WO2017005149A1 - 一种游戏加速方法和装置 - Google Patents

一种游戏加速方法和装置 Download PDF

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Publication number
WO2017005149A1
WO2017005149A1 PCT/CN2016/088223 CN2016088223W WO2017005149A1 WO 2017005149 A1 WO2017005149 A1 WO 2017005149A1 CN 2016088223 W CN2016088223 W CN 2016088223W WO 2017005149 A1 WO2017005149 A1 WO 2017005149A1
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game
data
scene
module
running
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PCT/CN2016/088223
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English (en)
French (fr)
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葛山
杨涛
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北京奇虎科技有限公司
奇智软件(北京)有限公司
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Publication of WO2017005149A1 publication Critical patent/WO2017005149A1/zh

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs

Definitions

  • the present invention relates to the field of network communication technologies, and in particular, to a game acceleration method and a game acceleration device.
  • the present invention has been made in order to provide a game acceleration method and a corresponding game acceleration device that overcome the above problems or at least partially solve the above problems.
  • a game acceleration method including:
  • the first cleanup object that is not related to the running effect of the game is cleaned; wherein the first cleanup object includes at least: a function module, a game resource, a memory resource, and a network access.
  • the first cleanup object includes at least: a function module, a game resource, a memory resource, and a network access.
  • a game acceleration device comprising:
  • a first cleaning module configured to: during the running of the game, clear a first cleaning object that is not related to the running effect of the game; wherein the first cleaning object includes: a function module, a game resource, and a memory At least one of resources and network access.
  • a computer program comprising computer readable code that, when executed on a computing device, causes the computing device to perform the game acceleration method.
  • a computer readable medium wherein the computer program is stored.
  • the game acceleration method and apparatus during the running of the game, clearing the first cleanup object in the game that is independent of the running effect of the game, wherein the first cleanup object may specifically include: a function module At least one of a game resource, a memory resource, and a network access; this achieves game optimization by selecting a user to connect to the fastest server, thereby improving the networking speed of the game, and the embodiment of the present invention can clean the game.
  • the first cleanup object such as internal function modules, game resources, memory resources, and network access, is for the tour.
  • the game provides as much system resources and network traffic as possible, which can improve the smoothness of the game.
  • the game speed is accelerated according to an instruction issued by the user, or the game acceleration may be performed according to the automatically detected operating environment parameter, in the embodiment of the present invention. Therefore, the smoothness of the game can be maximized by real-time game acceleration.
  • FIG. 1 is a flow chart showing the steps of an embodiment of a game acceleration method according to an embodiment of the present invention
  • FIG. 2 is a flow chart showing the steps of an embodiment of a game acceleration method according to an embodiment of the present invention
  • FIG. 3 is a flow chart showing the steps of an embodiment of a game acceleration method according to an embodiment of the present invention.
  • FIG. 4 is a block diagram showing the structure of an embodiment of a game acceleration device according to an embodiment of the present invention.
  • FIG. 5 is a structural block diagram of an embodiment of a game acceleration device according to an embodiment of the present invention.
  • Figure 6 shows schematically a block diagram of a computing device for performing the method according to the invention
  • Fig. 7 schematically shows a storage unit for holding or carrying program code implementing the method according to the invention.
  • the present invention provides an embodiment of a game acceleration method, which may include: during a running process of the game, clearing a first cleaning object that is not related to the running effect of the game inside the game; wherein the first cleaning object Specifically, the method may include at least one of a function module, a game resource, a memory resource, and a network access.
  • the embodiment of the present invention can be applied to any type of online game such as a web game, a game client game, a mobile game, or the like, because it can clean up the first part of the game that is independent of the running effect of the game during the running of the game. By cleaning up the object, it is possible to provide as much system resources and network traffic as possible for the game, thereby improving the smoothness of the game.
  • the embodiment of the present invention may trigger the game of the embodiment of the present invention when the trigger condition is met.
  • Speed process The triggering condition may be a triggering condition generated by the user. For example, during the running of the game, the user may issue a game acceleration instruction through a shortcut key or a control on the game interface, which is triggered by the game acceleration instruction according to the embodiment of the present invention.
  • the game acceleration process of the embodiment of the present invention may also be a trigger condition automatically detected by the game client.
  • the operating environment parameters such as the game operation frequency, system resources, and network speed during the running of the game may be monitored in real time, and the game operation frequency is greater than the first threshold.
  • the game acceleration process of the embodiment of the present invention may be triggered. It can be understood that the foregoing triggering conditions can be understood as an application example, and the specific triggering conditions are not limited in the embodiment of the present invention.
  • the first cleanup object may be used to represent an object that is not related to the running effect of the game, and may specifically include at least one of a function module, a game resource, a memory resource, and a network access.
  • the function module can be used to represent a module for implementing certain functions in the game client, considering that during the running of the game, some function modules can be followed by a running process (here, the subsequent running process can be used to indicate that the function module completes the operation) The process is irrelevant, so these function modules can be cleaned without affecting the running effect of the game.
  • the game login module can be used to implement successful login of the user to the game. After the user successfully logs in to the game, the game login module can be independent of the subsequent running process, and therefore, the game can be cleared. Login module.
  • the game initialization module can be used to implement initialization of the game.
  • the game initialization module can be independent of the subsequent running process, and therefore, the game login module can be closed. It can be understood that the above is only an example. In fact, those skilled in the art can clear any functional modules that are not related to the subsequent running process according to the actual characteristics of the game, and the embodiment of the present invention does not limit the specific functional modules that need to be cleaned. .
  • Game resources can be used to represent clothing, equipment, props and other resources during the running of the game. Because different game links require different game resources, and some game resources may not be used after being used or replaced, That is, these game resources can be independent of the subsequent running process (here, the subsequent running process can be used to indicate the flow after the game resource is used), so these game resources can be cleaned without affecting the running effect of the game. For example, in an application example of the present invention, after the user replaces the clothing and equipment in the game, it can be considered that the old clothing and the old equipment can be independent of the subsequent running process, and therefore, the old clothing and the old one can be cleaned up. equipment. It can be understood that the above is only an example. In fact, those skilled in the art can clear any game resources that are not related to the subsequent running process according to the actual characteristics of the game, and the embodiment of the present invention does not limit the specific game resources that need to be cleaned. .
  • Memory resources can be used to indicate the memory resources occupied by the game client for storing temporary files, temporary data objects, etc. during the running of the game; different game links will generate different running resources, such as the corresponding initialization of the game initialization link. Files and temporary data objects, and other game links after the game is successfully initialized will generate corresponding temporary files and temporary data objects, etc., and some running resources may not be used after being used, that is, these running resources can And the subsequent running process (here, the subsequent running process can be used to represent the memory The process after the resource is used is irrelevant, so these running resources can be cleaned without affecting the running effect of the game. For example, after the game is successfully initialized, the game initialization step can be used to generate corresponding temporary files and temporary data objects, etc., and the specific memory resources that need to be cleaned are not limited in the embodiment of the present invention.
  • Network access can be used to represent external network access generated by a running game. Considering that during the running of the game, some network access can be independent of the subsequent running process (here, the subsequent running process can be used to indicate the process after the completion of the network access), therefore, without affecting the running effect of the game, Turn off these network accesses. For example, after the user successfully logs in to the game through the network access to the server, the network access corresponding to the game login may be independent of the subsequent running process. For example, after the user purchases and replaces the equipment from the game mall, the network access to the game mall is also Regardless of the subsequent running process, the embodiment of the present invention does not limit the specific network access that needs to be cleaned up.
  • the first cleanup object such as the function module, the game resource, the memory resource, and the network access, is described above. It can be understood that the foregoing is only an application example of the first cleanup object, and is not understood as the first cleanup object according to the embodiment of the present invention.
  • the application of the limitation, in fact, the person skilled in the art can also adopt other types of first cleaning objects according to actual needs, and the embodiment of the present invention does not limit the specific type of the first cleaning object.
  • the embodiment of the present invention cleans the first cleanup object that is not related to the running effect of the game in the game, wherein the first cleanup object may specifically include: a function module and a game resource. At least one of memory resources and network access; this achieves game optimization by selecting a user to connect to the fastest server, thereby improving the networking speed of the game, and the embodiment of the present invention can clean the internal functions of the game.
  • the first cleanup object such as modules, game resources, memory resources, and network access, provides the game with as much system resources and network traffic as possible, thereby improving the smoothness of the game.
  • the game speed is accelerated according to an instruction issued by the user, or the game acceleration may be performed according to the automatically detected operating environment parameter, in the embodiment of the present invention. Therefore, it is possible to improve the fluency of the game to the greatest extent possible by real-time game acceleration, that is, to solve the problem of stuck, card screen, and slow running speed during the game.
  • FIG. 1 is a flow chart showing the steps of an embodiment of a game acceleration method according to an embodiment of the present invention. Specifically, the method may include the following steps:
  • Step 101 Collect scene data during the running of the game
  • the present embodiment describes, by steps 101-102, a process of determining a first cleanup object that is independent of the running effect of the game according to the scene data; since the scene data is real-time data of the running game, therefore, from the The scene feature extracted from the scene data can reflect the game link or the game flow in which the game is running. Therefore, according to the scene feature, it is determined that the first clean object that is not related to the running effect of the game within the game has reasonableness.
  • the scenario data may specifically include: at least one of video data of a game client and screen data of the game client;
  • the step of collecting current scene data may specifically include:
  • Step S11 Obtain frame image data from the corresponding memory buffer of the rendering interface before the rendering interface performs rendering by using a hook function injected in a rendering interface of the game client;
  • the hook processing may be performed in the game client by means of process injection.
  • a hook function may be added in the rendering interface of the game client, thereby being able to perform the hook interface according to the rendering interface.
  • Get data from the memory buffer The memory buffer stores the original data of the content displayed on the screen in the game client, and the rendering interface obtains the display content from the memory buffer to display the display content, for example, the game screen displayed by the game client.
  • the step of adding a hook function to the rendering interface of the client by means of a process injection may specifically include:
  • Step S21 when the game client is started, a dynamic link library DLL (Dynamic Link Library) file with an interactive operation function is added to the client by means of process injection;
  • DLL Dynamic Link Library
  • Step S22 Add a hook function to the rendering interface according to the dynamic link library DLL file.
  • the DLL file can be a third-party DLL file, that is, a hook function can be used in the client process injection method, and then the DLL is a function carrier, and the DLL file is added to the client, thereby When the client needs to perform the above functions, the DLL file is called to perform the corresponding function operation.
  • the rendering interface-related DLL file is hooked to the hook function by hook processing, so that when the other DLL file is called, the hook The function will intercept the call message first, and then determine the processing operation of the corresponding content of the DLL file according to the requirements.
  • the game client After adding the third-party DLL file, you can directly find the d3d9.dll of the game client process, and hook the rendering interface related to the rendering of the screen, that is, add a hook function to intercept the rendering interface.
  • Data such as hooking the IDirect3DDevice9::Present interface; where d3d9.dll is a DirectX 9 dynamic link library for supporting Windows multimedia and games; the IDirect3DDevice9::Present interface can exchange the back buffer and foreground cache and submit Go to the render pipeline and render the back buffer content.
  • the DLL file can call the hook function attached to the rendering interface, intercept the frame image data acquired from the memory buffer before the rendering interface performs rendering, cache the frame image data, and send it to the rendering.
  • the interface performs operations such as rendering to allow the client to continue to display the picture.
  • the Windows hook function can be used to complete the auxiliary function of the game in the game process by using the DLL file as a carrier through process injection and the like, so that the game user is in the game.
  • various auxiliary functions such as various operations are completed, and switching between the game interface and the outside world is unnecessary, and the operation is simple and the user experience is improved.
  • Step S12 Generate corresponding scene data according to the frame image data.
  • the frame image data may be directly used as scene data, and the frame image data may be processed. After the scene data is obtained, for example, the frame image data may be subjected to video processing to obtain image data conforming to the preset video format, and the embodiment of the present invention generates a corresponding preset video format and corresponding scene data according to the frame image data.
  • the specific method is not limited.
  • Step 102 Extract scene features from the scene data.
  • the step of extracting a scene feature from the scene data may specifically include:
  • Step S31 extracting text features from the scene data by using an optical character recognition manner;
  • OCR Optical Character Recognition
  • the character feature of the character, the name of the item, and the like in the game may be extracted from the scene data by using an optical character recognition method.
  • Step S32 Extracting a target feature from the scene data by using an image matching method.
  • Image matching refers to identifying the same-named point between two or more images by a certain matching algorithm. For example, in the two-dimensional image matching, the correlation coefficient of the same size window in the target area and the search area is compared, and the correlation coefficient in the search area is taken. The maximum corresponding window center point is the same name point. The essence is to use the best search problem of matching criteria under the condition of primitive similarity.
  • the target feature such as a person, an item, a landscape, and the like can be extracted from the frame data of the game by using an image matching method.
  • the above optical character recognition mode is only an example of extracting a character feature from the scene data
  • the image matching mode is only an example of extracting a target feature from the scene data
  • the embodiment of the present invention is The specific manner of extracting text features and target features in the scene data is not limited.
  • other scene features may be used in the embodiments of the present invention, and the specific scene features are not limited in the embodiment of the present invention.
  • Step 103 Determine, according to the scene feature, a first cleanup object that is not related to the running effect of the game in the game;
  • the step of determining the first cleanup object that is not related to the running effect of the game in the game according to the scene feature may specifically include:
  • Step S41 Perform a search in the mapping relationship between the scene feature and the scene-independent object according to the scene feature, and use the searched scene-independent object as the first cleanup object.
  • the scene features of all the games running on the game client may be analyzed in advance, and the mapping relationship between the scene features and the scene-independent objects may be obtained.
  • the game may be divided into multiple game links, and for each game link, by analyzing the scene features, a mapping relationship between one or more scene features and one or more scene-independent objects is obtained. For example, when the user account information appears on the screen data of the game, the user can be considered to successfully log in to the game, so the mapping relationship between the character feature of the user account information and the user login module can be established.
  • the corresponding game links can be divided according to the order of their characters, and the corresponding game links and scene-independent objects are determined according to the character characteristics appearing on the screen data.
  • the present invention The specific establishment manner of the mapping relationship between the scene feature and the scene-independent object is not limited.
  • Step 104 During the running of the game, clear the first cleanup object in the game that is independent of the running effect of the game; wherein the first cleanup object may specifically include: a function module, a game resource, a memory resource, and At least one of network access.
  • the embodiment describes a process of determining a first cleanup object in the game that is independent of the running effect of the game according to the scene data; since the scene data is real-time data of the running game, from the scene data
  • the extracted scene feature can reflect the game link or the game flow in which the game is running, so according to the scene feature, it is determined that the first clean object that is not related to the running effect of the game within the game has rationality and accuracy.
  • FIG. 2 a flow chart of steps of an embodiment of a game acceleration method according to an embodiment of the present invention is shown, which may specifically include the following steps:
  • Step 201 Collect scene data during the running of the game
  • Step 202 Send the scene data to a server.
  • Step 203 Receive a first cleanup object that is returned by the server and is not related to the running effect of the game, and is not related to the running effect of the game.
  • Step 204 During the running of the game, clear the first cleanup object that is not related to the running effect of the game, and the first cleanup object may specifically include: a function module, a game resource, a memory resource, and At least one of network access.
  • the client of the embodiment may send the scene data to the server, and the server extracts the scene feature from the scene data, and determines the internal and the game according to the scene feature.
  • the first cleanup object which has nothing to do with the running effect of the game, can take advantage of the rich computing resources of the server and increase the calculation speed.
  • the scenario data sent to the server may be encoded picture data or video data, and correspondingly, according to the frame.
  • the step of generating the corresponding scene data by the image data may specifically include:
  • Step S51 encoding current frame image data, and using the corresponding first encoding result as current screen data;
  • the step of encoding the current frame image data may include: adding the signature data to the frame image data for encoding.
  • the signature data may specifically include encrypted signature information.
  • the signature information may be an encrypted description information, which may be used to identify the ownership of the scene data, such as a logo producer or a copyright holder.
  • the acquirer of the screen data can decrypt and use the screen data when acquiring the signature data, and cannot decrypt and use the screen data when the signature data cannot be acquired.
  • Step S52 splicing and encoding each frame image data acquired in sequence, and using the corresponding second encoding result as the current video data.
  • the number of acquired frame image data may be determined by a preset recording time, that is, the start frame and the end frame may be determined according to the recording time, the frame image data is acquired from the start frame, and the frame is stopped when the frame is ended.
  • the image data is acquired, and after the acquired image data of each frame is buffered, the image data of each frame is buffered and then sent to an interface for rendering and the like.
  • the image data of each frame and the signature data are obtained in sequence, and then the image data of each frame is spliced and signature data is added, and the frame image data can be assembled into a video file by splicing, that is, a spliced file with signature data added. Then, the spliced file with the added signature data is encoded according to a preset encoding manner, such as H.264, etc., and the encoded video data can be compressed by encoding to obtain the corresponding recorded video data, and the recorded video data constitutes the instruction content.
  • a preset encoding manner such as H.264, etc.
  • the signature data may be added before the encoding, so the signature data may be added in the splicing process, or the signature data may be added after the splicing is completed, which may be set according to actual requirements, which is not limited in this embodiment.
  • the step of splicing and encoding the frame image data that is sequentially acquired may specifically include:
  • Step S61 adding signature data in the splicing process of the frame image data to obtain a first spliced file with signature data; wherein the signature data may specifically include encrypted signature information;
  • Step S62 Encoding the first splicing file to obtain a corresponding second encoding result.
  • the signature data is added during the splicing process, that is, the signature data is added when the image data of each frame is spliced, and a spliced file to which the signature data is added is obtained.
  • the signature data is recorded in the signature field according to the standard format of the video file, and the splicing file of the signature data is obtained.
  • the step of splicing and encoding the image data of each frame sequentially acquired may specifically include:
  • Step S71 splicing the image data of each frame to obtain a spliced file
  • Step S72 Add signature data at the end of the splicing file to obtain a second spliced file with signature data.
  • the signature data may specifically include encrypted signature information.
  • Step S73 Encoding the second splicing file to obtain a corresponding second encoding result.
  • the signature data is added, that is, the signature data is added at the end of the splicing file, and a spliced file with signature data is obtained.
  • the frame image data is spliced in sequence and assembled into a corresponding video file, and a signature field is recorded at the end of the video file to record signature data, and a spliced file with signature data is obtained.
  • the recorded video data of the desired format is generated by encoding or the like to constitute the instruction content.
  • the client in this embodiment may send the scene data to the server, and the server extracts the scene feature from the scene data, and determines, according to the scene feature, that the game is internally independent of the running effect of the game.
  • the first cleanup object therefore, can take advantage of the rich computing resources of the server and increase the speed of calculation.
  • FIG. 3 a flow chart of steps of an embodiment of a game acceleration method according to an embodiment of the present invention is shown. Specifically, the method may include the following steps:
  • Step 301 During the running of the game, the first cleanup object that is not related to the running effect of the game is cleaned; wherein the first cleanup object may specifically include: a function module, a game resource, a memory resource, and At least one of network accesses;
  • Step 302 During the running of the game, clear a second cleanup object that is not related to the running effect of the game, and the second cleanup object may specifically include: a process, a service, a memory resource, and Network access.
  • the present embodiment may also clean the outside of the game during the running of the game.
  • the second cleanup object irrelevant to the running effect of the game can provide as much system resources and network traffic as possible for the game, thereby improving the smoothness of the game.
  • a process in the system that occupies a network speed exceeding a preset bandwidth may be turned off to give priority to more bandwidth of the current game.
  • the process that occupies CPU resources exceeding a preset value may be turned off to ensure the CPU resource occupancy rate of the current game.
  • the second cleanup object outside the game that is independent of the running effect of the game may be determined by the following steps:
  • Step S81 Read a process list of the system, and traverse all processes running in the process list;
  • Step S82 Determine whether the current process traversed is a process corresponding to the application recorded in the whitelist and whether it belongs to a process necessary for the system to run, and if not, the current process is used as the second cleanup target.
  • the application recorded in the whitelist may be collected by each client, or may be obtained by the server according to the data analysis.
  • the specific content and the acquisition manner of the whitelist are not limited.
  • the present invention also provides an embodiment of a game acceleration device, which may specifically include:
  • a first cleaning module configured to: during the running of the game, clean the first cleanup object that is not related to the running effect of the game; wherein the first cleanup object may specifically include: a function module, a game resource At least one of memory resources and network access.
  • FIG. 4 a structural block diagram of an embodiment of a game acceleration device according to an embodiment of the present invention is shown, which may specifically include the following modules:
  • the collecting module 401 is configured to collect the scene during the running of the game before the first cleaning module cleans the first cleaning object in the game that is independent of the running effect of the game during the running of the game. data;
  • a determining module 402 configured to extract a scene feature from the scene data, and determine, according to the scene feature, a first cleanup object that is not related to an operation effect of the game within the game;
  • the communication module 403 is configured to send the scene data to the server, and receive a first cleaning object that is returned by the server and is not related to the running effect of the game, and corresponding to the scene data;
  • the first cleaning module 404 is configured to: during the running of the game, clean the first cleaning object that is not related to the running effect of the game; wherein the first cleaning object may specifically include: a function module, a game At least one of resources, memory resources, and network access.
  • the determining module 402 may specifically include:
  • the searching module is configured to perform a search in the mapping relationship between the scene feature and the scene-independent object according to the scene feature, and use the searched scene-independent object as the first clean-up object.
  • the scene data may specifically include: at least one of video data of a game client and screen data of the game client;
  • the collecting module 401 may specifically include:
  • An obtaining module configured to obtain frame image data from a corresponding memory buffer of the rendering interface before the rendering interface performs rendering by using a hook function injected in a rendering interface of the game client;
  • a determining module configured to generate corresponding scene data according to the frame image data.
  • the determining module may specifically include:
  • a first encoding module configured to encode current frame image data, and use a corresponding first encoding result as current screen data
  • the second encoding module is configured to splicing and encoding the image data of each frame sequentially acquired, and using the corresponding second encoding result as the current video data.
  • the first encoding module may be specifically configured to: after the frame image data is added with signature data, wherein the signature data includes encrypted signature information.
  • the second coding module may specifically include:
  • a first splicing module configured to add signature data in the splicing process of the image data of each frame, to obtain a first spliced file with signature data; wherein the signature data may specifically include encrypted signature information;
  • the third encoding module is configured to encode the first splicing file to obtain a corresponding second encoding result.
  • the second encoding module includes:
  • a second splicing module configured to splicing the image data of each frame to obtain a spliced file
  • the fourth encoding module is configured to encode the second splicing file to obtain a corresponding second encoding result.
  • the determining module may specifically include:
  • a first extraction module configured to extract a character feature from the scene data by using an optical character recognition manner
  • a second extraction module configured to extract a target feature from the scene data by using an image matching manner.
  • FIG. 5 a structural block diagram of an embodiment of a game acceleration device according to an embodiment of the present invention is shown, which may specifically include the following modules:
  • the first cleaning module 501 is configured to: during the running of the game, clean the first cleaning object that is not related to the running effect of the game; wherein the first cleaning object may specifically include: a function module, a game At least one of resources, memory resources, and network access;
  • the second cleaning module 502 is configured to: during the running of the game, clear a second cleaning object that is not related to the running effect of the game, and the second cleaning object may specifically include: a process, Services, memory resources, and network access.
  • the device may further include:
  • a traversing module configured to read a list of processes of the system and traverse the window before the second cleanup module clears the second cleanup object outside the game that is independent of the running effect of the game during the running of the game All processes running in the process list;
  • a judging module configured to determine whether the current process traversed is a process corresponding to the application recorded in the whitelist and whether it belongs to a process necessary for the system to run, and if not, the current process is used as the second cleanup Object.
  • the description is relatively simple, and the relevant parts can be referred to the description of the method embodiment.
  • modules in the devices of the embodiments can be adaptively changed and placed in one or more devices different from the embodiment.
  • the modules or units or components of the embodiments may be combined into one module or unit or component, and further they may be divided into a plurality of sub-modules or sub-units or sub-components.
  • any combination of the features disclosed in the specification, including the accompanying claims, the abstract and the drawings, and any methods so disclosed, or All processes or units of the device are combined.
  • Each feature disclosed in this specification (including the accompanying claims, the abstract and the drawings) may be replaced by alternative features that provide the same, equivalent or similar purpose.
  • the various component embodiments of the present invention may be implemented in hardware, or in a software module running on one or more processors, or in a combination thereof.
  • a microprocessor or digital signal processor may be used in practice to implement some or all of the functionality of some or all of the components of the game acceleration method and apparatus in accordance with embodiments of the present invention.
  • the invention can also be implemented as a device or device program (e.g., a computer program and a computer program product) for performing some or all of the methods described herein.
  • a program implementing the invention may be stored on a computer readable medium or may be in the form of one or more signals. Such signals may be downloaded from an Internet website, provided on a carrier signal, or provided in any other form.
  • Figure 6 illustrates a computing device that can implement a game acceleration method in accordance with the present invention.
  • the computing device conventionally includes a processor 610 and a computer program product or computer readable medium in the form of a memory 620.
  • the memory 620 may be an electronic memory such as a flash memory, an EEPROM (Electrically Erasable Programmable Read Only Memory), an EPROM, a hard disk, or a ROM.
  • Memory 620 has a memory space 630 for program code 631 for performing any of the method steps described above.
  • storage space 630 for program code may include various program code 631 for implementing various steps in the above methods, respectively.
  • the program code can be read from or written to one or more computer program products.
  • Such computer program products include program code carriers such as hard disks, compact disks (CDs), memory cards or floppy disks.
  • Such a computer program product is typically a portable or fixed storage unit as described with reference to FIG.
  • the storage unit may have storage segments, storage spaces, and the like that are similarly arranged to memory 620 in the computing device of FIG.
  • the program code can be entered, for example, in an appropriate form. Line compression.
  • the storage unit includes computer readable code 631', ie, code readable by a processor, such as 610, that when executed by a computing device causes the computing device to perform each of the methods described above step.

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Abstract

一种游戏加速方法和装置,其中的方法具体包括:在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。上述方法能够为游戏提供尽可能多的系统资源和网络流量,从而能够提高游戏的流畅度。

Description

一种游戏加速方法和装置 技术领域
本发明涉及网络通信技术领域,特别是涉及一种游戏加速方法和一种游戏加速装置。
背景技术
随着网络通信技术的发展,网络游戏成为越来越多的用户的娱乐方式,网页游戏、游戏客户端游戏、手机游戏等多种类型的网络游戏可以给用户带来不同的游戏体验。
由于通常的网络游戏对网络流量和系统资源的需求都比较大,故用户在网络游戏的过程中难免会遇到卡顿、卡屏、运行速度慢等问题。
现有的游戏优化方案通常是通过选择一个用户连接最快的服务器,从而提高游戏的联网速度来实现游戏优化。然而这种方案往往只能提升游戏的联网速度,也即,在采用这种方案的情况下,仍然有可能存在卡顿、卡屏、运行速度慢等问题。
发明内容
鉴于上述问题,提出了本发明以便提供一种克服上述问题或者至少部分地解决上述问题的游戏加速方法和相应的游戏加速装置。
依据本发明的一个方面,提供了一种游戏加速方法,包括:
在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
根据本发明的另一方面,提供了一种游戏加速装置,包括:
第一清理模块,用于在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
根据本发明的又一个方面,提供了一种计算机程序,其包括计算机可读代码,当所述计算机可读代码在计算设备上运行时,导致所述计算设备执行所述的游戏加速方法。
根据本发明的再一个方面,提供了一种计算机可读介质,其中存储了所述的计算机程序。
根据本发明的游戏加速方法和装置,在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象,其中,所述第一清理对象具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种;这相对于现有方案通过选择一个用户连接最快的服务器,从而提高游戏的联网速度来实现游戏优化,本发明实施例可以通过清理游戏内部的功能模块、游戏资源、内存资源和网络访问等第一清理对象,为游 戏提供尽可能多的系统资源和网络流量,从而能够提高游戏的流畅度。
另外,相对于传统方案在玩游戏前优化联网速度,本发明实施例可以在游戏的运行过程中,根据用户发出的指令进行游戏加速,或者,可以根据自动检测到的运行环境参数进行游戏加速,因此,能够通过实时的游戏加速最大可能地提高游戏的流畅度。
上述说明仅是本发明技术方案的概述,为了能够更清楚了解本发明的技术手段,而可依照说明书的内容予以实施,并且为了让本发明的上述和其它目的、特征和优点能够更明显易懂,以下特举本发明的具体实施方式。
附图说明
通过阅读下文优选实施方式的详细描述,各种其他的优点和益处对于本领域普通技术人员将变得清楚明了。附图仅用于示出优选实施方式的目的,而并不认为是对本发明的限制。而且在整个附图中,用相同的参考符号表示相同的部件。在附图中:
图1示出了根据本发明一个实施例的一种游戏加速方法实施例的步骤流程图;
图2示出了根据本发明一个实施例的一种游戏加速方法实施例的步骤流程图;
图3示出了根据本发明一个实施例的一种游戏加速方法实施例的步骤流程图;
图4示出了根据本发明一个实施例的一种游戏加速装置实施例的结构框图;以及
图5示出了根据本发明一个实施例的一种游戏加速装置实施例的结构框图;
图6示意性地示出了用于执行根据本发明的方法的计算设备的框图;以及
图7示意性地示出了用于保持或者携带实现根据本发明的方法的程序代码的存储单元。
具体实施方式
下面将参照附图更详细地描述本公开的示例性实施例。虽然附图中显示了本公开的示例性实施例,然而应当理解,可以以各种形式实现本公开而不应被这里阐述的实施例所限制。相反,提供这些实施例是为了能够更透彻地理解本公开,并且能够将本公开的范围完整的传达给本领域的技术人员。
本发明提供了一种游戏加速方法实施例,具体可以包括:在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
本发明实施例可以应用于网页游戏、游戏客户端游戏、手机游戏等任意类型的网络游戏中,由于其可以在游戏的运行过程中清理所述游戏内部与所述游戏的运行效果无关的第一清理对象,故能够为所述游戏提供尽可能多的系统资源和网络流量,从而能够提高游戏的流畅度。
在具体实现中,本发明实施例可以在满足触发条件时,触发本发明实施例的游戏加 速流程。其中,所述触发条件可以为用户产生的触发条件,例如,在游戏的运行过程中,用户可以通过快捷键或者通过游戏界面上的控件发出游戏加速指令,由本发明实施例依据该游戏加速指令触发本发明实施例的游戏加速流程。所述触发条件还可以为游戏客户端自动检测的触发条件,例如,可以实时监测游戏的运行过程中的游戏操作频率、系统资源、网速等运行环境参数,在游戏操作频率大于第一阈值,或者,系统资源小于对应的第二阈值,或者,网速小于对应的第三阈值时,可以认为当前需要游戏加速,因此,可以触发本发明实施例的游戏加速流程。可以理解,上述触发条件均可以理解为应用示例,本发明实施例对具体的触发条件不加以限制。
本发明实施例中,第一清理对象可用于表示游戏内部运行的与游戏的运行效果无关的对象,其具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
功能模块可用于表示游戏客户端中用于实现一定功能的模块,考虑到在游戏的运行过程中,有些功能模块可以与后续运行流程(这里,后续运行流程可用于表示该功能模块完成操作之后的流程)无关,因此,可以在不影响游戏的运行效果的情况下,清理这些功能模块。例如,在本发明的一种应用示例中,游戏登陆模块可用于实现用户成功登陆到游戏,在用户成功登陆到游戏后,该游戏登陆模块可以与后续运行流程无关,因此,可以清理掉该游戏登陆模块。又如,在本发明的另一种应用示例中,游戏初始化模块可用于实现游戏的初始化,在游戏初始化成功后,该游戏初始化模块可以与后续运行流程无关,因此,可以关闭该游戏登陆模块。可以理解,上述只是作为示例,实际上,本领域技术人员可以根据游戏的实际特点,清理掉任意的、与后续运行流程无关的功能模块,本发明实施例对于需要清理的具体功能模块不加以限制。
游戏资源可用于表示游戏的运行过程中的服装、装备、道具等资源,由于不同的游戏环节需要不同的游戏资源,且有些游戏资源在使用过或者更换过后很有可能不再被用到,也即,这些游戏资源可以与后续运行流程(这里,后续运行流程可用于表示该游戏资源被使用之后的流程)无关,因此可以在不影响游戏的运行效果的情况下,清理这些游戏资源。例如,在本发明的一种应用示例中,在用户更换游戏中的服装和装备后,可以认为旧的服装和旧的装备可以与后续运行流程无关,因此,可以清理掉旧的服装和旧的装备。可以理解,上述只是作为示例,实际上,本领域技术人员可以根据游戏的实际特点,清理掉任意的、与后续运行流程无关的游戏资源,本发明实施例对于需要清理的具体游戏资源不加以限制。
内存资源可用于表示游戏的运行过程中游戏客户端为存储临时文件、临时数据对象等运行资源所占用的内存资源;由于不同的游戏环节会产生不同的运行资源,如游戏初始化环节产生对应的临时文件和临时数据对象,而游戏初始化成功后的其他游戏环节会产生对应的临时文件和临时数据对象等,且有些运行资源在使用过后很有可能不再被用到,也即,这些运行资源可以与后续运行流程(这里,后续运行流程可用于表示该内存 资源被使用之后的流程)无关,因此可以在不影响游戏的运行效果的情况下,清理这些运行资源。例如,可以在游戏初始化成功后可以清理掉游戏初始化环节产生对应的临时文件和临时数据对象等,本发明实施例对于需要清理的具体内存资源不加以限制。
网络访问可用于表示运行中游戏对外产生的网络访问。考虑到在游戏的运行过程中,有些网络访问可以与后续运行流程(这里,后续运行流程可用于表示完成该网络访问之后的流程)无关,因此,可以在不影响游戏的运行效果的情况下,关闭这些网络访问。例如,在用户通过对于服务器的网络访问成功登陆到游戏后,游戏登陆对应的网络访问可以与后续运行流程无关,又如,在用户从游戏商城购买并更换装备后,对于游戏商城的网络访问也可以与后续运行流程无关,本发明实施例对于需要清理的具体网络访问不加以限制。
以上对功能模块、游戏资源、内存资源和网络访问等第一清理对象进行了介绍,可以理解,上述只是作为第一清理对象的应用示例,而不理解为本发明实施例对于第一清理对象的应用限制,实际上本领域技术人员还可以根据实际需要采用其它类型的第一清理对象,本发明实施例对于第一清理对象的具体类型不加以限制。
综上,本发明实施例在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象,其中,所述第一清理对象具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种;这相对于现有方案通过选择一个用户连接最快的服务器,从而提高游戏的联网速度来实现游戏优化,本发明实施例可以通过清理游戏内部的功能模块、游戏资源、内存资源和网络访问等第一清理对象,为游戏提供尽可能多的系统资源和网络流量,从而能够提高游戏的流畅度。
另外,相对于传统方案在玩游戏前优化联网速度,本发明实施例可以在游戏的运行过程中,根据用户发出的指令进行游戏加速,或者,可以根据自动检测到的运行环境参数进行游戏加速,因此,能够通过实时的游戏加速最大可能地提高游戏的流畅度,也即能够尽可能解决游戏过程中的卡顿、卡屏、运行速度慢等问题。
参照图1,示出了根据本发明一个实施例的一种游戏加速方法实施例的步骤流程图,具体可以包括如下步骤:
步骤101、采集所述游戏的运行过程中的场景数据;
本实施例通过步骤101-步骤102描述了依据场景数据,确定游戏内部与所述游戏的运行效果无关的第一清理对象的过程;由于场景数据为运行中游戏的实时数据,因此,从所述场景数据中提取的场景特征能够反映运行中游戏所处的游戏环节或者游戏流程,因此依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象具有合理性。
在本发明的一种可选实施例中,所述场景数据具体可以包括:游戏客户端的视频数据和所述游戏客户端的画面数据中的至少一种;
所述采集当前的场景数据的步骤,具体可以包括:
步骤S11、通过所述游戏客户端的渲染接口中注入的钩子函数,在所述渲染接口执行渲染前从所述渲染接口对应内存缓冲区中获取帧图像数据;
在具体实现中,可以在游戏客户端启动时,通过进程注入的方式在游戏客户端中进行挂钩处理,其中为了能够获取显示内容,可以在游戏客户端的渲染接口添加钩子函数,从而能够依据渲染接口从内存缓冲区获取数据。其中,内存缓冲区存储的是游戏客户端中显示在屏幕上的内容的原始数据,渲染接口从内存缓冲区获取数据渲染后构成显示内容进行显示,例如游戏客户端显示的游戏画面等。
在本发明的一种可选实施例中,所述通过进程注入的方式在所述客户端的渲染接口添加钩子函数的步骤,具体可以包括:
步骤S21、在游戏客户端启动时,通过进程注入的方式,将具有交互操作功能的动态链接库DLL(Dynamic Link Library,动态链接库)文件添加到所述客户端;
步骤S22、依据所述动态链接库DLL文件为渲染接口添加钩子函数。
在实际应用中,该DLL文件可以是第三方的DLL文件,即可以利用钩子函数在客户端的进程注入方法,然后以DLL为功能操作的功能的载体,将DLL文件添加到客户端中,从而在客户端需要执行上述功能时调用DLL文件执行对应的功能操作。
在添加完第三方的DLL文件后,可以查找游戏客户端在执行过程所需的其他DLL文件,例如渲染接口相关的DLL文件通过挂钩处理挂在钩子函数,从而在调用该其他DLL文件时,钩子函数会先拦截调用消息,然后依据需求确定对该DLL文件对应内容的处理操作。
具体到游戏客户端,在添加完第三方的DLL文件后,可以直接查找游戏客户端进程的d3d9.dll,并将其画面渲染相关的渲染接口进行挂钩处理,即添加钩子函数从而拦截该渲染接口的数据,例如对IDirect3DDevice9::Present接口进行挂钩处理;其中,d3d9.dll是DirectX 9的动态链接库,用于支持Windows多媒体和游戏;IDirect3DDevice9::Present接口可以交换后台缓存和前台缓存,并提交到渲染管道,将后台缓存内容渲染出来。
在需要采集场景数据时,该DLL文件可以调用挂载在渲染接口的钩子函数,在渲染接口执行渲染前拦截其从内存缓冲区中获取的帧图像数据,将帧图像数据进行缓存后发送给渲染接口进行渲染等操作以使客户端继续显示画面。
在本发明的一种应用示例中,在登录游戏成功游戏启动之后,可以利用windows钩子函数,通过进程注入等方法,以DLL文件为载体在游戏进程内部完成对游戏的辅助功能,使得游戏用户在执行游戏的过程中完成各种操作等辅助功能,而在无需游戏界面与外界之间来回切换,操作简单,提高用户体验。
步骤S12、依据所述帧图像数据生成对应的场景数据。
其中可以直接将所述帧图像数据作为场景数据,也可以对所述帧图像数据进行处理 后得到场景数据,例如,可以将所述帧图像数据进行视频处理得到符合预置视频格式的图像数据,本发明实施例对具体的预置视频格式及依据所述帧图像数据生成对应的场景数据的具体方式不加以限制。
步骤102、从所述场景数据中提取场景特征;
在本发明的一种可选实施例中,所述从所述场景数据中提取场景特征的步骤,具体可以包括:
步骤S31、利用光学字符识别方式,从所述场景数据中提取文字特征;和/或
OCR(Optical Character Recognition,光学字符识别)可以通过图像处理和模式识别技术对光学的字符进行识别。本发明实施例可以利用光学字符识别方式,从所述场景数据中提取游戏中人物、道具的名称等文字特征。
步骤S32、利用图像匹配方式,从所述场景数据中提取目标特征。
图像匹配是指通过一定的匹配算法在两幅或多幅图像之间识别同名点,如二维图像匹配中通过比较目标区和搜索区中相同大小的窗口的相关系数,取搜索区中相关系数最大所对应的窗口中心点作为同名点。其实质是在基元相似性的条件下,运用匹配准则的最佳搜索问题。本发明实施例则可以利用图像匹配方式从游戏的帧数据中提取人物、物品、风景等目标特征。
可以理解,上述光学字符识别方式只是从所述场景数据中提取文字特征的一种示例,上述图像匹配方式只是作为从所述场景数据中提取目标特征的一种示例,本发明实施例对从所述场景数据中提取文字特征和目标特征的具体方式不加以限制。另外,可以理解,除了上述文字特征和目标特征外,本发明实施例还可以采用其它场景特征,本发明实施例对具体的场景特征不加以限制。
步骤103、依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象;
在本发明的一种可选实施例中,所述依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象的步骤,具体可以包括:
步骤S41、依据所述场景特征,在场景特征与场景无关对象的映射关系中进行查找,并将查找得到的场景无关对象,作为第一清理对象。
在具体实现中,可以预先对游戏客户端上运行的所有游戏的场景特征进行分析,得到上述场景特征与场景无关对象的映射关系。具体地,可以将游戏划分为多个游戏环节,并针对各游戏环节,通过分析其场景特征,得到一种或多种场景特征与一种或多种场景无关对象的映射关系。例如,在游戏的画面数据上出现用户帐号信息时,可以认为用户成功登陆游戏,因此可以建立用户帐号信息这个文字特征与用户登陆模块的映射关系。又如,对于《仙剑奇侠传》游戏而言,可以针对其人物出场顺序划分对应的游戏环节,并根据其画面数据上出现的人物特征,确定对应的游戏环节和场景无关对象。本发明实 施例对场景特征与场景无关对象的映射关系的具体建立方式不加以限制。
步骤104、在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
综上,本实施例描述了依据场景数据,确定游戏内部与所述游戏的运行效果无关的第一清理对象的过程;由于场景数据为运行中游戏的实时数据,因此,从所述场景数据中提取的场景特征能够反映运行中游戏所处的游戏环节或者游戏流程,因此依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象具有合理性和准确性。
参照图2,示出了根据本发明一个实施例的一种游戏加速方法实施例的步骤流程图,具体可以包括如下步骤:
步骤201、采集所述游戏的运行过程中的场景数据;
步骤202、向服务器发送所述场景数据;
步骤203、接收所述服务器返回的、所述场景数据对应的、游戏内部与所述游戏的运行效果无关的第一清理对象;
步骤204、在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
相对于图1所示实施例,本实施例的客户端可以向服务器发送所述场景数据,由服务器从所述场景数据中提取场景特征,并依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象,因此能够发挥服务器计算资源丰富的优势,提高计算速度。
为了保证客户端与服务器之间的传输效率,在本发明的一种可选实施例中,向服务器发送的场景数据可以为编码后的画面数据或视频数据,相应地,所述依据所述帧图像数据生成对应的场景数据的步骤,具体可以包括:
步骤S51、对当前的帧图像数据进行编码,并将对应的第一编码结果作为当前的画面数据;或者,
在本发明的一种可选实施例中,为了保证画面数据传输的安全性,所述对当前的帧图像数据进行编码的步骤,具体可以包括:将所述帧图像数据添加签名数据后进行编码;其中,所述签名数据具体可以包括加密的签名信息。
上述签名信息可以为一段加密后的描述信息,其可用于对场景数据的所有权进行标识,如标识制作人,或者版权所有人等。对于画面数据的获取方而言,在获取上述签名数据的情况下可以对上述画面数据进行解密和使用,而在无法获取上述签名数据的情况下无法对上述画面数据进行解密和使用。
步骤S52、对依次获取的各帧图像数据进行拼接和编码,并将对应的第二编码结果作为当前的视频数据。
在具体实现中,所获取的帧图像数据的数量可由预置的录制时间决定,即可以依据录制时间确定起始帧和结束帧,从起始帧开始获取帧图像数据,到结束帧时停止帧图像数据的获取,在该过程中对获取的各帧图像数据进行缓存后,将各帧图像数据进行缓存后发送给接口进行渲染等操作。
按照顺序获取各个帧图像数据以及签名数据,然后对各帧图像数据进行拼接并添加签名数据,通过拼接可以将帧图像数据组装成视频文件,即得到添加签名数据的拼接文件。然后按照预置的编码方式例如H.264等对所述添加签名数据的拼接文件进行编码,通过编码可以压缩数据量得到相应的录制视频数据,将所述录制视频数据构成指令内容。
本实施例中,签名数据可以在编码前添加,因此可以在拼接过程中添加签名数据,也可以在拼接完成后添加签名数据,可以依据实际需求设定,本实施例对此不作限定。
在本发明的另一种可选实施例中,为了保证视频数据传输的安全性,所述对依次获取的帧图像数据进行拼接和编码的步骤,具体可以包括:
步骤S61、在所述各帧图像数据的拼接过程中添加签名数据,得到带有签名数据的第一拼接文件;其中,所述签名数据具体可以包括加密的签名信息;
步骤S62、对所述第一拼接文件进行编码,得到对应的第二编码结果。
在拼接过程中添加签名数据,即在各帧图像数据进行拼接时添加所述签名数据,得到添加签名数据的拼接文件。在按照顺序对各帧图像数据进行拼接时,依据视频文件的标准格式加上附加的签名字段即在签名字段中记录签名数据,得到添加签名数据的拼接文件。
在本发明的另一种可选实施例中,所述对依次获取的各帧图像数据进行拼接和编码的步骤,具体可以包括:
步骤S71、对所述各帧图像数据进行拼接得到拼接文件;
步骤S72、在所述拼接文件的末端添加签名数据,得到带有签名数据的第二拼接文件;其中,所述签名数据具体可以包括加密的签名信息;
步骤S73、对所述第二拼接文件进行编码,得到对应的第二编码结果。
在拼接完成后添加签名数据,即在所述拼接文件的末端添加所述签名数据,得到添加签名数据的拼接文件。按照顺序对各帧图像数据进行拼接后组装成相应的视频文件,在该视频文件的末端添加签名字段记录签名数据,得到添加签名数据的拼接文件。而后进行编码等生成所需格式的录制视频数据构成指令内容。
综上,本实施例的客户端可以向服务器发送所述场景数据,由服务器从所述场景数据中提取场景特征,并依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象,因此能够发挥服务器计算资源丰富的优势,提高计算速度。
参照图3,示出了根据本发明一个实施例的一种游戏加速方法实施例的步骤流程图,具体可以包括如下步骤:
步骤301、在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种;
步骤302、在所述游戏的运行过程中,清理所述游戏外部与所述游戏的运行效果无关的第二清理对象;其中,所述第二清理对象具体可以包括:进程、服务、内存资源和网络访问。
本实施例除了可以在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象外,还可以在所述游戏的运行过程中,清理所述游戏外部与所述游戏的运行效果无关的第二清理对象,故能够为所述游戏提供尽可能多的系统资源和网络流量,从而能够提高游戏的流畅度。
在本发明的一种应用示例中,可以关闭系统中占用网速超过预设带宽的进程以优先给当前游戏更多的带宽。或者,可以关闭占用内存超过预设值的进程,以及清理垃圾文件,以保证当前游戏的内存分配。或者,还可以关闭占用CPU资源超过预设值的进程,以保证当前游戏的CPU资源占用率。或者,还可以关闭后台的、与当前游戏无关的服务等。
在本发明的一种可选实施例中,可以通过如下步骤确定所述游戏外部与所述游戏的运行效果无关的第二清理对象:
步骤S81、读取系统的进程列表,遍历所述进程列表中运行的所有进程;
步骤S82、判断被遍历到的当前进程是否是属于白名单中记录的应用所对应的进程以及是否属于系统运行所必须的进程,若否,则将所述当前进程作为所述第二清理对象。
在实际应用中,上述白名单中记录的应用可由各客户端收集得到,也可由服务器依据数据分析得到,本实施例对于上述白名单的具体内容和获取方式不加以限制。
对于方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本发明实施例并不受所描述的动作顺序的限制,因为依据本发明实施例,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作并不一定是本发明实施例所必须的。
本发明还提供了一种游戏加速装置实施例,具体可以包括:
第一清理模块,用于在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
参照4,示出了根据本发明一个实施例的一种游戏加速装置实施例的结构框图,具体可以包括如下模块:
采集模块401,用于在所述第一清理模块在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象之前,采集所述游戏的运行过程中的场景数据;
确定模块402,用于从所述场景数据中提取场景特征,依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象;或者,
通信模块403,用于向服务器发送所述场景数据,并接收所述服务器返回的、所述场景数据对应的、游戏内部与所述游戏的运行效果无关的第一清理对象;及
第一清理模块404,用于在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
在本发明的一种可选实施例中,所述确定模块402,具体可以包括:
查找模块,用于依据所述场景特征,在场景特征与场景无关对象的映射关系中进行查找,并将查找得到的场景无关对象,作为第一清理对象。
在本发明的另一种可选实施例中,所述场景数据具体可以包括:游戏客户端的视频数据和所述游戏客户端的画面数据中的至少一种;
所述采集模块401,具体可以包括:
获取模块,用于通过所述游戏客户端的渲染接口中注入的钩子函数,在所述渲染接口执行渲染前从所述渲染接口对应内存缓冲区中获取帧图像数据;及
确定模块,用于依据所述帧图像数据生成对应的场景数据。
在本发明的再一种可选实施例中,所述确定模块,具体可以包括:
第一编码模块,用于对当前的帧图像数据进行编码,并将对应的第一编码结果作为当前的画面数据;或者,
第二编码模块,用于对依次获取的各帧图像数据进行拼接和编码,并将对应的第二编码结果作为当前的视频数据。
在本发明的又一种可选实施例中,所述第一编码模块,可具体用于将所述帧图像数据添加签名数据后进行编码;其中,所述签名数据包括加密的签名信息。
在本发明的一种可选实施例中,所述第二编码模块,具体可以包括:
第一拼接模块,用于在所述各帧图像数据的拼接过程中添加签名数据,得到带有签名数据的第一拼接文件;其中,所述签名数据具体可以包括加密的签名信息;
第三编码模块,用于对所述第一拼接文件进行编码,得到对应的第二编码结果。
在本发明的又一种可选实施例中,所述第二编码模块,包括:
第二拼接模块,用于对所述各帧图像数据进行拼接得到拼接文件;
添加签名模块,用于在所述拼接文件的末端添加签名数据,得到带有签名数据的第 二拼接文件;其中,所述签名数据包括加密的签名信息;
第四编码模块,用于对所述第二拼接文件进行编码,得到对应的第二编码结果。
在本发明的再一种可选实施例中,所述确定模块,具体可以包括:
第一提取模块,用于利用光学字符识别方式,从所述场景数据中提取文字特征;和/或
第二提取模块,用于利用图像匹配方式,从所述场景数据中提取目标特征。
参照5,示出了根据本发明一个实施例的一种游戏加速装置实施例的结构框图,具体可以包括如下模块:
第一清理模块501,用于在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象具体可以包括:功能模块、游戏资源、内存资源和网络访问中的至少一种;
第二清理模块502,用于在所述游戏的运行过程中,清理所述游戏外部与所述游戏的运行效果无关的第二清理对象;其中,所述第二清理对象具体可以包括:进程、服务、内存资源和网络访问。
在本发明的一种可选实施例中,所述装置还可以包括:
遍历模块,用于在所述第二清理模块在所述游戏的运行过程中,清理所述游戏外部与所述游戏的运行效果无关的第二清理对象之前,读取系统的进程列表,遍历所述进程列表中运行的所有进程;
判断模块,用于判断被遍历到的当前进程是否是属于白名单中记录的应用所对应的进程以及是否属于系统运行所必须的进程,若否,则将所述当前进程作为所述第二清理对象。
对于装置实施例而言,由于其与方法实施例基本相似,所以描述的比较简单,相关之处参见方法实施例的部分说明即可。
在此提供的算法和显示不与任何特定计算机、虚拟系统或者其它设备固有相关。各种通用系统也可以与基于在此的示教一起使用。根据上面的描述,构造这类系统所要求的结构是显而易见的。此外,本发明也不针对任何特定编程语言。应当明白,可以利用各种编程语言实现在此描述的本发明的内容,并且上面对特定语言所做的描述是为了披露本发明的最佳实施方式。
在此处所提供的说明书中,说明了大量具体细节。然而,能够理解,本发明的实施例可以在没有这些具体细节的情况下实践。在一些实例中,并未详细示出公知的方法、结构和技术,以便不模糊对本说明书的理解。
类似地,应当理解,为了精简本公开并帮助理解各个发明方面中的一个或多个,在上面对本发明的示例性实施例的描述中,本发明的各个特征有时被一起分组到单个实施例、图、或者对其的描述中。然而,并不应将该公开的方法解释成反映如下意图:即所 要求保护的本发明要求比在每个权利要求中所明确记载的特征更多的特征。更确切地说,如下面的权利要求书所反映的那样,发明方面在于少于前面公开的单个实施例的所有特征。因此,遵循具体实施方式的权利要求书由此明确地并入该具体实施方式,其中每个权利要求本身都作为本发明的单独实施例。
本领域那些技术人员可以理解,可以对实施例中的设备中的模块进行自适应性地改变并且把它们设置在与该实施例不同的一个或多个设备中。可以把实施例中的模块或单元或组件组合成一个模块或单元或组件,以及此外可以把它们分成多个子模块或子单元或子组件。除了这样的特征和/或过程或者单元中的至少一些是相互排斥之外,可以采用任何组合对本说明书(包括伴随的权利要求、摘要和附图)中公开的所有特征以及如此公开的任何方法或者设备的所有过程或单元进行组合。除非另外明确陈述,本说明书(包括伴随的权利要求、摘要和附图)中公开的每个特征可以由提供相同、等同或相似目的的替代特征来代替。
此外,本领域的技术人员能够理解,尽管在此所述的一些实施例包括其它实施例中所包括的某些特征而不是其它特征,但是不同实施例的特征的组合意味着处于本发明的范围之内并且形成不同的实施例。例如,在下面的权利要求书中,所要求保护的实施例的任意之一都可以以任意的组合方式来使用。
本发明的各个部件实施例可以以硬件实现,或者以在一个或者多个处理器上运行的软件模块实现,或者以它们的组合实现。本领域的技术人员应当理解,可以在实践中使用微处理器或者数字信号处理器(DSP)来实现根据本发明实施例的游戏加速方法和装置中的一些或者全部部件的一些或者全部功能。本发明还可以实现为用于执行这里所描述的方法的一部分或者全部的设备或者装置程序(例如,计算机程序和计算机程序产品)。这样的实现本发明的程序可以存储在计算机可读介质上,或者可以具有一个或者多个信号的形式。这样的信号可以从因特网网站上下载得到,或者在载体信号上提供,或者以任何其他形式提供。
例如,图6示出了可以实现根据本发明的游戏加速方法的计算设备。该计算设备传统上包括处理器610和以存储器620形式的计算机程序产品或者计算机可读介质。存储器620可以是诸如闪存、EEPROM(电可擦除可编程只读存储器)、EPROM、硬盘或者ROM之类的电子存储器。存储器620具有用于执行上述方法中的任何方法步骤的程序代码631的存储空间630。例如,用于程序代码的存储空间630可以包括分别用于实现上面的方法中的各种步骤的各个程序代码631。这些程序代码可以从一个或者多个计算机程序产品中读出或者写入到这一个或者多个计算机程序产品中。这些计算机程序产品包括诸如硬盘,紧致盘(CD)、存储卡或者软盘之类的程序代码载体。这样的计算机程序产品通常为如参考图7所述的便携式或者固定存储单元。该存储单元可以具有与图6的计算设备中的存储器620类似布置的存储段、存储空间等。程序代码可以例如以适当形式进 行压缩。通常,存储单元包括计算机可读代码631’,即可以由例如诸如610之类的处理器读取的代码,这些代码当由计算设备运行时,导致该计算设备执行上面所描述的方法中的各个步骤。
应该注意的是上述实施例对本发明进行说明而不是对本发明进行限制,并且本领域技术人员在不脱离所附权利要求的范围的情况下可设计出替换实施例。在权利要求中,不应将位于括号之间的任何参考符号构造成对权利要求的限制。单词“包含”不排除存在未列在权利要求中的元件或步骤。位于元件之前的单词“一”或“一个”不排除存在多个这样的元件。本发明可以借助于包括有若干不同元件的硬件以及借助于适当编程的计算机来实现。在列举了若干装置的单元权利要求中,这些装置中的若干个可以是通过同一个硬件项来具体体现。单词第一、第二、以及第三等的使用不表示任何顺序。可将这些单词解释为名称。

Claims (24)

  1. 一种游戏加速方法,包括:
    在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
  2. 如权利要求1所述的方法,其特征在于,在所述在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象的步骤之前,所述方法还包括:
    采集所述游戏的运行过程中的场景数据;
    从所述场景数据中提取场景特征;依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象;或者,
    向服务器发送所述场景数据,并接收所述服务器返回的、所述场景数据对应的、游戏内部与所述游戏的运行效果无关的第一清理对象。
  3. 如权利要求2所述的方法,其特征在于,所述依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象的步骤,包括:
    依据所述场景特征,在场景特征与场景无关对象的映射关系中进行查找,并将查找得到的场景无关对象,作为第一清理对象。
  4. 如权利要求1所述的方法,其特征在于,所述方法还包括:
    在所述游戏的运行过程中,清理所述游戏外部与所述游戏的运行效果无关的第二清理对象;其中,所述第二清理对象包括:进程、服务、内存资源和网络访问。
  5. 如权利要求4所述的方法,其特征在于,在所述在所述游戏的运行过程中,清理所述游戏外部与所述游戏的运行效果无关的第二清理对象的步骤之前,所述方法还包括:
    读取系统的进程列表,遍历所述进程列表中运行的所有进程;
    判断被遍历到的当前进程是否是属于白名单中记录的应用所对应的进程以及是否属于系统运行所必须的进程,若否,则将所述当前进程作为所述第二清理对象。
  6. 如权利要求2或3所述的方法,其特征在于,所述场景数据包括:游戏客户端的视频数据和所述游戏客户端的画面数据中的至少一种;
    所述采集当前的场景数据的步骤,包括:
    通过所述游戏客户端的渲染接口中注入的钩子函数,在所述渲染接口执行渲染前从所述渲染接口对应内存缓冲区中获取帧图像数据;
    依据所述帧图像数据生成对应的场景数据。
  7. 如权利要求6所述的方法,其特征在于,所述依据所述帧图像数据生成对应的场景数据的步骤,包括:
    对当前的帧图像数据进行编码,并将对应的第一编码结果作为当前的画面数据;或者,
    对依次获取的各帧图像数据进行拼接和编码,并将对应的第二编码结果作为当前的视频数据。
  8. 如权利要求7所述的方法,其特征在于,所述对当前的帧图像数据进行编码的步骤,包括:
    将所述帧图像数据添加签名数据后进行编码;其中,所述签名数据包括加密的签名信息。
  9. 如权利要求7所述的方法,其特征在于,所述对依次获取的帧图像数据进行拼接和编码的步骤,包括:
    在所述各帧图像数据的拼接过程中添加签名数据,得到带有签名数据的第一拼接文件;其中,所述签名数据包括加密的签名信息;
    对所述第一拼接文件进行编码,得到对应的第二编码结果。
  10. 如权利要求7所述的方法,其特征在于,所述对依次获取的各帧图像数据进行拼接和编码的步骤,包括:
    对所述各帧图像数据进行拼接得到拼接文件;
    在所述拼接文件的末端添加签名数据,得到带有签名数据的第二拼接文件;其中,所述签名数据包括加密的签名信息;
    对所述第二拼接文件进行编码,得到对应的第二编码结果。
  11. 如权利要求2所述的方法,其特征在于,所述从所述场景数据中提取场景特征的步骤,包括:
    利用光学字符识别方式,从所述场景数据中提取文字特征;和/或
    利用图像匹配方式,从所述场景数据中提取目标特征。
  12. 一种游戏加速装置,包括:
    第一清理模块,用于在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象;其中,所述第一清理对象包括:功能模块、游戏资源、内存资源和网络访问中的至少一种。
  13. 如权利要求12所述的装置,其特征在于,所述装置还包括:
    采集模块,用于在所述第一清理模块在游戏的运行过程中,清理所述游戏内部与所述游戏的运行效果无关的第一清理对象之前,采集所述游戏的运行过程中的场景数据;
    确定模块,用于从所述场景数据中提取场景特征,依据所述场景特征,确定所述游戏内部与所述游戏的运行效果无关的第一清理对象;或者,
    通信模块,用于向服务器发送所述场景数据,并接收所述服务器返回的、所述场景数据对应的、游戏内部与所述游戏的运行效果无关的第一清理对象。
  14. 如权利要求13所述的装置,其特征在于,所述确定模块,包括:
    查找模块,用于依据所述场景特征,在场景特征与场景无关对象的映射关系中进行查找,并将查找得到的场景无关对象,作为第一清理对象。
  15. 如权利要求12所述的装置,其特征在于,所述装置还包括:
    第二清理模块,用于在所述游戏的运行过程中,清理所述游戏外部与所述游戏的运行效果无关的第二清理对象;其中,所述第二清理对象包括:进程、服务、内存资源和网络访问。
  16. 如权利要求15所述的装置,其特征在于,所述装置还包括:
    遍历模块,用于在所述第二清理模块在所述游戏的运行过程中,清理所述游戏外部与所述游戏的运行效果无关的第二清理对象之前,读取系统的进程列表,遍历所述进程列表中运行的所有进程;
    判断模块,用于判断被遍历到的当前进程是否是属于白名单中记录的应用所对应的进程以及是否属于系统运行所必须的进程,若否,则将所述当前进程作为所述第二清理对象。
  17. 如权利要求13或14所述的装置,其特征在于,所述场景数据包括:游戏客户端的视频数据和所述游戏客户端的画面数据中的至少一种;
    所述采集模块,包括:
    获取模块,用于通过所述游戏客户端的渲染接口中注入的钩子函数,在所述渲染接口执行渲染前从所述渲染接口对应内存缓冲区中获取帧图像数据;
    确定模块,用于依据所述帧图像数据生成对应的场景数据。
  18. 如权利要求17所述的装置,其特征在于,所述确定模块,包括:
    第一编码模块,用于对当前的帧图像数据进行编码,并将对应的第一编码结果作为当前的画面数据;或者,
    第二编码模块,用于对依次获取的各帧图像数据进行拼接和编码,并将对应的第二编码结果作为当前的视频数据。
  19. 如权利要求18所述的装置,其特征在于,所述第一编码模块,具体用于将所述帧图像数据添加签名数据后进行编码;其中,所述签名数据包括加密的签名信息。
  20. 如权利要求18所述的装置,其特征在于,所述第二编码模块,包括:
    第一拼接模块,用于在所述各帧图像数据的拼接过程中添加签名数据,得到带有签名数据的第一拼接文件;其中,所述签名数据包括加密的签名信息;
    第三编码模块,用于对所述第一拼接文件进行编码,得到对应的第二编码结果。
  21. 如权利要求18所述的装置,其特征在于,所述第二编码模块,包括:
    第二拼接模块,用于对所述各帧图像数据进行拼接得到拼接文件;
    添加签名模块,用于在所述拼接文件的末端添加签名数据,得到带有签名数据的第二拼接文件;其中,所述签名数据包括加密的签名信息;
    第四编码模块,用于对所述第二拼接文件进行编码,得到对应的第二编码结果。
  22. 如权利要求13所述的装置,其特征在于,所述确定模块,包括:
    第一提取模块,用于利用光学字符识别方式,从所述场景数据中提取文字特征;和/或
    第二提取模块,用于利用图像匹配方式,从所述场景数据中提取目标特征。
  23. 一种计算机程序,包括计算机可读代码,当所述计算机可读代码在计算设备上运行时,导致所述计算设备执行根据权利要求1-11中的任一个所述的游戏加速方法。
  24. 一种计算机可读介质,其中存储了如权利要求23所述的计算机程序。
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