CN113194512A - Data transmission method and electronic equipment - Google Patents
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- CN113194512A CN113194512A CN202110294838.6A CN202110294838A CN113194512A CN 113194512 A CN113194512 A CN 113194512A CN 202110294838 A CN202110294838 A CN 202110294838A CN 113194512 A CN113194512 A CN 113194512A
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- H04W—WIRELESS COMMUNICATION NETWORKS
- H04W36/00—Hand-off or reselection arrangements
- H04W36/0005—Control or signalling for completing the hand-off
- H04W36/0011—Control or signalling for completing the hand-off for data sessions of end-to-end connection
- H04W36/0027—Control or signalling for completing the hand-off for data sessions of end-to-end connection for a plurality of data sessions of end-to-end connections, e.g. multi-call or multi-bearer end-to-end data connections
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- H04W36/0005—Control or signalling for completing the hand-off
- H04W36/0055—Transmission or use of information for re-establishing the radio link
- H04W36/0069—Transmission or use of information for re-establishing the radio link in case of dual connectivity, e.g. decoupled uplink/downlink
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- H04W52/0225—Power saving arrangements in terminal devices using monitoring of external events, e.g. the presence of a signal
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- H04W52/0261—Power saving arrangements in terminal devices managing power supply demand, e.g. depending on battery level
- H04W52/0274—Power saving arrangements in terminal devices managing power supply demand, e.g. depending on battery level by switching on or off the equipment or parts thereof
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- Y—GENERAL 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
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
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Abstract
A data transmission method and electronic equipment are provided, the method comprises: the electronic equipment establishes at least two communication connections with an application server for providing services for a game when an application program of the game is operated; the electronic equipment acquires scene information of a currently running game, and informs the application server to send downlink data related to the game through a target communication connection when the scene information represents a non-battle scene, wherein the target communication connection is a communication connection selected by the electronic equipment from the at least two communication connections; and the electronic equipment receives downlink data which is sent by the application server and is related to the game through the target communication connection. In the application, the power consumption of the electronic equipment can be reduced through the scheme, meanwhile, the cost is reduced, and the user experience is improved.
Description
The application is a division of a Chinese patent office with the application number of 201910926799.X and the application name of 'a data transmission method and electronic equipment' filed on 27.09.month in 2019.
Technical Field
The present application relates to the field of terminal technologies, and in particular, to a data transmission method and an electronic device.
Background
The multi-path transmission control protocol (MPTCP) is an extended protocol of the TCP, and the MPTCP can improve the utilization rate of resources by using parallel transmission of multiple TCP connections and enhance the recovery capability of connection failure. For example, when a user watches a video, the mobile phone simultaneously transmits data streams through the TCP connections respectively corresponding to the Wi-Fi network and the cellular network, which has the advantages of providing a larger aggregate bandwidth, having a higher download rate, having fewer jams, and playing more smoothly.
At present, cloud games have higher and higher requirements on network connection delay, and are sensitive to jitter problems of round-trip time (RTT) in the game process. For example, in a cloud game, if the RTT jitter is large, the screen will be mosaic and stuck. For this reason, in the prior art, it is proposed to alleviate the jitter problem of RTT by means of redundant packet sending simultaneously through both Wi-Fi network and cellular network, for example, so as to ensure stable low delay in the game process. Although the multi-path redundant packet sending mode can make the time delay relatively stable, the power consumption of the mobile phone is increased, and the user traffic cost is relatively high.
Disclosure of Invention
The application provides a data transmission method and electronic equipment, which are used for solving the problems of high cost and high power consumption caused by data transmission in the prior art.
In a first aspect, an embodiment of the present application provides a data transmission method, which is applied to an electronic device, and the method includes: the electronic equipment establishes at least two communication connections with an application server for providing services for a game when an application program of the game is operated; the electronic equipment acquires scene information of a currently running game, and informs the application server to send downlink data related to the game through a target communication connection when the scene information represents a non-battle scene, wherein the target communication connection is a communication connection selected by the electronic equipment from the at least two communication connections; and the electronic equipment receives downlink data which is sent by the application server and is related to the game through the target communication connection.
In the technical scheme, the electronic equipment sends the downlink data through informing the server of which link of the at least two links, and then the server can directly send the downlink data according to the link notified by the electronic equipment in a non-fight scene, so that in the process of downlink data transmission, the power consumption of the electronic equipment can be reduced, meanwhile, the cost of a user is reduced, and the user experience is improved.
In one possible design, the communication connection includes at least the following connections: the first communication connection corresponding to the cellular network and the second communication connection corresponding to the wireless fidelity WIFI network.
In this application, the communication connection may include, but is not limited to, the above two examples, and of course, may also be a plurality of communication connections, and is not necessarily a communication connection established for two links.
In one possible design, the method further includes: and when the scene information represents a battle scene, the electronic equipment receives downlink data which are respectively sent by the application server through the at least two communication connections and are related to the game.
In the above technical solution, if the scene information is a battle scene, the electronic device may inform the server to send the downlink data through the two links, so that the electronic device receives the downlink data sent by which link first, and then uses the downlink data sent by which link, so that the electronic device can receive the downlink data in time.
In one possible design, the electronic device may obtain scene information of a currently running game in the following three ways:
the first mode is as follows: and the electronic equipment receives a scene identification, which is sent by an application program providing the game and is where the currently running game is located.
The second mode is as follows: and the electronic equipment receives the average code rate of the network in the scene where the currently running game is located, which is sent by the application program, and determines the scene information where the currently running game is located according to the actual throughput and the average code rate in the preset time length.
The third mode is as follows: and the electronic equipment receives the scene identification of the currently running game sent by the application server.
Through the three modes, the electronic equipment can know the scene information of the current running game, and therefore the server can be informed of sending data through a plurality of links or one link according to the scene information.
In a possible design, the receiving, by the electronic device, a scene identifier of a currently running game sent by the application server includes:
and the electronic equipment receives the scene identification of the currently running game, which is determined and sent by the application server according to the parameter information.
Wherein the parameter information includes at least one of the following information:
the touch frequency of the screen of the electronic equipment is respectively touched within at least one preset time length of the game in the running period of the electronic equipment side; the electronic equipment respectively sends uplink data volume related to the game within at least one preset time length during the running period of the electronic equipment side; the application server respectively sends downlink data volume related to the game within at least one preset time length of the running period of the electronic equipment side; a first sliding mean value corresponding to the touch frequency; the first sliding mean value is the mean value of the touch frequency corresponding to the at least one preset time length; a second sliding average value corresponding to the uplink data amount; the second sliding mean value is the mean value of the uplink data amount corresponding to the at least one preset time length; a third sliding mean value corresponding to the downlink data amount; the third sliding mean value is a mean value of downlink data amounts corresponding to the at least one preset time length respectively.
In a second aspect, an embodiment of the present application further provides a data transmission method, which is applied to an application server, and the method includes: the application server establishes at least two communication connections with the electronic device when an application program of a game is run on the electronic device; the application server receives a target communication connection notified by the electronic equipment, wherein the target communication connection is a communication connection selected from the at least two communication connections when the electronic equipment acquires scene information representing a non-battle scene where a currently running game is located; and the application server sends downlink data related to the game through the target communication connection.
In one possible design, the communication connection includes at least the following connections: the first communication connection corresponding to the cellular network and the second communication connection corresponding to the wireless fidelity WIFI network.
In one possible design, the method further includes: and the application server determines a scene identifier of the currently running game and sends the scene identifier to the electronic equipment, wherein the scene identifier is used for representing scene information of the currently running game.
In one possible design, the determining, by the application server, the scene identity where the currently running game is located includes: the application server collects at least one parameter information; and the electronic equipment determines the scene identification of the current running game according to the at least one parameter information.
Wherein the parameter information includes at least one of the following information:
the touch frequency of the screen of the electronic equipment is respectively touched within at least one preset time length of the game in the running period of the electronic equipment side; the electronic equipment respectively sends uplink data volume related to the game within at least one preset time length during the running period of the electronic equipment side; the application server respectively sends downlink data volume related to the game within at least one preset time length of the running period of the electronic equipment side; a first sliding mean value corresponding to the touch frequency; the first sliding mean value is the mean value of the touch frequency corresponding to the at least one preset time length; a second sliding average value corresponding to the uplink data amount; the second sliding mean value is the mean value of the uplink data amount corresponding to the at least one preset time length; a third sliding mean value corresponding to the downlink data amount; the third sliding mean value is a mean value of downlink data amounts corresponding to the at least one preset time length respectively.
The implementation effect of the application server side in the second aspect may refer to the description of the first aspect, and is not repeated here.
In a third aspect, an embodiment of the present application provides an apparatus, where the apparatus may perform corresponding functions in any one of the foregoing first aspect or any one of the foregoing possible implementation manners of the first aspect, for specific reference to detailed descriptions in method examples, which are not described herein again.
In a fourth aspect, an embodiment of the present application provides an apparatus, which may perform corresponding functions in any possible implementation manner of the second aspect or the second aspect, specifically referring to detailed descriptions in method examples, which are not described herein again.
In a fifth aspect, an embodiment of the present application provides an apparatus, where the apparatus structurally includes a memory, a transceiver and a processor, where the transceiver is configured to receive and transmit data, and the processor is configured to support the apparatus to perform corresponding functions in any one of the foregoing first aspect and possible implementation manners of the first aspect. The memory is coupled to the processor and holds the program instructions and data necessary for the device.
In a sixth aspect, an embodiment of the present application provides an apparatus, where the apparatus structurally includes a memory, a transceiver and a processor, where the transceiver is configured to receive and transmit data, and the processor is configured to support the apparatus to perform corresponding functions in any one of the possible implementations of the second aspect or the second aspect. The memory is coupled to the processor and holds the program instructions and data necessary for the device.
In a seventh aspect, an embodiment of the present application further provides a computer storage medium, where a computer program is stored in the computer storage medium, and when the computer program is executed by a computer, the computer causes the computer to perform the method provided in any one of the above aspects.
In an eighth aspect, embodiments of the present application further provide a computer program, which, when run on a computer, causes the computer to perform the method provided in any one of the above aspects.
Drawings
Fig. 1 is a diagram of a wireless communication system suitable for use in embodiments of the present application;
fig. 2 is a schematic diagram of data transmission according to an embodiment of the present application;
fig. 3 is a schematic diagram of a protocol stack in which MPTCP according to an embodiment of the present application is located;
fig. 4 is a schematic view of a usage scenario of MPTCP according to an embodiment of the present application;
fig. 5 is a schematic diagram of a hardware architecture of an electronic device according to an embodiment of the present application;
FIG. 6 is a flow chart of a data transmission method according to an embodiment of the present application;
FIG. 7 is a schematic block diagram of a data transmission apparatus according to an embodiment of the present application;
fig. 8 is a schematic diagram of another data transmission apparatus according to an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application.
Currently, a terminal may access both a Wi-Fi network and a cellular network. In the case where the terminal accesses the Wi-Fi network and the cellular network, the terminal generally provides a service to the user using one of the Wi-Fi network and the cellular network. The MPTCP protocol-based terminal can provide services for users by simultaneously using the Wi-Fi network and the cellular network when accessing the Wi-Fi network and the cellular network. Specifically, the terminal can perform corresponding transmission by aggregating bandwidths of the TCP connections corresponding to the Wi-Fi network and the cellular network, which is helpful for improving the transmission rate, reducing the congestion, and improving the user experience.
The MPTCP protocol implements a multi-path aggregation bandwidth in a transport layer, and in order to enable a terminal to improve transmission efficiency of a data stream when using the multi-path aggregation bandwidth under the condition that the terminal supports the MPTCP protocol, an embodiment of the present application provides a data transmission method.
Referring to fig. 1, a schematic diagram of a wireless communication system suitable for the embodiment of the present application is shown, where a data receiving end and a data sending end perform data interaction through a Radio Access Network (RAN) and a core network, the data receiving end and the data sending end may further establish a Transmission Control Protocol (TCP) connection, and a TCP protocol is used for data transmission. As shown in fig. 1, in the wireless communication system, data interaction is performed between an electronic device and an application server, the electronic device accesses to a RAN through an air interface and is connected to the application server through a core network, where a network between the electronic device and the RAN may be referred to as a wireless network, and a network between the RAN and the application server may be a wired network. The application server can also establish a TCP connection with the electronic equipment and carry out data transmission based on the TCP connection.
The application server may be one or more servers in a server cluster, for example, different video segments of a certain video content are distributed on different servers, and in this case, the application server may be multiple servers; further, for example, videos of a certain video content are distributed on a server, and the application server may also be a server.
In this application, an electronic device may access more than one communication network for communication. When the communication network is a local area network, the communication network may be, for example, a wireless fidelity (WIFI) network, a bluetooth network, a zigbee network, or a Near Field Communication (NFC) network. When the communication network is a wide area network, the communication network may be, for example, a third generation mobile communication technology (3rd-generation wireless telephone technology, 3G) network, a fourth generation mobile communication technology (4G) network, a fifth generation mobile communication technology (5th-generation mobile communication technology, 5G) network, a Public Land Mobile Network (PLMN) for future evolution, the internet, or the like.
As shown in FIG. 2, the electronic device accesses the Wi-Fi network and the LTE network, and can provide internet access service for the user by using the Wi-Fi network and the LTE network simultaneously. The electronic equipment is accessed to a Wi-Fi network and performs data transmission with a server through an evolved packet data gateway (ePDG) or a Trusted Gateway (TGW); the electronic device accesses an LTE network and performs data transmission with a server through a Serving Gateway (SGW) or a packet data network gateway (PGW).
Currently, the MPTCP protocol is obtained by extending the TCP protocol, and the MPTCP protocol is utilized to enable one service to use a multi-path network resource for data transmission. For example, in fig. 2, the mobile phone may use the WIFI network resource and the LTE network resource to perform data transmission with the application server at the same time. Fig. 3 shows a schematic diagram of the extension of the TCP protocol stack to the MPTCP protocol stack. In the TCP protocol stack, a data stream of an Application (Application) layer is transmitted through one TCP connection, and in the MPTCP protocol stack, a transport layer is divided into two sublayers: the data stream of the application layer is transmitted by two TCP connections decomposed by the MPTCP layer.
Fig. 4 is a schematic view of a usage scenario of MPTCP, and two TCP connections are established between the terminal and the application server in fig. 4, one TCP connection corresponding to the Wi-Fi network and the other TCP connection corresponding to the LTE network. The TCP connection corresponding to the Wi-Fi network uses Wi-Fi network resources, and the TCP connection corresponding to the LTE network uses LTE network resources. The terminal decomposes the data stream into two TCP sub-streams at the MPTCP layer and then respectively and independently transmits the two TCP sub-streams to the application server through the two TCP connections.
In some embodiments of the present application, the electronic device in the wireless communication system shown in fig. 1 may be a portable terminal device including other functions, such as a personal digital assistant and/or a music player, such as a mobile phone, a tablet computer, a wearable device (e.g., a smart watch) with a wireless communication function, and the like. Exemplary embodiments of the portable terminal device include, but are not limited to, a mountOr other operating system. The portable terminal device described above may also be other portable terminal devices such as laptop computers (laptop) with touch sensitive surfaces, e.g. touch panels, etc. It should also be understood that in some other embodiments of the present application, the electronic device may not be a portable terminal device, but may be a desktop computer with a touch-sensitive surface (e.g., a touch panel).
For example, the terminal device in the embodiment of the present application may be a mobile phone, and the embodiment is specifically described below by taking the mobile phone as an example. The embodiment of the invention is applied to the network scene that the MPTCP connection is established between the terminal equipment and the server and comprises the first TCP connection corresponding to the WIFI network and the second TCP connection corresponding to the LTE network for description.
As shown in fig. 5, the electronic device 100 is a mobile phone as an example to illustrate the hardware structure. The mobile phone 100 may include a processor 110, an external memory interface 120, an internal memory 121, a Universal Serial Bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna 1, an antenna 2, a mobile communication module 150, a wireless communication module 160, an audio module 170, a speaker 170A, a receiver 170B, a microphone 170C, an earphone interface 170D, a sensor module 180, a key 190, a motor 191, an indicator 192, a camera 193, a display screen 194, a Subscriber Identification Module (SIM) card interface 195, and the like. The sensor module 180 may include a pressure sensor 180A, a gyroscope sensor 180B, an air pressure sensor 180C, a magnetic sensor 180D, an acceleration sensor 180E, a distance sensor 180F, a proximity light sensor 180G, a fingerprint sensor 180H, a temperature sensor 180J, a touch sensor 180K, an ambient light sensor 180L, a bone conduction sensor 180M, and the like.
The USB interface 130 is an interface conforming to the USB standard specification, and may specifically be a Mini USB interface, a Micro USB interface, a USB Type C interface, or the like. The USB interface 130 may be used to connect a charger to charge the mobile phone 100, and may also be used to transmit data between the mobile phone 100 and peripheral devices. The charging management module 140 is configured to receive charging input from a charger. The power management module 141 is used to connect the battery 142, the charging management module 140 and the processor 110. The power management module 141 receives input from the battery 142 and/or the charge management module 140 and provides power to the processor 110, the internal memory 121, the external memory, the display 194, the camera 193, the wireless communication module 160, and the like.
The wireless communication function of the mobile phone 100 can be realized by the antenna 1, the antenna 2, the mobile communication module 150, the wireless communication module 160, the modem processor, the baseband processor, and the like. The antennas 1 and 2 are used for transmitting and receiving electromagnetic wave signals. Each antenna in the handset 100 may be used to cover a single or multiple communication bands. Different antennas can also be multiplexed to improve the utilization of the antennas. For example: the antenna 1 may be multiplexed as a diversity antenna of a wireless local area network. In other embodiments, the antenna may be used in conjunction with a tuning switch.
The mobile communication module 150 may provide a solution including wireless communication of 2G/3G/4G/5G, etc. applied to the handset 100. The mobile communication module 150 may include at least one filter, a switch, a power amplifier, a Low Noise Amplifier (LNA), and the like. The mobile communication module 150 may receive the electromagnetic wave from the antenna 1, filter, amplify, etc. the received electromagnetic wave, and transmit the electromagnetic wave to the modem processor for demodulation. The mobile communication module 150 may also amplify the signal modulated by the modem processor, and convert the signal into electromagnetic wave through the antenna 1 to radiate the electromagnetic wave. In some embodiments, at least some of the functional modules of the mobile communication module 150 may be disposed in the processor 110. In some embodiments, at least some of the functional modules of the mobile communication module 150 may be disposed in the same device as at least some of the modules of the processor 110.
The wireless communication module 160 may provide solutions for wireless communication applied to the mobile phone 100, including Wireless Local Area Networks (WLANs) (e.g., wireless fidelity (Wi-Fi) networks), Bluetooth (BT), Global Navigation Satellite System (GNSS), Frequency Modulation (FM), Near Field Communication (NFC), Infrared (IR), and the like. The wireless communication module 160 may be one or more devices integrating at least one communication processing module. The wireless communication module 160 receives electromagnetic waves via the antenna 2, performs frequency modulation and filtering processing on electromagnetic wave signals, and transmits the processed signals to the processor 110. The wireless communication module 160 may also receive a signal to be transmitted from the processor 110, perform frequency modulation and amplification on the signal, and convert the signal into electromagnetic waves through the antenna 2 to radiate the electromagnetic waves.
In some embodiments, the antenna 1 of the handset 100 is coupled to the mobile communication module 150 and the antenna 2 is coupled to the wireless communication module 160 so that the handset 100 can communicate with networks and other devices through wireless communication techniques. The wireless communication technology may include global system for mobile communications (GSM), General Packet Radio Service (GPRS), code division multiple access (code division multiple access, CDMA), Wideband Code Division Multiple Access (WCDMA), time-division code division multiple access (time-division code division multiple access, TD-SCDMA), Long Term Evolution (LTE), LTE, BT, GNSS, WLAN, NFC, FM, and/or IR technologies, etc. The GNSS may include a Global Positioning System (GPS), a global navigation satellite system (GLONASS), a beidou navigation satellite system (BDS), a quasi-zenith satellite system (QZSS), and/or a Satellite Based Augmentation System (SBAS).
The display screen 194 is used to display a display interface of an application and the like. The display screen 594 includes a display panel. The display panel may adopt a Liquid Crystal Display (LCD), an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode (active-matrix organic light-emitting diode, AMOLED), a flexible light-emitting diode (FLED), a miniature, a Micro-oeld, a quantum dot light-emitting diode (QLED), and the like. In some embodiments, the cell phone 100 may include 1 or N display screens 194, with N being a positive integer greater than 1. In the present embodiment, the display screen 194 may be used to display multiple application interfaces simultaneously.
The camera 193 is used to capture still images or video. The cameras 193 may include a front camera and a rear camera.
The internal memory 121 may be used to store computer-executable program code, which includes instructions. The processor 110 executes various functional applications of the cellular phone 100 and data processing by executing instructions stored in the internal memory 121. The internal memory 121 may include a program storage area and a data storage area. Wherein, the storage program area can store an operating system, software codes of at least one application program (such as an Aichi art application, a WeChat application, etc.), and the like. The data storage area can store data (such as images, videos and the like) generated during the use of the mobile phone 100 and the like. In addition, the internal memory 121 may include a high-speed random access memory, and may further include a nonvolatile memory, such as at least one magnetic disk storage device, a flash memory device, a universal flash memory (UFS), and the like.
The external memory interface 120 may be used to connect an external memory card, such as a Micro SD card, to extend the storage capability of the mobile phone 100. The external memory card communicates with the processor 110 through the external memory interface 120 to implement a data storage function. For example, files such as pictures, videos, and the like are saved in an external memory card.
The mobile phone 100 can implement audio functions through the audio module 170, the speaker 170A, the receiver 170B, the microphone 170C, the earphone interface 170D, and the application processor. Such as music playing, recording, etc.
The pressure sensor 180A is used for sensing a pressure signal, and converting the pressure signal into an electrical signal. In some embodiments, the pressure sensor 180A may be disposed on the display screen 194. The gyro sensor 180B may be used to determine the motion attitude of the cellular phone 100. In some embodiments, the angular velocity of the handpiece 100 about three axes (i.e., the x, y, and z axes) may be determined by the gyro sensor 180B.
The gyro sensor 180B may be used for photographing anti-shake. The air pressure sensor 180C is used to measure air pressure. In some embodiments, the handset 100 calculates altitude, aiding in positioning and navigation, from the barometric pressure measured by the barometric pressure sensor 180C. The magnetic sensor 180D includes a hall sensor. The handset 100 can detect the opening and closing of the flip holster using the magnetic sensor 180D. In some embodiments, when the handset 100 is a flip phone, the handset 100 may detect the opening and closing of the flip according to the magnetic sensor 180D. And then according to the opening and closing state of the leather sheath or the opening and closing state of the flip cover, the automatic unlocking of the flip cover is set. The acceleration sensor 180E can detect the magnitude of acceleration of the cellular phone 100 in various directions (typically three axes). The magnitude and direction of gravity can be detected when the handset 100 is stationary. The method can also be used for recognizing the posture of the electronic equipment, and is applied to horizontal and vertical screen switching, pedometers and other applications.
A distance sensor 180F for measuring a distance. The handset 100 may measure distance by infrared or laser. In some embodiments, taking a picture of a scene, the cell phone 100 may utilize the range sensor 180F to range for fast focus. The proximity light sensor 180G may include, for example, a Light Emitting Diode (LED) and a light detector, such as a photodiode. The light emitting diode may be an infrared light emitting diode. The cellular phone 100 emits infrared light to the outside through the light emitting diode. The handset 100 uses a photodiode to detect infrared reflected light from nearby objects. When sufficient reflected light is detected, it can be determined that there is an object near the cell phone 100. When insufficient reflected light is detected, the cell phone 100 can determine that there are no objects near the cell phone 100. The mobile phone 100 can detect that the mobile phone 100 is held by the user and close to the ear for communication by using the proximity light sensor 180G, so as to automatically turn off the screen to achieve the purpose of saving power. The proximity light sensor 180G may also be used in a holster mode, a pocket mode automatically unlocks and locks the screen.
The ambient light sensor 180L is used to sense the ambient light level. The handset 100 may adaptively adjust the brightness of the display 194 according to the perceived ambient light level. The ambient light sensor 180L may also be used to automatically adjust the white balance when taking a picture. The ambient light sensor 180L may also cooperate with the proximity light sensor 180G to detect whether the mobile phone 100 is in a pocket to prevent accidental touches. The fingerprint sensor 180H is used to collect a fingerprint. The mobile phone 100 can utilize the collected fingerprint characteristics to unlock the fingerprint, access the application lock, take a photograph of the fingerprint, answer an incoming call with the fingerprint, and the like.
The temperature sensor 180J is used to detect temperature. In some embodiments, the handset 100 implements a temperature processing strategy using the temperature detected by the temperature sensor 180J. For example, when the temperature reported by the temperature sensor 180J exceeds a threshold, the mobile phone 100 performs a reduction in performance of a processor located near the temperature sensor 180J, so as to reduce power consumption and implement thermal protection. In other embodiments, the cell phone 100 heats the battery 142 when the temperature is below another threshold to avoid an abnormal shutdown of the cell phone 100 due to low temperatures. In other embodiments, when the temperature is lower than a further threshold, the mobile phone 100 boosts the output voltage of the battery 142 to avoid abnormal shutdown due to low temperature.
The touch sensor 180K is also referred to as a "touch panel". The touch sensor 180K may be disposed on the display screen 194, and the touch sensor 180K and the display screen 194 form a touch screen, which is also called a "touch screen". The touch sensor 180K is used to detect a touch operation applied thereto or nearby. The touch sensor can communicate the detected touch operation to the application processor to determine the touch event type. Visual output associated with the touch operation may be provided through the display screen 194. In other embodiments, the touch sensor 180K may be disposed on the surface of the mobile phone 100, different from the position of the display 194.
The bone conduction sensor 180M may acquire a vibration signal. In some embodiments, the bone conduction sensor 180M may acquire a vibration signal of the human vocal part vibrating the bone mass. The bone conduction sensor 180M may also contact the human pulse to receive the blood pressure pulsation signal.
The keys 190 include a power-on key, a volume key, and the like. The keys 190 may be mechanical keys. Or may be touch keys. The cellular phone 100 may receive a key input, and generate a key signal input related to user setting and function control of the cellular phone 100. The motor 191 may generate a vibration cue. The motor 191 may be used for incoming call vibration cues, as well as for touch vibration feedback. For example, touch operations applied to different applications (e.g., photographing, audio playing, etc.) may correspond to different vibration feedback effects. Indicator 192 may be an indicator light that may be used to indicate a state of charge, a change in charge, or a message, missed call, notification, etc. The SIM card interface 195 is used to connect a SIM card. The SIM card can be attached to and detached from the cellular phone 100 by being inserted into the SIM card interface 195 or being pulled out from the SIM card interface 195.
It will be understood that the components shown in fig. 5 are not intended to be limiting, and that the handset may include more or fewer components than those shown, or some components may be combined, some components may be separated, or a different arrangement of components may be used. In the following embodiments, the mobile phone 100 shown in fig. 5 is taken as an example for description.
It should be understood that in this application, "/" means "or" means "unless otherwise indicated. For example, A/B may represent A or B. In the present application, "and/or" is only one kind of association relation describing an associated object, and means that three kinds of relations may exist. For example, a and/or B, may represent: a exists alone, A and B exist simultaneously, and B exists alone. "at least one" means one or more, "a plurality" means two or more.
In this application, "exemplary," "in some embodiments," "in other embodiments," and the like are used to mean serving as an example, instance, or illustration. Any embodiment or design described herein as "exemplary" is not necessarily to be construed as preferred or advantageous over other embodiments or designs. Rather, the term using examples is intended to present concepts in a concrete fashion.
Furthermore, the terms "first," "second," and the like, as used herein, are used for descriptive purposes only and not for purposes of indicating or implying relative importance or implicit indication of a number of technical features being indicated or implied as well as the order in which such is indicated or implied.
It should be noted that the data transmission method provided in the embodiment of the present application is applicable to a cloud game scene, a Virtual Reality (VR) game scene, and an Augmented Reality (AR) game scene, and the present application is not limited thereto.
It should be understood that reference to "application server" and "server" in this application may sometimes be mixed, and should be understood to have the same meaning.
As shown in fig. 6, a schematic flow chart of a data transmission method provided in the embodiment of the present application specifically includes the following steps:
step 601: the electronic device 100 is connected to the first network and/or the second network.
In the embodiment of the present application, the electronic device 100 supports the MPTCP protocol, that is, the electronic device 100 can simultaneously connect to at least two networks. For example, the electronic device 100 may be connected to a wifi network and a cellular network simultaneously, and the electronic device 100 establishes two corresponding communication links for data transmission through the two network connections.
For convenience of description, the two networks are respectively referred to as a "first network" and a "second network" in the present application, and the description below takes the first network as a wifi network and the second network as a cellular network as an example. Of course, the first network may also be a cellular network, and the second network may also be a wifi network; the first network and the second network may also be other networks, and the application is not limited herein.
When the electronic device 100 is connected to two networks, two communication links may be established to connect the two networks, and data transmission of the two links may be performed through the two communication links. Of course, if there is only one network on the electronic device 100, a communication link is established to connect the unique network, and data transmission is performed through the link.
Step 602: the electronic device 100 acquires a scene in which the game is currently located.
It should be noted that the game scenes in the present application can be divided into "key scenes" and "non-key scenes". The key scene can be understood as a battle scene of a game, and the non-key scene can be understood as a non-battle scene.
In the embodiment of the present application, the manner of sending the data packet may be determined according to the situation of the current game running in the electronic device 100. In other words, how to transmit data may be determined according to whether the scene in which the game is currently located is a battle scene.
Several judgment ways for acquiring the current scene of the game in the embodiment of the present application are described first below:
the first mode is as follows:
the electronic device 100 may receive a game scene identifier sent by an application program (APP), and determine a scene where a game is currently located according to the game scene identifier sent by the APP. The APP refers to an APP that can provide game running, such as an queen alliance APP.
Illustratively, the game scene identification may be represented by a game scene flag, for example, may be represented by 0 or 1. And, when the game scene identification is 1, it is considered as a key scene (i.e., a battle scene), and when the game scene identification is 0, it is considered as a non-key scene (i.e., a non-battle scene). Alternatively, when the game scene identifier is 0, it is considered as a key scene (i.e., a battle scene), and when the game scene identifier is 1, it is considered as a non-key scene (i.e., a non-battle scene), which is not limited in the present application.
Of course, it is understood that the indication of the game scene is not limited to be represented by 0 or 1, and may also be represented by other means such as the letter A, B, which is not limited in this application.
In the embodiment of the present application, as a possible implementation manner, the APP may obtain a current game scene through a Software Development Kit (SDK), and then determine a current game scene identifier based on the current game scene, so that the APP may determine whether the current game scene is a battle scene according to the game scene identifier.
As another possible implementation, the APP may obtain the current game scene through an Application Programming Interface (API).
The second mode is as follows:
the electronic device 100 may receive the average code rate of the network in the current game scene sent by the APP, and then determine whether the current game scene is a key scene according to a comparison between the actual throughput in the latest preset duration and the average code rate in the current game scene. It is understood that the actual throughput within the last preset time period may be the data amount of the data successfully transmitted within the last preset time.
Specifically, if the actual throughput in the latest preset duration is compared with the average code rate in the current game scene, if the actual throughput in the latest preset duration is greater than N (N >1) times of the average code rate, the current game scene is determined to be a key scene (i.e., a battle scene), and if the actual throughput in the latest preset duration is less than N times of the average code rate, the current game scene is determined to be a non-key scene (i.e., a non-battle scene). For example, if the actual throughput in the latest 1s is compared with the average code rate in the current game scene, if the actual throughput in the latest 1s is greater than 1.5 times of the average code rate, the current game scene is determined to be a key scene, and if the actual throughput in the latest 1s is less than 1.5 times of the average code rate, the current game scene is determined to be a non-key scene.
Of course, it can be understood that, in practical applications, when comparing the average code rate with the actual throughput within the latest preset time period, the selected preset time period should be as short as possible, so that the current game scene can be determined more accurately. For example, the preset time period may also be 2s, which is not limited in the present application.
The third mode is as follows:
taking a cloud game as an example, the electronic device 100 may obtain a determination result sent by the server side, and specifically, the server side may record at least one of the following information: the method includes the steps that the touch frequency, the uplink data amount and the downlink data amount of a user on a screen within a preset time length, the sliding mean value corresponding to the touch frequency of the user within the preset time length, the sliding mean value corresponding to the uplink data amount within the preset time length and the sliding mean value corresponding to the downlink data amount within the preset time length are obtained, then at least one item of information can be stored and recorded on a server side, a current game scene is determined according to the at least one item of information, and a determined current game scene result is sent to the electronic device 100.
As a possible implementation manner, the current game scene may be determined by the weight of the information recorded by the server side. For example, the server side records the touch frequency of the user in the latest 1s, and the touch frequency of the user in the latest 1s is more than a times of the sliding mean value; the server side records the uplink data volume of data transmission in the latest 1s, and the uplink data volume in the latest 1s is more than b times of the sliding mean value; and the server side records the downlink data volume of data transmission in the latest 1s, and the downlink data volume in the latest 1s is more than c times of the sliding mean value.
In the embodiment of the present application, it can be determined whether the weight vector satisfies the following formula: w1 a + w2 b + w3 c > x, if the formula is satisfied, the current game scene is determined to be a key scene, and if the formula is not satisfied, the current game scene is determined to be a non-key scene.
For example, assuming that the weighted values corresponding to the three pieces of information are 0.7, 0.6, and 0.5, respectively, the above formula is substituted to obtain: 0.7a +0.6b +0.5c >1, if the condition is satisfied with 0.7a +0.6b +0.5c >1, the current game scene is determined to be a key scene, and if the condition is satisfied with 0.7a +0.6b +0.5c <1, the current game scene is determined to be a non-key scene.
Of course, it is understood that the above-mentioned weight value is only an example, and the present application is not limited thereto.
Step 603: the electronic device 100 transmits the uplink data to the server in response to the user's operation.
If the current scene of the game is a battle scene, the user performs multiple and frequent operations on the display screen 194, and at this time, the electronic device 100 may receive and respond to the operations of the user on the display screen 194, and then send the operation information of the user to the server.
The operation of the user on the display screen 194 may be a click operation or a slide operation, and the present application is not limited to this.
Based on the above three manners, the electronic device 100 may determine a current game scenario, and for transmission of uplink data, since the uplink data is relatively small, excessive power consumption is not consumed, in this embodiment of the present application, no matter whether the current game scenario is a key scenario, a fully redundant manner is adopted for transmission of the uplink data to send a data packet, that is, the data packet may be sent through two links established by two networks.
In other words, if the current game scene is a key scene (battle scene), the data packet can be sent through two links established by two networks; if the current game scene is a non-critical scene (non-battle scene), the data packet can also be sent through two links established by two networks.
Step 604: the electronic device 100 receives the downlink data transmitted by the server.
In the embodiment of the application, for the transmission of the downlink data, different modes are adopted to send the downlink data according to different scenes. In some embodiments, for a key scenario, the application server may transmit downlink data in a redundant packet sending manner through two links, where which link is transmitted to the electronic device 100 first, and then the electronic device 100 receives the downlink data transmitted through which link, which may ensure that the electronic device 100 receives the downlink data in time.
In other embodiments, for a non-critical scenario, the electronic device 100 may set one of the two links as a main link and the other link as a standby link, then notify the server through the two links which is the main link and which is the standby link, and then the server sends downlink data to the electronic device 100 through the link notified by the electronic device 100. For example, if the electronic device 100 notifies the server to send the downlink data using the link corresponding to the wifi network, the server sends the downlink data to the electronic device 100 using the link corresponding to the wifi network. Or the electronic device 100 notifies the server to send the downlink data using the link corresponding to the cellular network, the server sends the downlink data to the electronic device 100 using the link corresponding to the cellular network.
As an example, the priority may be set for two links corresponding to two networks respectively in the present application. For example, in a critical scenario, the priorities of two links corresponding to the wifi network and the cellular network may be set to be the same, and in a non-critical scenario, the priority of the link corresponding to the wifi network may be set to be higher than the priority of the cellular network, that is, the link corresponding to the wifi network may be set as a main link, and the link corresponding to the cellular network may be set as a standby link.
In a possible implementation manner, when a round-trip time (RTT) of the wifi network meets a set threshold, a link corresponding to the cellular network may be used as a standby link; when the RTT of the wifi does not meet the set threshold, the RTT of the wifi can be compared with the RTT of the cellular network, and if the RTT of the cellular network is smaller than the RTT of the wifi, a link corresponding to the wifi network can be used as a standby link.
Of course, it can be understood that when the RTT of the wifi network satisfies the set threshold, the priority of the wifi network is raised to be higher than the priority of the cellular network, the link corresponding to the wifi network is used as the active link, and the link corresponding to the cellular network is used as the standby link.
In the embodiment of the application, when the uplink data is transmitted, the data is transmitted in a redundant packet sending mode, and when the downlink data is transmitted, different links are adopted to transmit the downlink data according to the scene where a game is located, so that when the uplink data is transmitted, the redundant packet sending ensures low time delay of data transmission; when the downlink data is transmitted, the downlink data is transmitted in a main-standby switching mode, so that the power consumption can be reduced, and the cost is saved. In the whole process of data transmission, the user experience is improved.
The above embodiments can be used alone or in combination with each other to achieve different technical effects.
In the embodiments provided in the present application, the method provided in the embodiments of the present application is described from the perspective of an electronic device as an execution subject. In order to implement the functions in the method provided by the embodiments of the present application, the electronic device may include a hardware structure and/or a software module, and the functions are implemented in the form of a hardware structure, a software module, or a hardware structure and a software module. Whether any of the above-described functions is implemented as a hardware structure, a software module, or a hardware structure plus a software module depends upon the particular application and design constraints imposed on the technical solution.
Based on the same concept, fig. 7 illustrates a data transmission apparatus 700 provided by the present application, which is used for executing the data transmission method illustrated in fig. 6. The apparatus 700 may be an electronic device or an application server, and may also be a chip. Illustratively, the apparatus 700 includes a processing unit 701 and a communication unit 702.
Illustratively, the processing module 701 is configured to establish at least two communication connections with an application server for serving a game when an application of the game is executed. The communication unit 702 is configured to receive downlink data related to the game sent by the application server through the target communication connection; or when the scene information represents a non-battle scene, the application server is informed to send downlink data related to the game through target communication connection. For example, when the apparatus 700 is an electronic device, the communication unit 702 may be a transceiver. For another example, when the apparatus 700 is a chip, the communication unit 702 may be an interface.
Based on the same concept, referring to fig. 8, a device 800 provided by the present application is shown. The apparatus 800 comprises: a transceiver 801, a processor 802, and a memory 803. Wherein, the transceiver 801, the processor 802 and the memory 803 are connected to each other.
Optionally, the transceiver 801, the processor 802, and the memory 803 are connected to each other through a bus 804. The bus 804 may be a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is shown in FIG. 8, but this is not intended to represent only one bus or type of bus.
A memory 803 for storing program instructions, data, and the like. In particular, the program instructions may include program code comprising computer operational instructions. The memory 803 may include a Random Access Memory (RAM) and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory. The processor 802 executes the program instructions and data stored in the memory 803 to implement the above functions, thereby implementing the data transmission method provided by the above embodiments.
Of course, it is understood that the apparatus shown in fig. 8 may be an electronic device, and may also be a server, and the server and the electronic device may be applied to the apparatus in this application. The specific steps can refer to the related descriptions in the above method embodiments, and are not described herein again.
Based on the above embodiments, embodiments of the present application further provide a computer program, which, when running on a computer, causes the computer to execute the data transmission method provided in the above embodiments.
Based on the above embodiments, the present application further provides a chip, where the chip is configured to read a computer program stored in a memory and execute the data transmission method provided by the above embodiments.
Based on the above embodiments, the present application also provides a computer storage medium, in which a computer program is stored, and when the computer program is executed by a computer, the computer executes the data transmission method provided by the above embodiments.
As will be appreciated by one skilled in the art, embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The present application is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems), and computer program products according to the application. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
Claims (18)
1. A data transmission method is applied to electronic equipment, and is characterized by comprising the following steps:
the electronic equipment establishes at least two communication connections with an application server for providing services for a game when an application program of the game is run, wherein the communication connections at least comprise the following connections: the first communication connection corresponding to the cellular network and the second communication connection corresponding to the wireless fidelity WIFI network;
the electronic equipment acquires scene information of a currently running game, and informs the application server to send downlink data related to the game through a target communication connection when the scene information represents a non-battle scene, wherein the target communication connection is a communication connection selected by the electronic equipment from the at least two communication connections;
and the electronic equipment receives downlink data which is sent by the application server and is related to the game through the target communication connection.
2. The method of claim 1, wherein the electronic device obtaining context information for a currently running game comprises:
and the electronic equipment receives a scene identification, which is sent by an application program providing the game and is where the currently running game is located.
3. The method of claim 1 or 2, wherein the method further comprises:
and when the scene information represents a battle scene, the electronic equipment receives downlink data which are respectively sent by the application server through the at least two communication connections and are related to the game.
4. The method of any one of claims 1 to 3, wherein the electronic device obtaining scene information of a currently running game comprises:
the electronic equipment receives the average code rate of the network in the scene where the currently running game is located, which is sent by the application program, and determines the scene information where the currently running game is located according to the actual throughput and the average code rate in a preset time length; or
And the electronic equipment receives the scene identification of the currently running game sent by the application server.
5. The method of claim 4, wherein the electronic device receiving the scene identifier of the currently running game sent by the application server comprises:
the electronic equipment receives a scene identification of the currently running game, which is determined and sent by the application server according to the parameter information;
the parameter information includes at least one of the following information:
the touch frequency of the screen of the electronic equipment is respectively touched within at least one preset time length of the game in the running period of the electronic equipment side;
the electronic equipment respectively sends uplink data volume related to the game within at least one preset time length during the running period of the electronic equipment side;
the application server respectively sends downlink data volume related to the game within at least one preset time length of the running period of the electronic equipment side;
a first sliding mean value corresponding to the touch frequency; the first sliding mean value is the mean value of the touch frequency corresponding to the at least one preset time length;
a second sliding average value corresponding to the uplink data amount; the second sliding mean value is the mean value of the uplink data amount corresponding to the at least one preset time length;
a third sliding mean value corresponding to the downlink data amount; the third sliding mean value is a mean value of downlink data amounts corresponding to the at least one preset time length respectively.
6. A data transmission method is applied to an application server, and is characterized by comprising the following steps:
the application server establishes at least two communication connections with the electronic device when an application program of a game is run on the electronic device, wherein the communication connections at least comprise the following connections: the first communication connection corresponding to the cellular network and the second communication connection corresponding to the wireless fidelity WIFI network;
the application server receives a target communication connection notified by the electronic equipment, wherein the target communication connection is a communication connection selected from the at least two communication connections when the electronic equipment acquires scene information representing a non-battle scene where a currently running game is located;
and the application server sends downlink data related to the game through the target communication connection.
7. The method of claim 6, wherein the method further comprises:
and the application server determines a scene identifier of the currently running game and sends the scene identifier to the electronic equipment, wherein the scene identifier is used for representing scene information of the currently running game.
8. The method of claim 7, wherein the determining, by the application server, the scene identity of the currently running game comprises:
the application server collects at least one parameter information;
the electronic equipment determines a scene identifier of a currently running game according to at least one parameter information;
wherein the parameter information includes at least one of the following information:
the touch frequency of the screen of the electronic equipment is respectively touched within at least one preset time length of the game in the running period of the electronic equipment side;
the electronic equipment respectively sends uplink data volume related to the game within at least one preset time length during the running period of the electronic equipment side;
the application server respectively sends downlink data volume related to the game within at least one preset time length of the running period of the electronic equipment side;
a first sliding mean value corresponding to the touch frequency; the first sliding mean value is the mean value of the touch frequency corresponding to the at least one preset time length;
a second sliding average value corresponding to the uplink data amount; the second sliding mean value is the mean value of the uplink data amount corresponding to the at least one preset time length;
a third sliding mean value corresponding to the downlink data amount; the third sliding mean value is a mean value of downlink data amounts corresponding to the at least one preset time length respectively.
9. An electronic device, comprising:
a memory for storing program instructions and data;
a transceiver for receiving and transmitting data;
a processor for invoking program instructions stored in the memory to perform a data transfer method, the method comprising:
establishing at least two communication connections with an application server for serving a game when an application of the game is run, the communication connections including at least the following connections: the first communication connection corresponding to the cellular network and the second communication connection corresponding to the wireless fidelity WIFI network;
acquiring scene information of a currently running game, and when the scene information represents a non-battle scene, informing the application server to send downlink data related to the game through a target communication connection, wherein the target communication connection is a communication connection selected by the electronic equipment in the at least two communication connections;
and receiving downlink data which is sent by the application server and is related to the game through the target communication connection.
10. The electronic device of claim 9, wherein the processor is further to:
and when the scene information represents a battle scene, receiving downlink data which is respectively sent by the application server through the at least two communication connections and is related to the game.
11. The electronic device according to claim 9 or 10, wherein the processor obtains scene information of a currently running game, and is specifically configured to:
receiving a scene identification of a currently running game sent by an application program providing the game; or
Receiving the average code rate of a network in the scene where the currently running game is located, which is sent by the application program, and determining the scene information where the currently running game is located according to the actual throughput and the average code rate in a preset time length; or
And receiving a scene identification of the currently running game sent by the application server.
12. The electronic device according to claim 11, wherein the processor receives a scene identifier of a currently running game sent by the application server, and is specifically configured to:
receiving a scene identifier of a currently running game, which is determined and sent by the application server according to the parameter information;
the parameter information includes at least one of the following information:
the touch frequency of the screen of the electronic equipment is respectively touched within at least one preset time length of the game in the running period of the electronic equipment side;
the electronic equipment respectively sends uplink data volume related to the game within at least one preset time length during the running period of the electronic equipment side;
the application server respectively sends downlink data volume related to the game within at least one preset time length of the running period of the electronic equipment side;
a first sliding mean value corresponding to the touch frequency; the first sliding mean value is the mean value of the touch frequency corresponding to the at least one preset time length;
a second sliding average value corresponding to the uplink data amount; the second sliding mean value is the mean value of the uplink data amount corresponding to the at least one preset time length;
a third sliding mean value corresponding to the downlink data amount; the third sliding mean value is a mean value of downlink data amounts corresponding to the at least one preset time length respectively.
13. An application server, comprising:
a memory for storing program instructions and data;
a transceiver for receiving and transmitting data;
a processor for invoking program instructions stored in the memory to perform a data transfer method, the method comprising:
establishing at least two communication connections with an electronic device when an application of a game is run on the electronic device;
the application server receives a target communication connection notified by the electronic device, wherein the target communication connection is a communication connection selected from the at least two communication connections when the electronic device acquires scene information representing a non-battle scene where a currently running game is located, and the communication connections at least comprise the following connections: the first communication connection corresponding to the cellular network and the second communication connection corresponding to the wireless fidelity WIFI network;
and the application server sends downlink data related to the game through the target communication connection.
14. The application server of claim 13, wherein the method further comprises:
and determining a scene identifier of the currently running game, and sending the scene identifier to the electronic equipment, wherein the scene identifier is used for representing the scene information of the currently running game.
15. The application server of claim 14, wherein the application server determining the scene identity of the currently running game comprises:
the application server collects at least one parameter information;
the electronic equipment determines a scene identifier of a currently running game according to at least one parameter information;
wherein the parameter information includes at least one of the following information:
the touch frequency of the screen of the electronic equipment is respectively touched within at least one preset time length of the game in the running period of the electronic equipment side;
the electronic equipment respectively sends uplink data volume related to the game within at least one preset time length during the running period of the electronic equipment side;
the application server respectively sends downlink data volume related to the game within at least one preset time length of the running period of the electronic equipment side;
a first sliding mean value corresponding to the touch frequency; the first sliding mean value is the mean value of the touch frequency corresponding to the at least one preset time length;
a second sliding average value corresponding to the uplink data amount; the second sliding mean value is the mean value of the uplink data amount corresponding to the at least one preset time length;
a third sliding mean value corresponding to the downlink data amount; the third sliding mean value is a mean value of downlink data amounts corresponding to the at least one preset time length respectively.
16. A computer program, which, when run on a computer, causes the computer to perform the method according to any one of claims 1-8.
17. A computer storage medium, in which a computer program is stored which, when executed by a computer, causes the computer to perform the method of any one of claims 1 to 8.
18. A chip for reading a computer program stored in a memory for performing the method according to any one of claims 1 to 8.
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CN113747203A (en) * | 2021-09-01 | 2021-12-03 | 腾讯科技(深圳)有限公司 | Video information transmission method and device, electronic equipment and storage medium |
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