Game data processing method and device, system, electronic device and storage medium

By optimizing the queuing mechanism in cloud games and determining the login order based on the properties of game objects and the network status of edge computing nodes, the problem of long waiting times for high-quality players is solved, and login efficiency and the long-term healthy operation of the game ecosystem are improved.

CN113181634BActive Publication Date: 2025-09-09TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202110587139.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-05-27
Publication Date
2025-09-09
Estimated Expiration
2041-05-27

AI Technical Summary

Technical Problem

The existing queuing mechanism causes high-quality players to wait too long, and non-high-quality players to scramble for resources, resulting in low cost-effectiveness for cloud gaming service providers and affecting the gaming ecosystem and long-term operations.

Method used

By refining the attribute information of the game object and combining it with the network communication status and geographical location of the edge computing node, the position of the game object in the queue consumption queue is optimized, the target edge computing node with good network communication status is selected for login, and the login order is determined according to the attribute information of the game object.

Benefits of technology

It improves the network fluency and efficiency during login, reduces the waiting time for high-quality game objects, ensures the experience of high-quality players, and enhances the game ecology and long-term operation effects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The disclosed embodiments provide a game data processing method and apparatus, system, electronic device, and storage medium. The method comprises: receiving a game login request sent by a terminal device; obtaining network communication status information between the terminal device and an edge computing node based on a terminal device identifier, and determining a target edge computing node from the edge computing node based on the network communication status information and the game identifier; determining a target game login request for logging into a target game through the target edge computing node from the game login request based on login geographic location information; obtaining target object game attribute information of a target game object corresponding to the target game object identifier, target object attribute information of the target game object, and a target game type of the target game; and determining target location information of the target game login request in a queue consumption queue based on the target login network type information, the target object game attribute information, the target object attribute information, and the target game type.
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Description

Technical Field

[0001] The present disclosure relates to the field of computers and communication technologies, and in particular to a game data processing method and device, system, electronic device, and computer-readable storage medium. Background Art

[0002] Normally, to improve server utilization, servers don't have a large idle buffer. However, during important times like game promotions, holidays, and new version releases, there's often a surge in users (here, referring to gamers, or simply players), leading to queues.

[0003] The current queuing mechanism is to place the login request messages sent by players in the queue consumption queue in the order of sending time on a first-come, first-served basis.

[0004] The above-mentioned queuing mechanism will cause some light players and inactive players to enter the consumption queue first, but some high-quality players will be lost due to waiting at the back of the consumption queue for a long time, which is not conducive to the game ecology and long-term healthy operation.

[0005] As cloud computing technology matures, users can leverage it to accomplish tasks that would be difficult to perform on a terminal device. For example, in the field of cloud gaming, users can use cloud services to play games that would not run smoothly on their terminal devices, games that are not installed on their terminal devices, or games that are incompatible with the operating system installed on their terminal devices. The terminal device simply receives images from the cloud server and interacts with the cloud server through its input devices.

[0006] However, the deployment of cloud servers also requires cloud gaming service providers to invest a large amount of costs in the early stages. Therefore, cloud gaming service providers are particularly reluctant to see the loss of high-quality players due to defects in the queuing mechanism, and the scramble for scarce resources by non-high-quality players, which will lead to low cost-effectiveness. Summary of the Invention

[0007] The embodiments of the present disclosure provide a game data processing method and device, system, electronic device and computer-readable storage medium, which obtain the position of the game object in the queue consumption queue by refining the attributes of the game object, thereby optimizing the queuing mechanism when the game object logs into the game.

[0008] The embodiment of the present disclosure provides a game data processing method, the method comprising: receiving a game login request sent by a terminal device, the game login request carrying a game object identifier, a game identifier, login network type information, login geographic location information, and a terminal device identifier; obtaining network communication status information between the terminal device and an edge computing node according to the terminal device identifier in the game login request, so as to determine a target edge computing node from the edge computing node according to the network communication status information and the game identifier; determining a target game login request from the game login request to log in to a target game through the target edge computing node according to the login geographic location information, the target game login request being sent by the target terminal device, and the target game login request being sent by the target terminal device. The target game login request carries a target game object identifier, a target game identifier of the target game, and target login network type information; based on the target game identifier and the target game object identifier, the target object game attribute information of the target game object corresponding to the target game object identifier, the target object attribute information of the target game object, and the target game type of the target game are obtained; based on the target login network type information, the target object game attribute information, the target object attribute information, and the target game type, the target position information of the target game login request in the queue consumption queue is determined, so that the target terminal device determines the order of logging into the target edge computing node according to the target position information.

[0009] The embodiment of the present disclosure provides a game data processing device, which includes: a game login request receiving unit, which is used to receive a game login request sent by a terminal device, wherein the game login request carries a game object identifier, a game identifier, login network type information, login geographic location information, and a terminal device identifier; a target edge computing node determining unit, which is used to obtain network communication status information between the terminal device and the edge computing node according to the terminal device identifier in the game login request, so as to determine a target edge computing node from the edge computing node according to the network communication status information and the game identifier; a target game login request determining unit, which is used to determine a target game login request for logging into a target game through the target edge computing node from the game login request according to the login geographic location information, wherein the target game login request is determined by the target edge computing node. The terminal device sends the target game login request, which carries the target game object identifier, the target game identifier of the target game, and the target login network type information; the object game attribute information acquisition unit is used to obtain the target object game attribute information of the target game object corresponding to the target game object identifier, the target object attribute information of the target game object, and the target game type of the target game according to the target game identifier and the target game object identifier; the target queue position information determination unit is used to determine the target position information of the target game login request in the queue consumption queue according to the target login network type information, the target object game attribute information, the target object attribute information, and the target game type, so that the target terminal device logs in to the target edge computing node in an order according to the target position information.

[0010] The embodiment of the present disclosure provides a game data processing system, the system comprising: a game access server for receiving a game login request sent by a terminal device, the game login request carrying a game object identifier, a game identifier, login network type information, login geographic location information, and a terminal device identifier; obtaining network communication status information between the terminal device and an edge computing node according to the terminal device identifier in the game login request, so as to determine a target edge computing node from the edge computing node according to the network communication status information and the game identifier; determining a target game login request for logging into a target game through the target edge computing node from the game login request according to the login geographic location information, the target game login request being sent by a target terminal device, the target game login request carrying a target game object identifier, the ... The target game identifier and target login network type information of the target game; according to the target game identifier and the target game object identifier, obtain and send the target object game attribute information of the target game object corresponding to the target game object identifier, the target object attribute information of the target game object and the target game type of the target game to the bypass computing server; the computing server is used to receive the target object game attribute information, the target object attribute information and the target game type, and determine the target position information of the target game login request in the queue consumption queue according to the target login network type information, the target object game attribute information, the target object attribute information and the target game type, so that the target terminal device logs in to the target edge computing node in an order according to the target position information.

[0011] An embodiment of the present disclosure provides a computer-readable storage medium having a computer program stored thereon. When the program is executed by a processor, the game data processing method in the above embodiment is implemented.

[0012] An embodiment of the present disclosure provides an electronic device, comprising: at least one processor; and a storage device configured to store at least one program, wherein when the at least one program is executed by the at least one processor, the at least one processor implements the game data processing method as described in the above embodiment.

[0013] According to one aspect of the present disclosure, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the game data processing methods provided in various optional implementations of the above-described embodiments.

[0014] In the technical solutions provided by some embodiments of the present disclosure, when receiving game login requests sent by different terminal devices, on the one hand, by obtaining the network communication status information between different terminal devices and each edge computing node, the target edge computing node is determined based on the network communication status information between different terminal devices and each edge computing node, and then the target game login request logged in through the target edge computing node is determined based on the login geographic location information carried in each game login request, so that the target edge computing node with good network communication status can be selected for the game object to log in, and the game object can be logged in nearby, thereby improving the network fluency and login efficiency during login. On the other hand, when determining the order in which the target game object corresponding to the target terminal device logs in to the target edge computing node, the target object game attribute information, target object attribute information, target login network type information, and target game type of the target game that the target game object is about to log in are comprehensively considered. This queuing mechanism can improve the queuing performance when the target edge computing node is busy, reduce the queuing market for high-quality game objects, thereby effectively ensuring the experience of high-quality game objects, and is of great help to the good ecology, game reputation, and long-term operation of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] Figure 1 The flowchart of the game data processing method according to an embodiment of the present disclosure is schematically shown.

[0016] Figure 2 The following schematically illustrates an application scenario of a game data processing method according to an embodiment of the present disclosure.

[0017] Figure 3 The system architecture diagram of the game data processing method according to an embodiment of the present disclosure is schematically shown.

[0018] Figure 4 The interactive diagram of the game data processing method according to an embodiment of the present disclosure is schematically shown.

[0019] Figure 5 The block diagram schematically shows a game data processing device according to an embodiment of the present disclosure.

[0020] Figure 6 A schematic structural diagram of an electronic device suitable for implementing the embodiments of the present disclosure is shown. DETAILED DESCRIPTION

[0021] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be embodied in many forms and should not be construed as limited to the embodiments set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete and will fully convey the concepts of the example embodiments to those skilled in the art. Like reference numerals in the drawings represent like or similar parts, and thus repetitive description thereof will be omitted.

[0022] The features, structures or characteristics described in the present disclosure may be combined in any suitable manner in one or more embodiments. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known methods, devices, implementations or operations are not shown or described in detail to avoid obscuring various aspects of the present disclosure.

[0023] The flowcharts shown in the accompanying drawings are for illustrative purposes only and do not necessarily include all content and steps, nor must they be executed in the order described. For example, some steps may be decomposed, while others may be combined or partially combined. Therefore, the actual execution order may vary depending on the actual situation.

[0024] In this specification, the terms "a", "an", "the", "said" and "at least one" are used to indicate the presence of at least one element / component / etc.; the terms "comprising", "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first", "second" and "third" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0025] The methods provided in the embodiments of the present disclosure can be executed by any type of electronic device, such as a server or a terminal device, or by interaction between a server and a terminal device. The terminal device and the server can be directly or indirectly connected via wired or wireless communication, and this application does not impose any restrictions thereon.

[0026] Among them, the server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), as well as big data and artificial intelligence platforms.

[0027] The terminal device can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, etc., but is not limited to these.

[0028] Figure 1 The flowchart of the game data processing method according to an embodiment of the present disclosure is schematically shown. Figure 1 In the embodiment, the server execution is used as an example for illustration, but the present disclosure is not limited thereto. Figure 1 As shown, the method provided by the embodiment of the present disclosure may include the following steps.

[0029] In step S110, a game login request sent by a terminal device is received, where the game login request carries a game object identifier, a game identifier, login network type information, login geographic location information, and a terminal device identifier.

[0030] The server receives game login requests sent by different terminal devices respectively from each terminal device. Each game login request can carry a game object identifier, a game identifier, login network type information, login geographic location information and a terminal device identifier.

[0031] Among them, the game object identifier can be used to indicate who is the current game object to be logged in that issues the corresponding game login request. The game object here takes the game player (referred to as the player, also referred to as the user) as an example. For example, it can be any one or a combination of the game player's nickname, login name, real name, mobile phone number, ID number, etc. in the game. Any identifier that can uniquely distinguish each game object will do.

[0032] The game identifier can be used to indicate which game the corresponding game object currently wants to log in to. For example, it can be any one or a combination of game names, game numbers, etc., as long as any identifier can uniquely distinguish each game.

[0033] The login network type information can be used to indicate the network type when the corresponding game player sends a game login request, for example, it can be any one of 4G (the 4th generation mobile communication technology), Wi-Fi, 5G, etc.

[0034] The login geographic location information may be used to indicate the geographic location information of the corresponding game player when sending a game login request.

[0035] The terminal device identifier can be used to indicate which terminal device the corresponding game player uses to send a game login request. For example, it can be any one or a combination of the terminal device's IP (Internet Protocol) address, MAC (Media Access Control Address, also known as a local area network address), etc. Any identifier that can uniquely distinguish each terminal device will do.

[0036] That is, through the information carried in the game login request, the server can know which game object and which terminal device each game login request is issued by, what network type the terminal device uses when issuing the game login request, from what geographical location the game login request is issued, and which game the game object wants to log in to.

[0037] In step S120, based on the terminal device identifier in the game login request, network communication status information between the terminal device and the edge computing node is obtained, so as to determine the target edge computing node from the edge computing nodes based on the network communication status information and the game identifier.

[0038] In the embodiments of the present disclosure, an edge computing node refers to a node set up on the side close to the source of an object or data, which uses an open platform that integrates network, computing, storage, and application core capabilities to provide the nearest end service nearby and generate faster network service response. The server can access the data of the edge computing node. The edge computing node can be deployed at the corresponding location according to the specific application scenario and actual needs. The present disclosure does not limit the deployment location and number of edge computing nodes. The edge computing node can be any type of terminal device or a server, and the present disclosure does not limit this.

[0039] In an exemplary embodiment, the network communication status information may include a login round trip time (Round-Trip Time, RRT for short, also known as round trip delay).

[0040] It should be noted that although the following examples all use the login round-trip time as an example of network communication status information, the present disclosure is not limited to this. For example, it can also be used to detect the network bandwidth between the terminal device and each edge computing node.

[0041] In an exemplary embodiment, based on the terminal device identifier in the game login request, network communication status information between the terminal device and the edge computing node is obtained to determine the target edge computing node from the edge computing node based on the network communication status information and the game identifier. This may include: based on the terminal device identifier in the game login request, controlling the edge computing node to send a request data packet to the terminal device corresponding to the terminal device identifier, so that the terminal device returns a response data packet to the edge computing node based on the request data packet; based on the sending time of the request data packet and the receiving time of the response data packet, obtaining the login round-trip time between the edge computing node and the terminal device; determining the game type based on the game identifier in the game login request; obtaining the login round-trip time threshold corresponding to the game type; and determining the target edge computing node from the edge computing node based on the login round-trip time and the login round-trip time threshold.

[0042] Specifically, after receiving a game login request from a terminal device, the server can control each edge computing node to send a request data packet to the terminal device corresponding to the terminal device identifier carried in the game login request, such as the terminal device's IP address. The source address carried in the request data packet is the IP address of the corresponding edge computing node, the destination address is the IP address of the corresponding terminal device, and the request data packet may also carry the time the request data packet was sent. When the corresponding terminal device receives the request data packet sent by each edge computing node, it can encapsulate a corresponding response data packet based on the source address in each request data packet. The source address carried in the response data packet is the IP address of the corresponding terminal device, and the destination address is the IP address of the corresponding edge computing node. When each edge computing node receives the corresponding response data packet, it can obtain the login round-trip time between the terminal device and each edge computing node based on the reception time of the corresponding response data packet and the transmission time of the corresponding request data packet, for example, reception time minus transmission time = login round-trip time. Each edge computing node can send the calculated login round-trip time and its corresponding terminal device identifier and edge computing node identifier to the server. Alternatively, each edge computing node sends the reception time of the corresponding response data packet and the sending time of the corresponding request data packet, as well as its corresponding terminal device identifier and edge computing node identifier to the server. The server obtains the login round-trip time between the terminal device and each edge computing node based on the reception time of the corresponding response data packet and the sending time of the corresponding request data packet.

[0043] In the disclosed embodiments, different login round-trip time thresholds can be set for different game types. The game type of the game requested by the corresponding game login request can be determined based on the game identifier carried in each game login request. Based on the determined game type, the corresponding login round-trip time threshold can be obtained. Game login requests with a login round-trip time greater than the login round-trip time threshold are eliminated.

[0044] For example, suppose game player A wants to log in to game A through terminal device A. They send game login request A for game A to the server through terminal device A. After receiving game login request A, the server controls each edge computing node to send a request packet to terminal device A. After receiving the request packet sent by each edge computing node, terminal device A returns a response packet to each edge computing node. Each edge computing node calculates the round-trip login time between terminal device A and each edge computing node based on the request packet it sent and the response packet it received. Assuming there are 10 edge computing nodes, where the round-trip login time between terminal device A and edge computing nodes 1, 3, 4, 6, 8, and 9 is less than the login round-trip time threshold for game A, and the round-trip login time between terminal device A and edge computing nodes 2, 5, 7, and 10 is greater than the login round-trip time threshold for game A, then it is determined that game login request A is not logged in on edge computing nodes 2, 5, 7, and 10.

[0045] In an exemplary embodiment, determining the target edge computing node from the edge computing nodes based on the login round-trip time and the login round-trip time threshold may include: obtaining a first edge computing node from the edge computing nodes whose login round-trip time is less than the login round-trip time threshold; obtaining resource utilization information of the first edge computing node; determining a second edge computing node from the first edge computing node based on the resource utilization information of the first edge computing node; obtaining usage expenditure information of the second edge computing node; and determining the target edge computing node from the second edge computing node based on the usage expenditure information of the second edge computing node.

[0046] In the disclosed embodiments, resource utilization information may include any one or more of the following: the proportion of resources occupied on the first edge computing node, or the remaining resource ratio / remaining resource amount. Resources may include any one or more of CPU (central processing unit) computing resources, storage resources, etc. The remaining resource amount is used as an example for illustration.

[0047] In the embodiment of the present disclosure, the usage expenditure information may include the cost of using the resources provided by the second edge computing node.

[0048] Still taking the above-mentioned terminal device A and 10 edge computing nodes as an example, determine that the first edge computing node for game login request A includes edge computing nodes 1, 3, 4, 6, 8, and 9, and write them into List1 (List 1). Return to List1, and then find the second edge computing node from List1 with sufficient remaining resources for game login request A, assuming it is edge computing nodes 1, 8, and 9, and write them into List2. Return to List2, and then find the edge computing node 8 with the lowest expenditure from List2 as the target edge computing node for game login request A. In this way, the target edge computing node with good network communication status, sufficient remaining resources and the lowest expenditure cost can be determined to respond to the corresponding game login request.

[0049] In step S130, a target game login request for logging into the target game through the target edge computing node is determined from the game login request based on the login geographic location information. The target game login request is sent by the target terminal device, and the target game login request carries the target game object identifier, the target game identifier of the target game, and the target login network type information.

[0050] Among them, the terminal device includes a target terminal device, the game object identifier includes a target game object identifier, the game identifier includes a target game identifier, and the login network type information includes target login network type information.

[0051] In an exemplary embodiment, determining a target game login request for logging into a target game through the target edge computing node from the game login requests based on the login geographic location information may include: obtaining the coverage range of the target edge computing node; and taking the game login request whose login geographic location information is within the coverage range as the target game login request.

[0052] When deploying each edge computing node, the coverage range of each edge computing node can be determined. For example, if the coverage range of edge computing node 8 is determined to be City A in Province A, then game login requests that are not geographically located in City A in Province A can be excluded from edge computing node 8, and game login requests that are geographically located in City A in Province A and meet the above-mentioned round-trip login time requirements can be used as target game login requests for the target edge computing node, that is, the target game login requests are assigned to the target edge computing node for login.

[0053] In step S140, according to the target game identifier and the target game object identifier, the target object game attribute information of the target game object corresponding to the target game object identifier, the target object attribute information of the target game object and the target game type of the target game are obtained.

[0054] In the disclosed embodiment, the target object game attribute information includes the attribute information of the target game object in the game, which may include the attribute information of the target game object in the target game, the attribute information of the target game object in games of the same game type as the target game, and the attribute information of the target game object in all games that the target game object has played in its history.

[0055] For example, the attribute information of the target game object in the target game may include the registration time, activity, online time, queue time, target game level information and historical consumption amount information of the target game object in the target game.

[0056] The target game object's registration duration in the target game can be calculated based on the target game object's registration time in the target game and the current time. The target game object's activity in the target game is determined based on factors such as the frequency (frequency and number) of logins to the target game, the duration of online time in the target game, and the frequency of interactions in the target game (such as posting comments, purchasing equipment, etc.). This can be further divided into monthly activity, seasonal activity, etc. based on the interval of the collected historical data.

[0057] For example, based on the monthly activity, it is possible to evaluate whether the target game object is a monthly active user in the target game, and the target game objects ranked in the top N (N is an integer greater than 1 and can be set according to actual conditions) in monthly activity can be called monthly active users.

[0058] Furthermore, the life cycle of the target game object can be calculated based on the registration time of the target game object and / or whether it is a monthly active user. The life cycle can be divided into primary players, intermediate players, and senior players, etc., but the present disclosure is not limited to this.

[0059] For example, players with a registration time of less than 3 months can be set as beginner players, those with a registration time of less than 6 months as intermediate players, and those with a registration time of more than 1 year as senior players.

[0060] For example, you could define players who have been registered for less than six months and are not monthly active users as beginner players, players who have been registered for less than three months and are monthly active users as intermediate players, and players who have been registered for more than one year and are monthly active users as advanced players.

[0061] Among them, the online time may include the average online time of the target game object in the target game, the online time of the target game object after each login in the target game, and the online period (i.e., the time when the target game object starts to go online and the time when it ends to go offline) after each login in the target game.

[0062] The queuing time may include the waiting time after the target game object currently sends the target game login request and before the login is successful.

[0063] The historical consumption amount information may include the amount that the target game object recharged or consumed in the target game before sending the current target game login request.

[0064] Games of the same type as the target game can also be referred to as games of the same type as the target game. For example, assuming the target game is Game A, and games of the same type as Game A also include Game B and Game C, the attribute information of the target game object within games of the same type as the target game can include the target game object's registration time, activity level, online time, target game level information, and historical spending information in Game A, Game B, and Game C.

[0065] The target game object's registration duration in Game A, Game B, and Game C can be calculated based on the target game object's registration time in Game A, Game B, and Game C and the current time. The target game object's activity in Game A, Game B, and Game C can be determined based on factors such as the frequency (frequency and number) of the target game object's logins to Game A, Game B, and Game C, the duration of online time in the Game A, Game B, and Game C, and the frequency of interaction in the Game A, Game B, and Game C (such as posting comments, purchasing equipment, etc.). This can be further divided into monthly activity, seasonal activity, etc. based on the interval of the collected historical data.

[0066] For example, based on the monthly activity, we can evaluate whether the target game object is a monthly active user in Game A, Game B, and Game C. The target game objects ranked in the top N (N is an integer greater than 1 and can be set according to actual conditions) in monthly activity can be called monthly active users.

[0067] Furthermore, the life cycle of the target game object can be calculated based on the registration time of the target game object and / or whether it is a monthly active user. The life cycle can be divided into primary players, intermediate players, and senior players, etc., but the present disclosure is not limited to this.

[0068] Among them, the online time may include the average online time of the target game object in Game A, Game B and Game C, and may also include the online time of the target game object after each login in Game A, Game B and Game C. It may also include the online period (i.e., the time when the target game object starts to go online and the time when the target game object ends to go offline) after each login in Game A, Game B and Game C.

[0069] The historical consumption amount information may include the amount that the target game object recharged or consumed in Game A, Game B, and Game C before sending the current target game login request.

[0070] For example, the attribute information of all games that the target game object has played in history may include the registration time, activity, online time, target game level information and historical consumption amount information of the target game object in all games before it sends the current target game login request.

[0071] In an exemplary embodiment, the target object game attribute information may include target game level information of the target game object.

[0072] In the embodiment of the present disclosure, the target game level information may include the level information of the target game object in the target game, such as whether the target game object is a VIP (very important person) player in the target game, and if so, what is the corresponding VIP level.

[0073] In an exemplary embodiment, obtaining target object game attribute information of a target game object corresponding to the target game object identifier according to the target game object identifier may include: obtaining historical game behavior data of the target game object according to the target game object identifier; processing the historical game behavior data of the target game object through a game level classification model, and outputting target game level information of the target game object.

[0074] The game level classification model is obtained by training using historical game behavior samples of game object samples and their game level labels.

[0075] In the embodiment of the present disclosure, the game level classification model can adopt any type of classification machine learning algorithm, such as any one or more of logistic regression, naive Bayes, decision tree, support vector machine, random forest, gradient boosting tree, etc., and the present disclosure does not limit this. The historical game behavior data may include any behavior data of the target game object in the target game, such as data such as logging into the target game, when and what operations were initiated in the target game, etc. The historical game behavior data of the target game object is input into the trained game level classification model, and the game level classification model processes the historical game behavior data of the target game object and can predict and output the target game level information of the target game object.

[0076] Among them, the game object sample includes the game object whose historical game behavior data is collected for training the game level classification model. The historical game behavior sample is the historical game behavior data of the game object sample, and the game level label is the game level information corresponding to the historical game behavior data of the game object sample.

[0077] In an exemplary embodiment, the target login network type information may include a target login network type and a target login network type weight thereof.

[0078] In the embodiment of the present disclosure, different login network type weights can be assigned to different login network types. For example, if the login network types include 4G, Wi-Fi and 5G, it is considered that the player is in a relatively stable gaming environment in the Wi-Fi scenario, which means that there is a longer period of immersion in the target game. Therefore, when considering the queuing priority of the target game object, a higher target login network type weight can be assigned to the target game object with a target login network type of Wi-Fi, a lower target login network type weight can be assigned to the target game object with a target login network type of 5G, and the lowest target login network type weight can be assigned to the target game object with a target login network type of 4G.

[0079] In an exemplary embodiment, the target object game attribute information may include the object game attribute of the target game object and the object game attribute weight thereof.

[0080] In the disclosed embodiments, object game attributes may include attribute information of the target game object within the target game, within games of the same target game type, or across all games, i.e., attributes of the target game object associated with the game, such as the target game object's queue time, registration time, historical spending amount, target game level information, online time, etc. Different object game attributes may be assigned different object game attribute weights. For example, the longer the queue time, the greater the corresponding object game attribute weight; different target game level information may be assigned different object game attribute weights. The higher the target game level information, the greater the corresponding object game attribute weight, and so on.

[0081] In step S150, the target position information of the target game login request in the queue consumption queue is determined based on the target login network type information, the target object game attribute information, the target object attribute information and the target game type, so that the target terminal device determines the order of logging into the target edge computing node according to the target position information.

[0082] In an exemplary embodiment, determining the target position information of the target game login request in the queue consumption queue based on the target login network type information, the target object game attribute information, the target object attribute information and the target game type may include: determining the target object attribute weight of the target object attribute information based on the target game type; determining the queue priority of the target game object based on the target login network type and its target login network type weight, the object game attribute and its object game attribute weight, and the target object attribute information and its target object attribute weight; determining the target position information of the target game login request in the queue consumption queue based on the queue priority of the target game object.

[0083] In the disclosed embodiments, the target object attribute information of the target game object includes the basic attribute information of the target game object itself, which is attribute information unrelated to the game, such as the target game object's gender, age, and location. The location of the target game object can be determined based on the target login geographic location information carried in the target game login request, or based on information such as the household registration and permanent residence of the target game object. Different target object attribute information can be assigned different target object attribute weights, or the target object attribute weights can be assigned based on a comprehensive consideration of the target object attribute information and the target game type.

[0084] For example, if a game is more suitable for young women, the target object attribute information corresponding to the female gender of the game can be assigned a higher target object attribute weight, and the target object attribute information between the ages of 18 and 35 can be assigned a higher target object attribute weight.

[0085] Specifically, the target login network type and its target login network type weight, the object game attribute and its object game attribute weight, and the target object attribute information and its target object attribute weight corresponding to the target game login request can be weighted and summed to determine the queuing priority of the target game object corresponding to each target game login request. The queuing priority of each target game object can be arranged in descending order from large to small, and placed in the queue consumption queue in turn. The target game login requests in the queue consumption queue are read in turn in the order of first-in-first-out, and the read target game login requests are responded to, and the target edge computing nodes are logged in in order.

[0086] The game data processing method provided by the embodiment of the present disclosure, when receiving game login requests sent by different terminal devices, on the one hand, by obtaining the network communication status information between different terminal devices and each edge computing node, the target edge computing node is determined according to the network communication status information between different terminal devices and each edge computing node, and then the target game login request logged in through the target edge computing node is determined according to the login geographic location information carried in each game login request, so that the target edge computing node with good network communication status can be selected for the game object to log in, and the game object can be logged in nearby, thereby improving the network fluency and login efficiency during login. On the other hand, when determining the order in which the target game object corresponding to the target terminal device logs in to the target edge computing node, the target object game attribute information, target object attribute information, target login network type information and the target game type of the target game that the target game object is about to log in are comprehensively considered. This queuing mechanism can improve the queuing performance when the target edge computing node is busy, reduce the queuing market for high-quality game objects, thereby effectively ensuring the experience of high-quality game objects, and is of great help to the good ecology, game reputation and long-term operation of the game.

[0087] The method provided in the embodiments of the present disclosure can be applied to cloud gaming, and an example is given below using a cloud gaming application scenario as an example.

[0088] Cloud technology refers to a hosting technology that unifies hardware, software, network and other resources within a wide area network or local area network to achieve data computing, storage, processing and sharing.

[0089] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used flexibly and conveniently on demand. Cloud computing technology will become a key support. The backend services of technical network systems, such as video websites, image websites, and more portals, require extensive computing and storage resources. With the rapid development and application of the internet industry, every item will likely have its own unique identification mark, which will need to be transmitted to the backend system for logical processing. Different levels of data will be processed separately. All kinds of industry data require strong system support, which can only be achieved through cloud computing.

[0090] Cloud computing refers to performing computations using vast amounts of cloud computing resources and returning the results to users. It is a delivery and usage model for IT infrastructure, enabling on-demand, scalable access to required resources over the internet. Broadly speaking, cloud computing refers to a delivery and usage model for services, enabling on-demand, scalable access to required services over the internet. These services can be IT-related, software-related, internet-related, or other services. Cloud computing is the product of the convergence of traditional computer and network technologies, including grid computing, distributed computing, parallel computing, utility computing, network storage technologies, virtualization, and load balancing.

[0091] Cloud computing has rapidly grown, driven by the internet, real-time data streams, the diversification of connected devices, and the growing demand for search services, social networks, mobile commerce, and open collaboration. Unlike previous parallel and distributed computing approaches, the emergence of cloud computing will fundamentally revolutionize the entire internet and enterprise management model.

[0092] Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing. Cloud gaming is a cloud-based gaming method that offloads the computational logic and rendering logic that would normally be performed on the terminal device to a cloud server. The cloud server then compresses the game graphics and instructions, transmitting them to the terminal device over the network. The terminal device only needs to perform simple decoding and display, as well as interact with the terminal's commands.

[0093] Cloud gaming technology enables thin clients with relatively limited graphics and data processing capabilities to run high-quality games. In cloud gaming scenarios, games aren't run on the player's terminal (the device used by the gamer), but rather on a cloud server (also known as a cloud gaming server). The cloud server renders the game scene as a video and audio stream, which is then transmitted to the player's terminal over the network. The player's terminal doesn't need powerful graphics and data processing capabilities; it only needs basic streaming capabilities and the ability to receive player input and send it to the cloud server.

[0094] Cloud gaming can be achieved through Figure 2 The architecture shown is implemented in Figure 2In the architecture of FIG, the relationship between the cloud game server 210 and the game client 220 is shown. The data flow and control flow between the cloud game server 210 and the game client 220 are transmitted via the Internet 230.

[0095] Among them, the cloud game 211 selected by the user (here refers to the game player) runs in the cloud game server 210. The cloud game server 210 obtains the audio and video stream of the cloud game software through the audio and video acquirer 212, then encodes it through the audio and video encoder 213, and then sends the encoded audio and video stream to the game client 220 through the Internet communication protocol 214 such as RTSP (Real Time Streaming Protocol) / RTP (Real-time Transport Protocol) / RTCP (Real-time Transport Control Protocol). After the game console 221 of the game client 220 receives the encoded audio and video stream through the RTSP / RTP / RTCP protocol 224, it decodes the audio and video stream through the audio and video decoder 223, and then the audio and video player 222 plays the game screen and sound, so that the user can see the game screen and hear the game sound on the terminal device.

[0096] The game client 220 monitors user input commands (user input 225, which may include input commands from input devices such as a mouse, keyboard, and touch screen), encodes events based on the user input commands, called encoded input events 226, and then sends the encoded input events to the cloud game server 210 via a custom communication protocol. After receiving these encoded input events, the cloud game server 210 decodes the input events 216 using the custom communication protocol and then reproduces the user input 215.

[0097] Cloud gaming reduces the hardware requirements for terminal devices and puts more logical calculations and screen rendering logic on cloud servers, which undoubtedly brings cloud server costs to cloud gaming service providers. Network latency is a very challenging indicator for cloud gaming. In order to improve the player experience such as picture quality and smoothness, cloud gaming service providers deploy edge computing nodes on cloud servers. The initial cost investment is relatively large. Under such a high cost premise, how to attract higher-quality players is an important part of improving cost-effectiveness. In the following embodiments, when the server (including cloud servers and edge computing nodes) is busy, it is possible to prioritize the best players in the queue, thereby reducing the loss rate of high-quality players and improving the cost-input and output ratio.

[0098] Normally, in order to improve server utilization, not too much idle buffer will be left for the server, so players will queue up during important nodes such as game operation activities, holidays, and the launch of new gameplay. The common practice in related technologies is to put the game login request into the queue consumption queue (any message queue can be used), and queue them in the order of the time when the player sends the game login request. This is a first-come, first-served method. This method does not take into account any attributes of the player itself. As a result, some high-quality players may queue up at the back of the queue consumption queue, and lose them due to long waiting times, while light players and inactive players are given priority. Considering the large initial cost investment of cloud gaming service providers, this situation is something cloud gaming service providers do not want to see.

[0099] As mentioned above, if we do not create player profiles and only adopt a simple first-come, first-served approach based on the time when players send game login requests, the direct problem is the loss of high-quality players, and non-high-quality players grab scarce resources, which is not conducive to the game ecology and long-term healthy operation, especially cloud games, because cloud game service providers have invested a lot of hardware costs in the early stages of cloud games, and the cost-effectiveness is not high.

[0100] The solutions adopted in the above-mentioned related technologies have the following problems:

[0101] Regarding the launch of new games: The main purpose of launching a new game is to attract new players. In addition to the number of new players, we must also pay attention to the quality of the new players. Although the operation will carry out targeted delivery of some high-quality players in the previous guidance, if these players are lost due to problems with the queuing mechanism when they actually log in to the game, it will be a huge loss to the game.

[0102] Stable game operation stage: After the game is stably operated, some players have already had a life cycle. For these players, player profiles can be created to determine whether they are big spenders, deep players (or heavy players), how long they are online, and other attributes to improve the waiting experience of players in the queuing mechanism as much as possible. However, if a first-come, first-served queuing mechanism is simply adopted based on the order of time when the game login requests are sent, it is very likely to cause some deep player experience problems, leading to complaints or loss, which is not good for the game's reputation and long-term operation.

[0103] Based on the above problems, the embodiments of the present disclosure aim to describe a method for calculating the priority of player queues when cloud gaming cloud server resources are tight.

[0104] The disclosed embodiment abandons the traditional queuing mechanism and takes into account the hardware environment when the player logs in, such as network bandwidth, latency (for example, measured by login RRT, but the disclosure is not limited to this), login network type, login geographical location, region, and other attributes. It also takes into account some attributes of the player in the game (referred to as target object game attribute information), such as whether the player is a heavy player or a big R player. It also takes into account the length of time the player has waited (queue time), the length of time the player is online during one entry into the game, and even the player's consumption ability in other games of the same type (for example, historical consumption amount) and other attributes. It also takes into account the player's basic attributes such as gender and age to determine whether the target game type matches the target game.

[0105] For example, as shown in Table 1 below, the following attributes may be considered and their corresponding influence weights may be set (including target login network type weight, object game attribute weight, and target object attribute weight, etc.).

[0106] Table 1

[0107]

[0108] The following is an example of the strategy of the player queuing mechanism provided by the embodiment of the present disclosure.

[0109] The queuing mechanism provided by the embodiment of the present disclosure includes criteria for judging the player's login environment conditions. In order to improve the player's gaming experience, edge computing nodes can be deployed in multiple areas, and when players log in, they will be returned to the most suitable point for login.

[0110] For example, the login RTT of each game object from the terminal device used to send the game login request to each edge computing node can be calculated, and the edge settlement node with a RTT threshold lower than the corresponding game type is written into List1 and returned. The edge computing node in List1 is called the first edge computing node. Then, based on List1, the first edge computing node with current remaining capacity (that is, the remaining resource amount is not 0 or greater than a certain resource amount threshold) is screened out and written into List2. The first edge computing node in List2 is called the second edge computing node. Then, the second edge computing node with the lowest cost is screened out from List2 as the optimal edge computing node corresponding to the game login request, and it is used as the target edge computing node.

[0111] Specifically, the ICMP (Internet Control Message Protocol) protocol can be used to measure the login RTT speed from the player's terminal device to the edge computing node. The size of the login RTT directly determines the player's friendliness when experiencing cloud games. If the RTT threshold set for the corresponding game type is exceeded, the player will be directly denied login and directly discarded from the queue. For example, the RTT threshold for MOBA (Multiplayer Online Battle Arena) type games can be set to 60ms, and the RTT threshold for MMORPG (Massive (or Massively) Multiplayer Online Role-Playing Game) type games can be set to 80ms. This is only for illustration and can be set according to specific application scenarios.

[0112] Then, all target game objects or target players that select the same target edge computing node are subjected to the following priority queuing calculation.

[0113] By determining whether the target player's target login network type is 4G, Wi-Fi, or 5G, it can be assumed that the target player is in a relatively stable gaming environment in a Wi-Fi scenario, which means that they can be immersed in the target game for a longer period of time. Therefore, when considering queue priority, the target login network type weight of the target player whose target login network type is Wi-Fi can be set higher than that of the target players whose target network types are 4G and 5G.

[0114] The login address location information of the target player is also considered to see whether it is within the coverage supported by the target edge computing node. If it is a remote area or an area with relatively few players, the login address location information of this type of target player can be set to an area not covered by the target game, that is, it is not within the coverage of the target edge computing node. The corresponding target game login request can be directly discarded and not placed in the queue consumption queue.

[0115] In the disclosed embodiment, the target player's in-game attributes, i.e., the target object's game attribute information, are also included in the evaluation criteria. For example, the target player's registration time, historical spending amount, VIP level information, and online time in the target game can be weighted to determine the target player's queuing priority.

[0116] For example, you can estimate the target player's lifecycle based on their registration time and whether they are monthly active users. You could define players who have registered for less than three months as beginners, those who have registered for less than six months as intermediate players, and those who have registered for more than one year as veterans. You could also weight veteran players' target game attributes higher than intermediate players', and vice versa.

[0117] The target player's spending power and spending behavior can also be evaluated to calculate the queue priority based on the target player's historical spending amount in the game (which can be the target game, games of the same type as the target game, or all games).

[0118] For example, target players can be categorized based on their historical spending: regular users, VIP users, and high-spending users. Regular users are target players with lower historical spending amounts. VIP users are target players with historical spending amounts higher than regular users but lower than high-spending users. High-spending users are target players with historical spending amounts higher than VIP users. In this case, high-spending players with higher historical spending amounts can have their target game attributes weighted higher than VIP users, and VIP users can have higher target game attributes than regular users.

[0119] The queue priority can also be calculated based on the target player's level in the target game. For example, if the target player is a VIP player, the higher the VIP level, the greater the corresponding target game attribute weight.

[0120] We can also consider the target player's online time, such as average online time. Even for the same target player, the online time at different times of the day can have different corresponding weights for the target game attribute. We can also weight factors such as queue time and number of logins per day to determine queue priority. The longer the queue time and the longer the online time, the higher the corresponding target game attribute weight.

[0121] The disclosed embodiment also includes a criterion for judging the player's own attributes. The main target game objects faced by different target game types are different.

[0122] For example, SPG (Sport Physical Game), FPS (First-person shooting game), and SLG (Strategy Game) games may be more suitable for men. In this case, the target object attribute weight corresponding to these target game types is that the target object attribute information for men is greater than the target object attribute weight for women.

[0123] For another example, MSC (Music Game) games are more suitable for females, and the target object attribute weights corresponding to these target game types for females are greater than the target object attribute weights for males.

[0124] At the same time, different target game types may target different age groups. Therefore, the age and gender of the target players are also considered in the queue priority.

[0125] To sum up, the entire queuing mechanism can be defined using the following weighted average calculation method:

[0126]

[0127] In the above formula, X represents factors with the same weight W1, Y represents factors with the same weight W2, and Z represents factors with the same weight W3 (where the weights W1, W2, and W3 can range from [1, 10]). These factors can be determined from the target login network type, target game attributes, and target object attribute information, and the corresponding weights can be determined from the target login network type weight, target game attribute weight, and target object attribute weight.

[0128] It is understandable that in actual use, different factors and corresponding weights can be set according to different target game types.

[0129] For example, suppose a target player requests to access a target game of the SLG type. The attribute data of the target player obtained through testing is shown in Table 2 below.

[0130] Table 2

[0131]

[0132] For SLG games, setting the gender to male is a relatively important factor, so the weight is set higher. The network type and network quality at login (assuming the login RRT is used as the measurement) are also important. Assuming the weights are both set to 5, the calculated queue priority is:

[0133] (1*2+0*0+0*0+1*5+1*5+0*0+1*3+1*6) / 8=2.625 (2)

[0134] Figure 3 The system architecture diagram of the game data processing method according to an embodiment of the present disclosure is schematically shown. Figure 3 As shown, the cloud server is assumed to include a game access server 310, which is used to provide game technology optimization solutions. Figure 3 In the example of terminal manufacturer A 391, terminal manufacturer B 392, and terminal manufacturer C 393 (the examples are provided in the foregoing, but the present disclosure is not limited thereto), the terminal manufacturers can work with the game access server 310 to optimize the gaming experience, allowing players to have a smoother and richer gaming experience on existing hardware platforms. For example, if terminal manufacturer A 391, terminal manufacturer B 392, and terminal manufacturer C 393 have different interfaces, the interfaces of different terminal manufacturers can be converted into a unified interface through the unified resource call interface 380, and then sent to different games, such as game A 361, game B 362, and game C 363, through the unified resource service protocol 370.

[0135] Figure 3 In this embodiment, player 351 is assumed to be a player playing game A, and their historical gaming behavior data is stored in the corresponding A-DB 342 (where DB is short for database). Player 352 is assumed to be a player playing game B, and their historical gaming behavior data is stored in the corresponding B-DB 343. Player 353 is assumed to be a player playing game C, and their historical gaming behavior data is stored in the corresponding C-DB 344.

[0136] The learning model server 320 can call different computing servers to use the historical game behavior data of the corresponding game to train the game level classification model for the corresponding game. For example, the learning model server 320 calls the computing server 331 to read the historical game behavior data from the A-DB 342 as historical game behavior samples, and uses the game level information corresponding to the player 351 as the game level label to train the game level classification model corresponding to game A. The learning model server 320 calls the computing server 332 to read the historical game behavior data from the B-DB 343 as historical game behavior samples, and uses the game level information corresponding to the player 352 as the game level label to train the game level classification model corresponding to game B. The learning model server 320 calls the computing server 333 to read the historical game behavior data from the C-DB 344 as historical game behavior samples, and uses the game level information corresponding to the player 353 as the game level label to train the game level classification model corresponding to game C.

[0137] The game access server 310 can store the game level classification models of each game obtained through training in DB 341. The trained game level classification models of each game stored in DB 341 can be continuously iterated and updated based on the historical game behavior data continuously accumulated in A-DB 342, B-DB 343, and C-DB 344 to improve the prediction accuracy of the trained game level classification models.

[0138] The method provided in the embodiments of this disclosure takes into account the inherently high-performance hardware deployment requirements of cloud gaming and the need for a lossless player experience. It performs weighted sorting based on various player attributes, thereby maximizing the satisfaction of high-quality players when servers are busy, prioritizing high-quality players while minimizing costs. However, this disclosure is not limited to cloud gaming and can also be applied to mobile and PC games.

[0139] The target player can trigger two actions when clicking login, such as Figure 3 As shown, one is to trigger the game access server 310 to obtain the target player's target login network type and its target login network type weight, object game attributes and its game object attribute weight, target object attribute information and its target object attribute weight, etc. Figure 4 As shown, one is a calculation server 430 (also known as a bypass calculation system) that calculates the queuing priority of the target player based on the information given by the game access server 310 (including the target login network type of the target player and its target login network type weight, object game attributes and its game object attribute weight, target object attribute information and its target object attribute weight, etc.), and the client installed on the terminal device 410 corresponding to the target player calculates the target position information of the target player in the queuing consumption queue 450 according to the queuing priority given by the calculation server 430, and determines the length of the login waiting time for different target players according to this queuing priority.

[0140] Among them, part of the information in the object game attributes and target object attribute information can be obtained from the registration information of the target player, such as age, gender, region, etc., and the target game level information in the object game attributes can be obtained from the learning model server 320. For example, the learning model server 320 can input the historical game behavior data of the target player into the game level classification model corresponding to the target game (assuming it is game A). The game level classification model will then predict and output the target game level information of the target player, such as whether he is a heavy player, whether he is a VIP player, etc. The predicted output target game level information is provided for query and acquisition by the game access server 310.

[0141] In the embodiment of the present disclosure, considering that the calculation of queue priority is not the critical path of the business login logic, different target game types need to consider different factors and different weights when calculating the queue priority. The game access server 310 is a public component for game access. By placing the logic related to business characteristics into the bypass computing system instead of the game access server 310 as a public component, it is easy to maintain.

[0142] Figure 4 The following schematically shows an interactive diagram of a method for processing game data according to an embodiment of the present disclosure. Figure 4As shown, the method provided by the embodiment of the present disclosure may include the following steps.

[0143] S41. Query player information.

[0144] like Figure 4 As shown, it is assumed that the terminal device 410 may include desktop computers 411 and 412, a laptop computer 413, a PDA (Personal Digital Assistant, handheld computer) 414, a tablet computer 415 and a smart phone 416. The server 420 may include Figure 3 The game access server 310 and the learning model server 320 in.

[0145] Assuming that the target player A sends a target game login request to the game access server 310 through the smart phone 416, the game access server 310 can obtain the target player's target login network type and its target login network type weight, object game attributes and its game object attribute weight, target object attribute information and its target object attribute weight, etc. as the player information of the target player A, where the game access server 310 obtains the target player's target game level information from the learning model server 320.

[0146] S42 , the game access server 310 in the server 420 may return the player information of the target player A to the smart phone 416 .

[0147] S43, the smart phone 416 can send the received player information of the target player A to the server 430, which can include the above Figure 3 The bypass calculation system in the process is used to request the bypass calculation system to calculate the queuing priority of target player A based on the player information of target player A.

[0148] The game access server 310 may also directly send the player information of the target player A to the server 430 .

[0149] The server 430 calculates the queuing priority of the target player A based on the received player information of the target player A.

[0150] S44 . The server 430 returns the queue priority of the target player A to the smartphone 416 .

[0151] S45 , the smart phone 416 queues according to the queue priority of the target player A and puts the target player A into the queue consumption queue 450 .

[0152] S46. According to the target position information of the target game login request sent by the target player A in the queue consumption queue 450, the target player A is read in a first-in-first-out order. When the target game login request sent by the target player A is read, the target player A successfully logs in to the target edge computing node 440.

[0153] The game data processing method provided by the disclosed embodiment refines the attributes of the players, comprehensively considers multiple dimensions such as the target player's target login network type information, target object game attribute information, target object attribute information and target game type, and calculates the player's queuing priority. It abandons the queuing mechanism that only considers the queuing priority from the length of the player's queuing time, but instead performs weighted calculations on each attribute based on the player's game portrait, and finally calculates the queuing priority for queuing processing. This queuing mechanism is more in line with the player's attributes, improves the player's experience as much as possible at a certain investment cost, effectively guarantees the experience of high-quality players during busy server periods, optimizes the queuing mechanism, reduces player complaints caused by busy servers, improves the game's reputation, and is conducive to the development of a good game ecology.

[0154] The game data processing method provided by the embodiments of the present disclosure may adopt blockchain technology, for example, using blockchain to store player information, store player queue priorities, store trained game level classification models, etc.

[0155] Blockchain is a new application model for computer technologies, including distributed data storage, peer-to-peer transmission, consensus mechanisms, and encryption algorithms. Essentially, a blockchain is a decentralized database, a series of data blocks linked using cryptographic methods. Each block contains information about a batch of online transactions, used to verify the validity of this information (to prevent counterfeiting) and generate the next block. Blockchain can include the underlying blockchain platform, the platform product and service layer, and the application service layer.

[0156] The underlying blockchain platform can include processing modules such as user management, basic services, smart contracts, and operation monitoring. Among them, the user management module is responsible for the identity information management of all blockchain participants, including maintaining public and private key generation (account management), key management, and maintaining the corresponding relationship between the user's real identity and the blockchain address (authority management), etc., and under authorization, it supervises and audits the transactions of certain real identities and provides risk control rule configuration (risk control audit); the basic service module is deployed on all blockchain node devices to verify the validity of business requests, and records the valid requests to the storage after consensus is reached. For a new business request, the basic service first adapts the interface to parse and authenticate the request (interface adaptation), and then encrypts the business information through the consensus algorithm (consensus management). The smart contract module is responsible for the registration, issuance, triggering and execution of contracts. Developers can define the contract logic in a programming language and publish it to the blockchain (contract registration). According to the logic of the contract terms, the contract logic is triggered by calling keys or other events to trigger execution. The contract logic is completed, and the contract upgrade and cancellation functions are also provided. The operation monitoring module is mainly responsible for the deployment, configuration modification, contract setting, cloud adaptation and real-time status visualization output of the product during the product release process, such as alarms, network status monitoring, and node device health monitoring.

[0157] The platform's product service layer provides the basic capabilities and implementation framework for typical applications. Developers can build on these basic capabilities, overlay business features, and complete the blockchain implementation of business logic. The application service layer provides application services based on blockchain solutions for business participants to use.

[0158] Figure 5 Schematically shows a block diagram of a game data processing device according to an embodiment of the present disclosure. Figure 5 As shown, the game data processing device 500 provided by the embodiment of the present disclosure may include a game login request receiving unit 510, a target edge computing node determination unit 520, a target game login request determination unit 530, an object game attribute information acquisition unit 540 and a target queue position information determination unit 550.

[0159] In an embodiment of the present disclosure, the game login request receiving unit 510 can be used to receive a game login request sent by a terminal device, where the game login request carries a game object identifier, a game identifier, login network type information, login geographic location information, and a terminal device identifier.

[0160] The target edge computing node determination unit 520 can be used to obtain network communication status information between the terminal device and the edge computing node based on the terminal device identifier in the game login request, so as to determine the target edge computing node from the edge computing nodes based on the network communication status information and the game identifier.

[0161] The target game login request determination unit 530 can be used to determine the target game login request for logging into the target game through the target edge computing node from the game login request based on the login geographic location information. The target game login request is sent by the target terminal device, and the target game login request carries the target game object identifier, the target game identifier of the target game, and the target login network type information.

[0162] The object game attribute information acquisition unit 540 can be used to obtain the target object game attribute information of the target game object corresponding to the target game object identifier, the target object attribute information of the target game object, and the target game type of the target game according to the target game identifier and the target game object identifier.

[0163] The target queuing position information determination unit 550 can be used to determine the target position information of the target game login request in the queue consumption queue based on the target login network type information, the target object game attribute information, the target object attribute information and the target game type, so that the target terminal device logs in to the target edge computing node in an order according to the target position information.

[0164] In an exemplary embodiment, the network communication status information may include a login round-trip time. The target edge computing node determination unit 520 may include: an edge computing node control unit, which may be used to control the edge computing node to send a request data packet to the terminal device corresponding to the terminal device identifier in the game login request, so that the terminal device returns a response data packet to the edge computing node according to the request data packet; a login round-trip time acquisition unit, which may be used to obtain the login round-trip time between the edge computing node and the terminal device according to the sending time of the request data packet and the receiving time of the response data packet; a game type determination unit, which may be used to determine the game type according to the game identifier in the game login request; a login round-trip time threshold acquisition unit, which may be used to obtain the login round-trip time threshold corresponding to the game type; and a target edge computing node determination unit, which may be used to determine the target edge computing node from the edge computing nodes according to the login round-trip time and the login round-trip time threshold.

[0165] In an exemplary embodiment, the target edge computing node determination unit may include: a first edge computing node determination unit, which can be used to obtain a first edge computing node from the edge computing nodes whose login round-trip time is less than the login round-trip time threshold; a resource utilization information acquisition unit, which can be used to obtain resource utilization information of the first edge computing node; a second edge computing node determination unit, which can be used to determine a second edge computing node from the first edge computing node based on the resource utilization information of the first edge computing node; a usage expenditure information acquisition unit, which can be used to obtain usage expenditure information of the second edge computing node; and a target edge computing node acquisition unit, which can be used to determine the target edge computing node from the second edge computing node based on the usage expenditure information of the second edge computing node.

[0166] In an exemplary embodiment, the target game login request determination unit 530 may include: an edge computing node coverage range acquisition unit, which can be used to obtain the coverage range of the target edge computing node; a target game login request acquisition unit, which can be used to take the game login request whose login geographic location information is within the coverage range as the target game login request.

[0167] In an exemplary embodiment, the target object game attribute information may include the target game level information of the target game object. The object game attribute information acquisition unit 540 may include: a historical game behavior data acquisition unit configured to acquire the target game object's historical game behavior data based on the target game object identifier; and a target game level information acquisition unit configured to process the target game object's historical game behavior data using a game level classification model and output the target game level information of the target game object. The game level classification model is trained using historical game behavior samples of game object samples and their game level labels.

[0168] In an exemplary embodiment, the target login network type information may include the target login network type and its target login network type weight. The target object game attribute information may include the object game attribute of the target game object and its object game attribute weight.

[0169] Among them, the target queue position information determination unit 550 may include: a target object attribute weight determination unit, which can be used to determine the target object attribute weight of the target object attribute information according to the target game type; a queue priority determination unit, which can be used to determine the queue priority of the target game object according to the target login network type and its target login network type weight, the object game attribute and its object game attribute weight, and the target object attribute information and its target object attribute weight; a target position information acquisition unit, which can be used to determine the target position information of the target game login request in the queue consumption queue according to the queue priority of the target game object.

[0170] For other contents of the game data processing device of the disclosed embodiment, reference can be made to the above-mentioned embodiment.

[0171] Furthermore, the embodiment of the present disclosure also provides a game data processing system, which may include: a game access server, which may be used to receive a game login request sent by a terminal device, wherein the game login request carries a game object identifier, a game identifier, login network type information, login geographic location information, and a terminal device identifier; according to the terminal device identifier in the game login request, obtain network communication status information between the terminal device and the edge computing node, so as to determine a target edge computing node from the edge computing node according to the network communication status information and the game identifier; according to the login geographic location information, determine a target game login request for logging into a target game through the target edge computing node from the game login request, wherein the target game login request is sent by a target terminal device, and the target game login request carries a target game object identifier. identifier, the target game identifier of the target game and the target login network type information; according to the target game identifier and the target game object identifier, obtain and send the target object game attribute information of the target game object corresponding to the target game object identifier, the target object attribute information of the target game object and the target game type of the target game to the bypass computing server; the computing server can be used to receive the target object game attribute information, the target object attribute information and the target game type, and determine the target position information of the target game login request in the queue consumption queue according to the target login network type information, the target object game attribute information, the target object attribute information and the target game type, so that the target terminal device logs in to the target edge computing node in an order according to the target position information.

[0172] Other contents of the game data processing system of the embodiment of the present disclosure can refer to the above embodiment.

[0173] It should be noted that although several units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more units described above can be embodied in one unit. Conversely, the features and functions of one unit described above can be further divided into multiple units to be embodied.

[0174] Reference below Figure 6 , which shows a structural schematic diagram of an electronic device suitable for implementing the embodiments of the present application. Figure 6 The electronic device shown is merely an example and should not limit the functions and scope of use of the embodiments of the present application.

[0175] Reference Figure 6 The electronic device provided by the embodiment of the present disclosure may include: a processor 601, a communication interface 602, a memory 603 and a communication bus 604.

[0176] The processor 601 , the communication interface 602 and the memory 603 communicate with each other via the communication bus 604 .

[0177] Optionally, the communication interface 602 may be an interface of a communication module, such as an interface of a GSM (Global System for Mobile Communications) module. The processor 601 is configured to execute programs. The memory 603 is configured to store programs. The programs may include computer programs that include computer operating instructions. The programs may include game client programs.

[0178] The processor 601 may be a central processing unit (CPU), or an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiments of the present disclosure.

[0179] The memory 603 may include a high-speed RAM (random access memory) memory, and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.

[0180] Among them, the program can be specifically used to: receive a game login request sent by a terminal device, the game login request carrying a game object identifier, a game identifier, login network type information, login geographic location information and a terminal device identifier; obtain network communication status information between the terminal device and the edge computing node according to the terminal device identifier in the game login request, so as to determine a target edge computing node from the edge computing node according to the network communication status information and the game identifier; determine a target game login request from the game login request to log in to a target game through the target edge computing node according to the login geographic location information, the target game login request being sent by the target terminal device, and the target game login The request carries the target game object identifier, the target game identifier of the target game, and the target login network type information; according to the target game identifier and the target game object identifier, the target object game attribute information of the target game object corresponding to the target game object identifier, the target object attribute information of the target game object, and the target game type of the target game are obtained; according to the target login network type information, the target object game attribute information, the target object attribute information, and the target game type, the target position information of the target game login request in the queue consumption queue is determined, so that the target terminal device determines the order of logging into the target edge computing node according to the target position information.

[0181] According to one aspect of the present application, a computer program product or computer program is provided, the computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in various optional implementations of the above-described embodiments.

[0182] It should be understood that any number of elements in the drawings of the present disclosure is for illustration only and not for limitation, and any naming is for distinction only and does not have any limiting meaning.

[0183] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the following claims.

[0184] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes can be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A method for processing game data, characterized in that: include: Receive a game login request sent by a terminal device, the game login request carrying a game object identifier, a game identifier, login network type information, login geographic location information, and a terminal device identifier; Obtaining, based on the terminal device identifier in the game login request, network communication status information between the terminal device and the edge computing node, the network communication status information including a login round-trip time; determining a game type based on the game identifier in the game login request; obtaining a login round-trip time threshold corresponding to the game type, setting different login round-trip time thresholds for different game types, and determining a target edge computing node from the edge computing nodes based on the login round-trip time and the login round-trip time threshold; Determining, from the game login requests based on the login geographic location information, a target game login request for logging into a target game through the target edge computing node, comprising: obtaining a coverage range of the target edge computing node; using a game login request whose login geographic location information is within the coverage range as the target game login request; the target game login request is sent by a target terminal device, and the target game login request carries a target game object identifier, a target game identifier of the target game, and target login network type information; According to the target game identifier and the target game object identifier, obtaining target object game attribute information of the target game object corresponding to the target game object identifier, target object attribute information of the target game object, and a target game type of the target game; According to the target login network type information, the target object game attribute information, the target object attribute information and the target game type, the target position information of the target game login request in the queue consumption queue is determined, so that the target terminal device determines the order of logging into the target edge computing node according to the target position information.

2. The method according to claim 1, characterized in that Obtaining network communication status information between the terminal device and the edge computing node according to the terminal device identifier in the game login request, including: According to the terminal device identifier in the game login request, control the edge computing node to send a request data packet to the terminal device corresponding to the terminal device identifier, so that the terminal device returns a response data packet to the edge computing node according to the request data packet; The login round-trip time between the edge computing node and the terminal device is obtained according to the sending time of the request data packet and the receiving time of the response data packet.

3. The method according to claim 2, characterized in that Determining the target edge computing node from the edge computing nodes according to the login round-trip time and the login round-trip time threshold includes: Obtaining a first edge computing node from the edge computing nodes whose login round-trip time is less than the login round-trip time threshold; Obtaining resource utilization information of the first edge computing node; Determining a second edge computing node from the first edge computing nodes according to the resource utilization information of the first edge computing node; Obtaining usage expenditure information of the second edge computing node; The target edge computing node is determined from the second edge computing nodes according to the usage expenditure information of the second edge computing node.

4. The method according to claim 1, wherein The target object game attribute information includes target game level information of the target game object; wherein, according to the target game object identifier, obtaining the target object game attribute information of the target game object corresponding to the target game object identifier includes: According to the target game object identifier, obtaining the historical game behavior data of the target game object; Processing the historical game behavior data of the target game object through a game level classification model, and outputting target game level information of the target game object; The game level classification model is obtained by training using historical game behavior samples of game object samples and their game level labels.

5. The method according to claim 1, wherein The target login network type information includes the target login network type and its target login network type weight; The target object game attribute information includes the object game attribute of the target game object and its object game attribute weight; Wherein, determining the target position information of the target game login request in the queuing consumption queue according to the target login network type information, the target object game attribute information, the target object attribute information, and the target game type includes: Determining a target object attribute weight of the target object attribute information according to the target game type; Determining the queuing priority of the target game object according to the target login network type and its target login network type weight, the object game attribute and its object game attribute weight, and the target object attribute information and its target object attribute weight; According to the queuing priority of the target game object, target position information of the target game login request in the queuing consumption queue is determined.

6. A game data processing device, characterized in that: include: A game login request receiving unit, configured to receive a game login request sent by a terminal device, wherein the game login request carries a game object identifier, a game identifier, login network type information, login geographic location information, and a terminal device identifier; a target edge computing node determining unit, configured to obtain network communication status information between the terminal device and the edge computing node based on the terminal device identifier in the game login request, the network communication status information including a login round-trip time; determine a game type based on the game identifier in the game login request; obtain a login round-trip time threshold corresponding to the game type, set different login round-trip time thresholds for different game types, and determine a target edge computing node from the edge computing nodes based on the login round-trip time and the login round-trip time threshold; a target game login request determining unit, configured to determine, from the game login requests, a target game login request for logging into a target game through the target edge computing node based on the login geographic location information, comprising: obtaining a coverage range of the target edge computing node; treating a game login request whose login geographic location information is within the coverage range as the target game login request; the target game login request being sent by a target terminal device, the target game login request carrying a target game object identifier, a target game identifier of the target game, and target login network type information; an object game attribute information acquisition unit, configured to acquire, based on the target game identifier and the target game object identifier, target object game attribute information of the target game object corresponding to the target game object identifier, target object attribute information of the target game object, and a target game type of the target game; The target queuing position information determination unit is used to determine the target position information of the target game login request in the queuing consumption queue based on the target login network type information, the target object game attribute information, the target object attribute information and the target game type, so that the target terminal device logs in to the target edge computing node in an order according to the target position information.

7. A game data processing system, characterized in that: include: A game access server is configured to receive a game login request sent by a terminal device, the game login request carrying a game object identifier, a game identifier, login network type information, login geographic location information, and a terminal device identifier; obtain network communication status information between the terminal device and an edge computing node based on the terminal device identifier in the game login request, the network communication status information including a login round-trip time; determine a game type based on the game identifier in the game login request; obtain a login round-trip time threshold corresponding to the game type, set different login round-trip time thresholds for different game types, and determine a target edge computing node from the edge computing nodes based on the login round-trip time and the login round-trip time threshold; Determining, from the game login requests, a target game login request for logging into a target game through the target edge computing node according to the login geographic location information, the target game login request comprising: obtaining a coverage range of the target edge computing node; using a game login request whose login geographic location information is within the coverage range as the target game login request; the target game login request is sent by a target terminal device, the target game login request carrying a target game object identifier, a target game identifier of the target game, and target login network type information; obtaining, according to the target game identifier and the target game object identifier, target object game attribute information of the target game object corresponding to the target game object identifier, target object attribute information of the target game object, and target game type of the target game, and sending to a bypass computing server; A computing server is used to receive the target object game attribute information, the target object attribute information and the target game type, and determine the target position information of the target game login request in the queue consumption queue based on the target login network type information, the target object game attribute information, the target object attribute information and the target game type, so that the target terminal device logs in to the target edge computing node in an order according to the target position information.

8. A computer-readable storage medium having a computer program stored thereon, wherein when the program is executed by a processor, the method according to any one of claims 1 to 5 is implemented.

9. An electronic device comprising: at least one processor; A storage device configured to store at least one program, which, when executed by the at least one processor, enables the at least one processor to implement the method according to any one of claims 1 to 5.

10. A computer program product, comprising computer instructions, which are configured to implement the method according to any one of claims 1 to 5 when executed by a processor.

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