CN113368504B - Cloud game service system, interaction method and storage medium - Google Patents

Cloud game service system, interaction method and storage medium Download PDF

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Publication number
CN113368504B
CN113368504B CN202110646030.XA CN202110646030A CN113368504B CN 113368504 B CN113368504 B CN 113368504B CN 202110646030 A CN202110646030 A CN 202110646030A CN 113368504 B CN113368504 B CN 113368504B
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Prior art keywords
game
server node
server
target
node
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CN113368504A (en
Inventor
洪伟斌
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China Mobile Communications Group Co Ltd
MIGU Interactive Entertainment Co Ltd
MIGU Culture Technology Co Ltd
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China Mobile Communications Group Co Ltd
MIGU Interactive Entertainment Co Ltd
MIGU Culture Technology Co Ltd
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Classifications

    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player

Abstract

The application discloses a cloud game service system, an interaction method and a storage medium, wherein the method is used for the cloud game service system and comprises the following steps: receiving a game request sent by a game terminal device; determining a selected server node to which a target game function module required by a target game belongs from all server nodes based on the game request; and controlling the selected server node to perform game interaction with the game terminal equipment. The technical problem that game service cannot be provided for a game terminal when any game function module fails or is in a bottleneck in the prior art when only one server node exists is solved, and the service capability of cloud games is improved.

Description

Cloud game service system, interaction method and storage medium
Technical Field
The application relates to the technical field of cloud game platforms, in particular to a cloud game service system, an interaction method and a storage medium.
Background
For cloud games, each function of the game is deployed at a server node of the cloud, and the game terminal obtains game services by accessing the cloud, so that when any game function module fails or is in a bottleneck, the cloud cannot provide game services for the game terminal.
The foregoing is provided merely for the purpose of facilitating understanding of the technical solutions of the present application and is not intended to represent an admission that the foregoing is prior art.
Disclosure of Invention
The application mainly aims to provide a cloud game service system, an interaction method and a storage medium, and aims to solve the technical problem that a cloud cannot provide game service for a game terminal when any game function module in a cloud server node fails or is in a bottleneck in the related art.
In order to achieve the above object, an embodiment of the present application provides a cloud game interaction method, which is used for a cloud game service system, where the cloud game service system includes at least two server nodes, each server node is connected with a network, and at least one game function module is deployed in each server node;
the method comprises the following steps:
receiving a game request sent by a game terminal device;
determining a selected server node from all server nodes based on the game request, wherein the selected server node is a server node deployed with a target game function module, and the target game function module is a game function module required by a target game;
and controlling the selected server node to perform game interaction with the game terminal equipment.
Optionally, the target game function module is deployed in each of the at least two server nodes; if the game request is a request of a paying user;
the step of determining a selected server node from the server nodes based on the game request includes:
based on the game request, determining a selected server node with performance meeting a first preset condition from server nodes deployed with the target game function module according to the performance data of the server node to which the target game function module belongs and a first selection strategy; the parameters related in the first selection policy include at least two of computing power of the server node, equipment capacity of the server node, equipment number of the server node, equipment utilization rate of the server node, network broadband of the server node, failure times of the server node, failure interruption time of the server node, network delay of the server node and game function module number.
Optionally, if the game request is a request of a non-paid user;
the step of determining a selected server node from the server nodes based on the game request includes:
And determining a selected server node with the performance meeting a second preset condition from the server nodes deployed with the target game function modules according to the performance data of the server nodes to which the target game function modules belong and the equipment utilization rate of the server nodes based on the game request.
Optionally, the target game function module includes a plurality of target game function sub-modules, each target game function sub-module being provided with a node capacity;
the step of determining a selected server node from the server nodes based on the game request includes:
determining a selected target game function sub-module from target game function sub-modules with residual node capacity based on the game request;
and taking the server node with the selected target game function sub-module as a selected server node.
Optionally, the target game function submodule has a level attribute, and the game request includes requirement data;
the step of determining a selected target game function sub-module from the target game function sub-modules with remaining node capacity based on the game request includes:
and determining a selected target game function sub-module from target game function sub-modules with residual node capacity according to the demand data, wherein the selected target game function sub-module has a target level, and the target level is matched with the demand data.
Optionally, the game function module comprises a game inclusion function module, a game archiving function module, a game video function module, a game audio function module and a game interaction function module.
In addition, to achieve the above object, the present application further provides a cloud game service system, including at least two server nodes, where each server node is connected to a network, and a server in the server nodes includes a processor, a memory, and a computer program stored in the memory, where the computer program is executed by the processor to implement the steps of the above method.
Optionally, the data synchronization of the game function modules is performed among the server nodes according to a preset synchronization rule.
Furthermore, to achieve the above object, the present application provides a computer storage medium having stored thereon a computer program which, when executed by a processor, implements the steps of the above method.
Furthermore, to achieve the above object, the present application provides a computer program product comprising a computer program which, when being executed by a processor, implements the steps of the above method.
The cloud game interaction method provided by the embodiment of the application is used for a cloud game service system, wherein the cloud game service system comprises at least two server nodes, the server nodes are connected through a network, and at least one game function module is deployed in each server node; the method comprises the following steps: receiving a game request sent by a game terminal device; determining a selected server node from all server nodes based on the game request, wherein the selected server node is a server node deployed with a target game function module, and the target game function module is a game function module required by a target game; and controlling the selected server node to perform game interaction with the game terminal equipment. In other words, the game function modules are deployed on at least two server nodes in the method, so that when a game request is received, target game function modules in different server nodes can be coordinated to the game terminal equipment according to a preset rule, and even if a certain game function module in a certain server node fails or is in a bottleneck, game services can be provided by the game function modules in other server nodes, so that the technical problem that in the prior art, when only one server node fails or is in a bottleneck, game services cannot be provided for the game terminal is solved, and the service capability of cloud games is improved.
Drawings
FIG. 1 is a schematic diagram of a server architecture of a hardware operating environment according to an embodiment of the present application;
FIG. 2 is a schematic diagram of a cloud gaming service system according to an embodiment of the present application;
FIG. 3 is a schematic flow chart of a cloud game interaction method according to an embodiment of the present application;
fig. 4 is a schematic view of a cloud game interaction scenario according to an embodiment of the present application.
The achievement of the objects, functional features and advantages of the present application will be further described with reference to the accompanying drawings, in conjunction with the embodiments.
Detailed Description
It should be understood that the specific embodiments described herein are for purposes of illustration only and are not intended to limit the scope of the application.
All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be noted that the description of "first", "second", etc. in this disclosure is for descriptive purposes only and is not to be construed as indicating or implying a relative importance or implying an indication of the number of technical features indicated. Thus, a feature defining "a first" or "a second" may explicitly or implicitly include at least one such feature. In addition, the technical solutions of the embodiments may be combined with each other, but it is necessary to base that the technical solutions can be realized by those skilled in the art, and when the technical solutions are contradictory or cannot be realized, the combination of the technical solutions should be considered to be absent and not within the scope of protection claimed in the present application.
The main solutions of the embodiments of the present application are: the cloud game interaction method is used in a cloud game service system, the cloud game service system comprises at least two server nodes, network connection is carried out among the server nodes in the at least two server nodes, and at least one game function module is deployed in each server node; the method comprises the following steps: receiving a game request sent by a game terminal device; determining a selected server node from all server nodes based on the game request, wherein the selected server node is a server node deployed with a target game function module, and the target game function module is a game function module required by a target game; and controlling the selected server node to perform game interaction with the game terminal equipment.
In the prior art, a cloud game inclusion is installed and deployed at a server node of a cloud, loading and running of the game inclusion are completed at the server node, an audio and video stream of a game is generated by encoding at a server side, a player terminal receives and plays the game audio and video stream generated at the server side, interaction between actions of a player and the server side is completed through a control flow channel, and the server side node of the player is usually fixed in the game process. When a failure occurs in this server node (the resource utilization reaches an upper limit) or a bottleneck occurs in any dimension, it may result in failure to provide a service of the cloud game to the user.
In the method, the game function modules are deployed on at least two server nodes, so that when a game request is received, target game function modules in different server nodes can be coordinated to the game terminal equipment according to the preset rule, and even if a certain game function module in one server node fails or is in a bottleneck, game services can be provided by the game function modules in other server nodes, so that the technical problem that in the prior art, when only one server node fails or is in a bottleneck, game services cannot be provided for the game terminal is solved, and the service capability of cloud games is improved.
Referring to fig. 1, fig. 1 is a schematic diagram of a server structure of a hardware running environment according to an embodiment of the present application.
As shown in fig. 1, the server may include: a processor 1001, such as a central processing unit (Central Processing Unit, CPU), a communication bus 1002, a user interface 1003, a network interface 1004, a memory 1005. Wherein the communication bus 1002 is used to enable connected communication between these components. The user interface 1003 may include a Display, an input unit such as a Keyboard (Keyboard), and the optional user interface 1003 may further include a standard wired interface, a wireless interface. The network interface 1004 may optionally include a standard wired interface, a WIreless interface (e.g., a WIreless-FIdelity (WI-FI) interface). The Memory 1005 may be a high-speed random access Memory (Random Access Memory, RAM) Memory or a stable nonvolatile Memory (NVM), such as a disk Memory. The memory 1005 may also optionally be a storage device separate from the processor 1001 described above.
Those skilled in the art will appreciate that the architecture shown in fig. 1 is not limiting and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
As shown in fig. 1, an operating system, a data storage module, a network communication module, a user interface module, and an electronic program may be included in the memory 1005 as one type of storage medium.
In the server shown in fig. 1, the network interface 1004 is mainly used for data communication with a network server; the user interface 1003 is mainly used for data interaction with a user; the processor 1001 and the memory 1005 in the server may be provided in the server, and the server calls the cloud game interaction device stored in the memory 1005 through the processor 1001 and executes the cloud game interaction method provided by the embodiment of the application.
Referring to fig. 2, fig. 2 is a cloud game service system provided in an embodiment of the present application, where the system includes at least two server nodes, and network connection between the server nodes, where at least one game function module is deployed in each server node.
In an implementation, each server node may include a plurality of servers, and an internal structure of the servers may refer to fig. 1.
For a cloud game, a plurality of functional services may be included, such as, for example, package storage for the game, archive storage for the game, video encoding for the game, audio encoding, user interaction for the game, and the like. To this end, the service program of the cloud game may be split into a plurality of game function modules, and then these game function modules are deployed into at least two server nodes, specifically, when deployed, one or more game function modules may be deployed in each of the server nodes, and the game function modules deployed in a single server node may include some or all of the game function modules of a certain target game. For example, for a target game, the target game can be split into 5 game function modules, the 5 game function modules are deployed in 3 server nodes, and all 5 game function modules can be deployed in each server node; of course, 1-4 unequal game function modules can be deployed in each server node, but it is guaranteed that at least 5 game function modules must be deployed in 3 server nodes, so that cloud game service can be provided for the target game. In a specific deployment, taking the server node a, the server node B and the server node C in fig. 2 as examples, each game function module may be specifically deployed in a server of each server node.
In addition, it can be understood that, in addition to the game function modules of the target game, the game function modules of other games can be deployed in the server nodes of the cloud game service system, so that service programs of a plurality of games are deployed in a plurality of server nodes respectively, and the utilization rate of the server nodes can be improved.
Thus, the game function modules deployed in each server node may be the same or different. During the game, the cloud game service system interacts with the game terminal device through the game function modules deployed in each server node to provide the cloud game service.
For example, the game function module of the target game includes: the system comprises a game inclusion functional module, a game archiving functional module, a game video functional module, a game audio functional module and a game interaction functional module. The 5 modules may be deployed on each server node. The services provided by each module after deployment are described as follows:
(1) The game inclusion functional module provides inclusion maintenance capabilities such as storage, reading, sending and the like of the game inclusion, and can synchronize the game inclusion to provide archiving, video, audio and other server nodes for users in the game process;
(2) The game archiving functional module provides archiving maintenance capabilities such as storage, reading, sending and the like of user game archiving, and synchronizes the game archiving to the server node providing inclusion, video, audio and other interaction for the user;
(3) The game video function module is used for receiving the game inclusion and archiving, completing the starting of the game inclusion and the reading of the game archiving, providing the game video coding capability, receiving the data of the user interaction function node and completing the state synchronization of the game behavior;
(4) The game audio function module is used for receiving the game inclusion and archiving, completing the starting of the game inclusion and the reading of the game archiving, providing the game audio coding capability, receiving the data of the user interaction function node and completing the state synchronization of the game behavior;
(5) And the game interaction function module provides game behavior reporting and forwarding capability for users, and the user behaviors are synchronized in each server node in the game process.
The server in the server node in the foregoing embodiment includes a processor, a memory, and a computer program stored in the memory, which when executed by the processor, implements the steps of the cloud game interaction method of the following embodiment. For this reason, based on the cloud game service system in fig. 2, referring to fig. 3, fig. 3 is a cloud game interaction method provided in an embodiment of the present application, where the method is used for a target server node in the cloud game service system, and the target server node may be any server node in the cloud game service system, where the cloud game interaction device in the foregoing embodiment is deployed in the target server node, so as to execute the cloud game interaction method in this embodiment.
Specifically, the method comprises the following steps:
s20, receiving a game request sent by the game terminal equipment.
In the implementation process, the game terminal equipment comprises all terminal equipment such as a PC, a notebook, a mobile phone, a tablet, a wearable game equipment, a game machine and the like, and the game software can be installed in the terminal equipment. The game request may be a game start request or an operation request during the game (e.g., a game setting adjustment request), and is not particularly limited in this embodiment. The game request is generated by a request operation of a user for the target game, which is received by the game terminal device, and the request operation can be a selection operation of a shortcut icon of the target game in a display interface of the game terminal device, or a setting operation of a setting function button on the game interface in the game process.
S40, determining a selected server node from the server nodes based on the game request, wherein the selected server node is a server node deployed with a target game function module, and the target game function module is a game function module required by a target game.
In a specific implementation process, the target game function modules required for the target game refer to all game function modules required for providing a complete cloud game service for the target game, and referring to the foregoing embodiment, the method may include: the system comprises a game inclusion functional module, a game archiving functional module, a game video functional module, a game audio functional module and a game interaction functional module.
Since the target game function module may belong to different server nodes, in order to provide a complete game service for the game terminal device, a selected server node corresponding to the target game function module needs to be determined. Wherein the selected server node is also a node in the cloud gaming service system.
In one embodiment, in order to determine the selected server node in the target server node, a data table may be configured in the target server node, where the data table may include a configuration situation of a game function module in each server node, a performance situation of the server node, and an operation situation of each module, and the data table may be updated in real time according to information transmitted by each server node, so that when a game request is received, the selected server may be quickly determined according to data in the data table. However, in this embodiment, the data table may not be configured, and the configuration of the game function module, the performance of the server node, and the operation of each module of each server node may be acquired in real time when the game application is received.
According to the foregoing embodiments, there may be more than one server node deployed with the target game function module, and thus, when multiple server nodes are deployed with the target game function module, selection is required.
As one implementation, the target game function module is deployed in at least two server nodes; if the game request is a request of a paying user;
the step of determining the selected server node to which the target game function module required by the target game belongs from the server nodes based on the game request comprises the following steps:
and determining the selected server node with the performance meeting the first preset condition from all the server nodes according to the performance data of the server node to which the target game function module belongs and the first selection strategy based on the game request.
In a specific implementation process, the game request is sent by a game user received by the game terminal device, and the game user uses corresponding game accounts to play the game, and generally, the game accounts can be divided into paid users and non-paid users according to different provided services. When the game request is a request of a paying user, the user corresponding to the game account is a key service object of a game service provider, and better quality service needs to be provided, so that a selected server node with the performance meeting a first preset condition needs to be determined according to a first selection policy to provide the better quality service for the user.
Specifically, the factors considered by the first selection policy include computing power of the server node, the number of devices, the capacity of the devices, the utilization rate of the devices, the network bandwidth, the number of faults, the fault interruption time, the network delay, the number of game function modules and the like. The specific method for determining the selected server node with the performance meeting the first preset condition is as follows:
s40-1-1: calculating the calculation force score, sorting according to the calculation force of the server nodes, wherein the calculation force score of each server node=the number of the server nodes smaller than the calculation force of the server node, and entering S40-1-2;
s40-1-2: calculating the equipment number score, and sorting according to the equipment number of the server nodes, wherein the equipment number score of each server node = the number of the server nodes smaller than the equipment number of the server node, and entering into S40-1-3;
s40-1-3: calculating device capacity scores, namely sorting according to the device capacity of the server nodes, wherein the device capacity score of each server node = the number of server nodes smaller than the device capacity of the server node, and entering S40-1-4;
s40-1-4: calculating device utilization scores, namely sorting according to the device utilization sizes of the server nodes, wherein the device utilization score = the number of server nodes with the device utilization of the server node being greater than the device utilization of the server node, and entering S40-1-5;
S40-1-5: calculating network bandwidth scores, namely sorting according to the network bandwidth sizes of the server nodes, wherein the network bandwidth score = the number of the server nodes smaller than the network bandwidth of the server node equipment of each server node, and entering S40-1-6;
s40-1-6: calculating a failure frequency score, sorting according to the failure frequency of the server nodes, wherein the network bandwidth score = the number of the server nodes which are larger than the network bandwidth of the server node equipment of each server node, and entering S40-1-7;
s40-1-7: calculating fault interruption time scores, sorting according to the fault interruption time of the server nodes, wherein the fault interruption time score = the number of the server nodes which are larger than the fault interruption time of the server node equipment, and entering S40-1-8;
s40-1-8: calculating network delay scores, sorting according to the network delay sizes of the server nodes, wherein the network delay function score = the number of the server nodes which are larger than the network delay of the server node, and entering S40-1-9;
s40-1-9: calculating game audio function scores, namely sorting according to the number of the game audio functions of the server nodes, wherein the game audio function score of each server node = the number of the server nodes which is smaller than the number of the game audio functions of the server node equipment, and entering S40-1-10;
S40-1-10: calculating the game inclusion function scores, sorting according to the number of the game inclusion functions of the server nodes, wherein the game inclusion function score = the number of the server nodes smaller than the number of the game inclusion functions of the server nodes, and entering S40-1-11;
s40-1-11: calculating game archiving function scores, sorting according to the number of the game archiving functions of the server nodes, wherein the game archiving function score of each server node = the number of the server nodes which is smaller than the number of the game archiving functions of the server node, and entering into S40-1-12;
s40-1-12: calculating game interactive function scores, namely sorting according to the number of the game interactive functions of the server nodes, wherein the game interactive function score = the number of the server nodes which is smaller than the number of the game interactive functions of the server nodes, and entering S40-1-13;
s40-1-13: calculating game video function scores, namely sorting according to the number of the game video functions of the server nodes, wherein the game video function score of each server node = the number of the server nodes which is smaller than the number of the game video functions of the server node equipment, and entering S40-1-14;
s40-1-14: calculating a score of each server node basic capability, wherein the score between the server node basic capability=S40-1-1 and S40-1-8 is calculated, and the process goes to S40-1-15;
S40-1-15: calculating the score of each game video function server node, wherein the score of each game video function server node is = S40-1-14+S1 (S40-1-13), selecting the server node with the highest score to provide a game video function, and if the scores are the same, arbitrarily selecting one, and entering S40-1-16;
s40-1-16: calculating the score of each game audio function server node, adding the scores of the game audio function server nodes with the score of = S40-1-14+ S1 (S40-1-9), selecting the server node with the highest score to provide the game audio function, if the scores are the same, selecting one at will, and entering S40-1-17;
s40-1-17: calculating the score of each game inclusion function server node, adding the scores of the game inclusion function server nodes with the score of = S40-1-14+ S1 (S40-1-10), selecting the server node with the highest score to provide the game inclusion function, and if the scores are the same, arbitrarily selecting one, and entering S40-1-18;
s40-1-18: calculating the score of each game archiving function server node, adding the scores of the game archiving function server nodes with the score of = S40-1-14 plus S1 (S40-1-11), selecting the server node with the highest score to provide the game archiving function, if the scores are the same, selecting one at will, and entering S40-1-19;
S40-1-19: and calculating the score of each game interaction function server node, wherein the scores of the game interaction function server nodes are added together with the sum of (S40-1-14+S1) (S40-1-12), and the server node with the highest score is selected to provide the game interaction function, if the scores are the same, one is selected arbitrarily.
In this way, the selected server node is determined. The selected server node determined by the method has better performance, and can provide high-quality service resources for paid users.
Alternatively, if the game request is a request from a non-paid user;
the step of determining the selected server node to which the target game function module required by the target game belongs from the server nodes based on the game request comprises the following steps:
and determining the selected server node with the performance meeting the second preset condition from the server nodes according to the performance data of the server node to which the target game function module belongs and the second selection strategy based on the game request.
In the specific implementation process, the non-paid user is not the key service object of the game service provider, so that the optimal resource does not need to be provided, and in the determination process of the actual target game function module, the following steps can be only executed:
S40-2-1: calculating device utilization scores, namely sorting according to the device utilization sizes of the server nodes, wherein the device utilization score of each server node = the number of server nodes smaller than the device utilization of the server node;
s40-2-2: the server node with the highest score is selected, and if the scores are the same, one is arbitrarily selected.
Therefore, the selected server node is determined, and service resources are saved. Where S1 is the level of the target game function module, which is specifically explained in the following embodiment.
S60, controlling the selected server node to perform game interaction with the game terminal equipment.
In the implementation process, after the selected server node is determined, the selected server node can be controlled to establish network connection with the game terminal equipment, so that the target game function module in the selected server node performs game interaction with the game terminal equipment.
Specifically, different target game function modules interact with hardware corresponding to the game terminal device. For example, fig. 4 is a schematic diagram of a scenario in which a selected server node performs a game interaction with the game terminal device. The three selected server nodes in fig. 4, namely an a server node, a B server node and a C server node, are all deployed with a game inclusion function module, a game archiving function module, a game video function module, a game audio function module and a game interaction function module. The target game function module in the server node A is a game interaction function module and interacts with interaction equipment of the game terminal equipment; the target game function module in the server node B is a game audio function module and interacts with sound equipment of the game terminal equipment; the target game function module in the C server node is a game video function module and interacts with the display equipment of the game terminal equipment.
As one embodiment, the target game function module includes a plurality of target game function sub-modules, each of which is provided with a node capacity;
the step of determining a selected server node from the server nodes based on the game request includes:
determining a selected target game function sub-module from target game function sub-modules with residual node capacity based on the game request;
taking the server node deployed with the selected target game function sub-module as a selected server node;
in a specific implementation, each game function module may include a plurality of game function sub-modules at different levels, and each game function sub-module at different levels may also be provided with a node capacity. The service upper limit of each module can be limited by setting the node capacity, so that centralized occupation of game resources is avoided, the game operation is blocked, and the smoothness of the cloud game is ensured.
Specifically, taking the server node a, the server node B and the server node C in fig. 4 as an example, the stage arrangement of the modules thereof can be seen in table 1.
Table 1 Game function Module deployment in a Server node
As can be seen from the table, as an implementation manner, each game function module includes a plurality of levels, each level can be divided into at least two levels according to the specific implementation manner, for example, the game video functions can be divided into five levels of 8K, 4K, 1080P, 720P and 480P, the corresponding values of S1 are respectively 1, 2, 3, 4 and 5, and the values of S1 in different game function modules can be obtained by analogy.
Further, the target game function submodule has a level attribute, and the game request comprises demand data;
the step of determining a selected target game function sub-module from the target game function sub-modules with remaining node capacity based on the game request includes:
determining a selected target game function sub-module from target game function sub-modules with residual node capacity according to the demand data, wherein the selected target game function sub-module has a target level, and the target level is matched with the demand data;
specifically, a table as shown in table 1 may be maintained in the target server node, and after a game request is received, the game function modules of all server nodes and the remaining node capacities of the corresponding levels are counted according to the demand data, so as to obtain the number of allocable nodes. If the remaining node capacity >0, then the number of allocable nodes=1, otherwise the number of allocable nodes=0.
More specifically, the demand data may include demand information for a level in each game function module, and after receiving a game request, the selected target game function module of the target level needs to be determined according to each game function module and the remaining node capacity of the corresponding level, so as to determine the selected server node.
It will be appreciated that after the cloud gaming service system determines the selected server node for the user, the remaining node capacities of the game function modules of the respective server nodes in table 1 are respectively-1. As one example, if during a game, a user obtains a lossy service or a lower level of game service, after the available resources appear after the resources of the server node of the cloud game service system are released, the user may be reassigned with a target game function module suitable for the user's server node and level.
In particular, different levels of game function modules may be deployed in each server of the server node.
For example, referring to fig. 4, the game inclusion function module, the game archiving function module, the game video function module, the game audio function module, and the server node of the game interaction function module of the cloud game service system are in butt joint with the game terminal device of the user to provide game services. And after the user finishes the game, the cloud game service system releases server node resources occupied by the user, the available capacity of the game function modules of the released nodes is respectively +1, and the cloud game service system records the game records of the user. In addition, as an optional implementation manner, the data synchronization of the game function modules is performed among the server nodes according to a preset synchronization rule, so that the follow-up cloud game service is provided for the user according to the game record and data of the user.
It should be noted that, in the cloud game service system, each game function module may be independent, and may be adapted to the game request of the user and the peripheral type in combination, and specifically needs to be determined according to the requirement data in the game request of the user.
Referring to fig. 4, in an example, the cloud game service system discovers that the capacity of the game inclusion and the capacity of the game archive of the a server node and the capacity of the user interaction can meet the request of the user according to the available quantity of the resource capacities of the three a/B/C server nodes, but the video capacity of the B server node can meet the user requirement due to insufficient video and audio encoding capacity of the game, and the audio capacity of the C server node can meet the user requirement. Thus, the corresponding capacity quantity of the A server node is selected to be-1 in response to the game inclusion, game archiving and user interaction requirements of the user. The B server node is selected to respond to the video coding requirement of the user, and the video coding capacity quantity of the B server node is-1. The audio capacity of the C server node is selected to respond to the audio coding requirement of the user, the audio capacity quantity of the C server node is-1, and the C server node starts the game. The a server node synchronizes the game package and archive to the B, C server node, establishes a connection with the user network, is responsible for interacting with the user, and synchronizes the user interaction data to the B, C server node. The server B receives the game inclusion from the server A and files the game, starts the game, performs video coding, establishes network connection with the user, receives the interaction data of the server A to complete the game progress updating, and pushes the video stream to the user. And C, the server node receives the game inclusion and archive from the server node A, starts the game, performs audio coding, establishes network connection with the user, receives the interaction data of the server node A to complete the game progress update, and pushes the audio stream to the user. Interactions with the user by the a/B/C server node may be distributed to various peripherals of the user, such as professional user interaction devices, audio devices, display devices. In this embodiment, the game peripheral devices such as the interactive device, the audio device, and the display device may be integrated on one game terminal device, or may be independent peripheral devices, which is not limited in this embodiment.
It should be understood that the foregoing is merely illustrative, and the technical solution of the present application is not limited in any way, and those skilled in the art may set the technical solution as required in practical applications, and the present application is not limited herein.
Through the above description, it is easily found that in the method of the embodiment, the game function modules are deployed on at least two server nodes, so that when a game request is received, the target game function modules in different server nodes can be coordinated to the game terminal device according to a preset rule, and even if a certain game function module in a certain server node fails or is in a bottleneck, game services can be provided by the game function modules in other server nodes, so that the technical problem that in the prior art, when only one server node fails or is in a bottleneck, game services cannot be provided for the game terminal is solved, and the service capability of cloud games is improved.
Referring to fig. 2, based on the same inventive concept as the cloud game interaction method described above, the cloud game service system in the embodiment of the present application further includes the following implementation manners:
as an alternative implementation manner, the target game function module is deployed in at least two server nodes;
The game request is a request of a paid user; the target server node is further configured to determine, when a game request sent by a game terminal device is received, a selected server node whose performance meets a first preset condition from server nodes deployed with the target game function module according to server node performance data to which the target game function module belongs and a first selection policy; the parameters related in the first selection policy comprise at least two of computing power of a server node, equipment capacity of the server node, equipment quantity of the server node, equipment utilization rate of the server node, network broadband of the server node, failure times of the server node, failure interruption time of the server node, network delay of the server node and game function module quantity;
or alternatively, the first and second heat exchangers may be,
the game request is a request of a non-paid user; and the target server node is further used for determining a selected server node with the performance meeting a second preset condition from the server nodes deployed with the target game function modules according to the server node performance data to which the target game function modules belong and the equipment utilization rate of the server nodes when the game request sent by the game terminal equipment is received.
As an alternative embodiment, each of the target game function modules includes a plurality of target game function sub-modules, each of the target game function sub-modules being provided with a node capacity;
the cloud game service system is further used for determining a selected target game function sub-module from target game function sub-modules with residual node capacity when a game request sent by the game terminal equipment is received; taking the server node deployed with the selected target game function sub-module as a selected server node; and controlling the selected server node to perform game interaction with the game terminal device.
As an alternative embodiment, the target game function sub-module has a level attribute; the game request comprises demand data;
the cloud game service system is further used for determining a selected target game function sub-module from target game function sub-modules with residual node capacity according to the requirement data when a game request sent by the game terminal equipment is received, wherein the selected target game function sub-module has a target level, and the target level is matched with the requirement data; taking the server node deployed with the selected target game function sub-module as a selected server node; and controlling the selected server node to perform game interaction with the game terminal device.
As an alternative implementation mode, the data synchronization of the game function modules is carried out among the server nodes according to a preset synchronization rule.
It should be noted that, in this embodiment, each implementation manner of the cloud game service system and the technical effects achieved by the implementation manner may refer to various implementation manners of the game interaction method in the foregoing embodiment, which is not described herein again.
In addition, it can be understood that the cloud game service system of the embodiment provides complete cloud game capability through the distributed server nodes, and the user does not depend on the resource capacity of a single cloud game server node, so that on one hand, relatively limited resources of the single cloud game server node are avoided, and the resource utilization rate is improved; on the other hand, the defect of limited resources of the single cloud game server node is avoided, and the user capacity of the cloud game platform is enlarged; meanwhile, the high construction cost and the operation cost of cloud game nodes are reduced, and the return on investment is improved.
In addition, in an embodiment, there is also provided a cloud game interaction device, which is disposed in the server of the target server node in the foregoing embodiment, and includes:
the request receiving module is used for receiving the game request sent by the game terminal equipment;
The node determining module is used for determining a selected server node from all server nodes based on the game request, wherein the selected server node is a server node deployed with a target game function module, and the target game function module is a game function module required by a target game;
and the network connection module is used for controlling the selected server node to perform game interaction with the game terminal equipment.
It should be noted that, in this embodiment, each implementation manner of the cloud game service system and the technical effects achieved by the implementation manner may refer to various implementation manners of the game interaction method in the foregoing embodiment, which is not described herein again.
Furthermore, in an embodiment, the present application also provides a computer storage medium, on which a computer program is stored, which computer program, when being executed by a processor, implements the steps of the method in the previous embodiment.
Furthermore, in an embodiment, the application also provides a computer program product comprising a computer program which, when executed by a processor, implements the steps of the method of the previous embodiment.
In some embodiments, the computer readable storage medium may be FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; but may be a variety of devices including one or any combination of the above memories. The computer may be a variety of computing devices including smart terminals and servers.
In some embodiments, the executable instructions may be in the form of programs, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and they may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.
As an example, the executable instructions may, but need not, correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a hypertext markup language (HTML, hyper Text Markup Language) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub-programs, or portions of code).
As an example, executable instructions may be deployed to be executed on one computing device or on multiple computing devices located at one site or, alternatively, distributed across multiple sites and interconnected by a communication network.
It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or system that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or system. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or system that comprises the element.
The foregoing embodiment numbers of the present application are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
From the above description of the embodiments, it will be clear to those skilled in the art that the above-described embodiment method may be implemented by means of software plus a necessary general hardware platform, but of course may also be implemented by means of hardware, but in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art in the form of a software product stored in a storage medium (e.g. read-only memory/random-access memory, magnetic disk, optical disk) comprising instructions for causing a multimedia terminal device (which may be a mobile phone, a computer, a television receiver, or a network device, etc.) to perform the method according to the embodiments of the present application
The foregoing description is only of the preferred embodiments of the present application, and is not intended to limit the scope of the application, but rather is intended to cover any equivalents of the structures or equivalent processes disclosed herein or in the alternative, which may be employed directly or indirectly in other related arts.

Claims (8)

1. The cloud game interaction method is characterized by being used for a cloud game service system, wherein the cloud game service system comprises at least two server nodes, each server node is connected with a network, at least one game function module is deployed in each server node, at least two game function modules with the same function are respectively arranged on at least two server nodes, all game function modules required by the same game are arranged on at least two server nodes, and data synchronization of the game function modules is carried out among the server nodes according to a preset synchronization rule;
the method comprises the following steps:
receiving a game request sent by a game terminal device;
determining a selected server node from all server nodes based on the game request, wherein the selected server node is at least two server nodes deployed with target game function modules, the target game function modules running in any two selected server nodes are different, and the target game function module is at least one game function module required by a target game;
Controlling the selected server node to perform game interaction with the game terminal equipment;
and when a certain game function module in the selected server nodes fails or is in a bottleneck, controlling other server nodes with the certain game function modules to perform game interaction with the game terminal equipment.
2. The method of claim 1, wherein the target game function module is deployed in each of the at least two server nodes; if the game request is a request of a paying user;
the step of determining a selected server node from the server nodes based on the game request includes:
based on the game request, determining a selected server node with performance meeting a first preset condition from server nodes deployed with the target game function module according to the performance data of the server node to which the target game function module belongs and a first selection strategy; the parameters related in the first selection policy include at least two of computing power of the server node, equipment capacity of the server node, equipment number of the server node, equipment utilization rate of the server node, network broadband of the server node, failure times of the server node, failure interruption time of the server node, network delay of the server node and game function module number.
3. The method of claim 2, wherein if the game request is a request from a non-paid user;
the step of determining a selected server node from the server nodes based on the game request includes:
and determining a selected server node with the performance meeting a second preset condition from the server nodes deployed with the target game function modules according to the performance data of the server nodes to which the target game function modules belong and the equipment utilization rate of the server nodes based on the game request.
4. The method of claim 1, wherein the target gaming function module comprises a plurality of target gaming function sub-modules, each target gaming function sub-module being provided with a node capacity;
the step of determining a selected server node from the server nodes based on the game request includes:
determining a selected target game function sub-module from target game function sub-modules with residual node capacity based on the game request;
and taking the server node with the selected target game function sub-module as a selected server node.
5. The method of claim 4 wherein the target game function submodule has a level attribute and the game request includes demand data;
The step of determining a selected target game function sub-module from the target game function sub-modules with remaining node capacity based on the game request includes:
and determining a selected target game function sub-module from target game function sub-modules with residual node capacity according to the demand data, wherein the selected target game function sub-module has a target level, and the target level is matched with the demand data.
6. The method of any one of claims 1-5, wherein the gaming functionality comprises a gaming cartridge functionality, a gaming archive functionality, a gaming video functionality, a gaming audio functionality, and a gaming interaction functionality.
7. The cloud game service system is characterized by comprising at least two server nodes, wherein the server nodes are connected through a network, at least one game function module is deployed in each server node, at least two game function modules with the same function are respectively arranged on the at least two server nodes, all game function modules required by the same game are arranged on the at least two server nodes, and data synchronization of the game function modules is performed among the server nodes according to a preset synchronization rule; the server in the server node comprising a processor, a memory and a computer program stored in the memory, which, when executed by the processor, carries out the steps of the method according to any of claims 1-6.
8. A computer storage medium, characterized in that it has stored thereon a computer program which, when executed by a processor, implements the steps of the method according to any of claims 1-6.
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