CN112870692A - Game acceleration method, acceleration system, acceleration device and storage medium - Google Patents

Game acceleration method, acceleration system, acceleration device and storage medium Download PDF

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Publication number
CN112870692A
CN112870692A CN202110199697.XA CN202110199697A CN112870692A CN 112870692 A CN112870692 A CN 112870692A CN 202110199697 A CN202110199697 A CN 202110199697A CN 112870692 A CN112870692 A CN 112870692A
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flow
game
acceleration
client
node
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CN202110199697.XA
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CN112870692B (en
Inventor
王超
杨梓涛
袁雪冰
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Shenzhen Xunlei Network Technology Co Ltd
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Shenzhen Xunlei 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
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L45/00Routing or path finding of packets in data switching networks
    • H04L45/12Shortest path evaluation
    • H04L45/122Shortest path evaluation by minimising distances, e.g. by selecting a route with minimum of number of hops
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
    • H04L69/16Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]
    • 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
    • A63F2300/51Server architecture
    • A63F2300/513Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
    • 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
    • A63F2300/531Server assignment
    • 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
    • A63F2300/535Features 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 monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L2101/00Indexing scheme associated with group H04L61/00
    • H04L2101/60Types of network addresses
    • H04L2101/69Types of network addresses using geographic information, e.g. room number
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D30/00Reducing energy consumption in communication networks
    • Y02D30/50Reducing energy consumption in communication networks in wire-line communication networks, e.g. low power modes or reduced link rate

Abstract

The application discloses a game acceleration method, an acceleration system, an acceleration device and a storage medium, and belongs to the technical field of game acceleration. The game acceleration method comprises the following steps: acquiring an optimal acceleration node; accessing the flow of the game target to be processed into an optimal acceleration node; analyzing the flow to obtain a key flow; and accessing the key flow into an acceleration special line to accelerate. By the method, the flow extraction cost is reduced, the critical flow of the game target to be processed can be accelerated, the stable transmission of the critical flow is ensured, and the bandwidth cost can be reduced.

Description

Game acceleration method, acceleration system, acceleration device and storage medium
Technical Field
The present application relates to the field of game acceleration technologies, and in particular, to a game acceleration method, an acceleration system, an acceleration apparatus, and a storage medium.
Background
With the continuous development of the game industry, the number of games and game users are greatly increased. As game operators usually configure a game server in a certain network operator, for some game users across operators, the problems of unstable network in peak period and the like exist in the network of the used operator due to the lack of game servers, and the game experience is not good; and the game server is usually erected in the country or region where the game operator is located, for overseas game users, the game delay is more affected and the game experience is worse due to the longer link.
In the prior art, data is usually first captured and packaged on a device of a game operator, and then whether one package is a game package is judged, if so, a game IP (Internet Protocol, Internet Protocol address) is extracted, and a game is accelerated through a game acceleration private network, so that game delay is reduced.
However, this approach may cause the device to extract all traffic for analysis, increase processing cost, and cannot accelerate only traffic of the main logic, and still cause the problems of slow transmission of critical accelerated traffic and high bandwidth cost.
Disclosure of Invention
The technical problem mainly solved by the application is to provide a game acceleration method, an acceleration system, an acceleration device and a storage medium, wherein an optimal acceleration node is obtained based on geographical position information of a client, traffic of a game target to be processed in the client is accessed to the acceleration node, and then the traffic of the game target to be processed is analyzed to accelerate key traffic.
In order to solve the above technical problem, one technical solution adopted by the present application is to provide a game acceleration method, where the acceleration method is applied to a client, and includes: acquiring an optimal acceleration node; accessing the flow of the game target to be processed into an optimal acceleration node; analyzing the flow to obtain a key flow; and accessing the key flow into an acceleration special line to accelerate.
The step of obtaining the optimal acceleration node specifically includes: acquiring geographic position information of a client; sending a request to a central node based on the geographical position information so as to acquire related information and encrypted information of the optimal accelerating node through the central node; sending a connection request and encryption information to the optimal acceleration node based on the relevant information so that the optimal acceleration node verifies the connection request based on the encryption information; and if the verification result passes, acquiring the optimal accelerating node.
If the verification result passes, the step of obtaining the optimal acceleration node further comprises: and using the encrypted information as a return connection account number so as to associate the verification result with the flow by the return connection account number.
The optimal acceleration node is the acceleration node closest to the geographical position where the client is located.
Wherein, the flow includes transmission control protocol flow and user datagram protocol flow, analyzes the flow to the step of obtaining key flow specifically includes: acquiring an internet protocol address of a game target to be processed; judging whether the attribution of the operator of the game target to be processed is in the country or the region where the client is located or not based on the Internet protocol address; and if the operator is in the country or the region where the client is located, acquiring the user datagram protocol flow as a key flow.
Wherein, the step of judging whether the attribution of the operator of the game target to be processed is the country or the region where the client is located based on the internet protocol address further comprises the following steps: if the operator attribution is not in the country or region where the client is located, acquiring User Datagram Protocol (UDP) flow and Transmission Control Protocol (TCP) flow, and judging whether the TCP flow is download flow or not; if the transmission control protocol flow is non-download flow, obtaining the user datagram protocol flow and the transmission control protocol flow as key flows.
If the operator attribution is not in the country or region where the client is located, the steps of obtaining the user datagram protocol flow and the transmission control protocol flow and judging whether the transmission control protocol flow is the download flow further comprise: and if the transmission control protocol flow is the downloading flow, acquiring the user datagram protocol flow as the key flow.
In order to solve the above technical problem, another technical solution adopted by the present application is to provide a game acceleration system, including: the acceleration node acquisition module is used for acquiring an optimal acceleration node; the access module is used for accessing the flow of the game target to be processed into the optimal acceleration node; the analysis module is used for analyzing the flow to obtain the key flow; and the key flow access module is used for accessing the key flow into the special acceleration line to accelerate.
In order to solve the above technical problem, another technical solution adopted by the present application is to provide a game acceleration device, including: a memory for storing program data which when executed implements the steps in a game acceleration method as described in any one of the above; a processor for executing program instructions stored in the memory to implement the steps in the game acceleration method as described in any one of the above.
In order to solve the above technical problem, another technical solution adopted by the present application is to provide a computer-readable storage medium, on which a computer program is stored, and the computer program, when executed by a processor, implements the steps in the game acceleration method according to any one of the above.
The beneficial effect of this application is: different from the prior art, the method and the device for accelerating the flow of the game target access the optimal acceleration node, and the flow of the game target to be processed is analyzed to accelerate the key flow, so that the method and the device for accelerating the flow of the game target access the optimal acceleration node can accelerate the flow of main logic, ensure stable transmission of the key flow, and reduce bandwidth cost.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic flow chart diagram illustrating an embodiment of a game acceleration method according to the present application;
FIG. 2 is a sub-flowchart of step S11 in FIG. 1;
FIG. 3 is a sub-flowchart of step S13 in FIG. 1;
FIG. 4 is a schematic structural diagram of an embodiment of a game acceleration system of the present application;
FIG. 5 is a schematic structural diagram of an embodiment of a game accelerating device according to the present application;
FIG. 6 is a schematic structural diagram of an embodiment of a computer-readable storage medium according to the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The terminology used in the embodiments of the present application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. As used in the examples of this application and the appended claims, the singular forms "a", "an", and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise, the "plural" includes at least two in general, but does not exclude the presence of at least one.
It should be understood that the term "and/or" as used herein is merely one type of association that describes an associated object, meaning that three relationships may exist, e.g., a and/or B may mean: a exists alone, A and B exist simultaneously, and B exists alone. In addition, the character "/" herein generally indicates that the former and latter related objects are in an "or" relationship.
It should be understood that the terms "comprises," "comprising," or any other variation thereof, as used herein, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
With the continuous development of the game industry, the number of games and game users are greatly increased. As game operators usually configure a game server in a certain network operator, for some game users across operators, the problems of unstable network in peak period and the like exist in the network of the used operator due to the lack of game servers, and the game experience is not good; and the game server is usually erected in the country or region where the game operator is located, for overseas game users, the game delay is more affected and the game experience is worse due to the longer link.
In the prior art, data is usually first captured and packaged on a device of a game operator, and then whether one package is a game package is judged, if so, a game IP (Internet Protocol, Internet Protocol address) is extracted, and a game is accelerated through a game acceleration private network, so that game delay is reduced.
However, this approach may cause the device to extract all traffic for analysis, increase processing cost, and cannot speed up only the traffic of the main logic, and still cause the problems of slow transmission of critical traffic and high bandwidth cost.
Moreover, the prior art is switched in from the equipment of an operator, so that the prior art does not relate to a communication Protocol of a client and a server, and the prior communication Protocol of the client and the server is not friendly enough to support the UDP (User Datagram Protocol) flow, and the right verification mode is too simple to ensure the communication safety.
Based on the above situation, the present application provides a game acceleration method, an acceleration system, an acceleration apparatus, and a storage medium, where an optimal acceleration node is obtained based on geographic location information of a client, and a traffic of a game target to be processed in the client is accessed to the acceleration node, and then a critical traffic is accelerated by analyzing the traffic of the game target to be processed.
Specifically, please refer to fig. 1, in which fig. 1 is a schematic flow chart of an embodiment of a game acceleration method according to the present application. As shown in fig. 1, in this embodiment, the execution subject is a client, and the method includes:
s11: and acquiring an optimal acceleration node.
In this embodiment, a request is sent to the central node based on the geographical location information of the client, and the optimal acceleration node is obtained based on the central node.
In this embodiment, the geographic location information of the client is obtained in a user authorization manner.
In other embodiments, the geographic location information of the client may also be queried from the client IP by obtaining the client IP, which is not limited in this application.
In this embodiment, the central node is a central server.
In this embodiment, the acceleration node is a Border Gateway Protocol (BGP) acceleration node that is deployed in advance. BGP is a decentralized autonomous routing protocol of a core on the internet. The reachability between autonomous systems is realized by maintaining an IP routing table or a prefix table, and the reachability belongs to a vector routing protocol. BGP is the only protocol used to handle networks as large as the internet and is the only protocol that can properly handle multiple connections between unrelated routing domains.
In this embodiment, the optimal acceleration node is the acceleration node closest to the geographical location where the client is located.
Specifically, the information of all pre-deployed acceleration nodes is stored in the center node, the acceleration node closest to the geographical position where the client is located can be obtained according to the geographical position information of the client to serve as the optimal acceleration node, and the relevant information of the optimal acceleration node is sent to the client, so that the client is connected to the optimal acceleration node in a redirection mode according to the relevant information of the optimal acceleration node.
In the embodiment, BGP acceleration nodes can be deployed in a machine room of a network operator in advance through cooperation with the network operator, and the acceleration nodes are connected through an acceleration special line of the network operator; or, the cloud service system is cooperated with a cloud service manufacturer, the cloud machines of the cloud service manufacturer in each region are purchased to serve as acceleration nodes, and the acceleration nodes are connected through the acceleration special line of the cloud service manufacturer.
The network operators include domestic operators and foreign operators.
Wherein, the domestic operators comprise China telecom, China Mobile, China Unicom and the like.
The cloud service manufacturers comprise domestic cloud service manufacturers and foreign cloud service manufacturers.
Wherein, domestic cloud service manufacturers comprise Tencent cloud, Ali cloud and the like.
Since the machine rooms of the network operators and the cloud machines of the cloud service manufacturers usually extend across the country and some major overseas areas, the acceleration nodes are deployed in the areas where the machine rooms or the cloud machines are installed, so that the problems of user cross-operator and game delay and the like can be solved.
Specifically, the client-side direct-connection game may have a problem of crossing network operators, and in the embodiment, the acceleration node is used as a proxy server by accessing the client-side to the acceleration node, so that the game application of the client-side can be accelerated under the condition that the network operator lacks a game server, and the problem of crossing operators of users is solved.
Furthermore, the client side is directly connected with the game server to travel through a public network, so that packet loss and other phenomena often occur in a peak period, and some overseas games can hardly be connected due to overlong links. In the embodiment, the acceleration nodes are deployed in the whole country and some major overseas areas, and the game can be accelerated through the acceleration dedicated lines of network operators or cloud service manufacturers, so that the rapid and stable network transmission is realized, and the situations of packet loss in a peak period, incapability of communication due to overlong links and the like are avoided.
S12: and accessing the flow of the game target to be processed to the optimal acceleration node.
In this embodiment, the target of the game to be processed is a game application currently used by the client.
Specifically, since the traffic is directly extracted from the game application of the client in the embodiment, the traffic acquired by the optimal acceleration node is necessarily a game package; further, since unnecessary flows do not need to be extracted, the flow extraction cost and the subsequent analysis cost can be reduced.
S13: the flow is analyzed to obtain a key flow.
In the present embodiment, the critical flow rate is a flow rate that requires high real-time performance.
Specifically, the game data in the client game application is collected and analyzed to obtain the traffic with high real-time requirements.
For example, the match data during the game is a flow rate that requires high real-time performance.
S14: and accessing the key flow into an acceleration special line to accelerate.
In the embodiment, the traffic with high real-time requirement is accessed to the acceleration dedicated line of the network operator or the cloud service manufacturer, so that the traffic of the main logic is accelerated through the acceleration dedicated line, the transmission speed of the key traffic can be increased, and the bandwidth cost can be reduced.
Different from the prior art, the method and the device have the advantages that the optimal acceleration node is obtained based on the geographic position information of the client, the flow of the game target to be processed in the client is accessed to the acceleration node, the data packet obtained from the acceleration node can be ensured to be the game packet, and therefore the flow extraction cost is reduced; then, the flow of the game package is analyzed to accelerate the key flow, so that the acceleration can be performed on the flow of main logic, the stable transmission of the key flow is ensured, and the bandwidth cost can be reduced; furthermore, the traffic of the game target to be processed is accessed to the acceleration node, so that the problems of user cross-operator, game delay and the like can be solved.
With continued reference to fig. 2, fig. 2 is a sub-flowchart of step S11 of fig. 1. As shown in fig. 2, in the present embodiment, the step of acquiring an optimal acceleration node specifically includes:
s21: and acquiring the geographical position information of the client.
S22: and sending a request to the central node based on the geographical position information so as to acquire the related information and the encryption information of the optimal accelerating node through the central node.
In this embodiment, after receiving a connection request sent by a client, a central node obtains an acceleration node closest to a geographical location of the client as an optimal acceleration node according to geographical location information of the client, and sends related information and encryption information of the optimal acceleration node to the client, so that the client negotiates with the optimal acceleration node based on the related information and the encryption information.
In the present embodiment, the encrypted information is token (token) generated by the central node.
Specifically, the token is a string of character strings generated by the central node, and can be used as an ID (identification, account number) for identifying the identity of the client when the client makes a request.
S23: and sending the connection request and the encryption information to the optimal acceleration node based on the relevant information so that the optimal acceleration node verifies the connection request based on the encryption information.
In this embodiment, after the client sends the connection request to the central node for the first time, the central node generates a token and returns the token to the client, so that the client performs redirection connection based on the relevant information of the optimal acceleration node. The client sends a connection request and a token to the optimal acceleration node based on the relevant information, and the optimal acceleration node verifies the token by using the key after receiving the connection request of the client.
S24: and if the verification result passes, acquiring the optimal accelerating node.
In this embodiment, if the verification result passes, after the optimal acceleration node is obtained, the encrypted information is used as a return connection account, so that the verification result is associated with the traffic by returning the connection account.
When the client is redirected to connect to the acceleration node, the SOCKS5 protocol is usually adopted to perform data negotiation with the acceleration node, and the acceleration node connects to the real game server. Socket 5 is a proxy protocol that acts as an intermediary between a front-end machine and a server machine communicating using TCP/IP protocols, allowing the front-end machine in the intranet to gain access to the servers in the Internet network, or to make the communication more secure. SOCKS5 server simulates the behavior of a head-end by forwarding requests from the head-end to the actual target server.
Specifically, the game traffic of the client includes Transmission Control Protocol (TCP) traffic and User Datagram Protocol (UDP) traffic, and in a negotiation stage, the client sends a connection request to the optimal acceleration node through the TCP traffic and obtains a verification result based on the TCP traffic, however, the existing SOCKS5 Protocol is not friendly enough to support UDP traffic, and the negotiation result of the TCP traffic and subsequent UDP traffic cannot be correlated and verified in a Network Address Translation (NAT) scenario.
In the embodiment, an improved proprietary protocol based on SOCKS5 is adopted, in the negotiation stage, the client sends a connection request to the optimal acceleration node through TCP flow, after the negotiation is passed and the client is connected to the optimal acceleration node for the first time, token is returned to the client as a returned connection ID, and the ID on the wrapping tape of subsequent udp flow can directly request data without checking again. By improving the SOCKS5 protocol, the method and the device can directly correlate the negotiation result of the TCP with the UDP flow, thereby effectively managing the flow.
Further, in the existing SOCKS5 protocol, when a client requests data from a server, the server needs to query a user name and a password from a database and compare the user name and the password, determine whether the user name and the password are correct, and make a corresponding prompt. This verification is too simple and the single user password is easily broken. According to the embodiment, the token is used as the connection ID to realize information encryption, the verification process is carried out at the optimal acceleration node end, the whole process is not exposed at the client, and the verification safety can be greatly improved.
Different from the prior art, the embodiment improves the communication protocol between the client and the acceleration node, uses a lightweight and safe proxy protocol as the communication protocol, and can correlate the user datagram protocol flow with the transmission control protocol flow for verification, thereby not only improving the support of the user datagram protocol flow, but also improving the complexity of the verification mode, and further ensuring the communication safety.
Referring to fig. 3, fig. 3 is a sub-flowchart of step S13 in fig. 1. As shown in fig. 3, in the present embodiment, the step of analyzing the flow rate to obtain the key flow rate specifically includes:
s31: and acquiring the Internet protocol address of the game target to be processed.
In this embodiment, the game target IP to be processed is acquired from data extracted from the game application of the client.
S32: and judging whether the attribution of the operator of the game target to be processed is in the country or the region where the client is located or not based on the Internet protocol address.
Specifically, if the operator is homed in the country or region where the client is located, S33 is performed; if the operator' S home location is not in the country or region where the client is located, S34 is performed.
S33: and acquiring the user datagram protocol flow as a key flow.
In this embodiment, the operator is in the country or region where the client is located, which indicates that the target of the game to be processed is a domestic game, and for the domestic game, only the data transmitted through the UDP protocol belongs to a traffic having a high requirement on real-time performance.
The data transmitted by the UDP protocol is the fighting data in the game process, and other data, such as login traffic and download traffic, can be transmitted by the TCP protocol in addition to the fighting data in the game process.
Specifically, when a user logs in a domestic game at a client, the TCP flow can directly go through a public network to be connected with a game server because a link is short and delay is small, so that the TCP flow does not need to be accelerated.
S34: and acquiring user datagram protocol flow and transmission control protocol flow, and judging whether the transmission control protocol flow is download flow.
In this embodiment, the home location of the operator is not in the country or region where the client is located, which indicates that the target of the game to be processed is a foreign game, and for the foreign game, because the sea link delay is too large and the network is unstable, part of the TCP traffic cannot be transmitted through the public network, so that the part of the TCP traffic also needs to be accessed to the acceleration dedicated line.
Wherein, the partial TCP flow needing to be accessed to the acceleration special line is login flow.
The other TCP flows, for example, the flow of the hot update download part, may cause slow transmission of the critical flow and too high cost of the bandwidth due to occupying most of the dedicated line bandwidth, so the present embodiment analyzes the game logic, distinguishes the flow of the hot update download part, and allows the flow to go through the optimal acceleration node to the public network for transmission, thereby achieving a certain acceleration effect without occupying the acceleration dedicated line. By the mode, not only can the fast and stable network transmission be realized, but also the bandwidth cost can be saved.
Specifically, if the tcp traffic is the download traffic, proceed to S35; if the tcp traffic is non-download traffic, S36 is performed.
S35: and acquiring the user datagram protocol flow as a key flow.
In this embodiment, if the TCP flow is a download flow, it indicates that the TCP flow needs to be transmitted through an acceleration node, instead of a dedicated acceleration line, and therefore only the user datagram protocol flow needs to be acquired as a key flow.
S36: and acquiring the user datagram protocol flow and the transmission control protocol flow as key flows.
In this embodiment, if the tcp traffic is non-download traffic, it indicates that this part of traffic is login traffic, and an acceleration dedicated line is also required to be accessed to accelerate to ensure that the user can connect to the game server, so that the user datagram protocol traffic and the tcp traffic are required to be key traffic.
S37: and (6) ending.
Compared with the prior art, the embodiment distinguishes domestic games from foreign games, only UDP flow is accessed to an acceleration special line for the domestic games, fighting data in the game process can be accurately accelerated, and game experience is improved; for foreign games, the game logic is analyzed, download flow and non-download flow are distinguished, the non-download flow is connected with the public network through the acceleration node, a certain acceleration effect can be achieved, meanwhile, the situation that the bandwidth of an acceleration dedicated line is occupied by the non-download flow is avoided, and therefore UDP flow and non-download flow are accelerated through the acceleration dedicated line stably.
Correspondingly, the application provides a game acceleration system.
Specifically, please refer to fig. 4, fig. 4 is a schematic structural diagram of an embodiment of a game acceleration system according to the present application. As shown in fig. 4, the game acceleration system 40 includes an acceleration node acquisition module 41, an access module 42, an analysis module 43, and a critical traffic access module 44.
In this embodiment, the acceleration node obtaining module 41 is configured to obtain an optimal acceleration node.
Specifically, the center node stores information of all pre-deployed acceleration nodes, and can acquire the acceleration node closest to the geographic location of the client as the optimal acceleration node according to the geographic location information of the client, and send the relevant information of the optimal acceleration node to the client, and the acceleration node acquisition module 41 is configured to redirect and connect to the optimal acceleration node according to the relevant information of the optimal acceleration node.
In this embodiment, the accessing module 42 is configured to access the traffic of the game target to be processed to the optimal acceleration node.
In this embodiment, the analysis module 43 is configured to analyze the flow rate and obtain a key flow rate.
The analysis module 43 is used for collecting and analyzing game data in the client game application to obtain traffic with high real-time requirements. For a specific analysis and acquisition process, please refer to the related text descriptions in steps S31-S36, which are not described herein again.
In this embodiment, the critical traffic access module 44 is configured to access the critical traffic to the dedicated acceleration line for acceleration.
Different from the prior art, the embodiment obtains the optimal acceleration node through the acceleration node obtaining module, and accesses the traffic of the game target to be processed in the client to the acceleration node through the access module, so that the data packet obtained from the acceleration node is ensured to be the game packet, and the traffic extraction cost is reduced; and then, the flow of the game packet is analyzed through the analysis module to accelerate the key flow, so that the flow of the main logic can be accelerated, the rapid and stable network transmission is realized, the game experience of a user is improved, and the bandwidth cost can be reduced.
Correspondingly, the application provides a game accelerating device.
Specifically, please refer to fig. 5, fig. 5 is a schematic structural diagram of an embodiment of a game accelerating device according to the present application. As shown in fig. 5, the game acceleration device 50 includes a processor 51 and a memory 52 coupled to each other.
In the present embodiment, the memory 52 is used for storing program data that can realize the steps of the steps in the game acceleration method described in any one of the above when the program data is executed; the processor 51 is configured to execute the program instructions stored in the memory 52 to implement the steps in any of the above-mentioned method embodiments or the steps correspondingly executed by the game acceleration apparatus in any of the above-mentioned method embodiments. The game acceleration device 50 may include a communication circuit and the like according to the requirement, in addition to the processor 51 and the memory 52, which is not limited herein.
In particular, the processor 51 is configured to control itself and the memory 52 to implement the steps in any of the above-described embodiments of the trajectory acquisition method. The processor 51 may also be referred to as a CPU (Central Processing Unit). The processor 51 may be an integrated circuit chip having signal processing capabilities. The Processor 51 may also be a general purpose Processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, discrete Gate or transistor logic, discrete hardware components. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. In addition, the processor 51 may be commonly implemented by a plurality of integrated circuit chips.
Different from the prior art, the embodiment acquires the optimal acceleration node by acquiring the geographical position information of the client, accesses the traffic of the game target to be processed in the client to the acceleration node, and can ensure that the data packet acquired by the acceleration node is a game packet, thereby reducing the traffic extraction cost; and then, the flow of the game packet is analyzed to accelerate the critical flow, so that the acceleration can be performed on the flow of the main logic, the stable transmission of the critical flow is ensured, and the bandwidth cost can be reduced.
Accordingly, the present application provides a computer-readable storage medium.
Referring to fig. 6, fig. 6 is a schematic structural diagram of an embodiment of a computer-readable storage medium according to the present application.
The computer-readable storage medium 60 comprises a computer program 601 stored on the computer-readable storage medium 60, wherein the computer program 601, when executed by the processor, implements the steps of any of the above-described method embodiments or the steps correspondingly performed by the relevant apparatus in the above-described method embodiments.
In particular, the integrated unit, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in a computer readable storage medium 60. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a computer-readable storage medium 60 and includes several instructions for causing a computer device (which may be a personal computer, a server, a network device, or the like) or a processor (processor) to execute all or part of the steps of the method of the embodiments of the present application. And the aforementioned computer-readable storage medium 60 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.
In the several embodiments provided in the present application, it should be understood that the disclosed method and apparatus may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, a division of a module or a unit is merely a logical division, and an actual implementation may have another division, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some interfaces, and may be in an electrical, mechanical or other form.
Units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, a network device, or the like) or a processor (processor) to execute all or part of the steps of the method according to 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.
The above description is only for the purpose of illustrating embodiments of the present application and is not intended to limit the scope of the present application, and all modifications of equivalent structures and equivalent processes, which are made by the contents of the specification and the drawings of the present application or are directly or indirectly applied to other related technical fields, are also included in the scope of the present application.

Claims (10)

1. A game acceleration method is applied to a client side and comprises the following steps:
acquiring an optimal acceleration node;
accessing the flow of the game target to be processed to the optimal acceleration node;
analyzing the flow to obtain a key flow;
and accessing the key flow into an acceleration special line to accelerate.
2. The game acceleration method according to claim 1, wherein the step of obtaining an optimal acceleration node specifically comprises:
acquiring the geographical position information of the client;
sending a request to a central node based on the geographical position information so as to acquire related information and encrypted information of the optimal acceleration node through the central node;
sending a connection request and the encryption information to the optimal acceleration node based on the relevant information so that the optimal acceleration node verifies the connection request based on the encryption information;
and if the verification result passes, acquiring the optimal acceleration node.
3. The game acceleration method of claim 2, wherein the step of obtaining the optimal acceleration node if the verification result passes further comprises:
and using the encrypted information as a return connection account number, and associating a verification result with the flow through the return connection account number.
4. A game acceleration method according to any one of claims 1 to 3, characterized in that the optimal acceleration node is the acceleration node closest to the geographical location where the client is located.
5. The game acceleration method according to claim 1, wherein the traffic includes transmission control protocol traffic and user datagram protocol traffic, and the step of analyzing the traffic to obtain the key traffic specifically includes:
acquiring the Internet protocol address of the game target to be processed;
judging whether the attribution of the operator of the game target to be processed is in the country or the region where the client is located or not based on the Internet protocol address;
and if the operator is in the country or the region where the client is located, acquiring the user datagram protocol flow as the key flow.
6. The game acceleration method according to claim 5, wherein the step of determining whether the operator attribution of the game target to be processed is the country or region where the client is located based on the internet protocol address further comprises:
if the operator attribution is not in the country or region where the client is located, acquiring the user datagram protocol flow and the transmission control protocol flow, and judging whether the transmission control protocol flow is a downloading flow;
and if the transmission control protocol flow is non-download flow, acquiring the user datagram protocol flow and the transmission control protocol flow as the key flow.
7. The game acceleration method according to claim 6, wherein the step of obtaining the user datagram protocol traffic and the transmission control protocol traffic and determining whether the transmission control protocol traffic is a download traffic, if the operator's home location is not in the country or region where the client is located, further comprises:
and if the transmission control protocol flow is the downloading flow, acquiring the user datagram protocol flow as the key flow.
8. A game acceleration system, comprising:
the acceleration node acquisition module is used for acquiring an optimal acceleration node;
the access module is used for accessing the flow of the game target to be processed to the optimal acceleration node;
the analysis module is used for analyzing the flow to obtain key flow;
and the key flow access module is used for accessing the key flow into the special acceleration line to accelerate.
9. A game accelerating apparatus, comprising:
a memory for storing program data which when executed implement the steps in a game acceleration method as claimed in any one of claims 1 to 7;
a processor for executing the program instructions stored by the memory to implement the steps in the game acceleration method of any one of claims 1 to 7.
10. A computer-readable storage medium, having stored thereon a computer program which, when executed by a processor, implements the steps in a game acceleration method according to any one of claims 1 to 7.
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