Loading Method and Device for Cloud Gaming, Electronic Device, Storage Medium

By determining the number of program bits and accessible virtual memory limits of cloud games, the memory layout is optimized, and the cloud game engine crash problem in processing high-bit memory addresses is solved, achieving stable operation and cost reduction.

CN113996057BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111314676.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-08
Publication Date
2025-07-29
Estimated Expiration
2041-11-08

AI Technical Summary

Technical Problem

Cloud game engines are prone to crash when processing high-bit memory addresses, which cannot meet the server's large memory needs, resulting in game failure.

Method used

By determining the number of program bits of the target cloud game, obtaining its accessible virtual memory upper limit, and laying out the memory space based on this upper limit, avoiding the problem that the game engine cannot handle high memory addresses, and using the 4-level page table mechanism to optimize the memory layout under a 64-bit system.

Benefits of technology

It effectively avoids crashes during game operation, improves game engine compatibility, makes full use of hardware memory advantages, and reduces operating costs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a method and device for loading cloud games, an electronic device, and a computer-readable storage medium. The method includes: in response to a startup request for a target cloud game, determining the program bit number of the target cloud game; if the program bit number is a first specified bit number, determining the upper limit of accessible virtual memory corresponding to the target cloud game; laying out the memory space corresponding to the target cloud game according to the upper limit of accessible virtual memory; and loading the target cloud game in the laid-out memory space. In the solution of the present application, before laying out the memory space, the upper limit of accessible virtual memory that can be supported by the game engine of the target cloud game can be determined, and according to this upper limit of accessible virtual memory, the size of the memory space is restricted during the layout process, so as to avoid the problem that the game fails to run due to high memory addresses incompatible with the game engine in the memory space.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular, to a method and device for loading cloud games, an electronic device, and a computer-readable storage medium. Background Art

[0002] The Linux system allocates memory space for each process through the virtual memory mechanism. The system's ability to address memory determines the size of the available memory space for each process. For a 32-bit system, the virtual address space that each process can address is from 0 to 2^32B, that is, from 0 to 4GB. With the upgrade of software and hardware, the memory space requirements of application programs are gradually increasing, and the maximum memory space of 4GB is already difficult to meet the growing software needs. Therefore, 64-bit systems have gradually become the mainstream in the market. For a 64-bit system, theoretically the maximum addressable space for a single process is 2^64B, that is, 16EB. However, in the Linux system, the overhead of memory paging and page table addressing also needs to be considered. Therefore, the actual maximum addressable memory space is determined according to the page size and the number of page table levels.

[0003] In current mainstream mobile devices, the actual hardware memory generally does not exceed 10GB. In this case, on mobile devices, when the page size is 4KB, a three-level page table is usually used. At this time, the maximum virtual address space is 2^39B, that is, 512GB, which can meet the addressing requirements for the actual hardware memory.

[0004] In the business scenario of cloud games, a high-capacity server needs to run a large number of games. If a three-level page table is used, the maximum available actual hardware memory will be limited to 512GB, resulting in the inability to meet the business requirements. If a four-level page table is used when the page size is 4KB, the maximum virtual address space is 2^48B, that is, 256TB. In this case, the server has a maximum of 256TB of actual hardware memory to serve a large number of games, and the memory space allocated to each game is also as high as 2^48B. However, some game engines were not designed to adapt to large memory spaces at the beginning. In the case of a four-level page table, the game may crash during operation because the game engine cannot handle high-order memory addresses. Summary of the Invention

[0005] The purpose of the embodiments of this application is to provide a method and device for loading cloud games, an electronic device, and a computer-readable storage medium, which are used to solve the problem that the game crashes during operation because the game engine of the game application cannot correctly handle high-order memory addresses.

[0006] On the one hand, this application provides a method for loading cloud games, including:

[0007] In response to a startup request for a target cloud game, determine the program bit number of the target cloud game;

[0008] If the program bit number is a first specified bit number, determine the upper limit of accessible virtual memory corresponding to the target cloud game;

[0009] Layout the memory space corresponding to the target cloud game according to the upper limit of accessible virtual memory;

[0010] Load the target cloud game into the already laid out memory space.

[0011] In one embodiment, the determining the program bit number of the target cloud game includes:

[0012] Parse the executable file of the target cloud game to obtain the program bit number of the target cloud game.

[0013] In one embodiment, the laying out the memory space corresponding to the target cloud game according to the upper limit of accessible virtual memory includes:

[0014] According to the upper limit of accessible virtual memory, determine the first position of the stack in the user space corresponding to the target cloud game and the second position of the executable file in the memory space;

[0015] Layout the memory space corresponding to the target cloud game with a corresponding height according to the first position and the second position.

[0016] In one embodiment, the determining the upper limit of accessible virtual memory corresponding to the target cloud game includes:

[0017] According to the game identifier of the target cloud game, look up a preset virtual memory table to obtain the upper limit of accessible virtual memory corresponding to the game identifier; wherein, the virtual memory table includes multiple virtual memory table entries, and each virtual memory table entry includes the upper limit of accessible virtual memory corresponding to the game identifier.

[0018] In one embodiment, before the determining the upper limit of accessible virtual memory corresponding to the target cloud game, the method further includes:

[0019] Obtain the game identifier of the target cloud game and the upper limit of accessible virtual memory corresponding to the game identifier;

[0020] Construct a virtual memory entry based on the game identifier and the upper limit of accessible virtual memory;

[0021] Write the virtual memory entry into the virtual memory table.

[0022] In one embodiment, after loading the target cloud game in the laid-out memory space, the method further includes:

[0023] During the running of the target cloud game, if a specified error message is monitored, according to a preset adjustment strategy, adjust the upper limit of the accessible virtual memory of the target cloud game in the virtual memory table; wherein, the specified error message indicates that the game engine of the target cloud game cannot adapt to the memory space.

[0024] In one embodiment, before laying out the memory space corresponding to the target cloud game according to the upper limit of the accessible virtual memory, the method further includes:

[0025] If the program bit number is the second specified bit number, layout the memory space corresponding to the target cloud game according to the conventional layout mode.

[0026] On the other hand, the present application further provides a method for loading a cloud game, including:

[0027] A first determination module, configured to determine the program bit number of the target cloud game in response to a start request for the target cloud game;

[0028] A second determination module, configured to determine the upper limit of the accessible virtual memory corresponding to the target cloud game if the program bit number is the first specified bit number;

[0029] A layout module, configured to layout the memory space corresponding to the target cloud game according to the upper limit of the accessible virtual memory;

[0030] A loading module, configured to load the target cloud game in the laid-out memory space.

[0031] Furthermore, the present application further provides an electronic device, where the electronic device includes:

[0032] A processor;

[0033] A memory for storing instructions executable by the processor;

[0034] Wherein, the processor is configured to execute the above-mentioned method for loading a cloud game.

[0035] In addition, the present application further provides a computer-readable storage medium, where the storage medium stores a computer program, and the computer program can be executed by a processor to complete the above-mentioned method for loading a cloud game.

[0036] In the solution of this application, when loading a target cloud game, it is possible to determine whether the program bit number of the target cloud game is a first specified bit number. If so, the upper limit of accessible virtual memory corresponding to the target cloud game can be determined, and the memory space can be laid out based on the upper limit of accessible virtual memory. After completing the layout of the memory space, the target cloud game is loaded and run in the memory space. Since before laying out the memory space, it is possible to determine the upper limit of accessible virtual memory supported by the game engine of the target cloud game, and based on this upper limit of accessible virtual memory, the size of the memory space is restricted during the layout process, avoiding the problem that the game fails to run due to high memory addresses incompatible with the game engine in the memory space. Brief Description of the Drawings

[0037] To more clearly illustrate the technical solutions in the embodiments of this application, the following will briefly introduce the drawings required to be used in the embodiments of this application.

[0038] Figure 1 Schematic diagram of the application scenario of the cloud game loading method provided by an embodiment of this application;

[0039] Figure 2 Schematic diagram of the structure of an electronic device provided by an embodiment of this application;

[0040] Figure 3 Schematic flowchart of the cloud game loading method provided by an embodiment of this application;

[0041] Figure 4 Schematic diagram of the cloud game loading method provided by an embodiment of this application;

[0042] Figure 5 Schematic diagram of the memory space layout method provided by an embodiment of this application;

[0043] Figure 6 Schematic flowchart of the virtual memory table update method provided by an embodiment of this application;

[0044] Figure 7 Block diagram of the cloud game loading device provided by an embodiment of this application. Detailed Embodiments

[0045] The following will describe the technical solutions in the embodiments of this application with reference to the drawings in the embodiments of this application.

[0046] Similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. At the same time, in the description of this application, terms such as "first", "second", etc. are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance.

[0047] Figure 1 This is a schematic diagram of the application scenario of the cloud game loading method provided by the embodiments of this application. As Figure 1 shown, this application scenario includes a client 20 and a server 30; the client 20 can be a user terminal such as a mobile phone or a tablet computer equipped with the Android system, and is used to send a cloud game start request to the server 30; the server 30 can be a server, a server cluster or a cloud computing center equipped with a cloud game operation platform, and can start the cloud game in the local Android system according to the cloud game start request.

[0048] As Figure 2 shown, this embodiment provides an electronic device 1, including: at least one processor 11 and a memory 12, Figure 2 Taking one processor 11 as an example. The processor 11 and the memory 12 are connected through a bus 10. The memory 12 stores instructions executable by the processor 11. When the instructions are executed by the processor 11, the electronic device 1 can execute all or part of the processes of the methods in the following embodiments. In one embodiment, the electronic device 1 can be the above-mentioned server 30 and is used to execute the cloud game loading method.

[0049] The memory 12 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (abbreviated as SRAM), electrically erasable programmable read-only memory (abbreviated as EEPROM), erasable programmable read-only memory (abbreviated as EPROM), programmable read-only memory (abbreviated as PROM), read-only memory (abbreviated as ROM), magnetic memory, flash memory, a magnetic disk or an optical disc.

[0050] This application also provides a computer-readable storage medium, and the storage medium stores a computer program, and the computer program can be executed by the processor 11 to complete the cloud game loading method provided by this application.

[0051] See Figure 3 , which is a schematic flowchart of the cloud game loading method provided by an embodiment of this application. As Figure 3 shown, this method may include the following steps 310-step 340.

[0052] Step 310: In response to a start request for a target cloud game, determine the program bit number of the target cloud game.

[0053] Among them, the start request is used to request to start a cloud game. The start request may include a game identifier of the cloud game, and the game identifier is used to indicate a unique game application. The game identifier may be a game name, a pre-allocated game number, etc. The target cloud game is the game application indicated by the game identifier in the start request.

[0054] The server with the cloud game running platform can receive the start request from the user terminal and process the start request through the locally running Android operating system. Here, the server can store the status of virtual pages in the form of a 4-level page table.

[0055] The server can, in response to the start request through the Android operating system, parse out the game identifier from the start request, so as to determine the target cloud game indicated by the game identifier. After determining the target cloud game, the server can determine the program bit width of the target cloud game. Generally, the program bit width can be 32 or 64.

[0056] Step 320: If the program bit width is the first specified bit width, determine the upper limit of the accessible virtual memory corresponding to the target cloud game.

[0057] Among them, the first specified bit width can be 64 bits.

[0058] When the server determines that the program bit width of the target cloud game is the first specified bit width, in order to avoid abnormal operation caused by the game engine of the target cloud game being unable to process high memory addresses, the upper limit of the accessible virtual memory corresponding to the target cloud game can be determined. Here, the upper limit of the accessible virtual memory is the highest memory address that the game engine can process.

[0059] Step 330: Layout the memory space corresponding to the target cloud game according to the upper limit of the accessible virtual memory.

[0060] Step 340: Load the target cloud game in the laid-out memory space.

[0061] After determining the upper limit of the accessible virtual memory, the server can layout the memory space for the target cloud game according to the upper limit of the accessible virtual memory and load the target cloud game in the laid-out memory space.

[0062] Through the above measures, layout the memory space according to the upper limit of the accessible virtual memory that the game engine can process, avoiding the problem that the target cloud game crashes during operation due to the mismatch between the game engine and the memory space. In the case of a high page table level, the server can make full use of the advantage of its own large-capacity hardware memory configuration to achieve a high-load effect, improve the compatibility with the game engine, and significantly reduce the operation cost.

[0063] In one embodiment, when determining the program bit width of the target cloud game, the server can parse the Executable and Linkable Format (ELF) of the target cloud game to obtain the program bit width of the target cloud game. The executable file is used to layout the memory space of the target cloud game, and the header of the executable file records the program bit width of the target cloud game. The server can parse the header of the executable file to obtain the program bit width.

[0064] See Figure 4 , which is a schematic diagram of the loading method of the cloud game provided by an embodiment of this application. As Figure 4 shown, when loading the target cloud game, the server calls the fork system through the Init process of the local Android system to generate a new game process. The server can use the new game process to call the execve function to load the executable file of the target cloud game, thereby completing the layout of the memory space.

[0065] After the memory space is laid out, the new game process becomes the app_process64 process of the Android system. The server can use this app_process64 process to load the Java Virtual Machine (JVM) virtual machine, thereby turning the app_process64 process into the zygote64 process. The server can use the zygote64 process to load the target cloud game in the already laid-out memory space, thereby completing the startup work of the target cloud game.

[0066] In one embodiment, when laying out the memory space of the target cloud game according to the upper limit of accessible virtual memory, the server can determine the first position of the stack in the user space corresponding to the target cloud game and the second position of the executable file in the memory space according to the upper limit of accessible virtual memory.

[0067] Here, the first position is the high address of the stack in the user space of the memory space, that is, the stack address. The second position is the loading address of the executable file in the user space of the memory space.

[0068] After determining the first position and the second position, the server starts to load the executable file at the second position and uses the first position as the high address of the stack, thereby laying out the memory space corresponding to the target cloud game.

[0069] See Figure 5 , which is a schematic diagram of the layout method of the memory space provided by an embodiment of this application. As Figure 5As shown in the figure, when calling the execve function to layout the memory space, the header of the executable file can be parsed to obtain the program bit number of the target cloud game. When the program bit number is 64 bits, the upper limit of accessible virtual memory TASK_SIZE corresponding to the target cloud game can be determined, and the high address of the stack STACK_TOP_MAX and the loading address of the executable file ELF_ET_DYN_BASE can be determined based on the upper limit of accessible virtual memory TASK_SIZE. The server can directly use the upper limit of accessible virtual memory as the high address of the stack, and multiply the upper limit of accessible virtual memory by a preset coefficient to obtain the loading address of the executable file.

[0070] Exemplarily, the upper limit of accessible virtual memory TASK_SIZE is 2^46B, the high address of the stack STACK_TOP_MAX is determined to be 2^46B, the preset coefficient is 2 / 3, and the loading address of the executable file ELF_ET_DYN_BASE = STACK_TOP_MAX * 2 / 3.

[0071] With the kernel space layout of the memory space unchanged, the server can layout the user space based on the high address of the stack and the loading address of the executable file to obtain the memory space. Generally, when the server uses a 4-level page table, the upper limit of accessible virtual memory TASK_SIZE of the memory space is 2^64B, and by restricting it, abnormal operation caused by the game engine's inability to be compatible with high memory addresses can be avoided.

[0072] In one embodiment, when determining the upper limit of accessible virtual memory corresponding to the target cloud game, the server can look up a preset virtual memory table according to the game identifier of the target cloud game.

[0073] Among them, the virtual memory table can include multiple virtual memory table entries, and each virtual memory table entry can include the upper limit of accessible virtual memory corresponding to the game identifier. The virtual memory table is used to record the upper limits of accessible virtual memory supported by the game engines of multiple cloud games.

[0074] After finding the virtual memory table entry where the game identifier of the target cloud game is located, obtain the upper limit of accessible virtual memory from the virtual memory table entry and determine it as the upper limit of accessible virtual memory corresponding to the target cloud game.

[0075] In one embodiment, before determining the upper limit of accessible virtual memory corresponding to the target cloud game, the server can write its corresponding upper limit of accessible virtual memory into the local virtual memory table so that during the subsequent game running stage, the memory space can be laid out through the virtual memory table.

[0076] See Figure 6 , which is a schematic flowchart of the method for updating the virtual memory table provided by an embodiment of the present application, asFigure 6 As shown, the method may include the following steps 610 - step 630.

[0077] Step 610: Obtain the game identifier of the target cloud game and the upper limit of accessible virtual memory corresponding to the game identifier.

[0078] The server can obtain the game identifier of the target cloud game and the upper limit of accessible virtual memory corresponding to the game identifier from local configuration information or an operation background. Exemplarily, when a new game is introduced to the cloud game running platform carried by the server, an operator can configure the game identifier of the new game and the upper limit of accessible virtual memory supported by the game engine of the new game on the server through the operation background.

[0079] Step 620: Construct a virtual memory entry based on the game identifier and the upper limit of accessible virtual memory.

[0080] Step 630: Write the virtual memory entry into the virtual memory table.

[0081] The server can construct a virtual memory entry, write the game identifier and the upper limit of accessible virtual memory into the entry, and write the virtual memory entry into the virtual memory table.

[0082] The server can construct virtual memory table entries for multiple cloud games supported by the cloud game running platform and write them into the virtual memory table. Before running the target cloud game subsequently, the server can look up the table to determine the upper limit of accessible virtual memory supported by the game engine of the target cloud game.

[0083] In one embodiment, in the virtual memory table, the upper limit of accessible virtual memory corresponding to any cloud game may not be accurate. In this case, during the running of the game, a phenomenon of crashing may occur due to the mismatch between the game engine and the memory space.

[0084] After loading the target cloud game into the laid - out memory space, during the running of the target cloud game, the server can monitor it. If abnormal situations such as crashing occur during the running and a specified error message is monitored, the server can adjust the upper limit of accessible virtual memory of the target cloud game in the virtual memory table according to a preset adjustment strategy. Among them, the specified error message indicates that the game engine of the target cloud game cannot adapt to the memory space.

[0085] In one case, the adjustment strategy can be to halve the current upper limit of accessible virtual memory. Exemplarily, the upper limit of accessible virtual memory corresponding to the target cloud game is 2^46B. After monitoring the specified error message, the server can adjust it to 2^45B in the virtual memory table.

[0086] In another case, the adjustment strategy can be to reduce the current upper limit of accessible virtual memory to one-fourth. Exemplarily, the upper limit of accessible virtual memory corresponding to the target cloud game is 2^46B. After detecting the specified error message, the server can adjust it to 2^44B in the virtual memory table.

[0087] In the case where the game engine is not adapted to the memory space, the upper limit of accessible virtual memory in the virtual memory table is adjusted. After several adjustments, the upper limit of accessible virtual memory in the virtual memory table can meet the requirements of the game engine. By this measure, the virtual memory table is updated, thus avoiding the cloud game from always running with errors due to inaccurate accessible virtual memory upper limit.

[0088] In one embodiment, after determining the program bit number of the target cloud game, if the program bit number is the second specified bit number, the server can layout the memory space corresponding to the target cloud game according to the conventional model. Among them, the second specified bit number can be 32 bits.

[0089] When the program bit number of the target cloud game is 32 bits, the server can layout 4GB of memory space for it. After completing the memory space layout, the server can load the 32-bit target cloud game in the memory space.

[0090] Figure 7 It is a loading device for a cloud game according to an embodiment of the present invention, as Figure 7 shown. The device may include:

[0091] A first determination module 710, configured to determine the program bit number of the target cloud game in response to a start request for the target cloud game;

[0092] A second determination module 720, configured to determine the upper limit of accessible virtual memory corresponding to the target cloud game if the program bit number is the first specified bit number;

[0093] A layout module 730, configured to layout the memory space corresponding to the target cloud game according to the upper limit of accessible virtual memory;

[0094] A loading module 740, configured to load the target cloud game in the layout memory space.

[0095] The implementation processes of the functions and roles of each module in the above device are specifically described in the implementation processes of the corresponding steps in the above cloud game loading method, and will not be elaborated here.

[0096] In several embodiments provided in this application, the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions, and operations of devices, methods, and computer program products according to multiple embodiments of this application. In this regard, each block in the flowchart or block diagram may represent a module, a program segment, or a part of code, and a module, a program segment, or a part of code contains one or more executable instructions for implementing the specified logical function. In some alternative implementations, the functions marked in the blocks may occur in a different order than that marked in the accompanying drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram and / or flowchart, as well as the combination of blocks in the block diagram and / or flowchart, can be implemented by a dedicated hardware-based system that performs the specified functions or actions, or can be implemented by a combination of dedicated hardware and computer instructions.

[0097] In addition, the functional modules in each embodiment of this application can be integrated together to form an independent part, or each module can exist alone, or two or more modules can be integrated to form an independent part.

[0098] If the function is implemented in the form of a software functional module and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods in each embodiment of this application. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.

Claims

1. A loading method for cloud games, characterized in that, Including: In response to a startup request for a target cloud game, parsing an executable file of the target cloud game to obtain the program bit number of the target cloud game; If the program bit number is 64 bits, based on the game identifier of the target cloud game, looking up a preset virtual memory table to obtain an accessible virtual memory upper limit corresponding to the game identifier; wherein, the virtual memory table includes multiple virtual memory table entries, and each virtual memory table entry includes an accessible virtual memory upper limit corresponding to the game identifier; Based on the accessible virtual memory upper limit, determining a first position of the user space internal stack corresponding to the target cloud game and a second position of the executable file in the memory space corresponding to the target cloud game; Layout the memory space according to the first position and the second position; Load the target cloud game in the laid-out memory space.

2. The method according to claim 1, wherein Before obtaining the accessible virtual memory upper limit corresponding to the game identifier, the method further includes: Obtaining the game identifier of the target cloud game and the accessible virtual memory upper limit corresponding to the game identifier; Constructing a virtual memory entry based on the game identifier and the accessible virtual memory upper limit; Writing the virtual memory entry into the virtual memory table.

3. The method according to claim 2, characterized in that After loading the target cloud game in the laid-out memory space, the method further includes: During the running of the target cloud game, if a specified error message is monitored, adjusting the accessible virtual memory upper limit of the target cloud game in the virtual memory table according to a preset adjustment strategy; wherein, the specified error message indicates that the game engine of the target cloud game cannot adapt to the memory space.

4. The method according to claim 1, wherein After obtaining the program bit number of the target cloud game, the method further includes: If the program bit number is 32 bits, layout the memory space corresponding to the target cloud game according to a conventional layout mode.

5. A loading device for cloud games, characterized in that, Including: A first determination module, configured to, in response to a startup request for a target cloud game, parse an executable file of the target cloud game to obtain the program bit number of the target cloud game; A second determination module, configured to, if the program bit number is 64 bits, based on the game identifier of the target cloud game, look up a preset virtual memory table to obtain an accessible virtual memory upper limit corresponding to the game identifier; wherein, the virtual memory table includes multiple virtual memory table entries, and each virtual memory table entry includes an accessible virtual memory upper limit corresponding to the game identifier; A layout module, configured to, based on the accessible virtual memory upper limit, determine a first position of the user space internal stack corresponding to the target cloud game and a second position of the executable file in the memory space corresponding to the target cloud game; Layout the memory space according to the first position and the second position; A loading module, configured to load the target cloud game in the laid-out memory space.

6. An electronic device, characterized in that, The electronic device includes: A processor; A memory for storing processor-executable instructions; Wherein, the processor is configured to execute the cloud game loading method according to any one of claims 1-4.

7. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, and the computer program can be executed by a processor to complete the loading method of the cloud game according to any one of claims 1-4.

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