WO2010012202A1 - 一种推荐游戏房间的方法、系统和游戏服务器 - Google Patents

一种推荐游戏房间的方法、系统和游戏服务器 Download PDF

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Publication number
WO2010012202A1
WO2010012202A1 PCT/CN2009/072854 CN2009072854W WO2010012202A1 WO 2010012202 A1 WO2010012202 A1 WO 2010012202A1 CN 2009072854 W CN2009072854 W CN 2009072854W WO 2010012202 A1 WO2010012202 A1 WO 2010012202A1
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WO
WIPO (PCT)
Prior art keywords
game
idc
network
qos
qos level
Prior art date
Application number
PCT/CN2009/072854
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English (en)
French (fr)
Inventor
徐高骞
Original Assignee
腾讯科技(深圳)有限公司
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Filing date
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2010012202A1 publication Critical patent/WO2010012202A1/zh
Priority to US12/893,655 priority Critical patent/US8307075B2/en

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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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • A63F13/12
    • 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
    • H04L41/00Arrangements for maintenance, administration or management of data switching networks, e.g. of packet switching networks
    • H04L41/50Network service management, e.g. ensuring proper service fulfilment according to agreements
    • H04L41/5003Managing SLA; Interaction between SLA and QoS
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L41/00Arrangements for maintenance, administration or management of data switching networks, e.g. of packet switching networks
    • H04L41/50Network service management, e.g. ensuring proper service fulfilment according to agreements
    • H04L41/5041Network service management, e.g. ensuring proper service fulfilment according to agreements characterised by the time relationship between creation and deployment of a service
    • H04L41/5045Making service definitions prior to deployment
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L43/00Arrangements for monitoring or testing data switching networks
    • H04L43/08Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
    • H04L43/0876Network utilisation, e.g. volume of load or congestion level
    • H04L43/0888Throughput
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/10Flow control; Congestion control
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/535Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters

Definitions

  • the present invention relates to the field of the Internet, and in particular, to a method, system and game server for recommending a game room. Background of the invention
  • Online games are a network service that Internet users are very concerned about. Internet users need to log in to the game room before they can enter the corresponding online game.
  • the game room is set in the game server, and one game server may include a plurality of game rooms, and the Internet user logs in to the game room to log in to the server where the game room is located.
  • network speed has an important meaning for Internet users to experience online games.
  • the current factors affecting network speed mainly include: the location of the Internet user when the Internet user logs into the game room, and the Internet Service Provider (ISP) and Internet Data Center (Internet Data) used by the game server where the game room is located. Center, IDC).
  • ISP Internet Service Provider
  • IDC Internet Data Center
  • IDC is a hosting room for each ISP.
  • Game operators will also host their own game servers in IDC to provide services to users in each IDC data center.
  • the network user logs in to the server in IDC and logs in to the IDC.
  • Network users whose network protocol (IP) information belongs to the same network user as the home ISP belong to the same network segment.
  • the speed between the network segments belonging to the same ISP is faster than the network segment belonging to different ISPs.
  • the network segment where a network user is currently located belongs to the first ISP, and the existing deployment is in the first a first game room in an IDC of an ISP and a second game room in an IDC of the second ISP, normally, the network user logs in to the first game room to perform a game than to log in to the second game. Room to play games to get a faster network Speed.
  • the network speed between IDCs with relatively close physical distances is faster than the network speed between IDCs with relatively long physical distances. For example, a network user located in Shanghai logs into a game room of IDC located in East China, usually Get faster network speed than logging into the IDC game room in Shenzhen.
  • the geographic location of the IDC to which each game room belongs and the IDC of each game room can be displayed to the network user, and the network user selects the game room to be logged according to the geographic location of the ISP and the IDC.
  • This method requires the network user to know the influence of the geographic location of the ISP and the IDC on the network speed.
  • These highly specialized knowledge is not intuitive to the user, and the impact is not always established, for example, If the number of network users logging in to Shenzhen IDC at a certain time causes network congestion, the network users in Shenzhen may choose IDC in East China to obtain a faster network speed than logging in to Shenzhen IDC, but the network users cannot know that they are arriving. The true network speed of each IDC data center.
  • the network game client measures the network speed of each IDC and displays the measurement result to the user.
  • the method for measuring the network speed by using the network game client does not require the network user to know the influence of the ISP and the IDC on the network speed. These professional knowledge is relatively intuitive for the user and can also measure the network. Game client to the real network speed of each IDC. However, since this measurement is initiated by each network game client, and the measurement initiated by the client is usually a single measurement, the network speed obtained by such measurement is relatively random, and the accidental factor is recommended for the game room. The impact is greater. Summary of the invention
  • a method for recommending a game room comprising:
  • the speed measurement server measures the network speed of the network user who logs in the IDC of the speed measurement server to the IDC, and calculates the average network speed of all network users belonging to the same network segment to the IDC;
  • the speed measuring server aggregates the average network speed into a quality of service (Qos) center, and the Qos center selects the network segment according to the average network speed of each network segment to each IDC and the predetermined principle of dividing the QoS level.
  • Qos quality of service
  • the IDC communication link is assigned to the Qos level, and the Qos center sends the QoS level of each network segment to each IDC communication link to the game server in each IDC;
  • the game server determines a network segment to which the game client registered to the game server belongs, and sends a recommended recommendation to the game client according to the determined network segment and the QoS level of each of the network segments to each IDC communication link. Game room information.
  • a system for recommending a game room comprising a speed measuring server, a Qos center, and a game server;
  • the speed measuring server is set in the IDC, and measures the network speed of the network user logging in to the IDC to the IDC, and statistics the average network speed of all network users belonging to the same network segment to the IDC, and summarizes the average network speed to Qos Center;
  • the Qos center assigns a Qos level to the communication link of the network segment to each IDC according to the average network speed of each network segment to each IDC and a predetermined principle, and connects each network segment to each IDC communication chain.
  • the QoS level of the road is sent to the game server in each IDC;
  • the game server determines a network segment to which the game client registered to the game server belongs, and according to the determined network segment and the QoS level of each of the network segments to each IDC communication link, to the game client Send recommended game room information.
  • a game server for recommending a game room including Qos level storage Unit and game room recommendation unit;
  • the Qos level storage unit is configured to receive and store a Qos level of a communication link of each network segment to each IDC;
  • the game room recommendation unit is configured to receive a request for the game client to pull the game room list, according to the network segment to which the game client belongs, the IDC of each game room, and each of the network segments to each IDC.
  • the QoS level of the communication link identifies the QoS level of each game room, and sends a game room list identifying the QoS level to the game client.
  • the speed measurement server in each IDC measures the network speed of the network user logging in to the IDC to the IDC, and statistics the average network speed of all network users belonging to the same network segment to the IDC.
  • the average network speed is aggregated to the Qos center, and the Qos center assigns a Qos level to the communication link of the network segment to each IDC according to the average network speed of each network segment to each IDC and a predetermined principle, and sends the QoS level to the game server.
  • the game server recommends a game room for the game client based on the network segment to which the game client of the game server belongs and the QoS level of the communication link of each of the network segments to each IDC.
  • the speed measuring server is set to measure the average network speed of each network segment to each IDC, the Qos center according to the average network speed when assigning the Qos level to the communication link of each network segment to each IDC, therefore, the game The server can eliminate the influence of chance factors on the game room recommendation when recommending the game room to the game client according to the Qos level.
  • FIG. 1 is a flow chart of a method for recommending a game room according to the present invention
  • FIG. 2 is a first system structural diagram of a recommended game room according to an embodiment of the present invention
  • FIG. 3 is a second system structural diagram of a recommended game room according to an embodiment of the present invention
  • the average network speed of all network users of each network segment to each IDC is measured by the Qos measurement platform, and for each network segment to each IDC according to the average network speed and a predetermined principle of dividing the QoS level.
  • the communication link is assigned a Qos level and sent to the game server.
  • the game server determines a network segment to which a game client belongs, the game room is recommended to the game client according to the determined network segment and the Qos level.
  • the Qos level reflects the communication quality of the communication link between the network segment and the IDC.
  • the game client may be a narrow client software running on a personal computer (PC), a client in the form of a web page, or a client running in a wireless device such as a mobile phone.
  • the client that exists in the form of a web page needs to transfer data to the game server through the corresponding server; the client running in the wireless device needs to communicate with the game server through a network side device such as a base station.
  • the QoS measurement platform includes a speed measurement server and a Qos center: the speed measurement server is disposed in the IDC, and is configured to measure an average network speed of all network users of each network segment to the speed measurement server, and report the average network speed to the Qos center; The Qos Center is used to assign a Qos level to the communication link of each network segment to each IDC according to the average network speed and predetermined principle of each network segment to each IDC, and send it to the game server.
  • FIG. 1 is a flow chart of a method for recommending a game room according to the present invention. As shown in FIG. 1, the method includes:
  • Step 201 The speed measurement server measures the network speed of the network user logging in to the IDC to the IDC, and statistics the average network speed of all network users belonging to the same network segment to the IDC.
  • the speed measurement server described in this step is preset in the IDC.
  • a specific file for measuring the network speed is stored in the IDC network server according to a predetermined protocol, and the network user logs in.
  • the speed measuring server of each IDC is accessed according to the specific file, and a file for measuring the network speed is pulled from the speed measuring server.
  • the speed measuring server calculates the average time taken by the network users belonging to the same network segment to pull the file for measuring the network speed, according to the size of the file for measuring the network speed and the average time-consuming calculation.
  • the network segment to which the network user belongs may be determined by the IP information of the network user when logging in to the network server.
  • the home network segment belongs to the home address of the Internet Protocol IP information of each network user who logs in the IDC.
  • the home ISP is jointly uniquely identified.
  • each IDC's speed measuring server aggregates the average network speed of each network segment to its respective IDC to the Qos center.
  • the Qos center in this step is also preset, and establishes a communication connection with each speed measuring server.
  • Each speed measuring server aggregates the average network speed of each network segment to the IDC of the speed measuring server to the Qos center through the communication connection, and then The average network speed of each segment to each IDC is stored in the Qos center.
  • Step 203 The Qos center assigns a Qos level to the communication quality of each network segment to each IDC communication link according to the average network speed of each network segment to each IDC and the predetermined principle of dividing the Qos level.
  • the predetermined principle may be:
  • the Qos center assigns a Qos level to the communication link of each network segment to each IDC according to the average network speed of each network segment to each IDC from fast to slow.
  • Each QoS level corresponds to a network speed interval.
  • the network speed is calculated by the network user to extract the average time of the file for measuring the network speed and the size of the file, each QoS level also corresponds to an average power consumption. Time interval.
  • the setting of the Qos level should not be too complicated, for example, only three QoSs, etc. may be set.
  • the average time-consuming interval corresponding to the first-level Qos is less than 163 ms
  • the average time-consuming interval corresponding to the second-level Qos is 163 ms to 260 ms (including the end value)
  • the average consumption corresponding to the third-level Qos The time is greater than 260ms.
  • the predetermined principle may also be: the average network speed of the Qos center according to each network segment to each IDC, and the disconnection rate of the game room to which the game client belongs to the game room in each IDC and/or Or network delay gives the Qos level to the communication link from each network segment to each IDC.
  • the disconnection rate and the network delay are measured by the client and reported to the Qos center, and the game client can directly report the disconnection rate and the network delay to the Qos center, or the disconnection rate can be determined by the speed measuring server. And the network delay is reported to the Qos Center.
  • the Qos level divided by the Qos center and the predetermined principle for dividing the QoS level may be dynamically changed according to the network status of each network segment to each IDC, for example, when the first network segment reaches the first IDC at a certain time period.
  • the QoS level of the communication link is higher, and at the same time, when the network user of the first network segment has more complaints about the first IDC, the stated principle of dividing the QoS level used at this time is unreasonable and needs to be changed.
  • the predetermined principle or the abnormality of the communication link between the first network segment and the first IDC is required. At this time, the QoS level of the communication quality of the communication link of the first network segment to the first IDC needs to be reduced.
  • the Qos Center may modify the predetermined principle by modifying the formula or the threshold range.
  • the Qos Center can store the Qos level of each network segment to each IDC communication link in the form of a database, and the Qos level can be modified by modifying the database.
  • Step 204 The Qos center sends the Qos level of each network segment to each IDC communication link to each game server.
  • the game servers described in this step are also disposed in the IDC, and the Qos center establishes a communication connection with each game server, and sends the QoS level of the communication quality of each network segment to each IDC communication link through the communication connection.
  • the game server determines which network segment the game client belongs to based on the IP information of the game client. Specifically, it determines which network segment the game client belongs to based on the attribution of the IP information and the home ISP.
  • the game server After the game server determines which network segment the game client belongs to, it can select the IDC with a higher QoS level of the communication link that reaches the network segment, and recommend the game room of the game server set in the IDC to the client. You can also send all the QoS levels of the network segment to each IDC to the game client, and identify the QoS level of each game room in the game client for the network user to select the game room. Specifically, the game server receives a request for the game client to pull the game room list, according to the network segment to which the game client belongs, the IDC of each game room, and the Qos level of the communication link of each network segment to each IDC. , identifying the QoS level of each game room, and transmitting a game room list identifying the QoS level to the game client.
  • the game server Before the game server recommends the game room to the game client, it is first determined which network segment the game client belongs to, and then only the network segment to which the game client belongs is sent to the game client to the communication chain of each IDC.
  • the QoS level of the road without having to issue the QoS level of the communication link of other network segments to each IDC, can reduce the information traffic and reduce the load of the game server.
  • the system includes a speed measuring server 301, a Qos center 302, and a game server 303.
  • the speed measuring server 301 is configured in the IDC to measure the network speed of the network user logging in the IDC to the IDC, and calculate the average network speed of all network users belonging to the same network segment to the IDC, and summarize the average network speed to the Qos.
  • Center 302. The Qos Center 302 assigns a Qos level to the communication link of the network segment to each IDC according to the average network speed and the predetermined principle of each network segment to each IDC, and connects each network segment to each IDC communication link.
  • the QoS level is sent to the game server 303 in each IDC.
  • the game server 303 determines a network segment to which the game client registered to the game server 303 belongs, and is the game client according to the determined network segment and the QoS level of each of the network segments to each IDC communication link. Recommended game room.
  • FIG. 3 is a second system structural diagram of a recommended game room according to an embodiment of the present invention. As shown in FIG. 3, the system further includes a game client 304 on the basis of FIG. 2.
  • the game client 304 reports the disconnection rate and/or network delay of the game client 304 to the game server of each IDC to the Qos center 302.
  • Qos center 302 which is used for the average network speed of each network segment to each IDC, the game client belonging to the same network segment, the disconnection rate of the game room in each IDC, and/or the network delay,
  • the communication link of the network segment to each IDC is assigned a Qos level.
  • the game server 303 is further configured to receive a request for the game client 304 to pull the game room list, according to the network segment to which the game client 304 belongs, the IDC of each game room, and the communication of each network segment to each IDC.
  • the QoS level of the link, the QoS level of each game room is identified, and the game room list identifying the QoS level is sent to the game client 304.
  • the Qos Center 302 can further be used to change the predetermined principle and/or the Qos level.
  • the game server includes a Qos level storage unit 501 and a game room recommendation unit 502.
  • the Qos level storage unit 501 is configured to receive and store a Qos level of a communication link of each network segment to each IDC.
  • a game room recommendation unit 502 configured to receive a game client to pull a game room list Requesting, according to the network segment to which the game client belongs, the IDC of each game room, and the QoS level of each communication link of each network segment to each IDC, identifying the QoS level of each game room, which will identify the Qos A ranked game room list is sent to the game client.
  • the Qos measurement platform is set to measure the average network speed of each network segment to each IDC, a communication link is provided for each network segment to each IDC.
  • the Qos level is based on the average network speed, and therefore, the game server can eliminate the influence of chance factors on the game room recommendation when recommending the game room to the game client according to the Qos level.
  • the divided Qos level can more fully reflect the current network status, thereby more accurately recommending network quality for network users. Good game room.
  • the recommended operation on the game room is completed by the server, and the server can adapt to different network conditions by dynamically adjusting the QoS level or dividing the QoS level, thereby changing the network status. In this case, it is still possible to recommend a good quality game room for network users.

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  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Multimedia (AREA)
  • Environmental & Geological Engineering (AREA)
  • Information Transfer Between Computers (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Data Exchanges In Wide-Area Networks (AREA)

Description

一种推荐游戏房间的方法、 系统和游戏月良务器
技术领域
本发明涉及互联网领域, 尤其涉及一种推荐游戏房间的方法、 系统 和游戏服务器。 发明背景
网络游戏是互联网用户非常关注的一项网络服务。 互联网用户需要 先登录游戏房间, 才能进入相应的网络游戏。 其中, 游戏房间设置在游 戏服务器中, 一个游戏服务器可以包含多个游戏房间, 互联网用户登录 了游戏房间即登录了该游戏房间所在的服务器。
众所周知, 网络速度对互联网用户进行网络游戏的体验有着重要意 义, 网络速度越快, 游戏体验越好。
目前影响网络速度的因素主要包括: 互联网用户登录游戏房间时该 互联网用户的所在地, 以及该游戏房间所在游戏服务器采用的互联网服 务接入提供商 ( Internet Server Provider, ISP )和互联网数据中心( Internet Data Center, IDC )。 其中, IDC是为各 ISP提供的托管机房, 游戏运营 商一般也会将自己的游戏服务器托管在 IDC中,在各个 IDC数据中心为 用户提供服务。 网络用户登录了 IDC中的服务器, 即登录了该 IDC。
网络协议( IP )信息的归属地和归属 ISP均相同的网络用户归属于 同一个网段。通常,归属于同一 ISP的网段之间的速度比归属于不同 ISP 的网段之间的速度快, 例如, 某个网络用户当前所在的网段归属的是第 一 ISP,现有部署在第一 ISP的 IDC中的第一游戏房间和部署在第二 ISP 的 IDC中的第二游戏房间, 则通常情况下, 该网络用户登录所述第一游 戏房间进行游戏会比登录所述第二游戏房间进行游戏获得更快的网络 速度。 通常, 各个 IDC中, 物理距离相对近的 IDC之间的网络速度比物 理距离相对远的 IDC之间的网络速度快, 例如, 位于上海的网络用户登 录位于华东地区的 IDC的游戏房间,通常会比登录位于深圳的 IDC的游 戏房间获得较快的网络速度。
因此, 现有技术中, 可以将各个游戏房间所归属的 ISP和各个游戏 房间所在 IDC的地理位置显示给网络用户, 由网络用户根据所述 ISP和 IDC的地理位置来选择要登录的游戏房间。 这种方法需要网络用户知晓 所述 ISP和 IDC的地理位置对网络速度的影响这些专业性较强的知识, 对于用户来说并不直观, 而且, 所述影响并不是时时都成立的, 例如, 如果某一时刻登录深圳 IDC的网络用户过多导致网络拥塞,则深圳的网 络用户选择华东地区的 IDC可能会获得比登录深圳 IDC更快的网络速 度, 而所述网络用户却无法得知其到各个 IDC数据中心真实的网络速 度。
针对上述缺陷, 现有技术中提出, 由网络游戏客户端来测量到达各 个 IDC的网络速度, 并将测量结果显示给用户。
可见, 这种利用网络游戏客户端来测量网络速度的方法不需要网络 用户知晓所述 ISP和 IDC对网络速度的影响这些专业性较强的知识,对 于用户来说比较直观,也能够测得网络游戏客户端到各个 IDC真实的网 络速度。 然而, 由于这种测量由各个网络游戏客户端发起, 并且, 由客 户端发起的所述测量通常为单次测量, 因此, 这种测量得到的网络速度 随机性较大, 偶然因素对游戏房间推荐的影响较大。 发明内容
有鉴于此,本发明实施例的目的在于提供一种推荐游戏房间的方法、 系统和游戏服务器, 以消除偶然因素对游戏房间推荐的影响。 为达到上述目的, 本发明实施例的技术方案具体是这样实现的: 一种推荐游戏房间的方法, 该方法包括:
测速服务器测量登录该测速服务器所在 IDC的网络用户到该 IDC的 网络速度,统计归属于同一个网段的所有网络用户到该 IDC的平均网络 速度;
测速服务器将所述平均网络速度汇总到服务质量 ( Quality of service , Qos ) 中心, Qos 中心根据每个网段到每个 IDC的平均网络速 度和划分 Qos等级的预定原则, 为该网段到每个 IDC的通信链路赋予 Qos等级, Qos中心将每个网段到每个 IDC的通信链路的 Qos等级发给 各个 IDC中的游戏服务器;
游戏服务器确定登录该游戏服务器的游戏客户端所归属的网段, 根 据确定出的网段和所述每个网段到每个 IDC的通信链路的 Qos等级,向 该游戏客户端发送推荐的游戏房间信息。
一种推荐游戏房间的系统, 该系统包括测速月良务器、 Qos 中心和游 戏服务器;
所述测速服务器,设置于 IDC中,测量登录 IDC的网络用户到该 IDC 的网络速度,统计归属于同一个网段的所有网络用户到该 IDC的平均网 络速度, 将所述平均网络速度汇总到 Qos中心;
所述 Qos中心,根据每个网段到每个 IDC的平均网络速度和预定原 则, 为该网段到每个 IDC的通信链路赋予 Qos等级,将每个网段到每个 IDC的通信链路的 Qos等级发给各个 IDC中的游戏服务器;
所述游戏服务器, 确定登录该游戏服务器的游戏客户端所归属的网 段, 根据确定出的网段和所述每个网段到每个 IDC 的通信链路的 Qos 等级, 向该游戏客户端发送推荐的游戏房间信息。
一种推荐游戏房间的游戏服务器, 该游戏服务器包括 Qos等级存储 单元和游戏房间推荐单元;
所述 Qos等级存储单元,用于接收并存储每个网段到每个 IDC的通 信链路的 Qos等级;
所述游戏房间推荐单元, 用于接收游戏客户端拉取游戏房间列表的 请求, 根据该游戏客户端归属的网段、 每个游戏房间所在的 IDC以及所 述每个网段到每个 IDC的通信链路的 Qos等级, 标识各个游戏房间的 Qos等级, 将标识了 Qos等级的游戏房间列表发给所述游戏客户端。
可见, 本发明实施例提供的技术方案中, 各个 IDC中的测速服务器 测量登录 IDC的网络用户到该 IDC的网络速度,统计归属于同一个网段 的所有网络用户到该 IDC的平均网络速度,将所述平均网络速度汇总到 Qos中心, Qos中心根据每个网段到每个 IDC的平均网络速度和预定原 则为该网段到每个 IDC的通信链路赋予 Qos等级, 并发给游戏服务器, 游戏服务器根据登录该游戏服务器的游戏客户端所归属的网段和所述 每个网段到每个 IDC的通信链路的 Qos等级,为该游戏客户端推荐游戏 房间。 由于设置了测速服务器来测量每个网段到每个 IDC的平均网络速 度, Qos中心在为每个网段到每个 IDC的通信链路赋予 Qos等级时依据 所述平均网络速度, 因此, 游戏服务器在根据所述 Qos等级向游戏客户 端推荐游戏房间时, 能够消除偶然因素对游戏房间推荐的影响。 附图简要说明
图 1是本发明推荐游戏房间的方法流程图;
图 2是本发明实施例提供的推荐游戏房间的第一系统结构图; 图 3是本发明实施例提供的推荐游戏房间的第二系统结构图; 实施本发明的方式
本发明中,通过 Qos测量平台测量每个网段的所有网络用户到每个 IDC的平均网络速度, 根据所述平均网络速度和划分 Qos等级的预定原 则, 为每个网段到每个 IDC的通信链路赋予 Qos等级, 并发给游戏服务 器。 当游戏服务器判断出某一游戏客户端归属的网段时, 根据判断出的 网段和所述 Qos等级向该游戏客户端推荐游戏房间。所述 Qos等级反映 了网段到 IDC之间通信链路的通信质量情况。 所述游戏客户端, 可以是 运行于个人电脑(PC机)上的狭义的客户端软件, 也可以是以 web网 页形式存在的客户端,或者是运行于手机等无线设备中的客户端。其中, 以 web网页形式存在的客户端需要通过相应的服务器向游戏服务器中转 数据; 运行于无线设备中的客户端, 需要通过基站等网络侧设备与游戏 服务器进行通信。
所述 Qos测量平台包括测速服务器和 Qos中心:测速服务器设置在 IDC中, 用于测量每个网段的所有网络用户到该测速服务器的平均网络 速度, 将所述平均网络速度上报给 Qos中心; Qos中心用于根据每个网 段到每个 IDC的平均网络速度和预定原则,为每个网段到每个 IDC的通 信链路赋予 Qos等级, 并发给游戏服务器。
为使本发明的目的、 技术方案及优点更加清楚明白, 以下参照附图 并举实施例, 对本发明进一步详细说明。
图 1是本发明推荐游戏房间的方法流程图, 如图 1所示, 该方法包 括:
步骤 201 ,测速服务器测量登录 IDC的网络用户到该 IDC的网络速 度, 统计归属于同一个网段的所有网络用户到该 IDC的平均网络速度。
本步骤所述测速服务器是预先设置在 IDC中的。 在 IDC的网络服 务器中按照预定协议存储有用于测量网络速度的特定文件, 网络用户登 录该网络服务器后, 根据所述特定文件访问各个 IDC的测速服务器, 从 所述测速服务器中拉取用于测量网络速度的文件。 测速服务器统计归属 于同一个网段的所有网络用户拉取所述用于测量网络速度的文件的平 均耗时, 根据所述用于测量网络速度的文件的大小和所述平均耗时计算 所述网段到所述测速服务器所在的 IDC的平均网络速度,这样,每个 IDC 中的测速服务器都可以测量得到每个网段到该 IDC的平均网络速度。
本步骤中, 网络用户所归属的网段可以由该网络用户登录网络服务 器时的 IP信息确定, 具体地, 所述归属的网段由登录 IDC的各个网络 用户的因特网协议 IP信息的归属地和归属的 ISP共同唯一标识。
步骤 202,各个 IDC的测速服务器将每个网段到各自 IDC的平均网 络速度汇总到 Qos中心。
本步骤中的 Qos中心也是预先设置的,并且与各个测速服务器建立 有通信连接, 各个测速服务器通过该通信连接将每个网段到该测速服务 器所在 IDC的平均网络速度汇总到 Qos中心,则在 Qos中心中就存储有 每个网段到每个 IDC的平均网络速度。
步骤 203, Qos中心根据每个网段到每个 IDC的平均网络速度和划 分 Qos等级的预定原则,为每个网段到每个 IDC的通信链路的通信质量 赋予 Qos等级。
本步骤中,所述预定原则可以为: Qos中心根据每个网段到每个 IDC 的平均网络速度由快到慢的顺序,为每个网段到每个 IDC的通信链路赋 予 Qos等级。 每个 Qos等级对应一个网络速度区间, 当该网络速度由网 络用户拉取用于测量网络速度的文件的平均耗时以及所述文件的大小 计算得到时, 每个 Qos等级也对应了一个平均耗时区间。
为了方便网络用户根据所述 Qos等级选择游戏服务器推荐的游戏房 间, 所述 Qos等级的设置不宜过于复杂, 例如, 可以只设置三个 Qos等 级, 第一级 Qos对应的所述平均耗时区间为小于 163ms, 第二级 Qos对 应的所述平均耗时区间为 163ms到 260ms (包含端值), 第三级 Qos对 应的所述平均耗时为大于 260ms。
本步骤中, 所述预定原则还可以为: Qos中心根据每个网段到每个 IDC的平均网络速度, 以及游戏客户端归属的网段到每个 IDC中的游戏 房间的断线率和 /或网络延迟为每个网段到每个 IDC 的通信链路赋予 Qos等级。 其中, 所述断线率和网络延迟由客户端测量并上报给 Qos中 心, 游戏客户端可以直接将所述断线率和网络延迟上报给 Qos中心, 也 可以通过测速服务器将所述断线率和网络延迟上报给 Qos中心。
Qos中心划分出的 Qos等级和用于划分 Qos等级的所述预定原则可 以根据每个网段到每个 IDC的网络状况动态进行更改,例如当在某一时 段, 第一网段到第一 IDC的通信链路的 Qos等级较高, 而同时, 第一网 段的网络用户的对第一 IDC的投诉较多时,则或者说明此时采用的划分 Qos等级的所述预定原则不合理, 需要更改所述预定原则, 或者说明该 第一网段与第一 IDC之间的通信链路存在异常情况, 此时, 需要降低第 一网段到第一 IDC的通信链路的通信质量的 Qos等级。当所述预定原则 为根据公式或者阈值范围划分 Qos等级时, Qos中心可以通过修改所述 公式或所述阈值范围来修改所述预定原则。 Qos中心可以将每个网段到 每个 IDC的通信链路的 Qos等级以数据库的形式进行存储,则可以通过 修改所述数据库来修改 Qos等级。
步骤 204, Qos中心将每个网段到每个 IDC的通信链路的 Qos等级 发给各个游戏服务器。
本步骤所述各个游戏服务器也是设置在 IDC中的, Qos中心与各个 游戏服务器建立通信连接,通过所述通信连接将每个网段到每个 IDC的 通信链路的通信质量的 Qos等级发给各个游戏服务器。 步骤 205, 游戏服务器确定登录该游戏服务器的游戏客户端所归属 的网段, 根据确定出的网段和所述每个网段到每个 IDC 的通信链路的 Qos等级, 为该游戏客户端推荐游戏房间。
游戏服务器根据游戏客户端的 IP信息判断该游戏客户端归属于哪 一网段, 具体地,根据 IP信息的归属地和归属的 ISP判断该游戏客户端 归属于哪一网段。
游戏服务器判断出游戏客户端归属于哪一网段后, 可以选择出到达 该网段的通信链路的 Qos等级较高的 IDC,将该 IDC中设置的游戏服务 器的游戏房间推荐给该客户端, 也可以将该网段到达每个 IDC 的所有 Qos等级均下发给该游戏客户端, 并在该游戏客户端中标识各个游戏房 间的 Qos等级, 以供网络用户选择游戏房间。 具体地, 游戏服务器接收 游戏客户端拉取游戏房间列表的请求, 根据该游戏客户端归属的网段、 每个游戏房间所在的 IDC以及每个网段到每个 IDC的通信链路的 Qos 等级, 标识各个游戏房间的 Qos等级, 将标识了 Qos等级的游戏房间列 表发给所述游戏客户端。
由于游戏服务器在向游戏客户端推荐游戏房间前, 先判断该游戏客 户端归属于哪一网段, 然后只向该游戏客户端下发该游戏客户端归属的 网段到每个 IDC的通信链路的 Qos等级, 而不必下发其他网段到每个 IDC的通信链路的 Qos等级, 因此, 可以降低信息流量, 减轻游戏服务 器的负载。
图 2是本发明实施例提供的推荐游戏房间的第一系统结构图, 该系 统包括测速月良务器 301、 Qos中心 302和游戏月良务器 303。
测速服务器 301 ,设置于 IDC中,测量登录 IDC的网络用户到该 IDC 的网络速度,统计归属于同一个网段的所有网络用户到该 IDC的平均网 络速度, 将所述平均网络速度汇总到 Qos中心 302。 Qos中心 302, 根据每个网段到每个 IDC的平均网络速度和预定原 则, 为该网段到每个 IDC的通信链路赋予 Qos等级,将每个网段到每个 IDC的通信链路的 Qos等级发给各个 IDC中的游戏服务器 303。
游戏服务器 303, 确定登录该游戏服务器 303的游戏客户端所归属 的网段, 根据确定出的网段和所述每个网段到每个 IDC 的通信链路的 Qos等级, 为该游戏客户端推荐游戏房间。
图 3是本发明实施例提供的推荐游戏房间的第二系统结构图, 如图 3所示, 该系统在图 2的基础上进一步包括游戏客户端 304。
游戏客户端 304, 将游戏客户端 304到各个 IDC的游戏服务器的断 线率和 /或网络延迟上报给 Qos中心 302。
Qos中心 302 , 用于根据每个网段到每个 IDC的平均网络速度、 归 属于同一个网段的游戏客户端到每个 IDC 中的游戏房间的断线率和 /或 网络延迟, 为该网段到每个 IDC的通信链路赋予 Qos等级。
游戏服务器 303还可以进一步用于, 接收游戏客户端 304拉取游戏 房间列表的请求, 根据游戏客户端 304归属的网段、 每个游戏房间所在 的 IDC以及每个网段到每个 IDC的通信链路的 Qos等级, 标识各个游 戏房间的 Qos等级,将标识了 Qos等级的游戏房间列表发给游戏客户端 304。
Qos中心 302还可以进一步用于, 更改所述预定原则和 /或所述 Qos 等级。 游戏服务器包括 Qos等级存储单元 501和游戏房间推荐单元 502。
Qos等级存储单元 501 , 用于接收并存储每个网段到每个 IDC的通 信链路的 Qos等级。
游戏房间推荐单元 502, 用于接收游戏客户端拉取游戏房间列表的 请求, 根据该游戏客户端归属的网段、 每个游戏房间所在的 IDC以及所 述每个网段到每个 IDC的通信链路的 Qos等级, 标识各个游戏房间的 Qos等级, 将标识了 Qos等级的游戏房间列表发给所述游戏客户端。
由上述技术方案可见, 本发明实施例提供的技术方案中, 由于设置 了 Qos测量平台来测量各个网段到各个 IDC的平均网络速度,在为每个 网段到每个 IDC的通信链路赋予 Qos等级时依据所述平均网络速度,因 此, 游戏服务器在根据所述 Qos等级向游戏客户端推荐游戏房间时, 能 够消除偶然因素对游戏房间推荐的影响。
当根据平均网络速度和游戏客户端上报的断线率和 /或网络延迟划 分 Qos等级时,划分出的 Qos等级能够更加全面地反映当前的网络状况, 从而能够更准确地为网络用户推荐网络质量良好的游戏房间。
而且, 由于本发明实施例中, 对游戏房间的推荐操作由服务器端来 完成,服务器端可以通过动态调整 Qos等级或者划分 Qos等级的原则等 方式来适应不同的网络状况, 从而可以在网络状况变化的情况下, 仍然 能够为网络用户推荐网络质量良好的游戏房间。
以上所述, 仅为本发明较佳的具体实施方式, 但本发明的保护范围 并不局限于此, 任何熟悉该技术的人在本发明所揭露的技术范围内, 可 轻易想到的变化或替换, 都应涵盖在本发明的保护范围之内。

Claims

权利要求书
1、 一种推荐游戏房间的方法, 其特征在于, 该方法包括: 测速服务器测量登录该测速服务器所在 IDC 的网络用户到该 IDC 的网络速度,统计归属于同一个网段的所有网络用户到该 IDC的平均网 络速度;
测速服务器将所述平均网络速度汇总到服务质量 Qos中心, Qos中 心根据每个网段到每个 IDC的平均网络速度和划分 Qos等级的预定原 则, 为该网段到每个 IDC的通信链路赋予 Qos等级, Qos中心将每个网 段到每个 IDC的通信链路的 Qos等级发给各个 IDC中的游戏服务器; 游戏服务器确定登录该游戏服务器的游戏客户端所归属的网段, 根 据确定出的网段和所述每个网段到每个 IDC的通信链路的 Qos等级,向 该游戏客户端发送推荐的游戏房间信息。
2、 如权利要求 1所述的方法, 其特征在于, 该方法进一步包括: 游戏客户端将该游戏客户端到各个 IDC 的游戏服务器的断线率和 / 或网络延迟上艮给 Qos中心;
则所述划分 Qos等级的预定原则包括: Qos中心根据归属于该网段 的游戏客户端到每个 IDC中的游戏服务器的平均网络速度、以及所述断 线率和 /或网络延迟, 为该网段到每个 IDC的通信链路赋予 Qos等级。
3、 如权利要求 2所述的方法, 其特征在于, 所述向该游戏客户端 发送推荐的游戏房间信息包括:
游戏服务器接收游戏客户端拉取游戏房间列表的请求, 根据该游戏 客户端归属的网段、每个游戏房间所在的 IDC以及每个网段到每个 IDC 的通信链路的 Qos等级, 标识各个游戏房间的 Qos等级;
游戏服务器将标识了 Qos 等级的游戏房间列表发给所述游戏客户 端, 或者, 游戏服务器将 Qos等级满足预定条件的游戏房间推荐给所述 游戏客户端。
4、 如权利要求 2所述的方法, 其特征在于, 该方法进一步包括: 根据每个网段到每个 IDC 的网络状况动态更改所述预定原则和 /或 所述 Qos等级。
5、 如权利要求 1至 4任一权项所述的方法, 其特征在于, 所述归 属的网段由登录 IDC的各个网络用户的因特网协议 IP信息的归属地和 归属网络接入服务提供商 ISP共同唯一标识。
6、 一种推荐游戏房间的系统, 其特征在于, 该系统包括测速服务 器、 Qos中心和游戏服务器;
所述测速服务器, 设置于 IDC中, 测量登录 IDC的网络用户到该 IDC的网络速度,统计归属于同一个网段的所有网络用户到该 IDC的平 均网络速度, 将所述平均网络速度汇总到 Qos中心;
所述 Qos中心,根据每个网段到每个 IDC的平均网络速度和预定原 则, 为该网段到每个 IDC的通信链路赋予 Qos等级,将每个网段到每个 IDC的通信链路的 Qos等级发给各个 IDC中的游戏服务器;
所述游戏服务器, 确定登录该游戏服务器的游戏客户端所归属的网 段, 根据确定出的网段和所述每个网段到每个 IDC 的通信链路的 Qos 等级, 向该游戏客户端发送推荐的游戏房间信息。
7、 如权利要求 6所述的系统, 其特征在于, 该系统进一步包括游 戏客户端,
所述游戏客户端,将该游戏客户端到各个 IDC的游戏服务器的断线 率和 /或网络延迟上报给 Qos中心;
所述 Qos中心, 用于根据每个网段到每个 IDC的平均网络速度、 归 属于同一个网段的游戏客户端到每个 IDC 中的游戏房间的断线率和 /或 网络延迟, 为该网段到每个 IDC的通信链路赋予 Qos等级。
8、 如权利要求 7所述的系统, 其特征在于,
所述游戏服务器进一步用于, 接收游戏客户端拉取游戏房间列表的 请求, 根据该游戏客户端归属的网段、 每个游戏房间所在的 IDC以及每 个网段到每个 IDC的通信链路的 Qos等级, 标识各个游戏房间的 Qos 等级, 将标识了 Qos 等级的游戏房间列表发给所述游戏客户端或者将 Qos等级满足预定条件的游戏房间推荐给所述游戏客户端。
9、 如权利要求 7所述的系统, 其特征在于,
所述 Qos中心进一步用于,根据每个网段到每个 IDC的网络状况动 态更改所述预定原则和 /或所述 Qos等级。
10、 一种推荐游戏房间的游戏服务器, 其特征在于, 该游戏服务器 包括 Qos等级存储单元和游戏房间推荐单元;
所述 Qos等级存储单元,用于接收并存储每个网段到每个 IDC的通 信链路的 Qos等级;
所述游戏房间推荐单元, 用于接收游戏客户端拉取游戏房间列表的 请求, 根据该游戏客户端归属的网段、 每个游戏房间所在的 IDC以及所 述每个网段到每个 IDC的通信链路的 Qos等级, 标识各个游戏房间的 Qos等级, 将标识了 Qos等级的游戏房间列表发给所述游戏客户端。
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