CN112295216B - Method, system, electronic device and storage medium for analyzing time delay disconnection of player - Google Patents

Method, system, electronic device and storage medium for analyzing time delay disconnection of player Download PDF

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Publication number
CN112295216B
CN112295216B CN202011080099.2A CN202011080099A CN112295216B CN 112295216 B CN112295216 B CN 112295216B CN 202011080099 A CN202011080099 A CN 202011080099A CN 112295216 B CN112295216 B CN 112295216B
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delay
player account
preset
abnormal
log
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CN112295216A (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 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 resource information comprises: delay log, operator network status, local network status, server IP port; the application solves the problem of low manual analysis efficiency of reasons of disconnection and delay of players in the related technology, and ensures that the analysis process of detailed reasons of the delay and disconnection of players in the game is more convenient and rapid.

Description

Method, system, electronic device and storage medium for analyzing time delay disconnection of player
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 delay line break analysis.
Background
With the improvement of the level of public living and the continuous development of mobile internet technology, the requirements of users on the stability of a game system are also improved, wherein the network delay and abnormal disconnection in the game have great adverse effects on the stability of the game system.
In the related technology, according to player information reported by a player, log data such as time delay, line break, acceleration and the like of the player are manually inquired in a distributed search database through inquiry sentences, and the detailed reasons of the stuck and broken lines of the player are manually analyzed according to the log data and accumulated analysis experience.
At present, no effective solution is proposed for the problem of low manual analysis efficiency of reasons of disconnection and delay of game players in the related technology.
Disclosure of Invention
The embodiment of the application provides a delay disconnection analysis method, a delay disconnection analysis device, a delay disconnection analysis system, computer equipment and a computer readable storage medium, which are used for at least solving the problem of low manual analysis efficiency of reasons of disconnection and delay of a game player 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 resource information comprises: delay log, operator network status, local network status, 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 is that the network state of the operator is abnormal and the delay is abnormal under the condition that the proportion of the comparison player account with the abnormal network state of the operator to the total quantity of the comparison player account is larger than a first preset proportion threshold value; acquiring a delay log of the comparison player account under the condition that the delay field of the player account is normal, and analyzing the result to be that the delay abnormality is caused by the local network state abnormality under the condition that the proportion of the comparison player account with the abnormal local network state to the total quantity of the comparison player account is larger than a second preset proportion threshold value; 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 when the number of the disconnection logs is larger than a preset disconnection threshold value, and obtaining disconnection abnormality when the ratio of the comparison player account with abnormal operator network state to the total quantity of the comparison player account is larger than a first comparison threshold value, wherein the analysis result is that the operator network state abnormality causes disconnection abnormality; 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 is that the server is abnormal in concentration in the preset time period.
In some embodiments, after the obtaining the resource information of the player account and the comparative player account for a first preset period of time, the method includes: and under the condition that the delay log further comprises a delay matrix, analyzing the jitter range of the player account to a server according to the delay matrix, acquiring the delay matrix of the comparison player account under the condition that the fluctuation amount of the delay matrix is larger than a preset fluctuation threshold, and under the condition that the proportion of the comparison player account with the abnormal operator network state to the total comparison player exceeds a first proportion threshold, analyzing the abnormal operator network state to cause the abnormal delay matrix.
In some embodiments, after the obtaining the resource information of the player account number and the comparative player account number in the first preset time period, an acceleration log is obtained when the delay log is obtained, and the analysis result is an acceleration exception when the acceleration is not performed or the acceleration node covers a fault.
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 in a preset number of games, wherein the comparison player and the player play the same game, and the resource information comprises: delay log, operator network status, local network status; acquiring the local network of the player account when the ratio of the average delay abnormal office to the preset office number is greater than or equal to a third preset ratio threshold, wherein the average delay abnormal office is a counter office with the average delay greater than or equal to the preset delay threshold in one game, and when the ratio of the average delay abnormal office number to the preset office number caused by the abnormal state of the local network is smaller than the third preset ratio, the analysis result is that the local network of the player account is normal, and other reasons cause the average delay abnormal; when the local network abnormality caused delay abnormal office number ratio is larger than or equal to a third preset proportion, the analysis result is that the player account local network state abnormality causes average delay abnormality; and under the condition that the average delay abnormal office occupation ratio is smaller than a third preset proportion threshold value, acquiring the delay log of the comparison player, and under the condition that the proportion of the comparison player account number with the abnormal local network state to the total quantity of the comparison player exceeds a second proportion threshold value, analyzing the result to be that the delay abnormality is caused by the abnormal local network state.
In some embodiments, after obtaining the resource information of the player account and the comparative player account within the latest preset number of rounds, the method includes: after obtaining the resource information of the player account and the compared player account in the latest preset office number, the method comprises the following steps: analyzing the jitter range of the player account to a server through the delay matrix under the condition that the delay log further comprises the delay matrix, wherein the local office is a delay fluctuation abnormal office under the condition that the jitter range of the delay matrix is larger than a preset fluctuation threshold; and acquiring the abnormal office proportion of delay fluctuation in the preset office number, and reflecting the jitter range and the occurrence frequency of delay through the delay matrix and the abnormal office proportion of delay fluctuation, wherein the larger the delay matrix fluctuation is, the larger the delay jitter is.
In some embodiments, after obtaining the resource information of the player account number and the compared player account number within the latest preset number of rounds, the acceleration situation in the delay log is analyzed, and if the running proportion of the using acceleration is smaller than a preset acceleration proportion threshold value or the node coverage accuracy is smaller than a preset acceleration proportion threshold value, the analysis result is that the acceleration is abnormal.
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 player account numbers and time by a user through the input module; and processing the resource information through a 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 in the memory and capable of running on the processor, where the processor implements the method for analyzing a time delay and a disconnection of a player according to the first or second aspect when executing the computer program.
In a fifth aspect, an embodiment of the present application provides a computer readable storage medium having stored thereon a computer program which, when executed by a processor, implements the player delay and break analysis method according to the first or second aspect.
Compared with the related art, 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 comparison player account in the first preset time period is obtained, the analysis model is built 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 of low manual analysis efficiency of reasons of the player disconnection and delay in the related art is solved, and the analysis process of the player delay and disconnection detailed reasons 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 specification, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute a limitation on the application. In the drawings:
FIG. 1 is a schematic illustration of an application environment of a player delay and break analysis method according to an embodiment of the present application;
FIG. 2 is a flow chart of a method for analyzing a player's time delay and break based on a player account for a predetermined period of time according to an embodiment of the present application;
FIG. 3 is a flow chart of a method for analyzing player delay and break based on a comparative player account over a predetermined period of time according to an embodiment of the present application;
FIG. 4 is a flowchart of a method for analyzing a delay and disconnection of a player based on a log of disconnection under a game account for a preset period of time according to an embodiment of the present application;
FIG. 5 is a flow chart of a method for analyzing player delay and disconnection of an IP port based on player account in a preset time period according to an embodiment of the application;
FIG. 6 is a flow chart of a player delay, break analysis method based on a delay matrix according to an embodiment of the application;
FIG. 7 is a flow chart of a method for analyzing a time delay and a break of a player based on a player account within a predetermined number of rounds according to an embodiment of the present application;
FIG. 8 is a block diagram of a player delay, wire break system according to an embodiment of the present application;
fig. 9 is a schematic diagram of an internal structure of an electronic device according to an embodiment of the present application.
Detailed Description
The present application will be described and illustrated with reference to the accompanying drawings and examples in order to make the objects, technical solutions and advantages of the present application more apparent. It should be understood that the specific embodiments described herein are for purposes of illustration only and are not intended to limit the scope of the application. All other embodiments, which can be made by a person of ordinary skill in the art based on the embodiments provided by the present application without making any inventive effort, are intended to fall within the scope of the present application.
It is apparent that the drawings in the following description are only some examples or embodiments of the present application, and it is possible for those of ordinary skill in the art to apply the present application to other similar situations according to these drawings without inventive effort. Moreover, it should be appreciated that while such a development effort might be complex and lengthy, it would nevertheless be a routine undertaking of design, fabrication, or manufacture for those of ordinary skill having the benefit of this disclosure, and thus should not be construed as having the benefit of this disclosure.
Reference in the specification to "an embodiment" means that a particular feature, structure, or characteristic described in connection with the embodiment may be included in at least one embodiment of the application. The appearances of such phrases in various places in the specification are not necessarily all referring to the same embodiment, nor are separate or alternative embodiments mutually exclusive of other embodiments. It is to be expressly and implicitly understood by those of ordinary skill in the art that the described embodiments of the application can be combined with other embodiments without conflict.
Unless defined otherwise, technical or scientific terms used herein should be given the ordinary meaning as understood by one of ordinary skill in the art to which this application belongs. The terms "a," "an," "the," and similar referents in the context of the application are not to be construed as limiting the quantity, but rather as singular or plural. The terms "comprising," "including," "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, article, or apparatus that comprises a list of steps or modules (elements) is not limited to only those steps or elements but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus. The terms "connected," "coupled," and the like in connection with the present application are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. The term "plurality" as used herein means two or more. "and/or" describes an association relationship of an association object, meaning that there may be three relationships, e.g., "a and/or B" may mean: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. The terms "first," "second," "third," and the like, as used herein, are merely distinguishing between similar objects and not representing a particular ordering of objects.
The method for analyzing the time delay and the disconnection of the player provided by the application can be applied to an application environment shown in fig. 1, fig. 1 is a schematic diagram of an application environment of the method for analyzing the time delay and the disconnection of the player according to an embodiment of the application, as shown in fig. 1, a terminal 10 communicates with a server 11 through a network, a user performs information interaction with the terminal 10 through external equipment on the terminal 10, wherein the terminal 10 can be, but not limited to, a personal computer, a notebook computer, a smart phone and other equipment with logic operation capability, the server 11 can be realized by an independent server or a service cluster formed by a plurality of servers, and it is required to say that an application program for analyzing the time delay and the disconnection of the player is arranged 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, and 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, as shown in fig. 2, the flow chart comprises 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, wherein the resource information includes: delay log, operator network status, local network status, server IP port;
s202, judging whether the terminal 10 acquires the delay log, and outputting that the player does not have the delay log in a preset time period under the condition that the delay log is not acquired; outputting a delay log of the player in a preset time period under the condition that the delay log is obtained;
s203, judging whether a delay field in a delay log is normal, and outputting that the average delay of the player account is normal 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 that the average delay of the player account is abnormal in a preset time period.
The application provides a player delay and disconnection analysis method, and fig. 3 is a schematic flow chart of a player delay and disconnection analysis method based on comparison of players in a preset time period according to an embodiment of the application, as shown in fig. 3, the flow chart comprises the following steps:
s301, judging whether a delay field of the comparison player account is normal, and outputting delay abnormality caused by abnormal state of the operator network in the same region when the proportion of the comparison player account with abnormal operator network to the total quantity of the comparison player account is larger than a first preset proportion threshold; it should be noted that, the reason for the abnormal delay of the player account is usually composed of multiple factors, including but not limited to a single factor, but also can be that one factor and another factor are caused simultaneously;
s302, judging the proportion of the contrast player with the local network abnormality to the total amount of the contrast player, wherein the terminal 10 acquires a contrast number according to a player account or a contrast player account, acquires a delay log in a contrast where the contrast number is located according to the contrast number, and outputs that delay abnormality is caused by the local network state abnormality when the proportion of the contrast player account with the local network state abnormality to the total amount of the contrast player is greater than a second preset proportion threshold value, wherein the local network is a network which is generally local to the player and can be a mobile network of a smart phone, a WiFi network or a network port;
compared with the method for acquiring resource information by manually inputting query sentences and analyzing detailed reasons of delay and disconnection through experience in the prior art, the method for constructing an analysis model through delay logs, disconnection logs, operator network states and local network states by the steps S301 to S302 is characterized in that after a user inputs player account information, the analysis model analyzes state information corresponding to the player account and gives detailed analysis results, and the problem that the efficiency of analyzing the player delay and disconnection reasons is low by manpower under the conditions of abnormal operator network states and abnormal local network states is solved, so that the analysis process of the player delay detailed reasons in games is more convenient and quicker.
The application provides a player delay and disconnection analysis method, and fig. 4 is a schematic flow chart of a player delay and disconnection analysis method based on disconnection logs under a game account in a preset time period according to an embodiment of the application, as shown in fig. 4, the flow chart comprises the following steps:
s401, judging the disconnection condition of a player, acquiring a game number by the terminal 10 according to a 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 the disconnection condition that the player does not appear in the local game under the condition that the number of the disconnection logs is smaller than a preset disconnection threshold value; outputting the situation that the player breaks lines in the local office under the condition that the number of the broken line logs is equal to a preset broken line threshold value; outputting the situation that the player breaks lines for a plurality of times in the local office under the condition that the number of the broken line logs is larger than a preset broken line threshold value;
s402, judging the obtained disconnection log of the comparison player account, and outputting disconnection abnormality caused by the network state abnormality of the operator when the proportion of the comparison player account with the network state abnormality of the operator to the total quantity of the comparison player is larger than a first proportion threshold value.
Compared with the method for acquiring resource information by manually inputting query sentences and analyzing detailed reasons of delay and disconnection through experience in the prior art, the method for analyzing the state information corresponding to the player account through the analysis model and giving detailed analysis results solves the problem that the efficiency of manually analyzing the detailed reasons of disconnection of the player is low under the condition of network state abnormality of an operator and local network state abnormality, and enables the analysis process of the detailed reasons of disconnection of the player in a game to be more convenient and rapid
The application provides a player delay and disconnection analysis method, and 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, 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 larger than a first preset log threshold value, the output server generates a centralization abnormality in the preset time period;
s502, judging the same proportion of operators of a comparison player in the delay log or the disconnection log to the player, and outputting delay abnormality or disconnection caused by regional network abnormality under the condition that the proportion is larger than a second preset log threshold value;
compared with the method for acquiring resource information by manually inputting query sentences and analyzing detailed reasons of delay and disconnection through experience in the prior art, the method for analyzing state information corresponding to player accounts through an analysis model and giving out analysis results solves the problem that the efficiency of judging the detailed reasons of delay manually according to an IP port of a player server is low, and enables the analysis process of the detailed reasons of delay of players in games to be more convenient and rapid.
In some embodiments, fig. 6 is a schematic flow chart of a player delay and break analysis method based on a delay matrix according to an embodiment of the present application, as shown in fig. 6, the flow chart includes the following steps:
s601, judging a delay matrix under the condition that a delay log is obtained, outputting abnormal delay jitter of the player account under the condition that the fluctuation amount of the delay matrix is larger than or equal to a preset fluctuation threshold value, and outputting normal delay jitter of the player account under the condition that the fluctuation amount of the delay matrix is smaller than the preset fluctuation threshold value;
s602, judging the proportion of the contrast player account number with the abnormal operator network to all the contrast player account numbers, obtaining a delay matrix of the contrast player account number, and outputting the delay matrix abnormality caused by the abnormal operator network state when the proportion of the contrast player account number with the abnormal operator network state to the total contrast player amount exceeds a first proportion threshold value;
in some embodiments, in the case that the terminal 10 does not acquire the delay log of the player account, acquire an acceleration log of the player account, and in the case that the acceleration log is acquired, output that the player account acquires acceleration in the second preset time period but does not have the delay log, where it is to be noted that the reason for not having the delay log may be that the player is disconnected from the network, and the client is closed to crash, so that the settlement interface is not entered;
in some embodiments, the acceleration log is analyzed, and when the delay log is obtained, the acceleration log is obtained, when the acceleration log is not accelerated or the acceleration node covers an error, the acceleration is output abnormally, and when the acceleration node covers correctly, the acceleration is output normally.
Compared with the prior art that only the log data such as time delay, line break, acceleration and the like of the player are queried through query sentences through the steps S601 to S602, the method for analyzing detailed reasons according to accumulated experience includes the steps that user information is input through external equipment on the terminal 10, the terminal 10 acquires corresponding resource information from the server 11 according to the user information, analysis processing is carried out on the resource information through a software program on the terminal 10, and an analysis result is output; the problem of in the correlation technique, the manual analysis inefficiency of the reason of game player disconnection, time delay is solved, the analysis process of the player's time delay, the detailed reason of disconnection in the game is more convenient and rapid.
The application provides a player delay and disconnection analysis method, and fig. 7 is a schematic flow chart of a player delay and disconnection analysis method based on player account numbers in a preset office number according to an embodiment of the application, and as shown in the figure, the flow chart comprises 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, wherein the resource information includes: delay log, operator network status, local network status, server IP port;
s702, the terminal 10 obtains the number of delay rounds according to the account number of the player, and outputs that the player delays abnormally in the preset rounds when the ratio of the number of delay rounds to the preset rounds is greater than or equal to a third ratio threshold value, and outputs that the player delays normally in the preset rounds when the ratio of the number of delay rounds to the preset rounds is less than the third ratio threshold value;
s703, judging the local network state of the player account, acquiring the local network state of the player account under the condition that the player delays abnormally in the preset office number, and outputting that the local network of the player account is normal under the condition that the proportion of the delayed abnormal office number caused by the abnormal local network state to the preset office number is smaller than a third preset proportion and the average delay abnormality in the preset office number is caused by other reasons; outputting average delay abnormality in the preset office number caused by the local network abnormality of the player account number under the condition that the proportion of the delay abnormality office number to the preset office number caused by the local network abnormality is smaller than a third preset proportion; it should be noted that, the abnormal game of average delay is a game of a game in which the average delay is greater than or equal to the preset delay threshold.
S704, judging the local network state of the comparison player account, acquiring a delay log of the comparison player account 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 value, and outputting delay abnormality caused in the preset office number due to the abnormal local network state of the comparison player account under the condition that the proportion of the local network state abnormal comparison player account to the total amount of the comparison player exceeds a second proportion threshold value.
In some embodiments, a delay matrix is obtained in a preset office number according to a player account, the analysis of the output delay matrix is normal under the condition that the delay matrix data is normal, the analysis of the delay matrix is performed under the condition that the delay matrix is abnormal, the abnormal delay jitter of the player account is output under the condition that the fluctuation amount of the delay matrix is greater than or equal to a preset fluctuation threshold value, and the normal delay jitter of the player account is output under the condition that the fluctuation amount of the delay matrix is less than the preset fluctuation threshold value;
in addition, the frequency of the delay fluctuation range abnormality in the preset number of rounds can be reflected according to the duty ratio of the delay fluctuation abnormal rounds in the preset number of rounds, and it is to be noted that in a game, when the jitter range of the delay matrix is larger than the preset fluctuation threshold value, the local round is the delay fluctuation abnormal round;
the application provides a player delay and disconnection analysis system, and fig. 8 is a structural block diagram of a player delay and disconnection system according to an embodiment of the application, and the system comprises an input module 12 and a processing module 13, wherein the input module and the processing module are implemented on an interactive system, a user inputs a player account number and a time period through the input module, processes resource information through the processing module and outputs detailed analysis results, as shown in fig. 8.
The application provides an alternative skill synthesis interactive electronic device, and fig. 9 is a schematic diagram of the internal structure of the electronic device according to an embodiment of the application, as shown in fig. 9, and provides an electronic device, which may be a server, and the internal structure diagram of which may be 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 includes a non-volatile storage medium and an internal memory; the non-volatile storage medium stores an operating system, computer programs, and a database; the internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage media; 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 a network connection, and the computer program is executed by the processor to realize a player delay and disconnection method.
It will be appreciated by those skilled in the art that the structure shown in fig. 8 is merely a block diagram of a portion of the structure associated with the present application and is not limiting of the electronic device to which the present application is applied, and that a particular electronic device may include more or fewer components than shown, or may combine certain components, or have a different arrangement of components.
Those skilled in the art will appreciate that implementing all or part of the above-described methods in accordance with the embodiments may be accomplished by way of a computer program stored on a non-transitory computer readable storage medium, which when executed, may comprise the steps of embodiments of the methods described above; any reference to memory, storage, database, or other medium used in embodiments provided herein may include non-volatile and/or volatile memory; the nonvolatile 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), memory bus direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), among others.
The above examples illustrate only a few embodiments of the application, which are described in detail and are not to be construed as limiting the scope of the application. It should be noted that it will be apparent to those skilled in the art that several variations and modifications can be made without departing from the spirit of the application, which are all within the scope of the application. Accordingly, the scope of protection of the present application is to be determined by the appended claims.

Claims (10)

1. A network delay and disconnection analysis method, the method comprising:
acquiring resource information of a player account and a comparison player account in a first preset time period, wherein the resource information comprises: delay log, operator network status, local network status, 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 is that the network state of the operator is abnormal and the delay is abnormal under the condition that the proportion of the comparison player account with the abnormal network state of the operator to the total quantity of the comparison player account is larger than a first preset proportion threshold value;
acquiring a delay log of the comparison player account under the condition that the delay field of the player account is normal, and analyzing the result to be that the delay abnormality is caused by the local network state abnormality under the condition that the proportion of the comparison player account with the abnormal local network state to the total quantity of the comparison player account is larger than a second preset proportion threshold value;
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 when the number of the disconnection logs is larger than a preset disconnection threshold value, and obtaining disconnection abnormality when the ratio of the comparison player account with abnormal operator network state to the total quantity of the comparison player account is larger than a first comparison threshold value, wherein the analysis result is that the operator network state abnormality causes disconnection abnormality;
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 is that the server is abnormal in concentration in the preset time period.
2. The method of claim 1, wherein the obtaining the resource information for the player account and the comparative player account after a first predetermined period of time comprises: and under the condition that the delay log further comprises a delay matrix, analyzing the jitter range of the player account to a server according to the delay matrix, acquiring the delay matrix of the comparison player account under the condition that the fluctuation amount of the delay matrix is larger than a preset fluctuation threshold, and under the condition that the proportion of the comparison player account with the abnormal operator network state to the total comparison player exceeds a first proportion threshold, analyzing the abnormal operator network state to cause the abnormal delay matrix.
3. The method according to claim 1, wherein after the obtaining the resource information of the player account and the comparative player account in the first preset time period, in a case where the delay log is not obtained, an acceleration log in a second preset time period is obtained, and in a case where the acceleration log is obtained, the analysis result is that the player account obtains acceleration in the second preset time period but no delay log, where the second preset time period is one hour before the first preset time period.
4. The method according to claim 1, wherein after the obtaining the resource information of the player account and the comparative player account in the first preset period, in the case that the delay log is obtained, an acceleration log is obtained, and in the case that no acceleration is performed or an acceleration node covers a fault, the analysis result is an acceleration abnormality.
5. A network delay and disconnection analysis method, the method comprising:
acquiring resource information of a player account and a comparison player account in a preset number of games, wherein the comparison player and the player play the same game, and the resource information comprises: delay log, operator network status, local network status;
acquiring the local network of the player account when the ratio of the average delay abnormal office to the preset office number is greater than or equal to a third preset ratio threshold, wherein the average delay abnormal office is a counter office with the average delay greater than or equal to the preset delay threshold in one game, and when the ratio of the average delay abnormal office number to the preset office number caused by the abnormal state of the local network is smaller than the third preset ratio, the analysis result is that the local network of the player account is normal, and other reasons cause the average delay abnormal; when the local network abnormality caused delay abnormal office number ratio is larger than or equal to a third preset proportion, the analysis result is that the player account local network state abnormality causes average delay abnormality;
and under the condition that the average delay abnormal office occupation ratio is smaller than a third preset proportion threshold value, acquiring the delay log of the comparison player, and under the condition that the proportion of the comparison player account number with the abnormal local network state to the total quantity of the comparison player exceeds a second proportion threshold value, analyzing the result to be that the delay abnormality is caused by the abnormal local network state.
6. The method of claim 5, wherein after obtaining resource information for the player account and the comparative player account within a recently preset number of rounds, the method comprises: analyzing the jitter range of the player account to a server through the delay matrix under the condition that the delay log further comprises the delay matrix, wherein the local office is a delay fluctuation abnormal office under the condition that the jitter range of the delay matrix is larger than a preset fluctuation threshold;
and acquiring the abnormal office proportion of delay fluctuation in the preset office number, and reflecting the jitter range and the occurrence frequency of delay through the delay matrix and the abnormal office proportion of delay fluctuation, wherein the larger the delay matrix fluctuation is, the larger the delay jitter is.
7. The method according to claim 5, wherein: after obtaining the resource information of the player account number and the compared player account number in the latest preset number of rounds, analyzing the acceleration condition in the delay log, and analyzing the result to be abnormal acceleration under the condition that the running proportion of the using acceleration is smaller than a preset acceleration proportion threshold value or the node coverage accuracy is smaller than a preset acceleration proportion threshold value.
8. A network delay, wire break analysis system, the 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;
the input module is configured to obtain resource information of a player account and a comparative player account in a first preset time period, where the comparative player account and the player account are in the same game play, and the resource information includes: the method comprises the steps of delaying a log, an operator network state, a local network state and a server IP port, wherein the delaying log comprises a delaying field;
the processing module is configured to obtain a delay field of the comparative player account under the condition that the delay field of the player account is abnormal, and analyze that the delay abnormality is caused by the network state abnormality of the operator under the condition that a proportion of the comparative player account with the network state abnormality of the operator to the total amount of the comparative player account is greater than a first preset proportion threshold;
obtaining a delay log of the comparison player account under the condition that the delay field of the player account is normal, and analyzing the result to be that delay abnormality is caused by the local network state abnormality under the condition that the proportion of the comparison player account with the abnormal local network state to the total quantity of the comparison player account is larger than a second preset 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 is that the server is abnormal in concentration in the preset time period.
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 delay, wire break analysis method according to any of claims 1 to 7 when executing the computer program.
10. A computer readable storage medium having stored thereon a computer program, which when executed by a processor implements a network delay, outage analysis method according to any one of claims 1 to 7.
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