CN113365126B - Game data synchronization method, system, device and storage medium - Google Patents

Game data synchronization method, system, device and storage medium Download PDF

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Publication number
CN113365126B
CN113365126B CN202110564958.3A CN202110564958A CN113365126B CN 113365126 B CN113365126 B CN 113365126B CN 202110564958 A CN202110564958 A CN 202110564958A CN 113365126 B CN113365126 B CN 113365126B
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picture
operation data
client
display
clients
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CN113365126A (en
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邓定斌
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Wuhan Legu Online Technology Co ltd
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Wuhan Legu Online Technology Co ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/4302Content synchronisation processes, e.g. decoder synchronisation
    • H04N21/4307Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen
    • H04N21/43076Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen of the same content streams on multiple devices, e.g. when family members are watching the same movie on different devices
    • 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1095Replication or mirroring of data, e.g. scheduling or transport for data synchronisation between network nodes
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Information Transfer Between Computers (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The invention discloses a game data synchronization method, a system, equipment and a storage medium, wherein the method comprises the following steps: monitoring operation data, display pictures and network conditions of different clients in real time through a server; screening out a client with the latest current operation data and display pictures from different clients according to a preset time interval to serve as a current standard client; respectively predicting the time required for synchronizing the operation data and the display picture of each client with the current standard client based on the current operation data, the display picture, the network condition and the historical data of the other clients; and adjusting the data synchronization algorithm of each client based on the predicted operation data of the rest clients and the time required for synchronizing the picture display with the current standard client to update the display picture. The invention realizes the picture synchronization of different clients by balancing the picture display time of different clients and gives consideration to the real-time property and the fluency of the picture synchronization.

Description

Game data synchronization method, system, device and storage medium
Technical Field
The invention belongs to the technical field of computers, and particularly relates to a game data synchronization method, a game data synchronization system, game data synchronization equipment and a game data synchronization storage medium.
Background
With the popularization of various multi-player online games, users have higher requirements for game data synchronization of each client and each server, and if conditions such as network delay, logic frame asynchronization and the like occur in games of the same scene and multiple users, the problems of asynchronization of game pictures of each client and different positions and states of the same target object are caused, so that information acquired by each user is unequal or operation failure is caused, and user experience is influenced.
Disclosure of Invention
In view of this, the present invention provides a game data synchronization method, system, device, and storage medium, which are used to solve the problem of poor real-time performance of game data synchronization.
In a first aspect of the present invention, a game data synchronization method is disclosed, the method comprising:
monitoring operation data, display pictures and network conditions of different clients in real time through a server;
screening out a client with the latest current operation data and display pictures from different clients according to a preset time interval to serve as a current standard client;
respectively predicting the time required for synchronizing the operation data and the display picture of each client with the current standard client based on the current operation data, the display picture, the network condition and the historical data of the other clients;
and adjusting the data synchronization algorithm of each client based on the predicted operation data of the rest clients and the time required for synchronizing the picture display with the current standard client so as to update the display picture.
Preferably, the step of screening out a client with the latest current operation data and screen display from different clients according to a preset time interval as a standard client specifically includes:
the method comprises the steps of obtaining the execution condition and the picture rendering condition of game logic corresponding to each operation data in an operation data queue of each client, determining a synchronous picture when the last data of each client is synchronous, comparing the current display picture of each client with the last synchronous picture, and determining the latest display picture and the corresponding executed operation data, wherein the client corresponding to the latest display picture is used as a standard client.
Preferably, the predicting the synchronization time between the operation data and the picture display of each of the remaining clients and the standard client based on the operation data, the picture display, the network status and the history data of the remaining clients respectively specifically includes:
acquiring the execution rate, the picture rendering rate and the network effective transmission rate of game logic corresponding to the operation data of the corresponding client from historical data of other clients in a preset time period;
comparing the current operation data and display pictures based on other clients with the current operation data and display pictures of the standard client, and calculating the operation data to be executed and the pictures to be rendered of each client;
and predicting the time required for synchronizing the operation data and the display picture of the rest clients with the current standard client picture based on the execution rate, the picture rendering rate and the network effective transmission rate of the game logic corresponding to the operation data of each client, the operation data to be executed and the picture to be rendered.
Preferably, the adjusting the synchronization algorithm of each client based on the predicted operation data of the remaining clients and the time required for synchronizing the picture display with the current standard client to synchronize the display picture specifically includes:
and if the time required for synchronizing the operation data and the picture display of the other clients with the current standard client is less than or equal to a preset time threshold, performing interpolation rendering on the picture frame by taking an interpolation method as a data synchronization algorithm.
Preferably, the adjusting the synchronization algorithm of each client based on the predicted operation data of the remaining clients and the time required for synchronizing the screen display with the current standard client to perform the screen display synchronization specifically includes:
and if the time required for synchronizing the operation data and the picture display of the other clients with the current standard client is greater than a preset time threshold value, performing predictive rendering on picture frames by using an extrapolation method as a data synchronization algorithm.
Preferably, the method further comprises:
acquiring data to be synchronized of a server, judging whether unexecuted operation data exist in a standard client, if so, predicting the operation data executed by the standard client and rendering the time required by an updated picture;
and optimizing the rendering frame number of each client based on the time required by the prediction standard client to execute the operation data and render the updated picture, the time required by the operation data of other clients and the time required by picture display synchronization with the current standard client.
Preferably, the optimization target for optimizing the rendering frame number of each client is that the optimized FPS is within a preset fluctuation range, and a difference between an average time required for next picture synchronization of each of the other clients and the standard client and a time required for the standard client to execute the operation data and render the updated picture is within a preset difference range.
In a second aspect of the present invention, a game data synchronization system is disclosed, the system comprising:
a data monitoring module: monitoring operation data, display pictures and network conditions of different clients in real time through a server;
the data screening module: screening out a client with the latest current operation data and display pictures from different clients according to a preset time interval to serve as a current standard client;
a temporal prediction module: respectively predicting the synchronous time of the operation data and the display picture of each client and the current standard client based on the current operation data, the display picture, the network condition and the historical data of the other clients;
a synchronous adjustment module: and adjusting the next rendering and refreshing time of the pictures of each client based on the predicted operation data of the rest clients and the time of picture display synchronization with the current standard client.
In a third aspect of the present invention, an electronic device is disclosed, comprising: at least one processor, at least one memory, a communication interface, and a bus;
the processor, the memory and the communication interface complete mutual communication through the bus;
the memory stores program instructions executable by the processor which are invoked by the processor to implement the method of the first aspect of the invention.
In a fourth aspect of the invention, a computer-readable storage medium is disclosed, which stores computer instructions for causing a computer to implement the method of the first aspect of the invention.
Compared with the prior art, the invention has the following beneficial effects:
1) The method screens out the latest client as the current standard client by monitoring the operation data, display pictures and network conditions of different clients in real time; and respectively predicting the time required by the synchronization of the other clients and the current standard client, and selecting different data synchronization algorithms based on the time required by the synchronization to update the display picture, thereby realizing the picture synchronization of different clients and ensuring the real-time performance of the picture synchronization.
2) The invention realizes the picture synchronization of different clients by balancing the picture display time of different clients and the fluctuation range of the FPS, and also considers the smoothness of the picture synchronization while realizing the real-time performance of the picture synchronization of different clients.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, it is obvious that the drawings in the following description are only some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to the drawings without creative efforts.
FIG. 1 is a flow chart of a game data synchronization method according to the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be obtained by a person skilled in the art without any inventive step based on the embodiments of the present invention, are within the scope of the present invention.
Referring to fig. 1, the present invention provides a game data synchronization method, including:
s1, monitoring operation data, display pictures and network conditions of different clients in real time through a server;
s2, screening out a client with the latest current operation data and display pictures from different clients according to a preset time interval to serve as a current standard client;
specifically, the execution condition and the picture rendering condition of game logic corresponding to each operation data in the operation data queue of each client are obtained first, and a synchronous picture of each client when data are synchronized last time is determined;
and then comparing the current display picture of each client with the last synchronous picture, and determining the latest display picture and the corresponding executed operation data, wherein the client corresponding to the latest display picture is used as a standard client.
S3, respectively predicting the time required for synchronizing the operation data and the display picture of each client with the current standard client based on the current operation data, the display picture, the network condition and the historical data of the other clients; the step S3 specifically includes:
s31, obtaining the execution rate, the picture rendering rate and the effective network transmission rate of game logic corresponding to the operation data of the corresponding client from historical data of other clients in a preset time period;
s32, comparing the current operation data and the display picture based on the other clients with the current operation data and the display picture of the standard client, and calculating the operation data to be executed and the picture to be rendered of each client;
and S33, predicting the time required for synchronizing the operation data and the display picture of the other clients and the current standard client picture based on the execution rate, the picture rendering rate and the network effective transmission rate of the game logic corresponding to the operation data of each client, the operation data to be executed and the picture to be rendered.
And S4, adjusting the data synchronization algorithm of each client based on the predicted operation data of the rest clients and the time required for synchronizing the picture display with the current standard client to update the display picture.
Specifically, the operation data and the picture display of the rest clients and the time required for the synchronization of the current standard client are selected from different data synchronization algorithms.
And if the time required for synchronizing the operation data and the picture display of the other clients with the current standard client is less than or equal to a preset time threshold, performing interpolation rendering on the picture frame by taking an interpolation method as a data synchronization algorithm. The interpolation method is an interpolation method and is used for calculating a key frame to perform picture interpolation rendering.
And if the operation data of the other clients and the time required for synchronizing the picture display with the current standard client are greater than a preset time threshold, performing predictive rendering on the picture frame by using an extrapolation method as a data synchronization algorithm. The extrapolation method is used for predicting game information according to the operation data, the picture display data and the historical data of the other current clients and the time required for synchronization with the current standard client, and performing data synchronization according to the prediction information. If the network delay is serious, the data can be quickly synchronized by adopting an flash mode if necessary.
The specific time of the preset time threshold can be set according to actual requirements.
The method screens out the latest client as the current standard client by monitoring the operation data, display pictures and network conditions of different clients in real time; and respectively predicting the time required by the synchronization of the other clients and the current standard client, and selecting different data synchronization algorithms based on the time required by the synchronization to update the display picture, thereby realizing the picture synchronization of different clients and ensuring the real-time performance of the picture synchronization.
And S5, acquiring data to be synchronized of the server side, and optimizing the rendering frame number of each client side in the data synchronization process.
Acquiring data to be synchronized at a server side, judging whether unexecuted operation data exist in a standard client side or not, if so, predicting the operation data executed by the standard client side and rendering the time required by an updated picture;
and optimizing the rendering frame number of each client based on the time required by the prediction standard client to execute the operation data and render the updated picture, the operation data of the rest clients and the time required by picture display and synchronization of the current standard client.
And optimizing the rendering frame number of each client to ensure that the optimized FPS is in a preset fluctuation range, and the difference between the average time required by the rest clients and the next picture synchronization of the standard client and the time required by the standard client to execute the operation data and render the updated picture is in a preset difference range.
The invention realizes the picture synchronization of different clients by balancing the picture display time of different clients and the fluctuation range of the FPS, and also considers the smoothness of the picture synchronization while realizing the real-time performance of the picture synchronization of different clients.
Corresponding to the above method embodiment, the present invention further provides a game data synchronization system, which includes:
a data monitoring module: monitoring operation data, display pictures and network conditions of different clients in real time through a server;
the data screening module: screening out a client with the latest current operation data and display pictures from different clients according to a preset time interval to serve as a current standard client;
a temporal prediction module: respectively predicting the synchronous time of the operation data and the display picture of each client and the current standard client based on the current operation data, the display picture, the network condition and the historical data of the other clients;
a synchronous adjustment module: and adjusting the next rendering and refreshing time of the pictures of each client based on the predicted operation data of the rest clients and the time of picture display synchronization with the current standard client.
The present invention also discloses an electronic device, comprising: at least one processor, at least one memory, a communication interface, and a bus; the processor, the memory and the communication interface complete mutual communication through the bus; the memory stores program instructions executable by the processor which invokes the method of the invention as described above.
The invention also discloses a computer readable storage medium which stores computer instructions, and the computer instructions enable the computer to realize all or part of the steps of the method of the embodiment of the invention. The storage medium includes: u disk, removable hard disk, ROM, RAM, magnetic disk or optical disk, etc.
The above-described system embodiments are merely illustrative, wherein the units described as separate parts may or may not be physically separate, and the parts shown as units may or may not be physical units, i.e. may be distributed over a plurality of network units. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of the present embodiment. One of ordinary skill in the art can understand and implement it without inventive effort.
The above description is only for the purpose of illustrating the preferred embodiments of the present invention and is not to be construed as limiting the invention, and any modifications, equivalents, improvements and the like that fall within the spirit and principle of the present invention are intended to be included therein.

Claims (9)

1. A game data synchronization method, the method comprising:
monitoring operation data, display pictures and network conditions of different clients in real time through a server;
screening out a client with the latest current operation data and display pictures from different clients according to a preset time interval to serve as a current standard client;
respectively predicting the time required for synchronizing the operation data and the display picture of each client with the current standard client based on the current operation data, the display picture, the network condition and the historical data of the other clients; the predicting the synchronization time of the operation data, the picture display and the standard client of each of the other clients respectively based on the operation data, the picture display, the network condition and the historical data of the other clients specifically comprises:
acquiring the execution rate, the picture rendering rate and the network effective transmission rate of game logic corresponding to the operation data of the corresponding client from historical data of other clients in a preset time period;
comparing the current operation data and the display pictures based on the other clients with the current operation data and the display pictures of the standard clients, and calculating the operation data to be executed and the pictures to be rendered of each client;
predicting the time required for synchronizing the operation data and the display picture of other clients and the current standard client picture based on the execution rate, the picture rendering rate and the network effective transmission rate of the game logic corresponding to the operation data of each client, the operation data to be executed and the picture to be rendered; and adjusting the data synchronization algorithm of each client based on the predicted operation data of the rest clients and the time required for synchronizing the picture display with the current standard client so as to update the display picture.
2. The game data synchronization method according to claim 1, wherein the step of screening out a client having the latest current operation data and screen display from different clients at a preset time interval as a standard client specifically comprises:
the method comprises the steps of obtaining the execution condition and the picture rendering condition of game logic corresponding to each operation data in an operation data queue of each client, determining a synchronous picture when the last data of each client is synchronous, comparing the current display picture of each client with the last synchronous picture, and determining the latest display picture and the corresponding executed operation data, wherein the client corresponding to the latest display picture is used as a standard client.
3. The game data synchronization method according to claim 1, wherein the adjusting the synchronization algorithm of each client for display screen synchronization based on the predicted operation data of the remaining clients and the time required for screen display synchronization with the current standard client specifically comprises:
and if the time required for synchronizing the operation data and the picture display of the other clients with the current standard client is less than or equal to a preset time threshold, performing interpolation rendering on the picture frame by taking an interpolation method as a data synchronization algorithm.
4. The game data synchronization method according to claim 3, wherein the adjusting the synchronization algorithm of each client for display screen synchronization based on the predicted operation data of the remaining clients and the time required for screen display synchronization with the current standard client specifically comprises:
and if the operation data of the other clients and the time required for synchronizing the picture display with the current standard client are greater than a preset time threshold, performing predictive rendering on the picture frame by using an extrapolation method as a data synchronization algorithm.
5. The game data synchronization method of claim 1, further comprising:
acquiring data to be synchronized at a server side, judging whether unexecuted operation data exist in a standard client side or not, if so, predicting the operation data executed by the standard client side and rendering the time required by an updated picture;
and optimizing the rendering frame number of each client based on the time required by the prediction standard client to execute the operation data and render the updated picture, the operation data of the rest clients and the time required by picture display and synchronization of the current standard client.
6. The game data synchronization method according to claim 5, wherein the optimization goal of optimizing the rendering frame number of each client is that the optimized FPS is within a preset fluctuation range and the difference between the average time required for the next screen synchronization of the remaining clients and the standard client and the time required for the standard client to execute the operation data and render the updated screen is within a preset difference range.
7. A game data synchronization system, the system comprising:
a data monitoring module: monitoring operation data, display pictures and network conditions of different clients in real time through a server;
the data screening module: screening out a client with the latest current operation data and display pictures from different clients according to a preset time interval to serve as a current standard client;
a temporal prediction module: respectively predicting the synchronous time of the operation data and the display picture of each client and the current standard client based on the current operation data, the display picture, the network condition and the historical data of the other clients; the predicting the synchronization time of the operation data, the picture display and the standard client of each of the other clients respectively based on the operation data, the picture display, the network condition and the historical data of the other clients specifically comprises:
acquiring the execution rate, the picture rendering rate and the network effective transmission rate of game logic corresponding to the operation data of the corresponding client from historical data of other clients in a preset time period;
comparing the current operation data and the display pictures based on the other clients with the current operation data and the display pictures of the standard clients, and calculating the operation data to be executed and the pictures to be rendered of each client;
predicting the time required for synchronizing the operation data and the display picture of other clients and the current standard client picture based on the execution rate, the picture rendering rate and the network effective transmission rate of the game logic corresponding to the operation data of each client, the operation data to be executed and the picture to be rendered;
a synchronous adjustment module: and adjusting the next rendering and refreshing time of the picture of each client based on the predicted operation data of the rest clients and the time of picture display synchronization with the current standard client.
8. An electronic device, comprising: at least one processor, at least one memory, a communication interface, and a bus;
the processor, the memory and the communication interface complete mutual communication through the bus;
the memory stores program instructions executable by the processor, which are invoked by the processor to implement the method of any one of claims 1 to 5.
9. A computer readable storage medium storing computer instructions for causing a computer to implement the method of any one of claims 1 to 5.
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