WO2018192412A1 - 一种对资源请求进行处理的方法及装置 - Google Patents
一种对资源请求进行处理的方法及装置 Download PDFInfo
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- WO2018192412A1 WO2018192412A1 PCT/CN2018/082844 CN2018082844W WO2018192412A1 WO 2018192412 A1 WO2018192412 A1 WO 2018192412A1 CN 2018082844 W CN2018082844 W CN 2018082844W WO 2018192412 A1 WO2018192412 A1 WO 2018192412A1
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- resource request
- quota
- density level
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- density
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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
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/46—Multiprogramming arrangements
- G06F9/50—Allocation of resources, e.g. of the central processing unit [CPU]
- G06F9/5005—Allocation of resources, e.g. of the central processing unit [CPU] to service a request
- G06F9/5027—Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
- G06F9/505—Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals considering the load
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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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- 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/46—Multiprogramming arrangements
- G06F9/50—Allocation of resources, e.g. of the central processing unit [CPU]
- G06F9/5061—Partitioning or combining of resources
- G06F9/5077—Logical partitioning of resources; Management or configuration of virtualized resources
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2209/00—Indexing scheme relating to G06F9/00
- G06F2209/50—Indexing scheme relating to G06F9/50
- G06F2209/5013—Request control
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2209/00—Indexing scheme relating to G06F9/00
- G06F2209/50—Indexing scheme relating to G06F9/50
- G06F2209/5022—Workload threshold
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2209/00—Indexing scheme relating to G06F9/00
- G06F2209/50—Indexing scheme relating to G06F9/50
- G06F2209/504—Resource capping
Definitions
- the embodiments of the present application relate to the field of games, and in particular, to a method and an apparatus for processing a resource request.
- Massive Multiplayer Online Role-Playing Game means that a player plays a role in a virtual world running on a server, and can form a user group to participate in large-scale user group interaction activities. game.
- the next generation of strong interactive action online games is a massively multiplayer online role-playing game based on the powerful computing power and network transmission capabilities of modern computing systems. It can provide players with high-quality combat performance, fast-paced combat experience, and complex combat. Details, as well as high-frequency interactive features between players during the battle.
- the computational system performance overhead and network traffic pressure of this game's single-combat skill cast is orders of magnitude higher than typical traditional mmorpg.
- the embodiment of the present application provides a method and an apparatus for processing a resource request, which can alleviate the stuck problem caused by insufficient computing power of the server.
- an embodiment of the present application provides a method for processing a resource request, where the method includes:
- the accessed virtual object is divided into multiple density levels according to the density of the interactive virtual objects in the current visible range of each virtual object, and the density level is proportional to the density of the virtual object;
- Each resource level is assigned a resource request quota, and the resource request quota corresponding to each density level is a number of resource requests that are allowed to be processed by the virtual object within the density level within the first preset time period;
- the resource request sent by the virtual object in the first density level is received, if it is determined that the resource request quota corresponding to the first density level is greater than a preset quota threshold, the resource request is processed, and the first The resource request quota corresponding to the density level is decreased by a preset value; if it is determined that the resource request quota corresponding to the first density level is less than or equal to the preset quota threshold, the resource request is rejected.
- an embodiment of the present application provides an apparatus for processing a resource request, where the apparatus includes one or more processors, and one or more memories storing program units, wherein the program unit is configured by the Executed by the processor, the program unit includes:
- the density level dividing unit is configured to divide the accessed virtual object into a plurality of density levels according to the density of the interactive virtual objects in the current visible range of each virtual object, and the density level is proportional to the density of the virtual object. ;
- the quota allocation unit is configured to allocate a resource request quota to each density level, and the resource request quota corresponding to each density level is within a first preset duration, allowing processing of resource requests sent by the virtual objects within the density level.
- a resource request receiving unit configured to receive a resource request sent by the virtual object within the first density level
- the resource request processing unit is configured to, within a first preset duration, when the receiving unit receives the resource request sent by the virtual object in the first density level, if it is determined that the resource request quota corresponding to the first density level is greater than the preset quota
- the threshold is processed, and the resource request quota corresponding to the first density level is reduced by a preset value; if it is determined that the resource request quota corresponding to the first density level is less than or equal to the preset quota threshold, the resource request is rejected.
- an embodiment of the present application provides a storage medium, where the computer program is stored, and the computer program is configured to execute the method in the embodiment of the present application.
- an embodiment of the present application provides an electronic device, including a memory and a processor, where the computer stores a computer program, where the processor is configured to execute the computer program by using the computer program.
- the embodiments of the present application have the following advantages:
- the accessed virtual object is divided into multiple density levels according to the density of the interactive virtual object in the current visible range of each virtual object, and each resource level is assigned a resource request quota, in a preset duration. If a resource request sent by the virtual object in a certain density level is received, if it is determined that the resource request quota corresponding to the density level is greater than a preset quota threshold, the received resource request is processed, and the density level is corresponding. The resource request quota is reduced by a preset value; if it is determined to be less than or equal to the preset quota threshold, the resource request is rejected.
- the embodiment of the present application can divide the virtual object into a density level, allocate a resource request quota to each density level, and refuse to process the resource request sent by the virtual object in the density level when the resource request quota is less than or equal to the preset quota threshold.
- the central processing unit (CPU) is not overloaded, so it can alleviate the jamming problem caused by insufficient computing power of the server.
- FIG. 1 is a schematic diagram showing a logic characteristic of a typical next generation strong interactive action online game skill casting in the embodiment of the present application
- FIG. 2 is a flowchart of a method for processing a resource request in an embodiment of the present application
- FIG. 3 is a schematic diagram of a typical behavior mode of a player in a low density area in the embodiment of the present application
- FIG. 4 is a schematic diagram of a typical behavior mode of a player in a high density area in the embodiment of the present application
- FIG. 5 is a schematic diagram of resource request quota allocation in an embodiment of the present application.
- FIG. 6 is a schematic diagram of using resource request quotas in an embodiment of the present application.
- FIG. 7 is a schematic structural diagram of a function module of a resource request processing apparatus according to an embodiment of the present application.
- FIG. 8 is a schematic structural diagram of a hardware of a server in an embodiment of the present application.
- FIG. 9 is a schematic structural diagram of hardware of an electronic device according to an embodiment of the present application.
- the skill casting logic of a typical next-generation strong interactive action online game is shown in Figure 1.
- the player casts a skill spellA at time T0, which has 15 stages of stage 1 to stage 15, and will hit the 60 targets of target t1 to target 60.
- a buffA which is a time-sensitive interactive data that exists on the active entity.
- the buff changes with the virtual world time and generates a logical interaction with the virtual world object outside the active entity.
- buffA exists on the skill caster, the buff will cause the skill caster to have effect A.
- the logic of effectA is that there is a buffB, if before the time point T1, for the target hit by stageA of spellA, the target The phase B of the body buffB completes the execution of the corresponding logic, and replaces the logic of the stage after the stage X of the spellA with the logic of the spellB.
- the mmorpg server As can be seen from Figure 1, for the mmorpg server, as the game scenes are different, the behavior of the players in the scene is different, and the logic of the execution will change significantly. This causes the mmorpg server to have the performance hotspot drift feature.
- the so-called performance hotspot drift refers to the phenomenon that the performance hotspot of the same software module will change at different times and execution scenarios. Therefore, it is more difficult to find a system hotspot for algorithm optimization.
- the embodiment of the present application based on the actual demand and behavior characteristics of the multiplayer on-screen battle of the mmorpg player, combined with the player aggregation density distribution, can be combined with the server computing capability distribution within the existing physical server physical performance boundary range.
- smooth multiplayer battle with the same skill cast delay improve the player's overall skill throughput, prevent the server from computing power avalanche effect.
- the avalanche effect here means that when the load of the server reaches the physical limit, the processing failure event inside the server generates additional processing pressure, and the client starts to execute the failure re-requesting policy, resulting in the generation of additional processing requests, causing the actual processing capacity of the server.
- the product demand of mmorpg multiplayer battle with the screen is to make the battle quality that the player can experience as high as possible, instead of the number of battle effects that the actual server can successfully handle as high as possible. Because the player's biological reaction time and the human body's selectivity for information in particularly complex scenes ignore the existence of these physiological features, the actual server computing load can be greatly reduced on the basis of ensuring the actual player experience.
- FIG. 2 is a flowchart of a method for processing a resource request in an embodiment of the present application.
- each player has a corresponding visual range, which can be understood as the player's current screen, that is, the area where the player is located on the entire map provided by the game application.
- the player When the number of players in the visible range is small, the player is in a low-density area. At this time, the player plays against a single or a small number of enemies.
- the typical behavior pattern of the player is shown in Figure 3. Each attack made by the player will be obtained. Corresponding feedback. In this player's behavior mode, the player is very sensitive to real-time combat feedback and timeline, and the frequency of uplink requests is also relatively low frequency and strategic. Each time the player makes an attack decision, attacks the target object, and the target object is attacked, it is very sensitive and will pay attention to the feedback obtained from each attack.
- the computational load that a single skill needs to process will increase as the number of targets that the skill can attack increases. Therefore, the skills cast by the players in the intensive crowd will be much higher than the skills cast by the players in the sparse crowd.
- the embodiment of the present application performs the following processing:
- the virtual object in the embodiment of the present application refers to an object virtualized in the game application, which is an active entity in the virtual world of the game, and each virtual object corresponds to one registered user in the game application, that is, corresponds to one player.
- the specific process of dividing the accessed virtual object into multiple density levels can be:
- the location of the virtual object on the map provided by the game application is obtained, and the visible range of the virtual object is obtained according to the location where the virtual object is located, and the visible range of the virtual object is that the player is in the virtual object.
- the number of enemies can be generated by a virtual object to generate a broadcast event to obtain the number of interactive virtual objects around.
- the numerical interval may be a preset numerical interval, and the numerical interval may also be set in real time according to the total number of virtual objects currently online.
- the level of the density level is proportional to the density of the virtual object.
- the total number of interactive virtual objects in the current visible range of the virtual object 1 is 10
- the total number of interactive virtual objects in the current visible range of the virtual object 2 is 5, and the virtual virtual object 3 is interactive virtual in the current visible range.
- the total number of objects is 200
- the total number of interactive virtual objects in the current visible range of virtual object 4 is 30, and the total number of interactive virtual objects in the current visible range of virtual object 5 is 60.
- virtual object 1 and virtual object 2 belong to the numerical interval [1-20], which is divided into density level 1
- virtual object 4 and virtual object 5 belong to the numerical interval [21-100], which is divided into density level 2
- Object 3 belongs to the numerical interval [101- ⁇ ] and is divided into density level 3.
- the virtual objects that are online in the game application are divided into M density levels, and the virtual objects at the density level m are recorded as ACTORm.
- virtual objects in density level 1, density level 2, density level 3, and density level 4 are respectively recorded as ACTORm1, ACTORm2, ACTORm3, and ACTORm4.
- the density level assigned to each virtual object changes in real time as the intensity of the interactive virtual object in the area where the virtual object is located changes.
- the resource request in the embodiment of the present application may be a game skill request sent by the virtual object to the server during the game.
- the virtual object sends a game skill request to the server in order to release the game skill.
- the game skill refers to a behavior mode of the virtual object in the virtual world of the online game.
- the virtual object can generate a series of effects on itself and the target by applying the skill.
- the resource request in the embodiment of the present application may also be other requests such as a game gain request sent by the virtual object to the server during the game, for example, using an item to obtain a gain effect displayed on the map.
- each initial density level is assigned an initial resource request quota.
- the initial resource request quota corresponding to each density level is the number of resource requests that are allowed to be processed by the virtual object within the density level within the first preset time length t, that is, the virtual object within the same density level is in the first pre- Within a time period t, share a resource request quota.
- each of the density levels may be assigned the same initial resource request quota.
- the values of N1, N2, N3, and N4 may be the same.
- the size of the resource request quota is inversely proportional to the current load of the CPU.
- the resource request quota gradually decreases.
- the current load of the CPU is high, the resource request quota for each density level is small, and when the current load of the CPU is low, a resource request quota is assigned to each density level.
- the overall performance overhead is further reduced.
- the CPU load is very high and exceeds the preset overload threshold, for example, when the CPU usage has exceeded 90%, the resource request quota is greatly reduced, thereby preventing the occurrence of avalanche and the subsequent experience from continuing to deteriorate.
- N1, N2, N3, and N4 are allocated the same every time.
- N1, N2, N3, and N4 are configured to be 500 times respectively; when the CPU usage is 31-60%, N1, N2, N3, and N4 are respectively configured to be 400 times; When the CPU usage is 61%-90%, N1, N2, N3, and N4 are respectively configured to be 300 times; when the CPU usage is 91%-100%, N1, N2, N3, and N4 are respectively configured to be 100 times.
- the resource request quota corresponding to the density level is correspondingly subtracted from the preset value.
- the preset value is 1.
- the first density level in the embodiment of the present application is one of the plurality of density levels divided.
- the resource request sent by the virtual character in the first density level is received, it is determined whether the resource request quota corresponding to the first density level is greater than a preset quota threshold, and the preset quota threshold may be 0.
- step 204 If it is greater than the preset quota threshold, step 204 is performed, and if it is less than the threshold quota threshold, step 205 is performed.
- the resource request sent by the virtual character in the received first density level is processed, and the resource request quota corresponding to the density level is subtracted from the preset value, for example, by one.
- the resource request quota corresponding to the first density level is less than or equal to the preset quota threshold, the resource request is rejected.
- the resource request quota corresponding to the density level is subtracted from the preset value until the resource request quota corresponding to the first density level is less than or equal to the preset quota threshold. , indicating that the resource request quota corresponding to the density level has been used up, or has reached the lowest value, and the resource request cannot be processed again, and the resource request sent by the virtual character in the first density level is rejected.
- step 203 when the resource request sent by the virtual object in the first density level is received, the following operations may be directly performed:
- the resource request quota corresponding to the first density level is less than or equal to the preset quota threshold, the resource request is rejected.
- the embodiment of the present application can divide the virtual object into a density level, allocate a resource request quota to each density level, and refuse to process the resource request sent by the virtual object in the density level when the resource request quota is less than or equal to the preset quota threshold.
- the CPU processing is not overloaded, so it can alleviate the jamming problem caused by insufficient computing power of the server.
- the embodiment of the present application preferentially allocates the resource request to the player in the low-density area, so that the physical resources are limited. Priority is given to the resource requests of players with high sensitivity experience.
- the resource request quota of the virtual character within the first density level is lower than the preset quota threshold, the resource request quota of the density level higher than the first density level may be used.
- the resource request quota corresponding to the first density level is greater than the preset quota threshold, if not greater than That is, if the resource request quota corresponding to the other density levels whose density level is higher than the first density level is less than the preset quota threshold, if it is less than or equal to the preset quota threshold, if the resources are all less than the preset quota threshold, the resource is rejected. request.
- the second density level is used.
- the resource request quota processes the resource request, and reduces the resource request quota corresponding to the second density level by a preset value.
- the resource request when receiving the resource request sent by the virtual object in the first density level, determining that the resource request quota corresponding to the first density level is less than or equal to a preset quota threshold, and determining that the density level is greater than the first density
- the resource request is rejected.
- the self-density level when requesting a quota using resources of other density levels higher than the self-density level, first obtaining a resource request quota of a level higher than the density level of the self, if there is a resource request quota available (ie, the density) If the resource request quota corresponding to the level is greater than the preset quota threshold, use it; if not, continue to obtain the resource request quota of the density level two levels higher than the density level of the self, if used, the resource request quota is used; If not, continue to determine if there is a resource request quota available for the next higher density level.
- a resource request quota available ie, the density
- ACTORm1 can use ACTORm2, ACTORm3, ACTORm4 resource request quota; ACTORm2 can use ACTORm3, ACTORm4 resource request quota; ACTORm3 can use ACTORm4 resource request quota.
- the resource request is a skill request, and the preset value reduced by 1 when processing a skill request is 1.
- N11 corresponding to ACTORm1 is greater than 0, when the skill request of the player in ACTORm1 is received, the skill request is processed, and N1 is decremented by 1.
- N2 corresponding to ACTORm2 is greater than 0, and if greater than 0, the skill request of the player receiving ACTORm1 is processed, if less than 0, Then, it is determined whether N3 corresponding to ACTORm3 is greater than 0.... If the N2, N3, and N4 corresponding to ACTORm2, ACTORm3, and ACTORm4 are equal to 0, the skill request is rejected.
- Players who pass this low-density level can preempt the resource request quota of players of high-density level, and can preferentially guarantee the skill release of players with high-sensitivity experience when physical resources are limited. At the same time, in this way, on average, the server can handle a large number of skill requests.
- each resource level is re-assigned a resource request quota.
- the first preset time length t can be adjusted according to the computing power of the server and the skill frequency of the game application itself.
- the first preset duration t should be reduced as much as possible without causing more additional performance overhead.
- the button frequency in the large-scale group battle will also be higher, corresponding to Figure 3, that is, the density of the attack line is higher.
- the probability of the high-interaction player getting the resource request feedback is also greater than that of the low-interaction player, so that when the physical resources are limited, the resources are allocated as much as possible.
- the purpose of high participation players is described by players.
- the game skill includes the combo skill, and the combo skill refers to a behavior pattern in which multiple skills of the virtual object are continuously matched in the action game, which can bring a fast-paced and refreshing game experience.
- the embodiment of the present application adds a timeout protection method: when it is detected that the resource request sent by the target virtual object within the second preset duration has been rejected, the next time the resource request sent by the target virtual object is received, Processing the resource request sent by the target virtual object.
- the resource request is a skill request
- the player when a player does not obtain the skill request for casting within the second preset time length T, the player is directly assigned a skill request to apply the quota so as not to affect the player's experience.
- the preset load threshold indicates that the CPU load is far away from the overload. For example, when the preset load threshold is 20% and the CPU load is less than 20%, setting the second preset duration T is Less than the preset interval length that allows two consecutive resource requests to be sent.
- the preset interval time for allowing the resource request to be sent twice in succession is the interval of the game's commonly used continuous skill casting, so that the player can cast the combo skill to ensure a continuous basic game experience.
- the value of the second preset time length T can be greatly increased instantaneously to prevent the avalanche effect from occurring, and the server is restored to a lower load state in a short time, thereby shortening the player experience.
- the embodiment of the present application is based on the player's aggregate density distribution and the behavior characteristics of the player without density distribution, combined with the characteristics of the CPU computing power distribution, delays the smooth multi-person battle with the same screen, and improves the overall skill throughput of the player.
- the player in the low-density level can preempt the player's skill request quota in the high-density level, and the adaptive priority-high-sensitivity player.
- the skills are released, so that the overall experience of the game group is greatly improved.
- the embodiment of the present application can dynamically allocate the skill quota by increasing the refresh frequency of the first preset duration t, so that the player's experience with high participation can be adaptively prioritized, and the key frequency is quickly involved.
- Players can preempt the skill request quota with a higher probability, thus giving priority to ensuring the experience of high-participating players.
- the embodiment of the present application can directly allocate a skill request quota directly to a player who cannot obtain the skill request quota for a long time, thereby ensuring the basic game experience of the player.
- the above is a description of the method for processing a resource request in the embodiment of the present application.
- the resource request processing device in the embodiment of the present application is introduced from the perspective of a functional module.
- the resource request processing apparatus in the embodiment of the present application specifically implements the functions in the method embodiments described in the foregoing FIG. 2 to FIG.
- the functions may be implemented by hardware or by executing corresponding software programs through hardware.
- the hardware and software include one or more unit modules corresponding to the functions described above, which may be software and/or hardware.
- the resource request processing apparatus in the embodiment of the present application includes one or more processors, and one or more memories storing the program units, where the program units are executed by the processor, and the program units may include: a density level. A dividing unit, a quota allocating unit, a resource request receiving unit, and a resource request processing unit.
- the resource request processing apparatus in the implementation of the present application includes:
- the density level dividing unit 701 is configured to divide the accessed virtual object into a plurality of density levels according to the density of the interactive virtual objects in the current visible range of each virtual object, and the density level and the density of the virtual object are Proportion
- the quota allocating unit 702 is configured to allocate a resource request quota to each density level, and the resource request quota corresponding to each density level is within a first preset time period, and the resource request sent by the virtual object in the density level is allowed to be processed. quantity;
- the resource request receiving unit 703 is configured to receive the resource request sent by the virtual object in the first density level
- the resource request processing unit 704 is configured to determine, when the receiving unit receives the resource request sent by the virtual object in the first density level, the resource request quota corresponding to the first density level. If the resource request quota corresponding to the first density level is greater than the preset quota threshold, the resource request is processed, and the resource request quota corresponding to the first density level is reduced by a preset. a value; if the resource request quota corresponding to the first density level is less than or equal to the preset quota threshold, the resource request is rejected.
- the resource request processing unit 704 may be further configured to determine, when the receiving unit receives the resource request sent by the virtual object in the first density level, within the first preset duration. If the resource request quota corresponding to the density level is greater than the preset quota threshold, the resource request is processed, and the resource request quota corresponding to the first density level is decreased by a preset value; if the first density level is determined, If the resource request quota is less than or equal to the preset quota threshold, the resource request is rejected.
- the resource request processing unit 704 is further configured to determine that the density level is higher than the first density level when the resource request quota corresponding to the first density level is less than or equal to the preset quota threshold. If the corresponding resource request quotas are all smaller than the preset quota threshold, if they are all less than, the resource request is rejected.
- the request processing unit 704 is further configured to: when the resource request quota corresponding to the first density level is less than or equal to the preset quota threshold, and determine that the density level is respectively higher than the other density levels of the first density level. When the resource request quota is less than the preset quota threshold, the resource request is rejected.
- the resource request processing unit 704 is further configured to process the resource request when the resource request quota corresponding to the second density level whose density level is higher than the first density level is greater than a preset quota threshold, and The resource request quota corresponding to the second density level is reduced by a preset value.
- the quota allocation unit 702 is specifically configured to allocate a resource request quota to each density level according to the current load of the CPU, and the size of the resource request quota is inversely proportional to the current load size of the CPU.
- the quota allocation unit 702 is further configured to re-assign a resource request quota to each density level after the first preset duration.
- the resource request processing unit 704 is further configured to: when it is detected that the resource request sent by the target virtual object within the second preset duration has been rejected, the next time the target virtual object is sent, The resource request sent by the target virtual object is processed when the resource is requested.
- the resource request processing apparatus further includes a setting unit 705, configured to set, when the load of the CPU is less than the preset load threshold, to set the second preset duration to be less than the preset allowable two consecutive transmission resource requests. The length of the interval.
- the density level dividing unit 701 is specifically configured to acquire the density of the interactive virtual objects within the current visible range of each virtual object; and divide the virtual objects whose densities belong to the same numerical interval into the same density level.
- the functions of the resource request processing device shown in FIG. 7 can be executed by a processor in the server.
- FIG. 8 is a schematic structural diagram of a server provided by an embodiment of the present application.
- the server 800 may generate a large difference due to different configurations or performances, and may include one or more central processing units (CPUs) 822 (for example, , one or more processors) and memory 830.
- the memory 830 stores one or more storage applications 842, data 844, and one or more operating systems 841.
- the programs stored in the memory 830 may include one or more modules (not shown), each A module can include a series of instruction operations on a server.
- a game application is stored in the memory 830.
- Central processor 822 is in communication with memory 830, which performs a series of instruction operations in memory 830.
- central processor 822 invokes the game application stored in said memory 830 to implement the schemes described above with respect to Figures 2-6.
- the operating system 841 can be, for example, Windows ServerTM, Mac OS XTM, UnixTM, LinuxTM, FreeBSDTM, and the like.
- Server 800 may also include one or more power sources 826, one or more wired or wireless network interfaces 850, and one or more input and output interfaces 858.
- an electronic device for implementing the foregoing method for processing a resource request is further provided.
- the electronic device may include one or more (only FIG. 9 A processor 901, a memory 903, and a transmission device 905 are shown.
- the electronic device may further include an input and output device 907.
- the memory 903 can be used to store computer programs and modules, such as the method and device corresponding to the method and device for processing the resource request in the embodiment of the present application, and the processor 901 is configured to run the software stored in the memory 903. The program and the module, thereby performing various function applications and data processing, that is, implementing the above data loading method.
- Memory 903 can include high speed random access memory, and can also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
- memory 903 can further include memory remotely located relative to processor 901, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
- the transmission device 905 described above is for receiving or transmitting data via a network, and can also be used for data transmission between the processor and the memory. Specific examples of the above network may include a wired network and a wireless network.
- the transmission device 905 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network.
- the transmission device 905 is a Radio Frequency (RF) module for communicating with the Internet wirelessly.
- NIC Network Interface Controller
- RF Radio Frequency
- the memory 903 is configured to store an application.
- the processor 901 can call the application stored in the memory 903 through the transmission device 905 to perform the following steps: dividing the accessed virtual object into multiple density levels according to the density of the interactive virtual object within the current visible range of each virtual object, The density level is proportional to the density of the virtual object; each resource level is assigned a resource request quota, and the resource request quota corresponding to each density level is within the first preset time period, allowing processing within the density level.
- the processor 901 is further configured to: if the resource request quota corresponding to the first density level is less than or equal to the preset quota threshold, and determine that the density level is higher than the first density level When the corresponding resource request quota is less than the preset quota threshold, the resource request is rejected.
- the processor 901 is further configured to: if the resource request quota corresponding to the second density level whose density level is higher than the first density level is greater than the preset quota threshold, process the resource request, and process the resource request The resource request quota corresponding to the second density level is reduced by the preset value.
- the processor 901 is further configured to: allocate a resource request quota to each density level according to a current load of the CPU, and the size of the resource request quota is inversely proportional to a size of a current load of the CPU.
- the processor 901 is further configured to: after the first preset duration, re-assign a resource request quota to each density level.
- the processor 901 is further configured to: when detecting that the resource request sent by the target virtual object within the second preset duration has been rejected, the next time the resource request sent by the target virtual object is received, Processing the resource request sent by the target virtual object.
- the processor 901 is further configured to: when the load of the CPU is less than the preset load threshold, set the second preset duration to be less than a preset interval duration for allowing two consecutive transmission resource requests.
- the processor 901 is further configured to: obtain a density of the interactive virtual objects in the current visible range of each virtual object; and divide the virtual objects whose densities belong to the same numerical interval into the same density level.
- the structure shown in FIG. 9 is merely illustrative, and the electronic device can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palm computer, and a mobile Internet device (MID). Terminal equipment such as PAD.
- FIG. 9 does not limit the structure of the above electronic device.
- the electronic device may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 9, or have a different configuration than that shown in FIG.
- the disclosed system, apparatus, and method may be implemented in other manners.
- the device embodiments described above are merely illustrative.
- the division of the unit is only a logical function division.
- there may be another division manner for example, multiple units or components may be combined or Can be integrated into another system, or some features can be ignored or not executed.
- the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, device or unit, and may be in an electrical, mechanical or other form.
- the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
- each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
- the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
- the integrated unit if implemented in the form of a software functional unit and sold or used as a standalone product, may be stored in a computer readable storage medium.
- the technical solution of the present application may be embodied in the form of a software product in the form of a software product, or a part of the technical solution, which is stored in a storage medium.
- a number of instructions are included to cause a computer device (which may be a personal computer, server, or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present application.
- the foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, and the like. .
- the accessed virtual object is divided into multiple density levels according to the density of the interactive virtual objects in the current visible range of each virtual object, and each resource level is assigned a resource request quota, which is preset.
- the resource request sent by the virtual object in a certain density level is received, and when the resource request quota corresponding to the density level is determined to be greater than the preset quota threshold, the received resource request is processed, and the density level is corresponding.
- the resource request quota is reduced by a preset value; if it is less than or equal to the preset quota threshold, the resource request is rejected.
- the embodiment of the present application can divide the virtual object into a density level, allocate a resource request quota to each density level, and refuse to process the resource request sent by the virtual object in the density level when the resource request quota is less than or equal to the preset quota threshold.
- the CPU processing is not overloaded, so it can alleviate the jamming problem caused by insufficient computing power of the server.
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Abstract
Description
Claims (17)
- 一种对资源请求进行处理的方法,包括:根据各虚拟对象当前可视范围内的交互虚拟对象的密度将接入的虚拟对象划分成多个密度等级,密度等级的高低与虚拟对象的密度的大小成正比;给每个密度等级分配一个资源请求配额,每个密度等级对应的资源请求配额为在第一预置时长内,允许处理该密度等级内的虚拟对象发送的资源请求的数量;在所述第一预置时长内,当接收到第一密度等级内的虚拟对象发送的资源请求时,若确定所述第一密度等级对应的资源请求配额大于所述预置配额阈值,则处理所述资源请求,并将所述第一密度等级对应的资源请求配额减预置数值;若确定所述第一密度等级对应的资源请求配额小于或等于所述预置配额阈值,则拒绝所述资源请求。
- 根据权利要求1所述的方法,其中,所述方法还包括:若所述第一密度等级对应的资源请求配额小于或等于所述预置配额阈值,且确定密度等级比所述第一密度等级高的其他密度等级分别对应的资源请求配额均小于所述预置配额阈值时,拒绝所述资源请求。
- 根据权利要求2所述的方法,其中,所述方法还包括:若密度等级比所述第一密度等级高的第二密度等级对应的资源请求配额大于所述预置配额阈值,则处理所述资源请求,并将所述第二密度等级对应的资源请求配额减所述预置数值。
- 根据权利要求1所述的方法,其中,所述给每个密度等级分配一个资源请求配额包括:根据CPU当前的负载给每个密度等级分配一个资源请求配额,所述资源请求配额的大小与所述CPU当前的负载的大小成反比例关系。
- 根据权利要求1至4中任一项所述的方法,其中,所述方法还包括:经过所述第一预置时长后,重新给每个密度等级分配一个资源请求配 额。
- 根据权利要求1至4中任一项所述的方法,其中,所述方法还包括:当检测到目标虚拟对象在第二预置时长内发送的资源请求都已被拒绝时,则下一次接收到所述目标虚拟对象发送的资源请求时,处理所述目标虚拟对象发送的该次资源请求。
- 根据权利要求6所述的方法,其中,所述方法还包括:当CPU的负载小于预置负载阈值时,设置所述第二预置时长小于预置的允许连续两次发送资源请求的间隔时长。
- 根据权利要求1至4中任一项所述的方法,其中,所述根据各虚拟对象当前可视范围内的交互虚拟对象的密度将接入的虚拟对象划分成多个密度等级包括:获取各虚拟对象当前可视范围内的交互虚拟对象的密度;将密度属于同一数值区间的虚拟对象划分到同一个密度等级。
- 一种资源请求处理装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,所述程序单元由所述处理器执行,所述程序单元包括:密度等级划分单元,被设置为根据各虚拟对象的当前可视范围内的交互虚拟对象的密度将接入的虚拟对象划分成多个密度等级,密度等级的高低与虚拟对象的密度的大小成正比;配额分配单元,被设置为给每个密度等级分配一个资源请求配额,每个密度等级对应的资源请求配额为在第一预置时长内,允许处理该密度等级内的虚拟对象发送的资源请求的数量;资源请求接收单元,被设置为接收到第一密度等级内的虚拟对象发送的资源请求;资源请求处理单元,被设置为在第一预置时长内,当所述接收单元接收到第一密度等级内的虚拟对象发送的资源请求时,若确定所述第一密度等级对应的资源请求配额大于所述预置配额阈值,则处理所述资源请求,并将所述第一密度等级对应的资源请求配额减预置数值;若确定所述第一密度等级对应的资源请求配额小于或等于所述预置配额阈值,则拒绝所述 资源请求。
- 根据权利要求9所述的装置,其中,所述资源请求处理单元,还被设置为当所述第一密度等级对应的资源请求配额小于或等于所述预置配额阈值,且确定密度等级比所述第一密度等级高的其他密度等级分别对应的资源请求配额均小于所述预置配额阈值时,拒绝所述资源请求。
- 根据权利要求10所述的装置,其中,所述资源请求处理单元,还被设置为当密度等级比所述第一密度等级高的第二密度等级对应的资源请求配额大于所述预置配额阈值时,则处理所述资源请求,并将所述第二密度等级对应的资源请求配额减所述预置数值。
- 根据权利要求9所述的装置,其中,所述配额分配单元,具体被设置为根据CPU当前的负载给每个密度等级分配一个资源请求配额,所述资源请求配额的大小与所述CPU当前的负载的大小成反比例关系。
- 根据权利要求9至12中任一项所述的装置,其中,所述配额分配单元,还被设置为当经过所述第一预置时长后,重新给每个密度等级分配一个资源请求配额。
- 根据权利要求9至12中任一项所述的装置,其中,所述资源请求处理单元,还被设置为当检测到目标虚拟对象在第二预置时长内发送的资源请求都已被拒绝时,下一次接收到所述目标虚拟对象发送的资源请求时,处理所述目标虚拟对象发送的该次资源请求。
- 根据权利要求14所述的装置,其中,所述装置还包括:设置单元,被设置为在CPU的负载小于预置负载阈值时,设置所述第二预置时长小于预置的允许连续两次发送资源请求的间隔时长。
- 一种存储介质,其中,所述存储介质中存储有计算机程序,所述计算机程序被设置为运行时执行所述权利要求1至8任一项中所述的方法。
- 一种电子装置,包括存储器和处理器,其中,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要 求1至8任一项中所述的方法。
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US20190303201A1 (en) | 2019-10-03 |
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EP3584702B1 (en) | 2023-12-06 |
JP6847227B2 (ja) | 2021-03-24 |
KR20190126406A (ko) | 2019-11-11 |
EP3584702A1 (en) | 2019-12-25 |
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