CN113041610A - Data traffic processing method applied to online game scene and online game server - Google Patents

Data traffic processing method applied to online game scene and online game server Download PDF

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CN113041610A
CN113041610A CN202110414889.8A CN202110414889A CN113041610A CN 113041610 A CN113041610 A CN 113041610A CN 202110414889 A CN202110414889 A CN 202110414889A CN 113041610 A CN113041610 A CN 113041610A
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data
node
game
information
matrix
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蒋海斌
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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
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program

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  • Information Transfer Between Computers (AREA)

Abstract

The application relates to a data flow processing method applied to an online game scene and an online game server. By applying the scheme, the morton node when the target game running data is acquired in a data flow mode can be determined based on the second data flow track and the flow load ratios of the node configuration data of the service response node. In this way, the technical problem that it is difficult to specify the stuck node by the server operation log can be solved, and when the target game operation data is acquired in the data traffic form, the stuck threshold can be calculated in real time based on the traffic load ratios of the node configuration data of the service response node, and the stuck node can be accurately specified based on the stuck threshold. In summary, the acquisition manner of the target game running data can be adjusted, so that the cause of determining the pause during the game running is explored.

Description

Data traffic processing method applied to online game scene and online game server
Technical Field
The present application relates to the field of data processing and game processing technologies, and in particular, to a data traffic processing method and an online game server applied to an online game scene.
Background
The game is taken as a recreation mode of people's amateur life, and occupies a bigger and bigger market in the internet age and big data age. Games can be classified into stand-alone games and network games according to the type of interaction. Taking the network game as an example, the network game can enable players in different regions and even different countries to cooperate or fight in the same game scene, and is a game type which is fierce nowadays.
Network games typically operate in a manner where multiple game clients interact through a game server. In some instant strategy games or games with higher timeliness requirements, the smooth operation of the games is critical. However, in the actual game running process, even under good network communication conditions, a game jam phenomenon may occur, and the cause of such a game jam is difficult to determine.
Disclosure of Invention
The application provides a data flow processing method and an online game server applied to an online game scene, so as to solve the technical problems in the prior art.
The embodiment of the application provides a data flow processing method applied to an online game scene, which comprises the following steps:
obtaining each first game morton record based on the target game running data; obtaining each first data flow track corresponding to each first game pause record respectively based on a preset first record analysis thread, wherein the first data flow track comprises each flow load ratio of each node configuration data of the service response node corresponding to the first game pause record respectively;
obtaining each second game pause record based on the target game running data, generating a first pause-time length distribution of each second game pause record, inputting each first pause-time length distribution into a preset second record analysis thread, and obtaining each second data flow track corresponding to each second game pause record; wherein the first pause-time length distribution is generated based on a first data traffic trajectory corresponding to each of the first game pause records corresponding to the second game pause record;
determining a stuck node when the target game running data is obtained in a data flow form based on the second data flow track and each flow load ratio of each node configuration data of the service response node; wherein the morton node is at least one of the service response nodes.
Optionally, the method further comprises:
and modifying the script running file corresponding to the morton node.
Optionally, modifying the script running file corresponding to the morton node includes:
extracting logic information corresponding to the script running file, and determining a clock resource adjustment weight from the logic information;
and modifying the logic information by adopting the clock resource adjusting weight.
Optionally, determining a morton node when the target game running data is acquired in a data traffic form based on the second data traffic trajectory and the traffic load ratios of the node configuration data of the service response node, includes:
determining a plurality of stuck thresholds based on the second data traffic trajectory and respective traffic-to-load ratios of respective node configuration data of the service response node;
determining a data flow conversion thread according to client configuration data of the game client corresponding to the target game running data, and acquiring a target data stream corresponding to the target game running data based on the data flow conversion thread;
and traversing the target data stream by adopting the plurality of stuck thresholds and determining the stuck node.
Optionally, the number of the service response nodes is N, where N is a positive integer, and determining a plurality of stuck thresholds based on the second data traffic trajectory and each traffic load ratio of each node configuration data of the service response nodes includes:
determining a track characteristic queue of the second data flow track based on user feedback information corresponding to the target game running data, and extracting N continuous track nodes in the track characteristic queue; generating game running node feature sets corresponding to the N track nodes, generating game interaction node feature sets corresponding to the N service response nodes, and calculating a plurality of node features with different game scene attribute values, which are respectively included in the game running node feature sets and the game interaction node feature sets;
determining game event classification information of any node feature of the N track nodes in the game running node feature set, and determining the node feature with the minimum game scene attribute value in the game interaction node feature set as a target node feature; adding the game event classification information to the target node characteristics based on load ratio change curves of flow load ratios of the node configuration data to obtain event time-consuming resource information corresponding to the game event classification information in the target node characteristics; after the event time-consuming resource information is obtained, establishing a multi-path corresponding list between the N track nodes and the N service response nodes through the game event classification information and an information mapping path between the event time-consuming resource information;
acquiring event information to be processed in the target node characteristics by taking the event time-consuming resource information as resource reference information, adding the event information to be processed into the node characteristics where the game event classification information is located according to path transmission information corresponding to the multi-path correspondence list, obtaining processed event information corresponding to the event information to be processed in the node characteristics where the game event classification information is located, and determining the resource reference information corresponding to the processed event information as stuck index information;
obtaining the game event classification information and adding the game event classification information to a directional script file in the target node characteristics; based on compatibility coefficients between the processed event information and game script coding information corresponding to a plurality of target script file blocks on the directional script file, sequentially acquiring the katon index weights corresponding to the katon index information one by one in the game interaction node feature set until the feature identification degree of the node feature where the obtained katon index weight is located is consistent with the feature identification degree of the katon index information in the game running node feature set, stopping acquiring the katon index weight in the next node feature, and generating a katon weight distribution queue according to the katon index information and the last acquired katon index weight;
according to the node updating data of each track node relative to the stuck weight distribution queue, acquiring the weight identification information of each track node in each group of weights in the stuck weight distribution queue; identifying the weight fluctuation information of each group of weights in the Kanton weight distribution queue according to a preset Kanton time calculation model; for each group of weights in the Kanton weight distribution queue, determining a weight fluctuation interval from weight fluctuation information of each group of weights according to the similarity between the weight fluctuation information of each group of weights and weight identification information of each group of weights; and judging whether a target weight set matched with the weight fluctuation interval exists in the stored reference weight set or not aiming at each weight fluctuation interval, if so, determining the weight fluctuation interval as a label interval of the stuck weight distribution queue, and determining a corresponding stuck threshold according to the label interval corresponding to each track node.
Optionally, determining a data traffic conversion thread according to client configuration data of the game client corresponding to the target game running data, and acquiring a target data stream corresponding to the target game running data based on the data traffic conversion thread, including:
importing the client configuration data into a preset configuration thread for operation, wherein at least one data set to be matched for the client configuration data exists in the preset configuration thread;
when a first data set to be matched exists in a thread running space corresponding to the client configuration data, detecting whether a first traffic conversion protocol is recorded in the first data set to be matched; the first traffic conversion protocol is recorded on the first data set to be matched when the client configuration data does not match the first data set to be matched last time, and the first traffic conversion protocol is a protocol text of traffic conversion logic of the data set to be matched, which is possessed by the client configuration data when the client configuration data does not match the first data set last time;
when the first data set to be matched does not have the first traffic conversion protocol, detecting whether the first data set to be matched is a data set to be matched of which the client configuration data has a data traffic conversion requirement; when the first data set to be matched is determined to be the data set to be matched with which the client configuration data has the data traffic conversion requirement, controlling the client configuration data to be matched with the first data set to be matched, and updating a second traffic conversion protocol of the client configuration data according to a first traffic conversion logic of the first data set to be matched;
when the first data set to be matched has the first traffic conversion protocol, detecting whether the first traffic conversion protocol is the same as a second traffic conversion protocol of the client configuration data, wherein the second traffic conversion protocol is a protocol text of a traffic conversion logic of the data set to be matched currently possessed by the client configuration data; when the first traffic conversion protocol is different from a second traffic conversion protocol of the client configuration data, rolling back to enable the first traffic conversion protocol to be adjusted to a trigger node identifier in the second traffic conversion protocol process; acquiring second traffic conversion logic changed in the first traffic conversion protocol according to the trigger node identifier; detecting whether the first data set to be matched meets the matching condition according to the first flow conversion logic and the second flow conversion logic; when the first data set to be matched meets the matching condition, matching the first data set to be matched, and updating the second traffic conversion protocol according to the first traffic conversion logic;
and generating the data flow conversion thread according to the matching result with the first data set to be matched, and performing data conversion on the target game running data based on a plurality of conversion units with time sequence precedence in the data flow conversion thread to obtain a target data flow.
Optionally, traversing the target data stream by using the plurality of stuck thresholds and determining the stuck node includes:
acquiring a first data flow statistical result of a transmission identifier of a data message frame in the target data stream; determining a flow peak value change curve from the first data flow statistical result according to the pause detection interval information corresponding to the pause threshold values;
matching message frame interaction frequency on the flow peak value change curve by adopting the pause detection subinterval information corresponding to each pause detection precision to obtain an optimal matching message frame and a matching duration interval corresponding to each pause detection precision; the pause detection subinterval information is generated by correcting the multiple pause thresholds according to the precision correction weight corresponding to each pause detection precision;
selecting the pause detection precision with the maximum matching duration interval, and using the precision correction weight corresponding to the pause detection precision and the best matching message frame as a group of node traversal reference groups; determining a node traversal path of the target data stream adapted by the plurality of stuck thresholds according to the node traversal reference group;
matching message frame interaction frequency to a corresponding second data flow statistical result in the target data flow according to the multiple pause thresholds and the node traversal path to obtain a frequency matching result; and determining a matching list with a frequency updating index larger than a set index from the frequency matching result, and taking the service response node pointed by the node identification corresponding to the matching list as a stuck node.
Optionally, matching the message frame interaction frequency of the corresponding second data traffic statistical result in the target data stream according to the multiple morton thresholds and the node traversal path to obtain a frequency matching result, including:
generating threshold change distribution corresponding to the multiple stuck thresholds according to the threshold attribute label corresponding to each stuck threshold, extracting the pointing identification corresponding to each path node in the node traversal path and generating pointing identification distribution;
acquiring a first layer of threshold variation matrix corresponding to the threshold variation distribution and a first layer of pointing identifier matrix corresponding to the pointing identifier distribution; matrix element screening is carried out on the first layer of threshold value change matrix, and at least one lower layer of threshold value change matrix corresponding to the first layer of threshold value change matrix is obtained; matrix element screening is carried out on the first layer of pointing identification matrix, and at least one lower layer of pointing identification matrix corresponding to the first layer of pointing identification matrix is obtained;
performing matrix element feature recognition on the lower-layer threshold variation matrix by using a first preset matrix recognition model to obtain a lower-layer threshold recognition result; performing matrix element feature recognition on the lower-layer pointing identification matrix by using a first preset matrix recognition model to obtain a lower-layer identification recognition result; performing recognition result compatibility analysis on the lower layer threshold recognition result and the lower layer identification recognition result to obtain a corresponding lower layer compatibility analysis result; merging the lower layer compatibility analysis result with the lower layer threshold value identification result to obtain a lower layer merging result;
performing matrix element feature recognition on the lower layer merging result by using a second preset matrix recognition model to obtain a matrix feature set of a lower layer frequency matching matrix; obtaining matrix description information of the lower frequency matching matrix based on the matrix characteristic set of the lower frequency matching matrix; performing characteristic screening on the matrix characteristic set to obtain a correction matrix characteristic set of a first-layer frequency matching matrix; performing characteristic screening on the matrix description information to obtain a matching priority queue of a first-layer frequency matching matrix; obtaining matrix description information of a first layer frequency matching matrix according to the first layer message frame identification distribution, the correction matrix characteristic set of the first layer frequency matching matrix and the matching priority queue of the first layer frequency matching matrix; and matching message frame interaction frequency on the second data flow statistical result by using the matrix description information of the first-layer frequency matching matrix to obtain a frequency matching result recorded by structural description corresponding to the matrix description information of the first-layer frequency matching matrix.
The embodiment of the present application further provides an online game server, which includes: the system comprises a processor, a memory and a network interface, wherein the memory and the network interface are connected with the processor; the network interface is connected with a nonvolatile memory in the online game server; when the processor is operated, the computer program is called from the nonvolatile memory through the network interface, and the computer program is operated through the memory so as to execute the method.
The embodiment of the application also provides a readable storage medium applied to a computer, wherein a computer program is burned in the readable storage medium, and the method is realized when the computer program runs in the memory of the online game server.
The data flow processing method applied to the online game scene and the online game server provided by the embodiment of the application can determine the first game pause record and the second game pause record based on the target game running data extracted from the server running log, and the first game pause record and the second game pause record respectively represent different types of pause conditions, so that the pause conditions during the online game running can be fully considered. Furthermore, the first pause time length distribution can be determined according to the first data flow track corresponding to the first game pause record, so that the second data flow track corresponding to the second game pause record is determined, and the consistency of the second data flow track and the first data flow track in time sequence can be ensured.
On the basis of the above, the katton node at the time of acquiring the target game execution data in the form of the data traffic may be determined based on the second data traffic trajectory and the respective traffic load ratios of the respective node configuration data of the service response node. In this way, the technical problem that it is difficult to specify the stuck node by the server operation log can be solved, and when the target game operation data is acquired in the data traffic form, the stuck threshold can be calculated in real time based on the traffic load ratios of the node configuration data of the service response node, and the stuck node can be accurately specified based on the stuck threshold. In summary, the acquisition manner of the target game running data can be adjusted, so that the cause of determining the pause during the game running is explored.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and together with the description, serve to explain the principles of the application.
Fig. 1 is a schematic architecture diagram of a data traffic processing system applied to a network game scenario according to an exemplary embodiment of the present application.
Fig. 2 is a flowchart illustrating a data traffic processing method applied to a network game scenario according to an exemplary embodiment of the present application.
Fig. 3 is a hardware structure diagram of an online game server according to an exemplary embodiment of the present application.
Fig. 4 is a functional block diagram of an online game server according to an exemplary embodiment of the present application.
Detailed Description
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. As used in 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. It should also be understood that the term "and/or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
It is to be understood that although the terms first, second, third, etc. may be used herein to describe various information, such information should not be limited to these terms. These terms are only used to distinguish one type of information from another. For example, first information may also be referred to as second information, and similarly, second information may also be referred to as first information, without departing from the scope of the present application. The word "if" as used herein may be interpreted as "at … …" or "when … …" or "in response to a determination", depending on the context.
After analyzing the common game card pause problem, the inventor finds that the reason of the game card pause is caused by the card pause of an interaction node between a server and a client. The inventors have also found that the stuck of the interactive node is independent of network communication conditions, so that even in case of good network communication conditions, a game stuck may still occur. Therefore, the inventor innovatively provides a technical scheme capable of detecting the katon node of the network game.
Referring first to fig. 1, a schematic diagram of an architecture of a data traffic processing system 100 applied to a network game scenario is shown, where the data traffic processing system 100 may include a webgame server 200 and a plurality of game clients 400. Wherein, the online game server 200 and the plurality of game clients 400 are communicatively connected to each other, and the online game server 200 determines the katton node when the game runs by executing the data traffic processing method applied to the online game scene as shown in fig. 2. Further, the method may include the following steps S21-S23.
Step S21, obtaining each first game card pause record based on the target game running data; and obtaining each first data flow track corresponding to each first game pause record respectively based on a preset first record analysis thread.
In step S21, the target game play data is the historical play data before the current time, and the target game play data is extracted from the server play log. The first game pause record is a game picture pause record. The first record analysis thread is used for analyzing the pause of the game picture frame. The first data traffic trajectory includes traffic-to-load ratios of node configuration data of the first game hiton record respectively corresponding to the service response nodes. The service response nodes are interactive response nodes between the online game server and the game client, the node configuration data are pre-configured by the online game server, the traffic load is longer than the node response delay used for representing each service response node, and the higher the traffic load ratio is, the longer the node response delay of the corresponding service response node is.
Step S22, obtaining each second game pause record based on the target game execution data, generating a first pause-time length distribution of each second game pause record, inputting each first pause-time length distribution into a preset second record analysis thread, and obtaining each second data flow trajectory corresponding to each second game pause record.
In step S22, the second game morton record is a game operation response morton record, such as the morton record of the game character moving operation and the skill releasing operation. A first tick time length distribution is generated based on a first data flow trace corresponding to each first game tick record corresponding to the second game tick record, the first tick time length distribution for ensuring timing consistency between the first game tick record and the second game tick record. The second record analysis thread is used for analyzing the pause of the game operation response, and the second data flow track corresponds to each flow load ratio part.
Step S23, determining a stuck node when the target game execution data is acquired in a data traffic form, based on the second data traffic trajectory and the traffic load ratios of the node configuration data of the service response node.
In step 23, the katton node is at least one of the service response nodes.
To facilitate understanding of the above solution, a practical game scene is described below.
Taking a certain role playing network game as an example, target game play data D within 5 minutes before the current time is acquired, and a first game morton record R1 and a second game morton record R2 are acquired based on the target game play data D. A first data traffic trajectory L1 for the first game katon record R1 and a second data traffic trajectory L2 for the second game katon record R2 are then determined. It is understood that the first data traffic trajectory L1 and the second data traffic trajectory L2 are time-sequential consistent. Further, the katon node K0 at the time of obtaining the target game execution data D in the form of the data traffic is determined based on each traffic load ratio of each node configuration data of the service response node K included in the second data traffic trajectory L2 and the first data traffic trajectory L1. When the target game running data D is acquired in the data traffic form, the target game running data D can be split into data streams, so that comparison with the traffic load ratios of the node configuration data is realized, and the katton node K0 can be accurately determined.
By the design, the first game pause record and the second game pause record can be determined based on the target game running data extracted from the server running log, and the first game pause record and the second game pause record respectively represent different types of pause conditions, so that the pause conditions of the online game during running can be fully considered. Furthermore, the first pause time length distribution can be determined according to the first data flow track corresponding to the first game pause record, so that the second data flow track corresponding to the second game pause record is determined, and the consistency of the second data flow track and the first data flow track in time sequence can be ensured.
On the basis of the above, the katton node at the time of acquiring the target game execution data in the form of the data traffic may be determined based on the second data traffic trajectory and the respective traffic load ratios of the respective node configuration data of the service response node. In this way, the technical problem that it is difficult to specify the stuck node by the server operation log can be solved, and when the target game operation data is acquired in the data traffic form, the stuck threshold can be calculated in real time based on the traffic load ratios of the node configuration data of the service response node, and the stuck node can be accurately specified based on the stuck threshold. In summary, the acquisition manner of the target game running data can be adjusted, so that the cause of determining the pause during the game running is explored.
In one possible implementation manner, in order to reduce the detection time of the morton node while accurately determining the morton node, so as to reserve enough time for real-time bug fixing, the morton node when the target game running data is obtained in the form of data traffic is determined based on the second data traffic trajectory and the traffic load ratios of the node configuration data of the service response node, which are described in step S23, for example, the following steps S231-S233 may be included.
Step S231 determines a plurality of stuck thresholds based on the second data traffic trajectory and the traffic-to-load ratios of the node configuration data of the service response node.
Step S232, determining a data traffic conversion thread according to the client configuration data of the game client corresponding to the target game running data, and acquiring a target data stream corresponding to the target game running data based on the data traffic conversion thread.
Step S233, traversing the target data stream by using the multiple stuck thresholds and determining the stuck node.
It can be understood that based on the above steps S231 to S233, the target data stream can be traversed based on the determined multiple morton thresholds, and since the target data stream is obtained based on the data traffic conversion thread, the target game running data can be matched with the actual running condition of the game client, so that the time consumed for detecting the morton nodes can be reduced while accurately determining the morton nodes, and thus sufficient time is reserved for subsequent real-time bug repairing.
Based on the above, the inventors have found that the weight influence between different game events needs to be considered when determining the stuck threshold, otherwise the correlation between stuck thresholds may be poor. In order to achieve the above object, in step S231, the number of the service response nodes is N, where N is a positive integer, and a plurality of stuck thresholds are determined based on the second data traffic trajectory and the traffic-to-load ratios of the node configuration data of the service response nodes, which may exemplarily include the contents described in the following steps S2311 to S2315.
Step S2311, determining a track feature queue of the second data flow track based on user feedback information corresponding to the target game running data, and extracting N continuous track nodes in the track feature queue; generating game running node feature sets corresponding to the N track nodes, generating game interaction node feature sets corresponding to the N service response nodes, and calculating a plurality of node features with different game scene attribute values respectively included in the game running node feature sets and the game interaction node feature sets.
Step S2312, determining game event classification information of any node feature of the N track nodes in the game running node feature set, and determining the node feature with the minimum game scene attribute value in the game interaction node feature set as a target node feature; adding the game event classification information to the target node characteristics based on load ratio change curves of flow load ratios of the node configuration data to obtain event time-consuming resource information corresponding to the game event classification information in the target node characteristics; after the event time-consuming resource information is obtained, a multi-path corresponding list between the N track nodes and the N service response nodes is constructed through the game event classification information and an information mapping path between the event time-consuming resource information.
Step S2313, obtaining event information to be processed in the target node feature by using the event time-consuming resource information as resource reference information, adding the event information to be processed to the node feature where the game event classification information is located according to the path transfer information corresponding to the multi-path correspondence list, obtaining processed event information corresponding to the event information to be processed in the node feature where the game event classification information is located, and determining that the resource reference information corresponding to the processed event information is katon index information.
Step S2314, a directional script file which is added to the target node characteristics by the game event classification information is obtained; based on compatibility coefficients between the processed event information and game script coding information corresponding to a plurality of target script file blocks on the directional script file, sequentially acquiring the katon index weights corresponding to the katon index information one by one in the game interaction node feature set until the feature identification degree of the node feature where the obtained katon index weight is located is consistent with the feature identification degree of the katon index information in the game running node feature set, stopping acquiring the katon index weight in the next node feature, and generating a katon weight distribution queue according to the katon index information and the last acquired katon index weight.
Step S2315, according to the node update data of each track node relative to the katton weight distribution queue, obtaining weight identification information of each track node in each group of weights in the katton weight distribution queue; identifying the weight fluctuation information of each group of weights in the Kanton weight distribution queue according to a preset Kanton time calculation model; for each group of weights in the Kanton weight distribution queue, determining a weight fluctuation interval from weight fluctuation information of each group of weights according to the similarity between the weight fluctuation information of each group of weights and weight identification information of each group of weights; and judging whether a target weight set matched with the weight fluctuation interval exists in the stored reference weight set or not aiming at each weight fluctuation interval, if so, determining the weight fluctuation interval as a label interval of the stuck weight distribution queue, and determining a corresponding stuck threshold according to the label interval corresponding to each track node.
By applying the contents described in the above steps S2311 to S2315, the trajectory feature queue of the second data traffic trajectory can be determined based on the user feedback information corresponding to the target game running data, N continuous trajectory nodes in the trajectory feature queue can be extracted, and then a game running node feature set corresponding to the N trajectory nodes and a game interaction node feature set corresponding to the N service response nodes are generated. Therefore, the game event classification information and the node characteristics can be analyzed, mapped and added to the game running node characteristic set and the game interaction node characteristic set, and a multipath corresponding list between N track nodes and N service response nodes is ensured. Further, a stuck weight distribution queue can be determined based on the multipath correspondence list, then the weight influence among different game events is considered to determine the label interval of the stuck weight distribution queue, and finally the corresponding stuck threshold is determined according to the label interval corresponding to each track node. Thus, high correlation between the obtained stuck thresholds can be ensured.
In a possible implementation manner, the determining, by the client configuration data of the game client corresponding to the target game running data, of the step S232 determines a data traffic conversion thread, and the obtaining, by the data traffic conversion thread, a target data stream corresponding to the target game running data may further include the following contents described in steps S2321 to S2325.
Step S2321, the client configuration data is imported into a preset configuration thread for running, where at least one to-be-matched data set for matching the client configuration data exists in the preset configuration thread.
Step S2322, when a first data set to be matched exists in a thread running space corresponding to the client configuration data, detecting whether a first traffic conversion protocol is recorded in the first data set to be matched; the first traffic conversion protocol is recorded on the first data set to be matched when the client configuration data does not match the first data set to be matched last time, and the first traffic conversion protocol is a protocol text of a traffic conversion logic of the data set to be matched, which the client configuration data has when the client configuration data does not match the first data set last time.
Step S2323, when the first to-be-matched data set does not have the first traffic conversion protocol, detecting whether the first to-be-matched data set is a to-be-matched data set for which data traffic conversion requirements exist in the client configuration data; when the first data set to be matched is determined to be the data set to be matched with which the client configuration data has the data traffic conversion requirement, controlling the client configuration data to be matched with the first data set to be matched, and updating a second traffic conversion protocol of the client configuration data according to the first traffic conversion logic of the first data set to be matched.
Step S2324, when the first to-be-matched data set has the first traffic conversion protocol, detecting whether the first traffic conversion protocol is the same as a second traffic conversion protocol of the client configuration data, where the second traffic conversion protocol is a protocol text of a traffic conversion logic of the to-be-matched data set currently possessed by the client configuration data; when the first traffic conversion protocol is different from a second traffic conversion protocol of the client configuration data, rolling back to enable the first traffic conversion protocol to be adjusted to a trigger node identifier in the second traffic conversion protocol process; acquiring second traffic conversion logic changed in the first traffic conversion protocol according to the trigger node identifier; detecting whether the first data set to be matched meets the matching condition according to the first flow conversion logic and the second flow conversion logic; and when the first data set to be matched meets the matching condition, matching the first data set to be matched, and updating the second traffic conversion protocol according to the first traffic conversion logic.
Step S2325, the data traffic conversion thread is generated according to the matching result with the first to-be-matched data set, and data conversion is performed on the target game running data based on a plurality of conversion units having a time sequence order in the data traffic conversion thread to obtain a target data stream.
In practical application, by executing the steps S2321 to S2325, the data set to be matched, which is matched with the client configuration data, can be considered when determining the data traffic conversion thread, and the traffic conversion logic of the traffic conversion protocol of the data set to be matched is analyzed, so that the real-time performance of the matching result with the first data set to be matched can be ensured, and thus the time sequence order of the plurality of conversion units of the data traffic conversion thread is ensured not to be disordered. Therefore, the target game running data can be subjected to data conversion according to the time sequence, so that a complete and ordered target data stream is obtained.
In one possible embodiment, in order to ensure the traffic correlation between the stuck nodes and thus provide guidance for subsequent stuck solutions, the traversal of the target data stream using the multiple stuck thresholds and the determination of the stuck nodes as described in step S233 may exemplarily include the following steps S2331-S2334.
Step S2331, obtaining a first data flow statistical result of a transmission identifier of a data message frame in the target data stream; and determining a flow peak value change curve from the first data flow statistical result according to the pause detection interval information corresponding to the pause threshold values.
Step S2332, using the pause detection subinterval information corresponding to each pause detection precision to match the message frame interaction frequency of the flow peak value change curve to obtain the optimal matching message frame and the matching duration interval corresponding to each pause detection precision; the stuck detection subinterval information is generated by correcting the multiple stuck thresholds according to the precision correction weight corresponding to each stuck detection precision.
Step S2333, selecting the pause detection precision with the maximum matching duration interval, and using the precision correction weight corresponding to the pause detection precision and the best matching message frame as a group of node traversal reference groups; and determining the node traversal path of the target data stream adapted by the plurality of stuck thresholds according to the node traversal reference group.
Step S2334, according to the multiple stuck thresholds and the node traversal path, matching message frame interaction frequency of a corresponding second data flow statistical result in the target data flow to obtain a frequency matching result; and determining a matching list with a frequency updating index larger than a set index from the frequency matching result, and taking the service response node pointed by the node identification corresponding to the matching list as a stuck node.
It can be understood that, when the contents described in step S2331 to step S2334 above are applied, first, a first data traffic statistic result is determined based on the target data stream, and a traffic peak value variation curve is determined from the first data traffic statistic result according to the hiton detection interval information corresponding to the multiple hiton threshold values, so as to implement matching of the message frame interaction frequency of the traffic peak value variation curve. Therefore, the optimal matching message frame and the matching time interval corresponding to each stuck detection precision can be determined, and the business relevance among different stuck detection precisions is ensured. Furthermore, the node traversal path of the target data flow is determined based on the stuck detection precision, and the priority sequence during the matching of the message frame interaction frequency can be ensured, so that the mutual influence of frequency update indexes among different matching lists is improved, the business relevance among the determined stuck nodes can be ensured, and the influence among the stuck nodes can be minimized.
In an example, the step S2334 of matching the message frame interaction frequency of the corresponding second data traffic statistic result in the target data stream according to the multiple morton thresholds and the node traversal path to obtain a frequency matching result, which may further include the contents described in the following steps a to d.
Step a, generating threshold variation distribution corresponding to the multiple stuck thresholds according to the threshold attribute label corresponding to each stuck threshold, extracting the direction identification corresponding to each path node in the node traversal path, and generating direction identification distribution.
Step b, acquiring a first layer of threshold variation matrix corresponding to the threshold variation distribution and a first layer of pointing identifier matrix corresponding to the pointing identifier distribution; matrix element screening is carried out on the first layer of threshold value change matrix, and at least one lower layer of threshold value change matrix corresponding to the first layer of threshold value change matrix is obtained; and performing matrix element screening on the first layer of pointing identification matrix to obtain at least one lower layer of pointing identification matrix corresponding to the first layer of pointing identification matrix.
C, using a first preset matrix identification model to perform matrix element feature identification on the lower-layer threshold variation matrix to obtain a lower-layer threshold identification result; performing matrix element feature recognition on the lower-layer pointing identification matrix by using a first preset matrix recognition model to obtain a lower-layer identification recognition result; performing recognition result compatibility analysis on the lower layer threshold recognition result and the lower layer identification recognition result to obtain a corresponding lower layer compatibility analysis result; and merging the lower layer compatibility analysis result and the lower layer threshold value identification result to obtain a lower layer merging result.
D, using a second preset matrix identification model to perform matrix element characteristic identification on the lower layer merging result to obtain a matrix characteristic set of the lower layer frequency matching matrix; obtaining matrix description information of the lower frequency matching matrix based on the matrix characteristic set of the lower frequency matching matrix; performing characteristic screening on the matrix characteristic set to obtain a correction matrix characteristic set of a first-layer frequency matching matrix; performing characteristic screening on the matrix description information to obtain a matching priority queue of a first-layer frequency matching matrix; obtaining matrix description information of a first layer frequency matching matrix according to the first layer message frame identification distribution, the correction matrix characteristic set of the first layer frequency matching matrix and the matching priority queue of the first layer frequency matching matrix; and matching message frame interaction frequency on the second data flow statistical result by using the matrix description information of the first-layer frequency matching matrix to obtain a frequency matching result recorded by structural description corresponding to the matrix description information of the first-layer frequency matching matrix.
Thus, based on the above steps a to d, it is ensured that the frequency matching result is recorded as the structural description corresponding to the matrix description information of the first-layer frequency matching matrix, so that the difference of description modes between the frequency matching result and the second data traffic statistic result can be improved, and thus the frequency matching result is prevented from being defective.
It is understood that, on the basis of the above steps S21-S23, the following steps S24 may be included: and modifying the script running file corresponding to the morton node. Therefore, the subsequent unsmooth situation can be improved in the game running process by modifying the script running file. Further, modifying the script running file corresponding to the morton node, including: extracting logic information corresponding to the script running file, and determining a clock resource adjustment weight from the logic information; and modifying the logic information by adopting the clock resource adjusting weight. By the design, the logic information is modified by adopting the clock resource adjustment weight, and the script running file can be modified from the clock resource occupancy level, so that more memory resources are distributed for the script running file, the running efficiency of the script running file is improved, the time consumption is reduced, and the game jam is improved.
In an alternative embodiment, the obtaining of the first data flow traces corresponding to the first game katon records based on the preset first record parsing thread described in step S21 may further include steps S211 to S214 described below.
Step S211, determining the katon message event of each first game katon record analyzed by the first record analysis thread.
Step S212, for a current morton message event in the morton message events, determining a morton duration value of the current morton message event in a morton detection period based on a first event trigger probability of the current morton message event in the morton detection period and a second event trigger probability of each morton message event in the morton detection period.
Step S213, determining an event trigger probability fluctuation value of the current katon message event between two adjacent katon detection periods according to the katon duration values of the current katon message event in the two adjacent katon detection periods.
Step S214, determining, based on the katon duration time value of the current katon message event in the katon detection period and the event trigger probability fluctuation value of the current katon message event between two adjacent katon detection periods, each traffic-to-load ratio of each node configuration data of the first game katon record corresponding to the service response node, respectively, and generating, based on each traffic-to-load ratio of each node configuration data of the first game katon record corresponding to the service response node, each first data traffic trajectory corresponding to each first game katon record, respectively.
In this way, timing consistency between the determined first data flow trajectory and the first game morton record can be ensured.
In an alternative embodiment, generating a first katton time length distribution for each of the second game katton records described in step S22 includes: the first pause time length distribution is determined based on the interval time lengths of the adjacent track break intervals of the first data traffic track corresponding to each of the first game pause records corresponding to the second game pause record.
In an alternative embodiment, the step S22 of inputting each of the first katon time distributions into a preset second record parsing thread to obtain each of second data flow traces corresponding to each of the second game katon records further includes the following steps S221 to S223.
Step S221, inputting each first pause time length distribution into a preset second record analysis thread to update the second record analysis thread to obtain a third record analysis thread, and collecting current text record information corresponding to each second game pause record.
Step S222, analyzing text features from the current text record information based on the third record analysis thread; and judging whether the pause feedback information in the current text record information is changed relative to the pause feedback information in the last text record information of the current text record information.
Step S223, if yes, determining the text features analyzed from the current text record information as the effective text features of the current text record information; otherwise, performing feature fusion on the text features analyzed from the current text record information and the effective text features at the corresponding position in the previous text record information, and determining the feature fusion result as the effective text features of the current text record information; and generating each second data flow track corresponding to each second game pause record according to the effective text characteristics of the current text record information.
It can be understood that, by performing the above steps S221 to S223, the second data traffic trajectory can be generated based on the valid text features of the current text record information, thereby ensuring real-time performance of the generated second data traffic trajectory.
On the basis, an embodiment of the present application further provides an online game server, as shown in fig. 3, including: a processor 210, and a memory 220 and a network interface 230 connected to the processor 210; the network interface 230 is connected with the nonvolatile memory 240 in the webgame server 200; the processor 210 retrieves a computer program from the non-volatile memory 240 via the network interface 230 and runs the computer program via the memory 220 to perform the method shown in fig. 2.
On the basis of the above, the embodiment of the present application further provides a readable storage medium applied to a computer, where a computer program is burned in the readable storage medium, and when the computer program runs in the memory 220 of the online game server 200, the method shown in fig. 2 is implemented.
Based on the same inventive concept, there is also provided a functional block diagram of the online game server 200 as shown in fig. 4, where the online game server 200 may include the following functional blocks:
a first flow trajectory obtaining module 251, configured to obtain each first game morton record based on the target game running data; obtaining each first data flow track corresponding to each first game pause record respectively based on a preset first record analysis thread, wherein the first data flow track comprises each flow load ratio of each node configuration data of the service response node corresponding to the first game pause record respectively;
a second flow trajectory obtaining module 252, configured to obtain each second game pause record based on the target game running data, generate a first pause time length distribution of each second game pause record, input each first pause time length distribution into a preset second record analysis thread, and obtain each second data flow trajectory corresponding to each second game pause record; wherein the first pause-time length distribution is generated based on a first data traffic trajectory corresponding to each of the first game pause records corresponding to the second game pause record;
a stuck node detection module 253, configured to determine, based on the second data traffic trajectory and each traffic load ratio of each node configuration data of the service response node, a stuck node when the target game running data is obtained in a data traffic form; wherein the morton node is at least one of the service response nodes.
It is understood that the description of the functional modules refers to the description of the method shown in fig. 2, and will not be further described here.
The various technical features in the above embodiments can be arbitrarily combined, so long as there is no conflict or contradiction between the combinations of the features, but the combination is limited by the space and is not described one by one, and therefore, any combination of the various technical features in the above embodiments also belongs to the scope disclosed in the present specification.
In summary, when the system, the method, the online game server and the readable storage medium are applied, the hiton node when the target game running data is acquired in the form of data traffic may be determined based on the second data traffic trajectory and the traffic load ratios of the node configuration data of the service response node. In this way, the technical problem that it is difficult to specify the stuck node by the server operation log can be solved, and when the target game operation data is acquired in the data traffic form, the stuck threshold can be calculated in real time based on the traffic load ratios of the node configuration data of the service response node, and the stuck node can be accurately specified based on the stuck threshold. In summary, the acquisition manner of the target game running data can be adjusted, so that the cause of determining the pause during the game running is explored.
Other embodiments of the present application will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the invention following, in general, the principles of the application and including such departures from the present disclosure as come within known or customary practice within the art to which the invention pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the application being indicated by the following claims.
It will be understood that the present application is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the application is limited only by the appended claims.

Claims (9)

1. A data flow processing method applied to online game scenes is characterized by comprising the following steps:
obtaining each first game morton record based on the target game running data; obtaining each first data flow track corresponding to each first game pause record respectively based on a preset first record analysis thread, wherein the first data flow track comprises each flow load ratio of each node configuration data of the service response node corresponding to the first game pause record respectively;
obtaining each second game pause record based on the target game running data, generating first pause-time length distribution of each second game pause record, inputting each first pause-time length distribution into a preset second record analysis thread to update the second record analysis thread to obtain a third record analysis thread, and collecting current text record information corresponding to each second game pause record; analyzing text features from the current text record information based on the third record analysis thread; judging whether the pause feedback information in the current text record information changes relative to the pause feedback information in the last text record information of the current text record information; if so, determining the text features analyzed from the current text record information as effective text features of the current text record information; otherwise, performing feature fusion on the text features analyzed from the current text record information and the effective text features at the corresponding position in the previous text record information, and determining the feature fusion result as the effective text features of the current text record information; generating second data flow tracks corresponding to the second game pause records respectively according to the effective text features of the current text record information;
determining a stuck node when the target game running data is obtained in a data flow form based on the second data flow track and each flow load ratio of each node configuration data of the service response node; wherein the morton node is at least one of the service response nodes.
2. The method of claim 1, wherein determining the katton node in obtaining the target game execution data in the form of data traffic based on the second data traffic trajectory and the traffic-to-load ratios of the node configuration data of the service response node comprises:
determining a plurality of stuck thresholds based on the second data traffic trajectory and respective traffic-to-load ratios of respective node configuration data of the service response node;
determining a data flow conversion thread according to client configuration data of the game client corresponding to the target game running data, and acquiring a target data stream corresponding to the target game running data based on the data flow conversion thread;
and traversing the target data stream by adopting the plurality of stuck thresholds and determining the stuck node.
3. The method of claim 2, wherein the number of service response nodes is N, where N is a positive integer, and wherein determining the plurality of stuck thresholds based on the second data traffic trajectory and the respective traffic-to-load ratios of the respective node configuration data of the service response nodes comprises:
determining a track characteristic queue of the second data flow track based on user feedback information corresponding to the target game running data, and extracting N continuous track nodes in the track characteristic queue; generating game running node feature sets corresponding to the N track nodes, generating game interaction node feature sets corresponding to the N service response nodes, and calculating a plurality of node features with different game scene attribute values, which are respectively included in the game running node feature sets and the game interaction node feature sets;
determining game event classification information of any node feature of the N track nodes in the game running node feature set, and determining the node feature with the minimum game scene attribute value in the game interaction node feature set as a target node feature; adding the game event classification information to the target node characteristics based on load ratio change curves of flow load ratios of the node configuration data to obtain event time-consuming resource information corresponding to the game event classification information in the target node characteristics; after the event time-consuming resource information is obtained, establishing a multi-path corresponding list between the N track nodes and the N service response nodes through the game event classification information and an information mapping path between the event time-consuming resource information;
acquiring event information to be processed in the target node characteristics by taking the event time-consuming resource information as resource reference information, adding the event information to be processed into the node characteristics where the game event classification information is located according to path transmission information corresponding to the multi-path correspondence list, obtaining processed event information corresponding to the event information to be processed in the node characteristics where the game event classification information is located, and determining the resource reference information corresponding to the processed event information as stuck index information;
obtaining the game event classification information and adding the game event classification information to a directional script file in the target node characteristics; based on compatibility coefficients between the processed event information and game script coding information corresponding to a plurality of target script file blocks on the directional script file, sequentially acquiring the katon index weights corresponding to the katon index information one by one in the game interaction node feature set until the feature identification degree of the node feature where the obtained katon index weight is located is consistent with the feature identification degree of the katon index information in the game running node feature set, stopping acquiring the katon index weight in the next node feature, and generating a katon weight distribution queue according to the katon index information and the last acquired katon index weight;
according to the node updating data of each track node relative to the stuck weight distribution queue, acquiring the weight identification information of each track node in each group of weights in the stuck weight distribution queue; identifying the weight fluctuation information of each group of weights in the Kanton weight distribution queue according to a preset Kanton time calculation model; for each group of weights in the Kanton weight distribution queue, determining a weight fluctuation interval from weight fluctuation information of each group of weights according to the similarity between the weight fluctuation information of each group of weights and weight identification information of each group of weights; and judging whether a target weight set matched with the weight fluctuation interval exists in the stored reference weight set or not aiming at each weight fluctuation interval, if so, determining the weight fluctuation interval as a label interval of the stuck weight distribution queue, and determining a corresponding stuck threshold according to the label interval corresponding to each track node.
4. The method of claim 3, wherein determining a data traffic conversion thread according to client configuration data of the game client corresponding to the target game running data, and acquiring a target data stream corresponding to the target game running data based on the data traffic conversion thread comprises:
importing the client configuration data into a preset configuration thread for operation, wherein at least one data set to be matched for the client configuration data exists in the preset configuration thread;
when a first data set to be matched exists in a thread running space corresponding to the client configuration data, detecting whether a first traffic conversion protocol is recorded in the first data set to be matched; the first traffic conversion protocol is recorded on the first data set to be matched when the client configuration data does not match the first data set to be matched last time, and the first traffic conversion protocol is a protocol text of traffic conversion logic of the data set to be matched, which is possessed by the client configuration data when the client configuration data does not match the first data set last time;
when the first data set to be matched does not have the first traffic conversion protocol, detecting whether the first data set to be matched is a data set to be matched of which the client configuration data has a data traffic conversion requirement; when the first data set to be matched is determined to be the data set to be matched with which the client configuration data has the data traffic conversion requirement, controlling the client configuration data to be matched with the first data set to be matched, and updating a second traffic conversion protocol of the client configuration data according to a first traffic conversion logic of the first data set to be matched;
when the first data set to be matched has the first traffic conversion protocol, detecting whether the first traffic conversion protocol is the same as a second traffic conversion protocol of the client configuration data, wherein the second traffic conversion protocol is a protocol text of a traffic conversion logic of the data set to be matched currently possessed by the client configuration data; when the first traffic conversion protocol is different from a second traffic conversion protocol of the client configuration data, rolling back to enable the first traffic conversion protocol to be adjusted to a trigger node identifier in the second traffic conversion protocol process; acquiring second traffic conversion logic changed in the first traffic conversion protocol according to the trigger node identifier; detecting whether the first data set to be matched meets the matching condition according to the first flow conversion logic and the second flow conversion logic; when the first data set to be matched meets the matching condition, matching the first data set to be matched, and updating the second traffic conversion protocol according to the first traffic conversion logic;
and generating the data flow conversion thread according to the matching result with the first data set to be matched, and performing data conversion on the target game running data based on a plurality of conversion units with time sequence precedence in the data flow conversion thread to obtain a target data flow.
5. The method of claim 3, wherein traversing the target data stream using the plurality of stuck thresholds and determining the stuck node comprises:
acquiring a first data flow statistical result of a transmission identifier of a data message frame in the target data stream; determining a flow peak value change curve from the first data flow statistical result according to the pause detection interval information corresponding to the pause threshold values;
matching message frame interaction frequency on the flow peak value change curve by adopting the pause detection subinterval information corresponding to each pause detection precision to obtain an optimal matching message frame and a matching duration interval corresponding to each pause detection precision; the pause detection subinterval information is generated by correcting the multiple pause thresholds according to the precision correction weight corresponding to each pause detection precision;
selecting the pause detection precision with the maximum matching duration interval, and using the precision correction weight corresponding to the pause detection precision and the best matching message frame as a group of node traversal reference groups; determining a node traversal path of the target data stream adapted by the plurality of stuck thresholds according to the node traversal reference group;
matching message frame interaction frequency to a corresponding second data flow statistical result in the target data flow according to the multiple pause thresholds and the node traversal path to obtain a frequency matching result; and determining a matching list with a frequency updating index larger than a set index from the frequency matching result, and taking the service response node pointed by the node identification corresponding to the matching list as a stuck node.
6. The method of claim 5, wherein matching the message frame interaction frequency for the corresponding second data traffic statistics in the target data stream according to the multiple stuck thresholds and the node traversal path to obtain a frequency matching result comprises:
generating threshold change distribution corresponding to the multiple stuck thresholds according to the threshold attribute label corresponding to each stuck threshold, extracting the pointing identification corresponding to each path node in the node traversal path and generating pointing identification distribution;
acquiring a first layer of threshold variation matrix corresponding to the threshold variation distribution and a first layer of pointing identifier matrix corresponding to the pointing identifier distribution; matrix element screening is carried out on the first layer of threshold value change matrix, and at least one lower layer of threshold value change matrix corresponding to the first layer of threshold value change matrix is obtained; matrix element screening is carried out on the first layer of pointing identification matrix, and at least one lower layer of pointing identification matrix corresponding to the first layer of pointing identification matrix is obtained;
performing matrix element feature recognition on the lower-layer threshold variation matrix by using a first preset matrix recognition model to obtain a lower-layer threshold recognition result; performing matrix element feature recognition on the lower-layer pointing identification matrix by using a first preset matrix recognition model to obtain a lower-layer identification recognition result; performing recognition result compatibility analysis on the lower layer threshold recognition result and the lower layer identification recognition result to obtain a corresponding lower layer compatibility analysis result; merging the lower layer compatibility analysis result with the lower layer threshold value identification result to obtain a lower layer merging result;
performing matrix element feature recognition on the lower layer merging result by using a second preset matrix recognition model to obtain a matrix feature set of a lower layer frequency matching matrix; obtaining matrix description information of the lower frequency matching matrix based on the matrix characteristic set of the lower frequency matching matrix; performing characteristic screening on the matrix characteristic set to obtain a correction matrix characteristic set of a first-layer frequency matching matrix; performing characteristic screening on the matrix description information to obtain a matching priority queue of a first-layer frequency matching matrix; obtaining matrix description information of a first layer frequency matching matrix according to the first layer message frame identification distribution, the correction matrix characteristic set of the first layer frequency matching matrix and the matching priority queue of the first layer frequency matching matrix; and matching message frame interaction frequency on the second data flow statistical result by using the matrix description information of the first-layer frequency matching matrix to obtain a frequency matching result recorded by structural description corresponding to the matrix description information of the first-layer frequency matching matrix.
7. The method of claim 1, further comprising:
and modifying the script running file corresponding to the morton node.
8. The method of claim 7, wherein modifying the script running file corresponding to the morton node comprises:
extracting logic information corresponding to the script running file, and determining a clock resource adjustment weight from the logic information;
and modifying the logic information by adopting the clock resource adjusting weight.
9. An online game server, comprising:
a processor, and
a memory and a network interface connected with the processor;
the network interface is connected with a nonvolatile memory in the online game server;
the processor, when running, retrieves a computer program from the non-volatile memory via the network interface and runs the computer program via the memory to perform the method of any of claims 1-8.
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Application publication date: 20210629