CN112295216A - Player delay disconnection analysis method, system, electronic device and storage medium - Google Patents

Player delay disconnection analysis method, system, electronic device and storage medium Download PDF

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Publication number
CN112295216A
CN112295216A CN202011080099.2A CN202011080099A CN112295216A CN 112295216 A CN112295216 A CN 112295216A CN 202011080099 A CN202011080099 A CN 202011080099A CN 112295216 A CN112295216 A CN 112295216A
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delay
player account
player
abnormal
preset
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Granted
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CN202011080099.2A
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CN112295216B (en
Inventor
郭威
岳梦婕
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Hangzhou Electronic Soul Network Technology Co Ltd
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Hangzhou Electronic Soul Network Technology Co Ltd
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    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • 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
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • 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
    • A63F2300/407Data transfer via internet
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction

Abstract

The application relates to a player time delay disconnection analysis method, a player time delay disconnection analysis system, an electronic device and a storage medium, wherein the method comprises the following steps: acquiring resource information of a player account and a comparison player account in a first preset time period, wherein the comparison player account and the player account are in the same game match, and the resource information comprises: a delay log, an operator network state, a local network state, a server IP port; through the method and the device, the problem that in the related technology, the manual analysis efficiency of the reasons of the disconnection and the time delay of the game player is low is solved, and the analysis process of the detailed reasons of the time delay and the disconnection of the game player is more convenient and quicker.

Description

Player delay disconnection analysis method, system, electronic device and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, a system, an electronic device, and a storage medium for analyzing a delay disconnection.
Background
With the improvement of the living standard of the public and the continuous development of the mobile internet technology, the requirement of the user on the stability of the game system is also improved, wherein the game has great adverse effect on the stability of the game system caused by network delay and abnormal disconnection in the game.
In the related technology, according to player information reported by players, log data of delay, disconnection, acceleration and the like of the players are manually inquired in a distributed retrieval database through inquiry statements, and detailed reasons of the blockage and disconnection of the players are manually analyzed according to the log data and accumulated analysis experiences.
At present, no effective solution is provided for the problem of low efficiency of manual analysis of the reasons of disconnection and delay of game players in the related technology.
Disclosure of Invention
The embodiment of the application provides a method, a device, a system, computer equipment and a computer readable storage medium for analyzing time delay disconnection, so as to at least solve the problem of low efficiency of manual analysis of the reason of disconnection and time delay of game players in the related technology.
In a first aspect, an embodiment of the present application provides a network delay and disconnection analysis method, where the method includes: acquiring resource information of a player account and a comparison player account in a first preset time period, wherein the comparison player account and the player account are in the same game play, and the resource information comprises: a delay log, an operator network state, a local network state, a server IP port; the delay log comprises a delay field, the delay field of the comparison player account is obtained under the condition that the delay field of the player account is abnormal, and the analysis result shows that the delay is abnormal due to the abnormal network state of the operator under the condition that the proportion of the comparison player account with the abnormal network state of the operator in the total amount of the comparison player accounts is larger than a first preset proportion threshold; under the condition that the player account delay field is normal, acquiring a delay log of the comparison player account, and under the condition that the proportion of the comparison player account with abnormal local network state in the total amount of the comparison player accounts is larger than a second preset proportion threshold, analyzing the result that the local network state is abnormal to cause delay abnormality; obtaining a game number according to the player account or the comparison player account, obtaining a disconnection log in a game where the game number is located according to the game number, analyzing the disconnection condition of the game according to the disconnection log, obtaining the disconnection log of the comparison player account under the condition that the number of the disconnection log is larger than a preset disconnection threshold value, and obtaining the disconnection abnormality caused by the abnormal operator network state as an analysis result under the condition that the proportion of the comparison player account with the abnormal operator network state to the total amount of the comparison player accounts is larger than a first proportion threshold value; and under the condition that the delay log of the IP port of the server in the preset time period exceeds a preset delay log threshold value, the analysis result shows that the server is in concentrated abnormity in the preset time period.
In some embodiments, after obtaining the resource information of the player account and the comparison player account for the first preset time period, the method includes: under the condition that the delay log further comprises a delay matrix, analyzing a jitter range from the player account to a server according to the delay matrix, under the condition that the fluctuation amount of the delay matrix is larger than a preset fluctuation threshold value, acquiring the delay matrix of the comparison player account, and under the condition that the proportion of the comparison player account with abnormal operator network state to the total amount of the comparison player exceeds a first proportion threshold value, analyzing the result that the abnormal operator network state causes the abnormal delay matrix.
In some embodiments, after the resource information of the player account and the comparative player account in the first preset time period is obtained, an acceleration log is obtained when the delay log is obtained, and an analysis result is an acceleration exception when acceleration is not performed or an acceleration node coverage error occurs.
In a second aspect, an embodiment of the present application provides a network delay and disconnection analysis method, where the method includes: acquiring resource information of a player account and a comparison player account within a preset game number, wherein the resource information comprises that the comparison player and the player are in the same game match, and the resource information comprises: a delay log, an operator network state, a local network state; acquiring the local network of the player account under the condition that the proportion of the average delay abnormal game to the preset game is greater than or equal to a third preset proportion threshold, wherein the average delay abnormal game is a game with the average delay greater than or equal to the preset delay threshold in a game, and under the condition that the proportion of the delay abnormal game to the preset game caused by the abnormal state of the local network is less than the third preset proportion, the analysis result shows that the local network of the player account is normal, and the average delay is abnormal due to other reasons; when the local network abnormality caused delay abnormal local number ratio is larger than or equal to a third preset proportion, the analysis result shows that the player account local network state abnormality causes average delay abnormality; and under the condition that the average delay abnormal local account ratio is smaller than a third preset proportion threshold, obtaining the delay log of the comparison player, and under the condition that the proportion of the account number of the comparison player with abnormal local network state to the total amount of the comparison player exceeds a second proportion threshold, analyzing the result that the local network state is abnormal to cause delay abnormality.
In some embodiments, after obtaining resource information of the player account and the comparison player account within the latest preset number of legs, the method includes: after the resource information of the player account and the compared player account in the latest preset number is obtained, the method comprises the following steps: analyzing the jitter range from the player account to the server through the delay matrix under the condition that the delay log further comprises the delay matrix, wherein the local station is a delay fluctuation abnormal station under the condition that the jitter range of the delay matrix is larger than a preset fluctuation threshold value; and acquiring the abnormal local occupation ratio of the delay fluctuation within the preset local number, and reflecting the jitter range and the occurrence frequency of the delay through the delay matrix and the abnormal local occupation ratio of the delay fluctuation, wherein the larger the fluctuation of the delay matrix is, the larger the delay jitter is.
In some embodiments, after resource information of the player account and the comparison player account within the latest preset number of rounds is acquired, the acceleration condition in the delay log is analyzed, and when the opening proportion of the acceleration is smaller than a preset acceleration proportion threshold or the node coverage accuracy is smaller than a preset acceleration proportion threshold, the analysis result is acceleration abnormality.
In a third aspect, an embodiment of the present application provides a network delay and disconnection analysis system, where the system includes: the system comprises an input module, a processing module and an output module, wherein the input module and the processing module are implemented on an interactive system; inputting a player account and time by the user through the input module; and processing the resource information through the processing module and outputting an analysis result.
In a fourth aspect, an embodiment of the present application provides an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor executes the computer program to implement the player delay and disconnection analysis method according to the first aspect or the second aspect.
In a fifth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the player delay and disconnection analysis method according to the first or second aspect.
Compared with the related technology, the player delay and disconnection analysis method provided by the embodiment of the application has the advantages that the resource information of the player account and the resource information of the player account in the first preset time period are obtained and compared, the analysis model is established through the resource information and the preset judgment logic, and the player delay and disconnection are analyzed through the analysis model, so that the problem that the manual analysis efficiency of the reasons of the player disconnection and delay in the related technology is low is solved, and the analysis process of the detailed reasons of the player delay and disconnection in the game is more convenient and rapid.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a schematic diagram of an application environment of a method for analyzing a delay and disconnection of a player according to an embodiment of the present application;
fig. 2 is a schematic flowchart of a method for analyzing delay and disconnection of a player based on a player account in a preset time period according to an embodiment of the present application;
FIG. 3 is a schematic flow chart illustrating a method for analyzing delay and disconnection of a player based on comparing player accounts over a predetermined time period according to an embodiment of the present disclosure;
fig. 4 is a schematic flow chart of a player delay and disconnection analysis method based on a disconnection log under a pairing account in a preset time period according to an embodiment of the present application;
FIG. 5 is a schematic flow chart of a method for analyzing delay and disconnection of a player in a preset time period based on an IP port of a player account according to an embodiment of the present application;
FIG. 6 is a flow chart illustrating a method for analyzing a delay and disconnection of a player based on a delay matrix according to an embodiment of the present application;
FIG. 7 is a flowchart illustrating a method for analyzing delay and disconnection of a player based on a player account number within a predetermined number of rounds according to an embodiment of the present disclosure;
FIG. 8 is a block diagram of a player delay and disconnect system according to an embodiment of the present application;
fig. 9 is an internal structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the present application will be described and illustrated below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the present application and are not intended to limit the present application. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments provided in the present application without any inventive step are within the scope of protection of the present application.
It is obvious that the drawings in the following description are only examples or embodiments of the present application, and that it is also possible for a person skilled in the art to apply the present application to other similar contexts on the basis of these drawings without inventive effort. Moreover, it should be appreciated that in the development of any such actual implementation, as in any engineering or design project, numerous implementation-specific decisions must be made to achieve the developers' specific goals, such as compliance with system-related and business-related constraints, which may vary from one implementation to another.
Reference in the specification 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 specification. 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. Those of ordinary skill in the art will explicitly and implicitly appreciate that the embodiments described herein may be combined with other embodiments without conflict.
Unless defined otherwise, technical or scientific terms referred to herein shall have the ordinary meaning as understood by those of ordinary skill in the art to which this application belongs. Reference to "a," "an," "the," and similar words throughout this application are not to be construed as limiting in number, and may refer to the singular or the plural. The present application is directed to the use of the terms "including," "comprising," "having," and any variations thereof, which are intended to cover non-exclusive inclusions; for example, a process, method, system, article, or apparatus that comprises a list of steps or modules (elements) is not limited to the listed steps or elements, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus. Reference to "connected," "coupled," and the like in this application is not intended to be limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. The term "plurality" as referred to herein means two or more. "and/or" describes an association relationship of associated objects, meaning that three relationships may exist, for example, "A and/or B" may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship. Reference herein to the terms "first," "second," "third," and the like, are merely to distinguish similar objects and do not denote a particular ordering for the objects.
The player delay and disconnection analysis method provided by the present application can be applied to an application environment shown in fig. 1, where fig. 1 is an application environment schematic diagram of a player delay and disconnection analysis method according to an embodiment of the present application, as shown in fig. 1, a terminal 10 and a server 11 communicate through a network, and a user performs information interaction with the terminal 10 through an external device on the terminal 10, where the terminal 10 may be, but is not limited to, a personal computer, a notebook computer, a smart phone, and other devices with logical operation capability, the server 11 may be implemented by an independent server or a service cluster formed by multiple servers, it should be noted that an application program for analyzing delay and disconnection of a player is provided in the terminal 10, and the terminal 10 analyzes acquired resource information through the application program and outputs an analysis result.
The application provides a player delay and disconnection analysis method, fig. 2 is a schematic flow chart of a player delay and disconnection analysis method based on a player account in a preset time period according to an embodiment of the application, and as shown in fig. 2, the flow chart includes the following steps:
s201, after detecting an instruction for triggering input of a player account and a preset time period, the terminal 10 obtains resource information of the player account and a comparison player account according to the player account and the preset time period, where the comparison player account and the player account are in the same game match, and the resource information includes: a delay log, an operator network state, a local network state, a server IP port;
s202, judging whether the terminal 10 acquires a delay log or not, and outputting the delay log which is not acquired by the player in a preset time period under the condition that the delay log is not acquired; under the condition of obtaining the delay log, outputting the delay log of the player in a preset time period;
s203, judging whether the delay field in the delay log is normal or not, and outputting the player account with normal average delay in a preset time period under the condition that the delay field of the player account is normal; and under the condition that the delay of the player account is abnormal, outputting the average delay abnormality of the player account in a preset time period.
The application provides a player delay and disconnection analysis method, fig. 3 is a schematic flow chart of a player delay and disconnection analysis method based on comparing players in a preset time period according to an embodiment of the application, and as shown in fig. 3, the flow chart includes the following steps:
s301, judging whether a delay field of a comparison player account is normal or not, and outputting delay abnormity caused by abnormal state of the operator network in the same region under the condition that the proportion of the comparison player account accounting for the total amount of the comparison player accounts is larger than a first preset proportion threshold when the operator network is abnormal; it should be noted that the reason for causing the delay abnormality of the player account is generally composed of multiple factors, including but not limited to a single factor, or a factor and another factor;
s302, judging the proportion of the abnormal comparison player in the total amount of the comparison player of the local network, acquiring a game number by the terminal 10 according to the player account or the comparison player account, acquiring a delay log in the game where the game number is located according to the game number, and outputting the delay abnormality caused by the abnormal state of the local network under the condition that the proportion of the abnormal comparison player account in the total amount of the comparison player of the local network state is greater than a second preset proportion threshold value;
through the steps S301 to S302, compared with the method that resource information is obtained through manual input of query statements and detailed reasons of delay and disconnection are analyzed through experience in the prior art, the method constructs an analysis model through the delay log, the disconnection log, the operator network state and the local network state, and after a user inputs player account information, the analysis model analyzes the state information corresponding to the player account and provides a detailed analysis result.
The application provides a player delay and disconnection analysis method, fig. 4 is a schematic flow chart of a player delay and disconnection analysis method based on a disconnection log under a match account in a preset time period according to an embodiment of the application, and as shown in fig. 4, the flow includes the following steps:
s401, judging the disconnection condition of a player, acquiring a game number by the terminal 10 according to the player account or a comparison player account, acquiring a disconnection log in a game where the game number is located according to the game number, analyzing the disconnection condition of the local game by the terminal 10 according to the disconnection log, and outputting that the disconnection condition of the player does not occur in the local game under the condition that the number of the disconnection log is less than a preset disconnection threshold value; outputting the condition that the player breaks in the local game under the condition that the quantity of the breaking logs is equal to a preset breaking threshold value; outputting the condition that the player has a plurality of broken lines in the local game under the condition that the number of the broken line logs is greater than a preset broken line threshold value;
s402, judging the acquired disconnection log of the compared player account, and outputting the disconnection abnormality caused by the abnormal operator network state under the condition that the proportion of the compared player account with the abnormal operator network state in the total amount of the compared player is greater than a first proportion threshold.
Through the steps S401 to S402, compared with the method that the resource information is obtained through manually inputting the query statement and the detailed reasons of delay and disconnection are analyzed through experience in the prior art, the method analyzes the state information corresponding to the player account through the analysis model and provides the detailed analysis result, solves the problem that the efficiency is low through manually analyzing the disconnection reasons of the player under the conditions of abnormal network state of the operator and abnormal local network state, and enables the analysis process of the detailed reasons of the disconnection of the player in the game to be more convenient and rapid
The application provides a player delay and disconnection analysis method, fig. 5 is a schematic flow chart of a player delay and disconnection analysis method of an IP port based on a player account in a preset time period according to an embodiment of the application, and as shown in fig. 5, the flow chart includes the following steps:
s501, the terminal 10 acquires a server IP port where a player is located through a player account, and when a delay log or a disconnection log of the server IP port in a preset time period is greater than a first preset log threshold value, a concentration abnormality occurs in an output server in the preset time period;
s502, judging the same proportion of the operator of the comparison player in the delay log or the disconnection log to the player, and outputting the delay abnormality or disconnection caused by regional network abnormality under the condition that the proportion is greater than a second preset log threshold value;
through the steps S501 to S502, compared with the method that the resource information is obtained through manually inputting the query statement and the detailed reasons of the delay and the disconnection are analyzed through the test in the prior art, the method analyzes the state information corresponding to the player account through the analysis model and provides the analysis result, solves the problem that the efficiency is low when the detailed reasons of the delay are manually judged according to the IP port of the player server, and enables the analysis process of the detailed reasons of the delay of the player in the game to be more convenient and rapid.
In some embodiments, fig. 6 is a schematic flowchart of a method for analyzing delay and disconnection of a player based on a delay matrix according to an embodiment of the present application, where as shown in fig. 6, the flowchart includes the following steps:
s601, under the condition that a delay log is obtained, judging a delay matrix, under the condition that the fluctuation amount of the delay matrix is greater than or equal to a preset fluctuation threshold value, outputting abnormal delay jitter of the player account, and under the condition that the fluctuation amount of the delay matrix is smaller than the preset fluctuation threshold value, outputting normal delay jitter of the player account;
s602, judging the proportion of the comparison player accounts with the abnormal operator network in all the comparison player accounts, acquiring a delay matrix of the comparison player accounts, and outputting the abnormal operator network state to cause the abnormal delay matrix under the condition that the proportion of the comparison player accounts with the abnormal operator network state in the total amount of the comparison player exceeds a first proportion threshold;
in some embodiments, in a case that the terminal 10 does not obtain the delay log of the player account, obtaining an acceleration log of the player account, and in a case that the acceleration log is obtained, outputting a log that the player account is accelerated but has no delay within the second preset time period, where the reason why the log has no delay may be that the player disconnects from the network and closes the settlement interface due to the client terminal breakdown;
in some embodiments, the acceleration log is analyzed, the acceleration log is obtained when the delay log is obtained, the acceleration is abnormal when the acceleration is not performed or the coverage of the acceleration node is wrong, and the acceleration is normal when the coverage of the acceleration node is correct.
Through the above steps S601 to S602, compared with the method in the prior art that only the query statement is used to query the log data of the player, such as delay, disconnection, acceleration, etc., and then the detailed reason is analyzed according to the accumulated experience, the technique inputs the user information through the external device on the terminal 10, the terminal 10 obtains the corresponding resource information system from the server 11 according to the user information, and the resource information is analyzed through the software program on the terminal 10, and the analysis result is output; the problem of low efficiency in manual analysis of the reasons of disconnection and delay of the game player in the related technology is solved, and the analysis process of the detailed reasons of the delay and disconnection of the game player is more convenient and rapid.
The application provides a player delay and disconnection analysis method, fig. 7 is a schematic flow chart of a player delay and disconnection analysis method based on a player account number in a preset number of places according to an embodiment of the application, and as shown in the figure, the flow includes the following steps:
s701, after detecting an instruction for triggering input of a player account and a preset time period, the terminal 10 obtains resource information of the player account and a comparison player account according to the player account and the preset time period, where the comparison player account and the player account are in the same game match, and the resource information includes: a delay log, an operator network state, a local network state, a server IP port;
s702, the terminal 10 acquires the delay number according to the player account, outputs that the delay of the player is abnormal in the preset number under the condition that the proportion of the delay number to the preset number is greater than or equal to a third proportion threshold, and outputs that the delay of the player is normal in the preset number under the condition that the proportion of the delay number to the preset number is less than the third proportion threshold;
s703, judging the local network state of the player account, acquiring the local network state of the player account under the condition that the delay of the player is abnormal in the preset number of rounds, outputting that the local network of the player account is normal under the condition that the proportion of the delay abnormal number caused by the abnormal local network state to the preset number of rounds is less than a third preset proportion, and outputting that the average delay of the player account in the preset number of rounds is abnormal due to other reasons; outputting the player account local network abnormality to cause average delay abnormality in the preset number of bureaus under the condition that the proportion of the delay abnormality bureaus caused by the local network state abnormality to the preset number of bureaus is smaller than a third preset proportion; it should be noted that the average delay abnormal game is a game in which the average delay is greater than or equal to a preset delay threshold in one game.
And S704, judging the local network states of the compared player accounts, acquiring a delay log of the compared player accounts under the condition that the proportion of the average delay abnormal office to the preset office number is smaller than a third preset proportion threshold, and outputting the delay abnormality caused in the preset office number due to the local network state abnormality of the compared player accounts under the condition that the proportion of the average delay abnormal office to the total number of the compared player accounts exceeds a second proportion threshold.
In some embodiments, a delay matrix is acquired in a preset local number according to a player account, when delay matrix data is normal, the delay matrix is output and analyzed normally, when the delay matrix is abnormal, the delay matrix is analyzed, when the fluctuation amount of the delay matrix is greater than or equal to a preset fluctuation threshold value, the player account is output and delayed and jittered abnormally, and when the fluctuation amount of the delay matrix is less than the preset fluctuation threshold value, the player account is output and delayed and jittered normally;
in addition, the frequency of the abnormal time delay fluctuation range occurring in the preset local number can be reflected according to the proportion of the abnormal time delay fluctuation local in the preset local number, and it should be noted that in one game, under the condition that the jitter range of the time delay matrix is greater than the preset fluctuation threshold value, the local game is the abnormal time delay fluctuation local;
fig. 8 is a block diagram of a structure of a player delay and disconnection system according to an embodiment of the present disclosure, and as shown in fig. 8, the system includes an input module 12 and a processing module 13, where the input module and the processing module are implemented on an interactive system, a user inputs a player account and a time period through the input module, and processes resource information and outputs a detailed analysis result through the processing module.
An alternative skill synthesis interactive electronic device is provided, fig. 9 is a schematic diagram of an internal structure of an electronic device according to an embodiment of the present application, as shown in fig. 9, an electronic device is provided, which may be a server, and an internal structure diagram of the electronic device may be as shown in fig. 9; the electronic device comprises a processor, a memory, a network interface and a database which are connected through a system bus; wherein the processor of the electronic device is configured to provide computing and control capabilities. The memory of the electronic device comprises a nonvolatile storage medium and an internal memory; the non-volatile storage medium stores an operating system, a computer program, and a database; the internal memory provides an environment for the operation of an operating system and a computer program in the nonvolatile storage medium; the database of the electronic device is used for storing data; the network interface of the electronic device is used for communicating with an external terminal through network connection, and the computer program is executed by the processor to realize a player delay and disconnection method.
Those skilled in the art will appreciate that the structure shown in fig. 8 is a block diagram of only a portion of the structure relevant to the present disclosure, and does not constitute a limitation on the electronic device to which the present disclosure may be applied, and that a particular electronic apparatus may include more or less components than those shown, or combine certain components, or have a different arrangement of components.
Those skilled in the art will appreciate that all or part of the processes of the methods of the embodiments described above can be implemented by a computer program, which can be stored in a non-volatile computer-readable storage medium, and can include the processes of the embodiments of the methods described above when executed; any reference to memory, storage, database or other medium used in the embodiments provided herein may include non-volatile and/or volatile memory; non-volatile memory can include read-only memory (ROM), Programmable ROM (PROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), or flash memory; volatile memory can include Random Access Memory (RAM) or external cache memory; by way of illustration and not limitation, RAM is available in a variety of forms such as Static RAM (SRAM), Dynamic RAM (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDRSDRAM), Enhanced SDRAM (ESDRAM), Synchronous Link DRAM (SLDRAM), Rambus Direct RAM (RDRAM), direct bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
The above-mentioned embodiments only express several embodiments of the present application, and the description thereof is more specific and detailed, but not construed as limiting the scope of the invention. It should be noted that, for a person skilled in the art, several variations and modifications can be made without departing from the concept of the present application, which falls within the scope of protection of the present application. Therefore, the protection scope of the present patent shall be subject to the appended claims.

Claims (10)

1. A network delay and disconnection analysis method is characterized by comprising the following steps:
acquiring resource information of a player account and a comparison player account in a first preset time period, wherein the comparison player account and the player account are in the same game play, and the resource information comprises: a delay log, an operator network state, a local network state, a server IP port;
the delay log comprises a delay field, the delay field of the comparison player account is obtained under the condition that the delay field of the player account is abnormal, and the analysis result shows that the delay is abnormal due to the abnormal network state of the operator under the condition that the proportion of the comparison player account with the abnormal network state of the operator in the total amount of the comparison player accounts is larger than a first preset proportion threshold;
under the condition that the player account delay field is normal, acquiring a delay log of the comparison player account, and under the condition that the proportion of the comparison player account with abnormal local network state in the total amount of the comparison player accounts is larger than a second preset proportion threshold, analyzing the result that the local network state is abnormal to cause delay abnormality;
obtaining a game number according to the player account or the comparison player account, obtaining a disconnection log in a game where the game number is located according to the game number, analyzing the disconnection condition of the game according to the disconnection log, obtaining the disconnection log of the comparison player account under the condition that the number of the disconnection log is larger than a preset disconnection threshold value, and obtaining the disconnection abnormality caused by the abnormal operator network state as an analysis result under the condition that the proportion of the comparison player account with the abnormal operator network state to the total amount of the comparison player accounts is larger than a first proportion threshold value;
and under the condition that the delay log of the IP port of the server in the preset time period exceeds a preset delay log threshold value, the analysis result shows that the server is in concentrated abnormity in the preset time period.
2. The method of claim 1, wherein after obtaining the resource information of the player account and the comparison player account for the first preset time period, the method comprises: under the condition that the delay log further comprises a delay matrix, analyzing a jitter range from the player account to a server according to the delay matrix, under the condition that the fluctuation amount of the delay matrix is larger than a preset fluctuation threshold value, acquiring the delay matrix of the comparison player account, and under the condition that the proportion of the comparison player account with abnormal operator network state to the total amount of the comparison player exceeds a first proportion threshold value, analyzing the result that the abnormal operator network state causes the abnormal delay matrix.
3. The method according to claim 1, wherein after the resource information of the player account and the comparison player account in a first preset time period is obtained, if the delay log is not obtained, an acceleration log in a second preset time period is obtained, and if the acceleration log is obtained, an analysis result is that the player account obtains acceleration in the second preset time period without the delay log, wherein the second preset time period is one hour before the first preset time period.
4. The method according to claim 1, wherein after the resource information of the player account and the comparison player account in the first preset time period is obtained, an acceleration log is obtained in the case that the delay log is obtained, and the analysis result is an acceleration exception in the case that acceleration is not performed or an acceleration node coverage error occurs.
5. A network delay and disconnection analysis method is characterized by comprising the following steps:
acquiring resource information of a player account and a comparison player account within a preset game number, wherein the resource information comprises that the comparison player and the player are in the same game match, and the resource information comprises: a delay log, an operator network state, a local network state;
acquiring the local network of the player account under the condition that the proportion of the average delay abnormal game to the preset game is greater than or equal to a third preset proportion threshold, wherein the average delay abnormal game is a game with the average delay greater than or equal to the preset delay threshold in a game, and under the condition that the proportion of the delay abnormal game to the preset game caused by the abnormal state of the local network is less than the third preset proportion, the analysis result shows that the local network of the player account is normal, and the average delay is abnormal due to other reasons; when the local network abnormality caused delay abnormal local number ratio is larger than or equal to a third preset proportion, the analysis result shows that the player account local network state abnormality causes average delay abnormality;
and under the condition that the average delay abnormal local account ratio is smaller than a third preset proportion threshold, obtaining the delay log of the comparison player, and under the condition that the proportion of the account number of the comparison player with abnormal local network state to the total amount of the comparison player exceeds a second proportion threshold, analyzing the result that the local network state is abnormal to cause delay abnormality.
6. The method of claim 5, wherein after obtaining resource information for the player account and the comparison player account within a recent predetermined number of legs, the method comprises: analyzing the jitter range from the player account to the server through the delay matrix under the condition that the delay log further comprises the delay matrix, wherein the local station is a delay fluctuation abnormal station under the condition that the jitter range of the delay matrix is larger than a preset fluctuation threshold value;
and acquiring the abnormal local occupation ratio of the delay fluctuation within the preset local number, and reflecting the jitter range and the occurrence frequency of the delay through the delay matrix and the abnormal local occupation ratio of the delay fluctuation, wherein the larger the fluctuation of the delay matrix is, the larger the delay jitter is.
7. The method of claim 5, wherein: and after the resource information of the player account and the compared player account within the latest preset number of rounds is acquired, analyzing the acceleration condition in the delay log, and under the condition that the opening proportion of the acceleration is smaller than a preset acceleration proportion threshold or the node coverage accuracy is smaller than a preset acceleration proportion threshold, analyzing the result as acceleration abnormity.
8. A network delay and disconnection analysis system, comprising: the system comprises an input module, a processing module and an output module, wherein the input module and the processing module are implemented on an interactive system; inputting a player account and time by the user through the input module; and processing the resource information through the processing module and outputting an analysis result.
9. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor implements a network latency and outage analysis method according to any one of claims 1 to 7 when executing the computer program.
10. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, implements a network latency, outage analysis method according to any one of claims 1 to 7.
CN202011080099.2A 2020-10-10 2020-10-10 Method, system, electronic device and storage medium for analyzing time delay disconnection of player Active CN112295216B (en)

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