space;
comparing the information in the first row of nodes and the second row of nodes, determining an updated information point in the information to be updated, simultaneously extracting the information point, and determining the position of each information point;
and based on the replacement process, inserting the information points into the corresponding data information according to the point positions of the information points, and realizing the updating of the data information.
9. A host gaming acceleration system, comprising: mobile device, acceleration server, the mobile device includes: a mobile device hotspot and host acceleration module;
the mobile device is used for connecting the game host and the mobile device hotspot through a network when the game host is started, and importing the flow from the game host to the host accelerating module;
analyzing the activity and the communication quality corresponding to the flow in the preset time window based on the preset time window, and acquiring related communication indexes;
wherein the communication metrics include: the flow size, density, data packet delay and delay standard deviation of the flow in the preset time window;
judging whether a last monitoring memory chain corresponding to the game host is started last time;
when the last monitoring memory chain corresponding to the game host is started last time, comparing the feature similarity of each index in the obtained communication indexes with the feature similarity of the corresponding index in the last monitoring memory chain, and determining whether the game host needs to be accelerated according to the comparison result;
when the last monitoring memory chain corresponding to the game host is not started last time, comprehensively analyzing the acquired communication indexes, and when the quantitative value of the analysis result exceeds an acceleration threshold, importing the flow from the game host and starting acceleration;
otherwise, directly sending the flow corresponding to the game host to a remote target;
the host accelerating module is used for selecting an accelerating service node and communicating with the accelerating server to realize the forwarding of the import flow;
and the acceleration server is used for realizing the interaction between the host acceleration module and each remote target based on the service node selected when the host acceleration module starts acceleration.
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