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 PDFInfo
- 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
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- idc
- network
- qos
- qos level
- Prior art date
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L41/00—Arrangements for maintenance, administration or management of data switching networks, e.g. of packet switching networks
- H04L41/50—Network service management, e.g. ensuring proper service fulfilment according to agreements
- H04L41/5003—Managing SLA; Interaction between SLA and QoS
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L41/00—Arrangements for maintenance, administration or management of data switching networks, e.g. of packet switching networks
- H04L41/50—Network service management, e.g. ensuring proper service fulfilment according to agreements
- H04L41/5041—Network service management, e.g. ensuring proper service fulfilment according to agreements characterised by the time relationship between creation and deployment of a service
- H04L41/5045—Making service definitions prior to deployment
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L43/00—Arrangements for monitoring or testing data switching networks
- H04L43/08—Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
- H04L43/0876—Network utilisation, e.g. volume of load or congestion level
- H04L43/0888—Throughput
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L47/00—Traffic control in data switching networks
- H04L47/10—Flow control; Congestion control
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/53—Features 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
- A63F2300/534—Features 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/53—Features 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
- A63F2300/535—Features 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
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Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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US12/893,655 US8307075B2 (en) | 2008-07-28 | 2010-09-29 | Method, system and game server for recommending game room |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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CN200810134619.6 | 2008-07-28 | ||
CN2008101346196A CN101325559B (zh) | 2008-07-28 | 2008-07-28 | 一种推荐游戏房间的方法、系统和游戏服务器 |
Related Child Applications (1)
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US12/893,655 Continuation US8307075B2 (en) | 2008-07-28 | 2010-09-29 | Method, system and game server for recommending game room |
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WO2010012202A1 true WO2010012202A1 (zh) | 2010-02-04 |
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PCT/CN2009/072854 WO2010012202A1 (zh) | 2008-07-28 | 2009-07-21 | 一种推荐游戏房间的方法、系统和游戏服务器 |
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US9037699B1 (en) | 2011-03-23 | 2015-05-19 | Cox Communications, Inc. | Statistically determining average network speed in a communications network |
US9088768B1 (en) | 2011-03-23 | 2015-07-21 | Cox Communications, Inc. | Processing quality of service data to provide a prediction of quality of experience |
US9237339B1 (en) * | 2011-03-23 | 2016-01-12 | Cox Communications, Inc. | Framework for quantifying a total quality of experience for subscribers in a communications network |
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US8307075B2 (en) | 2012-11-06 |
US20110022709A1 (en) | 2011-01-27 |
CN101325559A (zh) | 2008-12-17 |
CN101325559B (zh) | 2010-08-18 |
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