CN112642144A - Networking method of cloud game, electronic equipment and storage medium - Google Patents

Networking method of cloud game, electronic equipment and storage medium Download PDF

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Publication number
CN112642144A
CN112642144A CN202011507158.XA CN202011507158A CN112642144A CN 112642144 A CN112642144 A CN 112642144A CN 202011507158 A CN202011507158 A CN 202011507158A CN 112642144 A CN112642144 A CN 112642144A
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China
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instance
resource
resource pool
game
user
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CN202011507158.XA
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CN112642144B (en
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许平
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Migu Cultural Technology Co Ltd
China Mobile Communications Group Co Ltd
MIGU Interactive Entertainment Co Ltd
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Migu Cultural Technology Co Ltd
China Mobile Communications Group Co Ltd
MIGU Interactive Entertainment 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
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • 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
    • A63F2300/404Features 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 characterized by a local network connection

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The embodiment of the invention relates to the field of communication, and discloses a networking method of a cloud game, electronic equipment and a storage medium. The networking method of the cloud game comprises the following steps: creating an online game resource pool according to a first creation request sent by a first user, and generating a resource pool ID and a resource pool capacity, wherein the resource pool capacity is the number of example resources to be configured in the online game resource pool; sending a second creation request to an instance system, wherein the instance system configures the instance resource for the online game resource pool and generates an instance resource list, and the second creation request carries the resource pool capacity and the resource pool ID; and after receiving a creation success response returned by the instance system, creating a local area network according to the instance resource list and the resource pool ID returned by the instance system. The purposes of dynamically constructing the local area network and configuring the instance resources are achieved.

Description

Networking method of cloud game, electronic equipment and storage medium
Technical Field
The embodiment of the invention relates to the field of communication, in particular to a networking method of a cloud game, electronic equipment and a storage medium.
Background
The cloud game is a game service which runs on a cloud server and then sends a running game picture to a user in real time in order to enable the user to get rid of the limitation of hardware when playing the game. The cloud game server deploys servers used by online games and stand-alone games in advance respectively, creates a local area network by directly using the deployed online game servers, distributes server equipment (example resources) for running the games for a certain online game user after the user sends a game request, runs the games, and realizes interconnection and intercommunication between the user and other online game users through the communication of the local area network.
However, since the lan is constructed based on the server corresponding to the deployed online game and the server used by the lan is determined in advance, when the server resources (instance resources) occupied by the online game are fully loaded, the deployed standalone game server cannot be used to run the game, which results in that the online game user cannot obtain the available instance resources and further fails to respond and the idle instance resources are wasted.
Disclosure of Invention
The embodiment of the invention aims to provide a networking method of a cloud game, electronic equipment and a storage medium, which can improve the utilization rate of instance resources and improve the use experience of users by dynamically constructing a local area network and configuring the instance resources.
In order to solve the technical problem, an embodiment of the present invention provides a networking method for a cloud game, including: creating an online game resource pool according to a first creation request sent by a first user, and generating a resource pool ID and a resource pool capacity, wherein the resource pool capacity is the number of example resources to be configured in the online game resource pool; sending a second creation request to an instance system, wherein the instance system configures the instance resource for the online game resource pool and generates an instance resource list, and the second creation request carries the resource pool capacity and the resource pool ID; and after receiving a creation success response returned by the instance system, creating a local area network according to the instance resource list and the resource pool ID returned by the instance system.
The embodiment of the invention also provides a networking method of the cloud game, which comprises the following steps: receiving a second creation request sent by a networking system, wherein the second creation request carries a resource pool ID and a resource pool capacity; detecting whether the number of instance resources in the free instance resource set is smaller than the capacity of the resource pool, wherein the free instance resources are a set formed by all free instance resources in a cloud server; if the number of the instance resources in the free instance resource set is larger than or equal to the capacity of the resource pool, allocating instance resources for an online game resource pool from the free instance resource set and generating an instance resource list; and sending a creation success response to the networking system, wherein the creation success response carries the instance resource list.
An embodiment of the present invention also provides an electronic device, including:
at least one processor; and the number of the first and second groups,
a memory communicatively coupled to the at least one processor; wherein the content of the first and second substances,
the memory stores instructions executable by the at least one processor to enable the at least one processor to perform the above-described networking method of cloud gaming.
Embodiments of the present invention also provide a computer-readable storage medium storing a computer program, which when executed by a processor implements the above-described networking method for a cloud game.
Compared with the prior art, the method and the device for creating the online game resource pool can create the online game resource pool according to the first creation request sent by the first user, generate the resource pool ID and the resource pool capacity, then send the second creation mandatory request carrying the resource pool ID and the resource pool capacity to the instance system, enable the instance system to select the instance resources from a set formed by all idle instance resources in the cloud server according to the resource pool capacity, allocate the instance resources to the online game resource pool corresponding to the resource pool ID, generate the instance resource list according to the allocated instance resources, send the creation successful response carrying the instance resource list, and construct the local area network according to the instance resource list after receiving the creation successful response returned by the instance system. On one hand, the capacity of the resource pool indirectly determines the local area network to be constructed through an example resource list, and the capacity of the resource pool is determined by a creation request of a first user; instance resources, on the other hand, are allocated from all the free instance resources in the cloud server. Therefore, the local area network is dynamically constructed according to the requirements of the users, and the local area network can dynamically configure the instance resources, so that the utilization rate of the instance resources is improved, and the use experience of the users is improved.
In addition, in the networking method for a cloud game provided by the embodiment of the present invention, the first creation request carries a game ID, the instance list includes at least two instance resource IDs and MAC addresses corresponding to the instance resource IDs, and the creating a local area network according to the instance resource list and the resource pool ID returned by the instance system includes: acquiring the game ID and the resource pool capacity according to the resource pool ID; generating a resource pool relation set, wherein elements in the resource pool relation set comprise the resource pool ID, the game ID, the resource pool capacity, a machine room ID and an instance information list, and elements in the instance information list comprise the machine room ID, the instance resource ID and the MAC address; acquiring a switch information set corresponding to the instance resource ID according to the machine room ID, wherein the switch information set comprises the machine room ID and a switch IP; and creating the local area network according to the resource pool relation set and the switch set. The game instances of a certain number of users can be interconnected and intercommunicated by constructing the local area network, so that the users in different local area networks cannot perceive each other, the privacy of the game is improved, and the use experience of the users is further improved.
In addition, the networking method for an online game provided in the embodiment of the present invention, where the first creation request carries a first user ID of the first user, and after a local area network is created according to the instance resource list and the resource pool ID returned by the instance system, further includes: sending an installation request to the instance system for the instance system to install a game; receiving a joining request sent by a second user, wherein the joining request carries a second user ID of the second user; allocating the instance resource ID for the first user ID and the second user ID and recording the corresponding relation between the first user ID and the instance resource ID and the second user ID; detecting whether the difference between the number of the joining requests and the capacity of the resource pool is 1; if yes, after receiving starting requests sent by the first user and all the second users, sending the corresponding relation to an example system, allowing the example system to run games on example resources in the online game resource pool and send game pictures; if not, waiting to receive the joining request sent by the second user. The number of users is controlled by setting the starting game conditions, and waste of instance resources in the online game resource pool is avoided.
In addition, the networking method for the online game provided by the embodiment of the present invention, where the lan has a lan ID, further includes: receiving a game ending request sent by the instance system, wherein the game ending request carries the instance resource ID; acquiring the online game resource pool and the current online number according to the instance resource ID; detecting whether the current online number is 0; if the current online number is 0, sending a resolving request to the first user, obtaining the local area network ID and the example resource list according to the user ID returned by the first user, destroying the local area network corresponding to the local area network ID and sending the example resource list to the example system, so that the example resource system can release the example resource. The local area network is destroyed only when the number of online users is 0, so that the remaining users can continue playing after part of users quit the online game, the diversified requirements of the users are met, and the use experience of the users is improved.
In addition, the method for networking an online game according to an embodiment of the present invention, where destroying the lan corresponding to the lan ID, includes: acquiring the ID of the resource pool according to the ID of the local area network; acquiring the resource pool relation set and the switch information set according to the resource pool ID; destroying the local area network and releasing the instance resources in the local area network according to the resource pool relation set and the switch information. The created local area network can be destroyed to release the instance resources, so that the instance resources can be fully utilized, and the utilization rate of the resources is improved.
In addition, the networking method for the online game provided by the embodiment of the present invention, after sending the creation success response to the networking system, further includes: receiving an installation request sent by the networking system, wherein the installation request carries a game ID and the resource pool ID; determining an online game resource pool and a game to be installed according to the resource pool ID and the game ID; installing the game to be installed for the instance resource in the online game resource pool; receiving the corresponding relation between the first user ID, the second user ID and the instance resource ID sent by the networking system; running a game on the instance resource to obtain a game picture; and sending the game picture according to the corresponding relation.
In addition, the networking method of the online game provided by the embodiment of the invention further comprises the following steps: after receiving a game ending instruction sent by a first user and/or a second user, sending a game ending request to the networking system; receiving a release request sent by the networking system, wherein the release request carries the instance resource list, and the instance resource list comprises at least two instance resource IDs; and determining that the corresponding instance resource is added into the instance idle set according to the instance resource ID. The released instance resources can be added into the idle instance resource set for being used by other online game resource pools, so that the instance resources can be fully utilized, and the utilization rate of the resources is improved.
Drawings
One or more embodiments are illustrated by way of example in the accompanying drawings, which correspond to the figures in which like reference numerals refer to similar elements and which are not to scale unless otherwise specified.
Fig. 1 is a flowchart of a networking method of a cloud game provided in a first embodiment of the present invention;
fig. 2 is a flowchart of step 103 in the networking method for the cloud game provided by the first embodiment of the present invention shown in fig. 1;
fig. 3 is a flowchart of a networking method of a cloud game according to a second embodiment of the present invention;
fig. 4 is a flowchart of a networking method of a cloud game according to a third embodiment of the present invention;
fig. 5 is a flowchart of a networking method of a cloud game according to a fourth embodiment of the present invention;
fig. 6 is a flowchart of a networking method of a cloud game according to a fifth embodiment of the present invention;
fig. 7 is a flowchart of a networking method of a cloud game according to a sixth embodiment of the present invention;
fig. 8 is a schematic structural diagram of an electronic device according to a seventh embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention more apparent, embodiments of the present invention will be described in detail below with reference to the accompanying drawings. However, it will be appreciated by those of ordinary skill in the art that numerous technical details are set forth in order to provide a better understanding of the present application in various embodiments of the present invention. However, the technical solution claimed in the present application can be implemented without these technical details and various changes and modifications based on the following embodiments. The following embodiments are divided for convenience of description, and should not constitute any limitation to the specific implementation manner of the present invention, and the embodiments may be mutually incorporated and referred to without contradiction.
The first embodiment of the present invention relates to a networking method of an online game, the flow of which is shown in fig. 1, and the method comprises the following steps:
step 101, creating an online game resource pool according to a first creation request sent by a first user, and generating a resource pool ID and a resource pool capacity, where the resource pool capacity is the number of instance resources to be configured in the online game resource pool.
In this embodiment, the resource pool ID is not limited, and in the actual use process, the resource pool ID may be any identifier capable of uniquely indicating the online game resource pool.
Specifically, when a user needs to create a game, the user terminal performs related operations, such as selecting the game to be played, generates a first creation request according to information collected in the user operation process, and then sends the first creation request to wait for a response. Then the first creation request is received, and then the first creation request is analyzed to obtain the information carried in the request, such as the game expected to be played by the user. After the information in the first creation request is acquired, an online game resource pool is created according to the information, and a resource pool ID is generated, at this time, the online game resource pool is not configured with resources, but has a capacity determined according to a predefined rule, for example, the rule may be the capacity of a different game specified in advance or the number of players requested in the first creation request exceeds a threshold capacity and does not exceed a threshold number of players requested.
And 102, sending a second creation request to the instance system, so that the instance system configures instance resources for the online game resource pool and generates an instance resource list, wherein the second creation request carries the resource pool capacity and the resource pool ID.
And 103, after receiving a creation success response returned by the example system, creating the local area network according to the example resource list and the resource pool ID returned by the example system.
In this embodiment, the instance resource list and the resource pool ID are carried by a response to successful creation returned by the instance system.
It should be noted that there is another case in this embodiment, that is, after step 102, the instance system returns a response that is not a creation success response, but a creation failure response. And directly ending after receiving the creation failure response, and sending the creation failure response to the first user.
Specifically, as shown in fig. 2, step 103 includes:
step 201, receiving a creating success response returned by the instance system, and acquiring an instance resource list and a resource pool ID.
In this embodiment, since the online game requires two or more people to participate, the real resource list includes at least 2 example resource IDs, and the MAC address corresponding to each real resource ID is also carried to determine the location of the example resource.
Specifically, in this embodiment, after step 102 is executed, the instance system returns a response result to notify whether the creation is successful, and if a creation success response returned by the instance system is received, the creation success response is analyzed to obtain the instance resource list and the resource pool ID carried in the creation success response. If the creation failure returned by the example system is received, the process is directly ended, and the first user is informed of the creation failure, but networking is not required in this case, so that the embodiment is not described in detail.
Step 202, obtaining game ID and resource pool capacity according to the resource pool ID.
Step 203, generating a resource pool relation set.
In the present embodiment, the resource pool relationship set is { resource pool ID, game ID, resource pool capacity, equipment room ID, instance information list }. Example information list ═ machine room ID, example resource ID, MAC address }. Since devices (e.g., real resources, switches) are deployed in a machine room, an operator or the like sets up a plurality of machine rooms, and thus, machine rooms are distinguished using machine room IDs.
And step 204, acquiring a switch information set corresponding to the instance resource ID according to the machine room ID.
In this embodiment, the machine room ID identifies the machine room, and a switch deployed in the machine room can be further selected to obtain a set of switch information ═ machine room ID, switch IP }.
And step 205, creating a local area network according to the resource pool relation set and the switch set.
In the embodiment, the instance resources in the online game resource pool are associated according to the resource pool relationship set and the switch set, and a local area network is created, so that the instance resources in the resource pool are interconnected and intercommunicated. Specifically, a Simple Network Management Protocol (SNMP) is used to create a Virtual Local Area Network (VLAN) on an online game resource pool determined according to a resource pool ID, and then the relationship between the VLAN and a real resource, that is, the MAC Address of an MAC-VLAN MAV-Address instance resource, is configured one by one, where the MAC Address of the instance resource is the MAC Address in an instance information list. And finally, configuring an interface to realize the VLAN function based on MAC address division, namely MAC-VLAN enable, and completing the construction of the local area network.
Compared with the prior art, the method and the device for creating the online game resource pool can create the online game resource pool according to the first creation request sent by the first user, generate the resource pool ID and the resource pool capacity, then send the second creation mandatory request carrying the resource pool ID and the resource pool capacity to the instance system, enable the instance system to select the instance resources from a set formed by all idle instance resources in the cloud server according to the resource pool capacity, allocate the instance resources to the online game resource pool corresponding to the resource pool ID, generate the instance resource list according to the allocated instance resources, send the creation successful response carrying the instance resource list, and construct the local area network according to the instance resource list after receiving the creation successful response returned by the instance system. On one hand, the capacity of the resource pool indirectly determines the local area network to be constructed through an example resource list, and the capacity of the resource pool is determined by a creation request of a first user; instance resources, on the other hand, are allocated from all the free instance resources in the cloud server. Therefore, the local area network is dynamically constructed according to the requirements of the users, and the local area network can dynamically configure the instance resources, so that the utilization rate of the instance resources is improved, and the use experience of the users is improved.
A second embodiment of the present invention relates to a cloud game networking method, which is substantially the same as the cloud game networking method provided in the first embodiment, and is different from the method, as shown in fig. 3, in that example resources are further allocated to users of a local area network, and the method specifically includes:
step 301, creating an online game resource pool according to a first creation request sent by a first user, and generating a resource pool ID and a resource pool capacity, where the resource pool capacity is the number of instance resources to be configured in the online game resource pool.
Specifically, step 301 in this embodiment is the same as step 101 in the first embodiment, and is not repeated here.
Step 302, a second creation request is sent to the instance system, so that the instance system configures instance resources for the online game resource pool and generates an instance resource list, wherein the second creation request carries the resource pool capacity and the resource pool ID.
Specifically, step 302 in this embodiment is the same as step 102 in the first embodiment, and is not repeated here.
Step 303, after receiving the creation success response returned by the instance system, creating a local area network according to the instance resource list and the resource pool ID returned by the instance system.
Specifically, step 303 in this embodiment is the same as step 103 in the first embodiment, and is not repeated here.
Step 304, an installation request is sent to the instance system.
In this embodiment, the instance resource in the online game resource pool needs to be installed with a game to run and send a game screen to the user in real time, and therefore, the instance system needs to be notified by an installation request.
Step 305, receiving a join request sent by a second user, wherein the join request carries a user ID of the second user.
In this embodiment, since the number of game users in the online game is at least 2, it is necessary to wait for the second user to join the online game. It should be noted that, the first user and the second user do not distinguish the users, but distinguish the users who send different requests in the online game, that is, all the users in the online game can select to be the first user to send the first creation request or to be the second user to join the request according to their own needs.
More specifically, after step 201 is executed, the device of the user preparing to play the online game displays the created game, and if the user selects to play the created game according to his own requirement, the user will send a join request with the identity of the second user and wait for a response, and on the premise that the capacity of the resource pool is not exceeded, a plurality of users will send join requests.
Step 306, allocating an instance resource ID for the user ID and recording the corresponding relation between the user ID and the instance resource ID.
In this embodiment, the user ID includes a user ID of the first user and a user ID of the second user, where the user ID of the first user is carried in the first creation request. The fact that different user IDs correspond to one instance resource ID is that different users are allocated different game execution resources.
Step 307, detecting whether the difference between the number of join requests and the capacity of the resource pool is 1, if yes, executing step 308, and if not, executing step 309.
In this embodiment, the resource pool capacity is the number of instance resources that the local area network can provide, and the first user creates the game, so the resource pool capacity cannot be exceeded when the number of second users is increased by 1. The number of the joining requests is used for replacing the number of the second users, and the condition that the capacity of the resource pool is obtained by adding 1 to the number of the second users is to ensure that the users can fully utilize example resources in the online game resource pool to improve the resource utilization rate. The difference between the number of join requests and the resource pool capacity may not be 1, step 308 may be executed as it is if the condition of step 307 is not satisfied even after a predetermined time has elapsed, or the first create request transmitted by the first user who plays the same game may be used as the join request, and the first user may be used as the second user.
Step 308, after receiving the start requests sent by the first user and all the second users, sending the corresponding relationship to the instance system, so that the instance system runs the game on the instance resources in the online game resource pool and sends the game picture.
In this embodiment, before step 308 is executed, it is further required to notify that the number of the first user and the second user is full, and wait for the first user and all the second users, that is, all the users corresponding to the resource pool to send the start request, so that step 308 can be executed.
Step 306, waiting for receiving a join request sent by the second user.
Compared with the prior art, the embodiment of the invention can dynamically construct the local area network and configure the instance resources on the basis of realizing the beneficial effects brought by the first embodiment, thereby improving the utilization rate of the instance resources and the use experience of users, and simultaneously controlling the number of users by setting the game starting conditions, and avoiding wasting the instance resources in the online game resource pool.
A third embodiment of the present invention relates to a method for networking a cloud game, which is substantially the same as the method for networking a cloud game provided in the second embodiment, except that, as shown in fig. 4, after step 308, the method further includes:
step 401, receiving a game ending request sent by an instance system, where the game ending request carries an instance resource ID.
Step 402, obtaining the online game resource pool and the current online number according to the instance resource ID.
In the embodiment, the online game resource pool and the user ID are searched according to the instance resource ID, and then the current online number of people is inquired according to the user ID.
Step 403, detecting whether the current online number of people is 0, if yes, executing step 404, and if not, executing step 403.
In the present embodiment, in order to cope with a demand that a part of users end a game and the remaining users wish to continue the game rather than restart the game, the next step is performed only when the number of online persons is 0. If the condition of step 403 is not satisfied, step 403 may be continuously executed until the condition is satisfied, or the detection may be performed again after waiting for a certain period of time, or the detection may be performed again after directly waiting for the next end request.
Step 404, sending a request for resolving to the first user, obtaining a local area network ID and an instance resource list according to the user ID returned by the first user, destroying the local area network corresponding to the local area network ID, and sending the instance resource list to the instance system, so that the instance resource system releases the instance resource.
In this embodiment, the process of destroying the local area network specifically includes: acquiring a resource pool ID according to the local area network ID, acquiring a resource pool relation set { resource pool ID, game ID, resource pool capacity, machine room ID, instance information list }, an instance information list { machine room ID, instance resource ID, MAC Address } and a switch information set { machine room ID, switch IP } generated when the local area network is created according to the resource pool ID, further deleting the association relation between the VLAN and the instance resource one by using an SNMP protocol according to the information, namely the MAC Address of the undo MAC-VLAN MAC-Address instance resource, deleting the VLAN, namely the ID of the undo VLAN resource pool, deleting the VLAN function based on MAC Address division configured on an interface, and releasing instance resources.
Compared with the prior art, the embodiment of the invention can dynamically construct the local area network and configure the instance resources on the basis of realizing the beneficial effects brought by the second embodiment, thereby improving the utilization rate of the instance resources and improving the use experience of users, and meanwhile, the local area network is destroyed only when the number of online users is 0, so that the remaining users can continue playing after part of users quit the online game, thereby being more suitable for the diversified requirements of the users and improving the use experience of the users.
It should be noted that the first to third embodiments of the present invention relate to a networking method for cloud games, and are specifically applied to a networking system, so as to achieve the purposes of dynamically constructing a local area network and configuring instance resources, thereby improving the utilization rate of the instance resources and improving the use experience of a user.
The fourth embodiment of the present invention relates to a networking method of an online game, the flow of which is shown in fig. 5, and the method comprises the following steps:
step 501, receiving a second creation request sent by a networking system, where the second creation request carries a resource pool ID and a resource pool capacity.
In this embodiment, the second creation request is received, and the second creation request is analyzed to obtain the resource pool ID and the resource pool capacity.
Step 502, detecting whether the number of instance resources in an idle instance resource set is less than the capacity of a resource pool, wherein the idle instance resources are a set formed by all idle instance resources in a cloud server, if so, executing step 503, and if not, executing step 504.
Step 503, return create failure response.
Step 504, allocating instance resources for the online game resource pool from the free instance resource set, generating an instance resource list, and sending a creation success response to the networking system, wherein the creation success response carries the instance resource list.
In the embodiment, the free instance resources with the same resource pool capacity are selected from the free instance resources and are configured to the online game resource pool created by the networking system, then the selected instance resources are removed from the free instance resource set, and an instance resource list is generated according to the instance resource IDs and the corresponding MAC addresses of the instance resources.
Compared with the prior art, the embodiment of the invention can dynamically configure the instance resources for the networking system under the condition of creating success after receiving the second creation request sent by the networking system, so that the networking system can dynamically construct the local area network, thereby improving the utilization rate of the instance resources and improving the use experience of users.
A fifth embodiment of the present invention relates to a cloud game networking method, which is substantially the same as the cloud game networking method provided in the fourth embodiment, except that, as shown in fig. 6, after a response of successful creation is returned, an instance resource is also allocated to a user in a local area network, and the method further includes:
step 601, receiving a second creation request sent by the networking system, wherein the second creation request carries a resource pool ID and a resource pool capacity.
Step 602, detecting whether the number of instance resources in an idle instance resource set is less than the resource pool capacity, where the idle instance resources are a set formed by all idle instance resources in the cloud server, if so, executing step 503, and if not, executing step 504.
Step 603, a create failure response is returned.
Step 604, allocating instance resources for the online game resource pool from the free instance resource set, generating an instance resource list, and sending a creation success response to the networking system, wherein the creation success response carries the instance resource list.
Step 601-604 in this embodiment is the same as the fourth embodiment, and is not repeated herein.
Step 605, receiving an installation request sent by the networking system, wherein the installation request carries a game ID and a resource pool ID.
In the present embodiment, the installation request is received, the installation request is analyzed, and the game ID and the resource pool ID are acquired.
Step 606, determining the online game resource pool and the game to be installed according to the resource pool ID and the game ID.
Step 607, installing the game to be installed for the instance resource in the online game resource pool.
Step 608, receiving the corresponding relationship between the user ID and the instance resource ID sent by the networking system.
And step 609, running the game on the instance resource to acquire a game picture.
Step 610, sending the game picture according to the corresponding relation.
In the embodiment, the users corresponding to the instance resources for running the game are determined according to the corresponding relationship, and then the rendered pictures after running are sent to the corresponding users in real time.
Compared with the prior art, the embodiment of the invention can dynamically configure the instance resources for the networking system on the basis of realizing the beneficial effects brought by the fourth embodiment, so that the networking system can dynamically construct a local area network, the utilization rate of the instance resources is further improved, the use experience of a user is improved, and meanwhile, the game pictures can be transmitted in a one-to-one correspondence manner according to the correspondence relationship.
A sixth embodiment of the present invention relates to a cloud game networking method, which is substantially the same as the cloud game networking method provided in the fifth embodiment, except that, as shown in fig. 7, after step 610, the method further includes:
step 701, after receiving a game ending instruction sent by a first user and/or a second user, sending a game ending request to a networking system.
In the present embodiment, a game end request is transmitted to the networking system as long as a user transmits a game end instruction.
Step 702, receiving a release request sent by a networking system, wherein the release request carries an instance resource list, and the instance resource list includes at least two instance resource IDs.
And 703, determining corresponding instance resources according to the instance resource ID and adding the instance resources into the instance idle set.
Compared with the prior art, the embodiment of the invention can add the released instance resources into the idle instance resource set for other online game resource pools on the basis of realizing the beneficial effects brought by the fifth embodiment, so that the instance resources can be fully utilized, and the utilization rate of the resources is improved.
It should be noted that the fourth to sixth embodiments of the present invention relate to a networking method for cloud games, and are specifically applied to an example system, so as to dynamically configure example resources for a networking system, so as to dynamically construct a local area network for the networking system, thereby improving the utilization rate of the example resources and improving the use experience of a user.
A seventh embodiment of the present invention relates to an electronic apparatus, as shown in fig. 8, including:
at least one processor 801; and the number of the first and second groups,
a memory 802 communicatively coupled to the at least one processor 801; wherein the content of the first and second substances,
the memory 802 stores instructions executable by the at least one processor 801, so that the at least one processor 801 can perform the networking method of the cloud game according to the first to third embodiments of the present invention.
Where the memory and processor are connected by a bus, the bus may comprise any number of interconnected buses and bridges, the buses connecting together one or more of the various circuits of the processor and the memory. The bus may also connect various other circuits such as peripherals, voltage regulators, power management circuits, and the like, which are well known in the art, and therefore, will not be described any further herein. A bus interface provides an interface between the bus and the transceiver. The transceiver may be one element or a plurality of elements, such as a plurality of receivers and transmitters, providing a means for communicating with various other apparatus over a transmission medium. The data processed by the processor is transmitted over a wireless medium via an antenna, which further receives the data and transmits the data to the processor.
The processor is responsible for managing the bus and general processing and may also provide various functions including timing, peripheral interfaces, voltage regulation, power management, and other control functions. And the memory may be used to store data used by the processor in performing operations.
An eighth embodiment of the present invention relates to a computer-readable storage medium storing a computer program. The computer program realizes the above-described method embodiments when executed by a processor.
That is, as can be understood by those skilled in the art, all or part of the steps in the method for implementing the embodiments described above may be implemented by a program instructing related hardware, where the program is stored in a storage medium and includes several instructions to enable a device (which may be a single chip, a chip, or the like) or a processor (processor) to execute all or part of the steps of the method described in the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
It will be understood by those of ordinary skill in the art that the foregoing embodiments are specific examples for carrying out the invention, and that various changes in form and details may be made therein without departing from the spirit and scope of the invention in practice.

Claims (10)

1. A networking method of a cloud game is characterized by comprising the following steps:
creating an online game resource pool according to a first creation request sent by a first user, and generating a resource pool ID and a resource pool capacity, wherein the resource pool capacity is the number of example resources to be configured in the online game resource pool;
sending a second creation request to an instance system, wherein the instance system configures the instance resource for the online game resource pool and generates an instance resource list, and the second creation request carries the resource pool capacity and the resource pool ID;
and after receiving a creation success response returned by the instance system, creating a local area network according to the instance resource list and the resource pool ID returned by the instance system.
2. The method according to claim 1, wherein the first creation request carries a game ID, the instance list includes at least two instance resource IDs and MAC addresses corresponding to the instance resource IDs, and the creating a local area network according to the instance resource list and the resource pool ID returned by the instance system includes:
acquiring the game ID and the resource pool capacity according to the resource pool ID;
generating a resource pool relation set, wherein elements in the resource pool relation set comprise the resource pool ID, the game ID, the resource pool capacity, a machine room ID and an instance information list, and elements in the instance information list comprise the machine room ID, the instance resource ID and the MAC address;
acquiring a switch information set corresponding to the instance resource ID according to the machine room ID, wherein the switch information set comprises the machine room ID and a switch IP;
and creating the local area network according to the resource pool relation set and the switch set.
3. The method according to claim 1, wherein the first creation request carries a first user ID of the first user, and after the local area network is created according to the instance resource list and the resource pool ID returned by the instance system, the method further comprises:
sending an installation request to the instance system for the instance system to install a game;
receiving a joining request sent by a second user, wherein the joining request carries a second user ID of the second user;
allocating the instance resource ID for the first user ID and the second user ID and recording the corresponding relation between the first user ID and the instance resource ID and the second user ID;
detecting whether the difference between the number of the joining requests and the capacity of the resource pool is 1;
if yes, after receiving starting requests sent by the first user and all the second users, sending the corresponding relation to an example system, allowing the example system to run games on example resources in the online game resource pool and send game pictures;
if not, waiting to receive the joining request sent by the second user.
4. The method of claim 3, wherein the local area network has a local area network ID, further comprising:
receiving a game ending request sent by the instance system, wherein the game ending request carries the instance resource ID;
acquiring the online game resource pool and the current online number according to the instance resource ID;
detecting whether the current online number is 0;
if the current online number is 0, sending a dissolving request to the first user, obtaining the local area network ID and the example resource list according to the first user ID returned by the first user, destroying the local area network corresponding to the local area network ID and sending the example resource list to the example system, so that the example resource system can release the example resource.
5. The method according to claim 4, wherein the destroying the local area network corresponding to the local area network ID comprises:
acquiring the ID of the resource pool according to the ID of the local area network;
acquiring the resource pool relation set and the switch information set according to the resource pool ID;
destroying the local area network and releasing the instance resources in the local area network according to the resource pool relation set and the switch information.
6. A networking method of a cloud game is characterized by comprising the following steps:
receiving a second creation request sent by a networking system, wherein the second creation request carries a resource pool ID and a resource pool capacity;
detecting whether the number of instance resources in an idle instance resource set is smaller than the capacity of the resource pool, wherein the idle instance resources are a set formed by all idle instance resources in a cloud server;
if the number of the instance resources in the free instance resource set is larger than or equal to the capacity of the resource pool, allocating instance resources for an online game resource pool from the free instance resource set and generating an instance resource list;
and sending a creation success response to the networking system, wherein the creation success response carries the instance resource list.
7. The method of claim 6, wherein after sending a create success response to the networking system, further comprising:
receiving an installation request sent by the networking system, wherein the installation request carries a game ID and the resource pool ID;
determining an online game resource pool and a game to be installed according to the resource pool ID and the game ID;
installing the game to be installed for the instance resource in the online game resource pool;
receiving the corresponding relation between the first user ID, the second user ID and the instance resource ID sent by the networking system;
running a game on the instance resource to obtain a game picture;
and sending the game picture according to the corresponding relation.
8. The method of claim 7, further comprising:
after receiving a game ending instruction sent by a first user and/or a second user, sending a game ending request to the networking system;
receiving a release request sent by the networking system, wherein the release request carries the instance resource list, and the instance resource list comprises at least two instance resource IDs;
and determining that the corresponding instance resource is added into the instance idle set according to the instance resource ID.
9. An electronic device, comprising:
at least one processor; and the number of the first and second groups,
a memory communicatively coupled to the at least one processor; wherein the content of the first and second substances,
the memory stores instructions executable by the at least one processor to enable the at least one processor to perform the networking method of the cloud game of any one of claims 1 to 5 or to perform the networking method of the cloud game of claims 6 to 8.
10. A computer-readable storage medium storing a computer program, wherein the computer program, when executed by a processor, implements the networking method of the cloud game of any one of claims 1 to 5 or is capable of executing the networking method of the cloud game of claims 6 to 8.
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