Using and transmitting method in game vide frequency
A game and video technology, applied in the field of video use and transmission in games, can solve problems such as large communication volume, and achieve the effect of increasing interactivity and reducing network transmission volume.
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Embodiment 1
[0044] As shown in Figure 1, a method for using and transmitting video in games is to compress the collected video data through a data compression algorithm. Thread technology sends compressed pictures; then UDP hole-punching technology penetrates NAT for UDP P2P connection, and uses data compression algorithm to convert the picture format received by the Peer at the receiving end into the picture format displayed by DirectX.
[0045]The data compression algorithm adopts the JPEG algorithm. JPEG (Joint Photographic Experts Group, a file compression format that can provide excellent image quality) algorithm is a static digital image data compression coding standard, which is an international common standard, so it is also called the JPEG standard. JPEG is a static image data compression standard with a wide range of applications, which can be used for both grayscale images and color images.
[0046] The compression coding of described JPEG algorithm is divided into three steps...
Embodiment 2
[0078] As shown in Figure 2, assuming that both Client A and Client B have their own private IP addresses, and both are behind different NATs, the end-to-end program runs between Client A, Client B, and S, and they are all open UDP port 1234. Client A and Client B first establish a communication session with S respectively. At this time, NAT A allocates its own UDP port 62000 to the session between Client A and S, and NAT B also allocates its own UDP port 31000 to the session between Client B and S. .
[0079] If Client A wants to establish a UDP direct connection with Client B at this time, if Client A simply sends a UDP message to Client B's public network address 138.76.29.7:31000, NAT B will ignore this message Discard, because the address information contained in this UDP message does not match the address information of server S stored in NAT B when Client B establishes a connection with server S. Similarly, if Client B does the same thing, the UDP information sent wil...
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