WO2013064011A1 - 云游戏的实现方法、系统和装置 - Google Patents

云游戏的实现方法、系统和装置 Download PDF

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Publication number
WO2013064011A1
WO2013064011A1 PCT/CN2012/082883 CN2012082883W WO2013064011A1 WO 2013064011 A1 WO2013064011 A1 WO 2013064011A1 CN 2012082883 W CN2012082883 W CN 2012082883W WO 2013064011 A1 WO2013064011 A1 WO 2013064011A1
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Prior art keywords
game
game screen
received
logic data
operation instruction
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PCT/CN2012/082883
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English (en)
French (fr)
Inventor
谢丰
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中国移动通信集团公司
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Publication of WO2013064011A1 publication Critical patent/WO2013064011A1/zh

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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
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • 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
    • 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
    • A63F2300/538Features 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 performing operations on behalf of the game client, e.g. rendering

Definitions

  • the present invention relates to mobile internet technologies, and in particular, to a method, system and apparatus for implementing cloud games. Background technique
  • Cloud games is a hotspot technology in current mobile Internet technology. It is a cloud-based video game service, also known as Game On Demand (GOD).
  • GOD Game On Demand
  • the processing of game data is distributed to the server and the client.
  • the cloud game almost all game data processing is put on the server through the cloud computing technology, that is, the virtual operation of the game is created by the server.
  • the machine runs the game logic, completes the graphics rendering, and the like, which needs to be completed by the client in the traditional game mode, and transmits the completed game screen to the client through the network in the form of video, and receives the operation instruction of the player from the client. Execute the received operation instructions, etc.
  • the client can be a wired terminal or a wireless terminal.
  • cloud games have many advantages, such as: can reduce the performance requirements of the client, reduce the game adaptation work of the client, download-free, free installation, easy to form a game community.
  • the server sends a game screen to the client at time tl.
  • the client receives the game screen at t2 (t2>tl), displays it to the player, and receives an operation command from the player, such as attacking the monster.
  • the player when the distance between the player and the monster is within 3 meters, the player can hit the monster. From the player's side, it is possible to hit the monster, but when the server receives at t3 (t3>t2)
  • t3 t3>t2
  • the player's operation instruction is given, due to the delay, from the server side, the distance between the monster and the player has reached 5 meters, which leads to the attack failure, that is, due to the existence of the delay, The operation instructions cannot be executed correctly.
  • the main object of the present invention is to provide a method for implementing a cloud game, which enables an operation instruction to be correctly executed.
  • Another object of the present invention is to provide an implementation system for a cloud game that enables an operation instruction to be correctly executed.
  • a method for implementing a cloud game comprising:
  • the generation time is used as the time stamp of the game screen X, and is sent to the client together with the game screen X, and correspondingly saves the time stamp and the game logic data corresponding to the game screen X. ;
  • the client displays the received game screen X, and when receiving the operation instruction, sends the received operation instruction to the server together with the time stamp corresponding to the game screen X; the server finds out the reception The timestamp corresponding to the game logic data, and based on the game found The logical data determines whether the received operational command can be executed, and if so, executes the received operational command.
  • a cloud game implementation system includes: a server and a client;
  • the server is configured to send a time as a time stamp of the game screen X every time a game screen X is generated, and send the time stamp together with the game screen X to the client, and simultaneously save the time stamp and the game screen X.
  • Corresponding game logic data ;
  • the client is configured to display the received game screen X, and when receiving the operation instruction, send the received operation instruction to the server together with a time stamp corresponding to the game screen X;
  • the server is further configured to: find game logic data corresponding to the received time stamp, and determine whether the received operation instruction can be executed according to the found game logic data, and if yes, execute the received operation instruction.
  • a client that includes:
  • a first processing module configured to display any game screen X received from the server, and save a timestamp received along with the game screen X;
  • the second processing module is configured to, when receiving the operation instruction for the game screen X, send the received operation instruction to the server together with the time stamp corresponding to the game screen X.
  • a server comprising:
  • a third processing module configured to send the generated time as a time stamp of the game screen X every time a game screen X is generated, and send the time stamp together with the game screen X to the client, and simultaneously, the time stamp and the game screen X are corresponding to The game logic data is correspondingly saved to the fourth processing module;
  • a fifth processing module configured to receive an operation instruction sent by the client, and a timestamp, from the The four processing modules find out the game logic data corresponding to the received time stamp, and determine whether the received operation instruction can be executed according to the found game logic data, and if yes, execute the received operation instruction.
  • FIG. 1 is a flowchart of an embodiment of a method for implementing a cloud game according to the present invention
  • FIG. 2 is a schematic structural diagram of a structure of an implementation system of a cloud game according to the present invention.
  • FIG. 3 is a schematic structural diagram of a client embodiment of the present invention.
  • FIG. 4 is a schematic structural diagram of a server embodiment of the present invention.
  • FIG. 1 is a flowchart of an embodiment of a method for implementing a cloud game according to the present invention. As shown in Figure 1, the following steps are included:
  • Step 11 The server generates a game screen for each X (for ease of presentation, the game screen with X to represent any of a game screen;), 1 ⁇ then generate a time stamp of X as a game screen, transmits to the client along with a game screen X At the same time, the game time data corresponding to the time stamp and the game screen X is saved.
  • the client needs to send a game-on-demand request to the server first, the server confirms the request, establishes a connection between the two, starts the game, and then can perform this step. How to establish a connection between the two is a prior art. .
  • How the server generates the game screen X is also a prior art, and mainly includes: 1) generating original images based on game logic data and the like; 2) performing encryption, encoding, compression, and the like on the generated original images to obtain a desired game screen X. .
  • the generation time of the game screen X is used as the time stamp of the game screen X, and the time stamp is sent to the client together with the game screen X, and at the same time, the time stamp and the game logic data corresponding to the game screen X are saved.
  • the game logic data corresponding to the game screen X is obtained in the prior art.
  • Step 12 The client displays the received game screen X, and when receiving the operation instruction, sends the received operation instruction to the server together with the time stamp corresponding to the game screen X.
  • the client After receiving the game screen X, the client decompresses, decodes, decrypts, etc., and displays the processing result to the player. At the same time, the client also receives the time stamp corresponding to the game screen X.
  • the client If the operation instruction issued by the player for the game screen X is received, the client sends the operation instruction together with the time stamp corresponding to the game screen X to the server. Since the usage has been completed, the client can discard the game screen X afterwards. The corresponding timestamp.
  • Step 13 The server finds the game logic data corresponding to the received time stamp, and determines whether the received operation instruction can be executed according to the found game logic data, and if yes, executes the received operation instruction.
  • the server stores the timestamp corresponding to each game screen and the game logic data.
  • the server first finds the received timestamp, that is, the game logic data corresponding to the timestamp corresponding to the game screen X. After that, based on the found game logic data, determine the received Whether the operation instruction can be executed, and if so, the received operation instruction is executed, otherwise, the operation instruction is ignored.
  • the server generates the game screen X at time tl, and transmits the game screens X and tl to the client, and correspondingly stores the game logic data corresponding to tl and the game screen X;
  • the client receives the game screen X at t2 (t2>tl), displays it to the player, and receives the operation command from the player, such as attacking the monster. According to the game logic, when the distance between the player and the monster is within 3 meters. When the player can hit the monster, the client sends the received operation instruction and tl to the server;
  • the server After receiving the operation command and t1 from the client sent by the client at t3 (t3>t2), the server first finds the game logic data corresponding to t1, and then determines the player and monster at time t1 according to the found game logic data. The distance between them is less than 3 meters, so the monster can be hit.
  • step 13 before the server finds the game logic data corresponding to the received timestamp, the server may first determine whether the interval between the received timestamp and the current time is less than a predetermined threshold. If yes, the game logic data corresponding to the received timestamp is found, that is, the subsequent processing is performed according to the solution of the present invention. If not, the current network condition can be considered as not providing the cloud game service, thus ending the game.
  • the specific value of the threshold can be determined according to actual needs.
  • step 13 after the server executes the received operation instruction, it may further determine Whether the executed operation instruction generates an update to the game logic data corresponding to the game screen generated after the time stamp corresponding to the game screen X, and if so, the generated after the time stamp corresponding to the game screen X according to the generated update The game logic data corresponding to the game screen is updated.
  • the attack level of the player should be the latest attack level.
  • FIG. 2 is a schematic structural diagram of an embodiment of a system for implementing a cloud game according to the present invention. As shown in Figure 2, it includes:
  • the server is configured to send the generated time as the time stamp of the game screen X every time a game screen X is generated, and send it to the client together with the game screen X, and simultaneously save the time stamp and the game logic corresponding to the game screen X.
  • a client configured to display the received game screen X, and when receiving the operation instruction, send the received operation instruction to the server together with the timestamp corresponding to the game screen X; the server is further used to find out The game logic data corresponding to the received time stamp, and determining whether the received operation instruction can be executed according to the found game logic data, and if yes, executing the received operation instruction.
  • the server may be further configured to: before finding the game logic data corresponding to the received timestamp, determining whether the interval between the received timestamp and the current time is less than a predetermined threshold, and if yes, finding the received The timestamp corresponds to the game logic data.
  • the server may be further configured to determine whether the executed operation instruction is to be on the game screen X
  • the game logic data corresponding to the game screen generated after the corresponding time stamp is updated, and if so, the game logic data corresponding to the game screen generated after the time stamp corresponding to the game screen X is updated based on the generated update.
  • FIG. 3 is a schematic structural diagram of a client embodiment of the present invention. As shown in FIG. 3, the method includes: a first processing module, configured to display any game screen X received from the server, and save a timestamp received along with the game screen X;
  • the second processing module is configured to, when receiving the operation instruction for the game screen X, send the received operation instruction to the server together with the time stamp corresponding to the game screen X.
  • the client shown in Figure 3 can be a wired terminal or a wireless terminal. In a wireless environment, the delay problem is more prominent. Therefore, the client is usually a mobile terminal.
  • FIG. 4 is a schematic structural diagram of a server embodiment of the present invention.
  • the method includes: a third processing module, configured to send a time as a time stamp of the game screen X every time a game screen X is generated, and send the time stamp together with the game screen X to the client, and The time stamp and the game logic data corresponding to the game screen X are correspondingly saved in the fourth processing module;
  • a fifth processing module configured to receive an operation instruction sent by the client and a timestamp, find game logic data corresponding to the received timestamp from the fourth processing module, and determine, according to the found game logic data, the received Whether the operation instruction can be executed, and if so, the received operation instruction is executed.
  • the fifth processing module may be further configured to: before finding the game logic data corresponding to the received timestamp, determining whether the interval between the received timestamp and the current time is less than a predetermined threshold, and if so, looking for The game logic data corresponding to the received timestamp.
  • the fifth processing module is further configured to: determine whether the executed operation instruction generates an update to the game logic data corresponding to the game screen generated after the time stamp corresponding to the game screen X, if If yes, the game logic data corresponding to the game screen generated after the time stamp corresponding to the game screen X is updated according to the update generated.

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Abstract

本发明公开了云游戏的实现方法、系统和装置:服务器每生成一游戏画面X,则将生成时间作为游戏画面X的时间戳,连同游戏画面X一起发送给客户端,同时,对应保存该时间戳以及游戏画面X对应的游戏逻辑数据;客户端将接收到的游戏画面X进行显示,并在当接收到操作指令时,将接收到的操作指令连同游戏画面X对应的时间戳一起发送给服务器;服务器找出接收到的时间戳对应的游戏逻辑数据,并根据找出的游戏逻辑数据确定接收到的操作指令是否能被执行,如果是,则执行接收到的操作指令。应用本发明所述方案,能够使操作指令被正确执行。

Description

云游戏的实现方法、 系统和装置 技术领域
本发明涉及移动互联网技术, 特别涉及云游戏的实现方法、 系统和装置。 背景技术
云游戏是当前移动互联网技术中的一个热点技术,是一种基于云计算的视 频游戏服务, 也被称为游戏点播(GOD, Game On Demand )服务。
传统的游戏模式中, 游戏数据的处理被分散到了服务器和客户端上, 而在 云游戏中,通过云计算技术将几乎所有的游戏数据处理均放到了服务器上, 即 由服务器创建游戏运行的虚拟机并运行游戏逻辑,完成图形渲染等在传统游戏 模式中需要由客户端完成的工作,将渲染完成的游戏画面以视频的形式通过网 络传输到客户端,并从客户端接收玩家的操作指令,执行接收到的操作指令等。 所述客户端可以为有线终端或无线终端。
相比于传统的游戏模式, 云游戏具有诸多优点, 如: 能够降低对客户端的 性能要求、 减少客户端的游戏适配工作、 免下载、 免安装、 便于形成游戏社区 等。
但是, 云游戏对网络带宽以及时延的要求很高。 比如, 如果要得到高清电 视( HDTV, High Definition Television )级别的高清游戏画面, 至少需要有 4 ~ 5Mbps的网络带宽, 通常, 网络带宽越小, 画面质量越差, 如果要保证画面质 量, 则需要有足够大的网络带宽。 另外, 不同的游戏类型对于时延有着不同的 要求,如果时延较大,就可能会出现问题,如玩家的操作指令不能被正确执行。 举例说明: 服务器在 tl 时刻向客户端发送了一游戏画面, 客户端在 t2 ( t2>tl ) 时刻接收到了该游戏画面, 显示给了玩家, 并接收到了玩家发出的 操作指令, 如攻击怪兽, 按照游戏逻辑, 当玩家和怪兽之间的距离在 3米以内 时, 玩家可以击中怪兽, 从玩家这侧来看, 是可以击中怪兽的, 但当服务器在 t3 ( t3>t2 )时刻接收到玩家的操作指令时, 由于存在时延,从服务器这侧来看, 此时怪兽和玩家之间的距离已经达到了 5米, 从而导致攻击失败, 也就是说, 由于时延的存在, 导致了操作指令不能被正确执行。
发明内容
有鉴于此, 本发明的主要目的在于提供了一种云游戏的实现方法, 能够使 操作指令被正确执行。
本发明的另一目的在于提供一种云游戏的实现系统,能够使操作指令被正 确执行。
本发明的又一目的在于提供一种客户端, 能够使操作指令被正确执行。 本发明的再一目的在于提供一种服务器, 能够使操作指令被正确执行。 为达到上述目的, 本发明的技术方案是这样实现的:
一种云游戏的实现方法, 包括:
月良务器每生成一游戏画面 X, 则将生成时间作为游戏画面 X的时间戳, 连同游戏画面 X—起发送给客户端, 同时,对应保存该时间戳以及游戏画面 X 对应的游戏逻辑数据;
所述客户端将接收到的游戏画面 X进行显示, 并在当接收到操作指令时, 将接收到的操作指令连同游戏画面 X对应的时间戳一起发送给所述服务器; 所述服务器找出接收到的时间戳对应的游戏逻辑数据,并根据找出的游戏 逻辑数据确定接收到的操作指令是否能被执行,如果是, 则执行接收到的操作 指令。
一种云游戏的实现系统, 包括: 服务器和客户端;
所述服务器,用于当每生成一游戏画面 X时,将生成时间作为游戏画面 X 的时间戳, 连同游戏画面 X—起发送给所述客户端, 同时, 对应保存该时间 戳以及游戏画面 X对应的游戏逻辑数据;
所述客户端, 用于将接收到的游戏画面 X进行显示, 并在当接收到操作 指令时, 将接收到的操作指令连同游戏画面 X对应的时间戳一起发送给所述 服务器;
所述服务器进一步用于, 找出接收到的时间戳对应的游戏逻辑数据, 并根 据找出的游戏逻辑数据确定接收到的操作指令是否能被执行,如果是, 则执行 接收到的操作指令。
一种客户端, 包括:
第一处理模块, 用于将接收自服务器的任一游戏画面 X进行显示, 并保 存连同游戏画面 X—起接收到的时间戳;
第二处理模块, 用于当接收到针对游戏画面 X 的操作指令时, 将接收到 的操作指令连同游戏画面 X对应的时间戳一起发送给服务器。
一种服务器, 包括:
第三处理模块, 用于当每生成一游戏画面 X 时, 将生成时间作为游戏画 面 X的时间戳, 连同游戏画面 X—起发送给客户端, 同时, 将该时间戳以及 游戏画面 X对应的游戏逻辑数据对应保存到第四处理模块中;
第五处理模块, 用于接收客户端发送来的操作指令以及时间戳, 从所述第 四处理模块中找出接收到的时间戳对应的游戏逻辑数据,并根据找出的游戏逻 辑数据确定接收到的操作指令是否能被执行,如果是, 则执行接收到的操作指 令。
可见, 采用本发明所述方案, 通过设置时间戳, 使得能够准确找到操作指 令应该对应的游戏逻辑数据,从而克服了时延的影响, 进而使得操作指令能够 被正确执行; 而且, 本发明所述方案实现起来筒单方便, 便于普及和推广。
附图说明
图 1 为本发明云游戏的实现方法实施例的流程图;
图 2为本发明云游戏的实现系统实施例的组成结构示意图;
图 3为本发明客户端实施例的组成结构示意图;
图 4为本发明服务器实施例的组成结构示意图。
具体实施方式
针对现有技术中存在的问题,本发明中提出一种改进后的云游戏的实现方 案。
为使本发明的技术方案更加清楚、 明白, 以下参照附图并举实施例, 对本 发明所述方案作进一步地详细说明。
图 1为本发明云游戏的实现方法实施例的流程图。 如图 1所示, 包括以下 步骤:
步骤 11 : 服务器每生成一游戏画面 X (为便于表述, 用游戏画面 X来代 表任一游戏画面;), 则^1生成时间作为游戏画面 X的时间戳, 连同游戏画面 X 一起发送给客户端, 同时, 对应保存该时间戳以及游戏画面 X对应的游戏逻 辑数据。 本步骤之前, 客户端需要先向服务器发送游戏点播请求, 服务器确认该请 求, 两者之间建立连接, 开始游戏, 之后, 才能执行本步骤, 两者之间如何建 立连接等均为现有技术。
服务器如何生成游戏画面 X同样为现有技术, 主要包括: 1 )基于游戏逻 辑数据等渲染生成原始画面; 2 )对生成的原始画面进行加密、 编码和压缩等 处理, 得到所需的游戏画面 X。
之后, 将游戏画面 X的生成时间作为游戏画面 X的时间戳, 将该时间戳 连同游戏画面 X—起发送给客户端, 同时,对应保存该时间戳以及游戏画面 X 对应的游戏逻辑数据, 如何得到游戏画面 X对应的游戏逻辑数据为现有技术。
步骤 12: 客户端将接收到的游戏画面 X进行显示, 并在当接收到操作指 令时, 将接收到的操作指令连同游戏画面 X对应的时间戳一起发送给服务器。
客户端接收到游戏画面 X之后, 对其进行解压缩、 解码、 解密等处理, 将处理结果显示给玩家, 同时, 客户端还会接收到游戏画面 X对应的时间戳。
如果接收到玩家针对游戏画面 X发出的操作指令, 则客户端会将该操作 指令连同游戏画面 X对应的时间戳一起, 发送给服务器, 由于已经使用完毕, 因此之后客户端可丟弃游戏画面 X对应的时间戳。
步骤 13: 服务器找出接收到的时间戳对应的游戏逻辑数据, 并根据找出 的游戏逻辑数据确定接收到的操作指令是否能被执行,如果是, 则执行接收到 的操作指令。
步骤 11 中提到, 服务器中会对应保存各游戏画面对应的时间戳以及游戏 逻辑数据, 本步骤中, 服务器首先找出接收到的时间戳, 即游戏画面 X对应 的时间戳对应的游戏逻辑数据,之后,根据找出的游戏逻辑数据确定接收到的 操作指令是否能被执行, 如果是, 则执行接收到的操作指令, 否则, 忽略该操 作指令。
对于对战游戏来说, 通常会根据对战双方的位置等(即游戏逻辑数据)来 确定是否能被击中, 因此, 图 1所示过程可举例如下:
服务器在 tl时刻生成了游戏画面 X, 并将游戏画面 X和 tl发送给了客户 端, 同时, 对应保存了 tl以及游戏画面 X对应的游戏逻辑数据;
客户端在 t2 ( t2>tl )时刻接收到了游戏画面 X, 显示给了玩家, 并接收到 了玩家发出的操作指令, 如攻击怪兽, 按照游戏逻辑, 当玩家和怪兽之间的距 离在 3米以内时, 玩家可击中怪兽, 客户端将接收到的操作指令及 tl发送给 服务器;
服务器在 t3 ( t3>t2 ) 时刻接收到客户端发来的玩家的操作指令和 tl后, 首先找出 tl对应的游戏逻辑数据, 之后, 根据找出的游戏逻辑数据确定出 tl 时刻玩家和怪兽之间的距离小于 3米, 因此, 怪兽可被击中。
需要说明的是, 采用本发明所述方案后, 虽然能够使玩家的操作指令被正 确执行, 但是, 如果时延过大, 仍采用本发明所述方案的话, 可能会出现明显 的画面倒退等问题, 从而影响玩家的游戏体验, 因此, 步骤 13中, 服务器找 出接收到的时间戳对应的游戏逻辑数据之前,可先确定接收到的时间戳与当前 时间之间间隔的时长是否小于预定阈值,如果是, 则找出接收到的时间戳对应 的游戏逻辑数据, 即按照本发明所述方案进行后续处理, 如果否, 则可认为当 前的网络条件不能提供云游戏服务, 因此结束游戏, 所述阈值的具体取值可根 据实际需要而定。
另外, 步骤 13中, 服务器执行接收到的操作指令之后, 还可进一步确定 所执行的操作指令是否会对在游戏画面 X对应的时间戳之后生成的游戏画面 对应的游戏逻辑数据产生更新, 如果是, 则根据所产生的更新对在游戏画面 X 对应的时间戳之后生成的游戏画面对应的游戏逻辑数据进行更新。
举例说明: 假设在确定玩家是否可以击中怪兽时, 不仅要考虑两者之间的 距离, 还要考虑玩家的攻击力等级, 击中怪兽后, 攻击力等级会提升一级, 那 么, 攻击力等级的改变即为所产生的游戏逻辑数据的更新,后续的各游戏逻辑 数据中, 玩家的攻击力等级均应为最新的攻击力等级。
至此, 即完成了关于本发明方法实施例的介绍。
基于上述介绍, 图 2 为本发明云游戏的实现系统实施例的组成结构示意 图。 如图 2所示, 包括:
服务器, 用于当每生成一游戏画面 X时, 将生成时间作为游戏画面 X的 时间戳, 连同游戏画面 X—起发送给客户端, 同时, 对应保存该时间戳以及 游戏画面 X对应的游戏逻辑数据;
客户端, 用于将接收到的游戏画面 X进行显示, 并在当接收到操作指令 时, 将接收到的操作指令连同游戏画面 X对应的时间戳一起发送给服务器; 服务器进一步用于, 找出接收到的时间戳对应的游戏逻辑数据, 并根据找 出的游戏逻辑数据确定接收到的操作指令是否能被执行,如果是, 则执行接收 到的操作指令。
其中, 服务器可进一步用于, 在找出接收到的时间戳对应的游戏逻辑数据 之前,确定接收到的时间戳与当前时间之间间隔的时长是否小于预定阈值, 如 果是, 则找出接收到的时间戳对应的游戏逻辑数据。
服务器还可进一步用于, 确定所执行的操作指令是否会对在游戏画面 X 对应的时间戳之后生成的游戏画面对应的游戏逻辑数据产生更新, 如果是, 则 根据所产生的更新对在游戏画面 X对应的时间戳之后生成的游戏画面对应的 游戏逻辑数据进行更新。
图 3为本发明客户端实施例的组成结构示意图。 如图 3所示, 包括: 第一处理模块, 用于将接收自服务器的任一游戏画面 X进行显示, 并保 存连同游戏画面 X—起接收到的时间戳;
第二处理模块, 用于当接收到针对游戏画面 X 的操作指令时, 将接收到 的操作指令连同游戏画面 X对应的时间戳一起发送给服务器。
图 3所示客户端可以为有线终端或无线终端, 在无线环境中, 时延问题会 更为突出, 因此, 所述客户端通常为手机终端。
图 4为本发明服务器实施例的组成结构示意图。 如图 4所示, 包括: 第三处理模块, 用于当每生成一游戏画面 X 时, 将生成时间作为游戏画 面 X的时间戳, 连同游戏画面 X—起发送给客户端, 同时, 将该时间戳以及 游戏画面 X对应的游戏逻辑数据对应保存到第四处理模块中;
第五处理模块, 用于接收客户端发送来的操作指令以及时间戳, 从第四处 理模块中找出接收到的时间戳对应的游戏逻辑数据,并根据找出的游戏逻辑数 据确定接收到的操作指令是否能被执行, 如果是, 则执行接收到的操作指令。
其中, 第五处理模块可进一步用于, 在找出接收到的时间戳对应的游戏逻 辑数据之前,确定接收到的时间戳与当前时间之间间隔的时长是否小于预定阈 值, 如果是, 则找出接收到的时间戳对应的游戏逻辑数据。
第五处理模块还可进一步用于,确定所执行的操作指令是否会对在游戏画 面 X对应的时间戳之后生成的游戏画面对应的游戏逻辑数据产生更新, 如果 是, 则 ^据所产生的更新对在游戏画面 X对应的时间戳之后生成的游戏画面 对应的游戏逻辑数据进行更新。
图 2 ~ 4所示系统和装置实施例的具体工作流程请参照图 1所示方法实施 例中的相应说明, 此处不再赘述。
以上所述仅为本发明的较佳实施例而已, 并不用以限制本发明, 凡在本发 明的精神和原则之内, 所做的任何修改、 等同替换、 改进等, 均应包含在本发 明保护的范围之内。

Claims

权 利 要 求
1. 一种云游戏的实现方法, 其特征在于, 包括:
月良务器每生成一游戏画面 X, 则将生成时间作为游戏画面 X的时间戳, 连同游戏画面 X—起发送给客户端, 同时,对应保存该时间戳以及游戏画面 X 对应的游戏逻辑数据;
所述客户端将接收到的游戏画面 X进行显示, 并在当接收到操作指令时, 将接收到的操作指令连同游戏画面 X对应的时间戳一起发送给所述服务器; 所述服务器找出接收到的时间戳对应的游戏逻辑数据,并根据找出的游戏 逻辑数据确定接收到的操作指令是否能被执行,如果是, 则执行接收到的操作 指令。
2、 根据权利要求 1所述的方法, 其特征在于, 所述服务器找出接收到的 时间戳对应的游戏逻辑数据之前, 进一步包括:
所述服务器确定接收到的时间戳与当前时间之间间隔的时长是否小于预 定阈值, 如果是, 则找出接收到的时间戳对应的游戏逻辑数据。
3、 根据权利要求 1或 2所述的方法, 其特征在于, 所述执行接收到的操 作指令之后, 进一步包括:
所述服务器确定所执行的操作指令是否会对在游戏画面 X对应的时间戳 之后生成的游戏画面对应的游戏逻辑数据产生更新,如果是, 则根据所产生的 更新对在游戏画面 X对应的时间戳之后生成的游戏画面对应的游戏逻辑数据 进行更新。
4、 一种云游戏的实现系统, 其特征在于, 包括: 服务器和客户端; 所述服务器,用于当每生成一游戏画面 X时,将生成时间作为游戏画面 X 的时间戳, 连同游戏画面 X—起发送给所述客户端, 同时, 对应保存该时间 戳以及游戏画面 X对应的游戏逻辑数据;
所述客户端, 用于将接收到的游戏画面 X进行显示, 并在当接收到操作 指令时, 将接收到的操作指令连同游戏画面 X对应的时间戳一起发送给所述 服务器;
所述服务器进一步用于, 找出接收到的时间戳对应的游戏逻辑数据, 并根 据找出的游戏逻辑数据确定接收到的操作指令是否能被执行,如果是, 则执行 接收到的操作指令。
5、 根据权利要求 4所述的系统, 其特征在于, 所述服务器进一步用于, 在找出接收到的时间戳对应的游戏逻辑数据之前,确定接收到的时间戳与当前 时间之间间隔的时长是否小于预定阈值,如果是, 则找出接收到的时间戳对应 的游戏逻辑数据。
6、 根据权利要求 4或 5所述的系统, 其特征在于, 所述服务器进一步用 于, 确定所执行的操作指令是否会对在游戏画面 X对应的时间戳之后生成的 游戏画面对应的游戏逻辑数据产生更新,如果是, 则根据所产生的更新对在游 戏画面 X对应的时间戳之后生成的游戏画面对应的游戏逻辑数据进行更新。
7、 一种客户端, 其特征在于, 包括:
第一处理模块, 用于将接收自服务器的任一游戏画面 X进行显示, 并保 存连同游戏画面 X—起接收到的时间戳;
第二处理模块, 用于当接收到针对游戏画面 X 的操作指令时, 将接收到 的操作指令连同游戏画面 X对应的时间戳一起发送给服务器。
8、 一种服务器, 其特征在于, 包括:
第三处理模块, 用于当每生成一游戏画面 X 时, 将生成时间作为游戏画 面 X的时间戳, 连同游戏画面 X—起发送给客户端, 同时, 将该时间戳以及 游戏画面 X对应的游戏逻辑数据对应保存到第四处理模块中;
第五处理模块, 用于接收客户端发送来的操作指令以及时间戳, 从所述第 四处理模块中找出接收到的时间戳对应的游戏逻辑数据,并根据找出的游戏逻 辑数据确定接收到的操作指令是否能被执行,如果是, 则执行接收到的操作指 令。
9、 根据权利要求 8所述的服务器, 其特征在于, 所述第五处理模块进一 步用于,在找出接收到的时间戳对应的游戏逻辑数据之前,确定接收到的时间 戳与当前时间之间间隔的时长是否小于预定阈值,如果是, 则找出接收到的时 间戳对应的游戏逻辑数据。
10、 根据权利要求 8或 9所述的服务器, 其特征在于, 所述第五处理模块 进一步用于, 确定所执行的操作指令是否会对在游戏画面 X对应的时间戳之 后生成的游戏画面对应的游戏逻辑数据产生更新,如果是, 则根据所产生的更 新对在游戏画面 X对应的时间戳之后生成的游戏画面对应的游戏逻辑数据进 行更新。
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