Cloud game operation method, device, equipment and computer-readable storage medium
By using idle high-performance end devices in cloud games to create game instances for low-performance non-end devices, and backing up and restoring device pairs, the problem of game lag in cloud games is solved and the user experience is improved.
Patent Information
- Application Number
- CN202111249250.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-26
- Publication Date
- 2025-03-04
- Estimated Expiration
- 2041-10-26
AI Technical Summary
In the operating mode of existing cloud games, since all games are running in remote data centers, the video traffic is large and the transmission delay is high, causing serious game lag, affecting the user's gaming experience.
By detecting whether there is an idle end device in the location group where the non-end device is located, if so, the end device is commanded to create a game instance for the non-end device, and set the end device and the non-end device as a pair of device pairs, and backup and restore the game instance on the non-end device based on the device.
This method can reduce the amount of data between the cloud game server and the client, reduce communication delay, improve game lag, and improve user experience.
Smart Images

Figure CN114028806B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of cloud gaming, and in particular to a method, device, equipment and computer-readable storage medium for running cloud gaming. Background Art
[0002] With the rapid development of cloud computing, cloud gaming is gradually emerging as a form of game operation. Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing technology.
[0003] The current operation mode of cloud games is: the cloud game management system on the cloud game platform is mainly responsible for receiving game requests from users from the cloud game client, starting the game instance in the game front-end cluster, compressing the game instance running video, and then sending the video stream to the cloud game client on the user's game device, which decodes and plays the video, and continuously detects and collects the user's operation instructions on the video playback interface, and forwards the instructions to the game instance. Among them, the game front-end cluster refers to the server cluster that runs the game instance. The game back-end cluster refers to the server cluster deployed by the server program of the game application.
[0004] However, since all games are run in remote data centers, the video traffic is large and the transmission delay is high, resulting in serious game lags and the inability to conduct smooth real-time game interactions, affecting the user's gaming experience. Summary of the invention
[0005] The present invention provides a method, device, equipment and computer-readable storage medium for running a cloud game, aiming to solve the technical problem of serious game freeze during the running of the cloud game.
[0006] To achieve the above object, the present invention provides a method for running a cloud game, which comprises the following steps:
[0007] When there is a non-end device that has not created a game instance, detecting whether there is an end device in an idle state in the position group where the non-end device is located;
[0008] If there is an idle end device in the position group where the non-end device is located, command the end device to create a game instance for the non-end device;
[0009] The end device and the non-end device are set as a pair of devices, and the game instance on the non-end device is backed up based on the device pair.
[0010] Optionally, if there is no end device in an idle state, detecting whether there is an edge server within a preset range of the non-end device;
[0011] If there is an edge server within the preset range of the non-end device, instruct the edge server to create a game instance for the non-end device;
[0012] Optionally, if there is no edge server within a preset range of the non-end device, a game instance is created for the non-end device on a cloud server.
[0013] Optionally, an information backup instruction is issued to the end device in the device pair, a game instance of the non-end device fed back by the end device based on the information backup instruction is received, and the game instance is stored and backed up.
[0014] Optionally, if it is detected that the end device in the device pair changes from an online state to an offline state, determining a target non-end device corresponding to the end device in the offline state;
[0015] Determine a target game instance backup corresponding to a target non-end device in the cloud server, and control the cloud server to restore the game instance of the non-end device according to the target game instance backup, or control the cloud server to send the target game instance backup to an edge server, and control the edge server to restore the game instance of the non-end device according to the target game instance backup.
[0016] Optionally, instructing the terminal device to render and compress the game screen in the game instance of the non-terminal device;
[0017] Instructing the terminal device to send the compressed game screen to the non-terminal device;
[0018] Receive a game instruction sent by the non-end device, and forward the game instruction to the end device.
[0019] Optionally, receiving a game request sent by a user device;
[0020] According to the game request, user devices with Internet Protocol addresses within a preset area are arranged into a same location group.
[0021] To achieve the above-mentioned purpose, the present application also proposes a cloud game operation device, which includes a detection module, an interaction module and a pairing module; the detection module is used to detect whether there is an idle terminal device in the position group where the non-terminal device is located if there is a non-terminal device that has not created a game instance; the interaction module is used to command the terminal device to create a game instance for the non-terminal device if there is an idle terminal device in the position group where the non-terminal device is located; the pairing module is used to set the terminal device and the non-terminal device as a pair of devices, and back up the game instance on the non-terminal device based on the device pair.
[0022] To achieve the above-mentioned purpose, the present application also proposes a cloud game running device, which includes a memory, a processor, and a cloud game running program stored in the memory and executable on the processor. When the cloud game running program is executed by the processor, the cloud game running method is implemented.
[0023] To achieve the above objectives, the present application also proposes a computer-readable storage medium, on which a cloud game running program is stored, and when the cloud game running program is executed by a processor, the cloud game running method is implemented.
[0024] In the technical solution of the present invention, after detecting the existence of a non-end device that has not created a game instance, it is necessary to detect whether there is an idle end device near the non-end device. If an idle end device is detected, the end device is commanded to create a game instance for the non-end device, and the end device and the non-end device are set as a pair of devices. However, the prior art in this field is that all games are run on servers in remote data centers. Therefore, compared with the prior art, the present invention uses end devices with higher application performance to collaborate with cloud game servers to deploy game instances for low-performance non-end devices. In this way, the amount of data between the cloud game server and the client can be reduced, thereby achieving the purpose of reducing communication delays, improving game freezes, and improving user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on the structures shown in these drawings without paying creative work.
[0026] Figure 1 This is a schematic diagram of the module structure of a method for running a cloud game according to an embodiment of the present invention;
[0027] Figure 2 This is a flow chart of a method for running a cloud game according to an embodiment of the present invention;
[0028] Figure 3 This is a module structure diagram of a method for running a cloud game according to an embodiment of the present invention;
[0029] Figure 4 A schematic diagram of a scenario of a method for running a cloud game according to an embodiment of the present invention. DETAILED DESCRIPTION
[0030] It should be understood that the specific embodiments described herein are only used to explain the present invention, and are not used to limit the present invention.
[0031] Please refer to Figure 1 , Figure 1 Schematic diagram of the hardware structure of the cloud game running device provided in each embodiment of the present invention. The cloud game running device includes an execution module 01, a memory 02, a processor 03, a battery system and other components. Those skilled in the art can understand that Figure 1 The device shown in the figure may also include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently. The processor 03 is connected to the memory 02 and the execution module 01 respectively, and the memory 02 stores the running program of the cloud game, and the running program of the cloud game is executed by the processor 03 at the same time.
[0032] The execution module 01 can set the end device and the non-end device as a device pair, create a game instance for the non-end device on the end device based on the device pair, and back up and restore the game instance on the non-end device, and feed back the above information to the processor 03.
[0033] The memory 02 can be used to store software programs and various data. The memory 02 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, at least one application required for a function, etc.; the data storage area can store data or information created according to the use of the IoT terminal, etc. In addition, the memory 02 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.
[0034] Processor 03 is the control center of the processing platform. It uses various interfaces and lines to connect various parts of the entire IoT terminal. By running or executing software programs and / or modules stored in memory 02, and calling data stored in memory 02, it executes various functions of the IoT terminal and processes data, thereby monitoring the running equipment of the cloud game as a whole. Processor 03 may include one or more processing units; preferably, processor 03 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communications. It is understandable that the above-mentioned modem processor may not be integrated into processor 03.
[0035] Those skilled in the art will understand that Figure 1 The cloud gaming operating device structure shown in the figure does not constitute a limitation on the device and may include more or fewer components than shown in the figure, or a combination of certain components, or a different arrangement of components.
[0036] Based on the above hardware structure, various embodiments of the method of the present invention are proposed.
[0037] Reference Figure 2 In a first embodiment of a method for running a cloud game of the present invention, the method for running a cloud game includes:
[0038] Step S100, when there is a non-end device that has not created a game instance, detecting whether there is an end device in an idle state in the position group where the non-end device is located;
[0039] With the rapid development of cloud computing, cloud gaming is gradually emerging as a form of game operation. Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing technology.
[0040] The operating mode of existing cloud games is: all games are run on the server of the cloud game service end. After the user logs in through the client of the game device, the server will compress the rendered game screen and transmit it to the user through the network. On the client side, the user's game device does not need any high-end processors and graphics cards, only basic video decompression capabilities are required. However, since all games are run in remote data centers, the data transmission flow is large and the latency is high, which can easily cause serious game freezes and affect the user's gaming experience. In order to improve this game freeze phenomenon, the present application proposes a method for a terminal device with higher application performance to collaborate with a cloud game server to deploy game instances for low-performance non-terminal devices.
[0041] Specifically, when the cloud game management system receives a game request from a group of game users through the client, it will determine whether there are non-end devices in the client of this group of game users that have not created a game instance; if there are no non-end devices that have not created a game instance, it will continue to determine whether there are end devices that have not created a game instance; if there are non-end devices that have not created a game instance, it is necessary to create game instances for these non-end devices in order to start the game. Among them, the end device is a user device with high performance and installed with the game client, and the non-end device is a user device with low performance and no game client installed.
[0042] In this embodiment, when the cloud game management system detects the existence of non-end devices that have not created game instances, it is necessary to create game instances for these non-end devices in order to start the game. However, unlike the prior art, the present application does not directly deploy game instances for non-end devices on the server of the cloud game service end, but detects whether there are end devices in an idle state in the same position group of the non-end devices; wherein the position group is set by the cloud game management system. When the cloud game management system receives a game request from a group of game users through the client, it will set the user devices with similar IP (Internet Protocol) addresses to the same position group, which is specifically set by those skilled in the art according to preset rules and can be adjusted in real time according to specific needs. The end devices in an idle state are end devices that are not deploying game instances for other non-end devices. In addition, when the cloud game management system does not detect the existence of non-end devices that have not created game instances, it continues to determine whether there are end devices that have not created game instances. If it is detected that there are no end devices that have not created game instances, a link is established and the game is started.
[0043] Step S200, if there is an idle end device in the position group where the non-end device is located, command the end device to create a game instance for the non-end device;
[0044] In this embodiment, if the cloud game management system detects that there is an idle terminal device in the location group where the non-terminal device is located, the terminal device is ordered to create a game instance for the non-terminal device that has not created a game instance. The performance of the terminal device is relatively high, so its own game instance and a game instance of a non-terminal device can be run on the terminal device at the same time; and because the terminal device and the non-terminal device are in the same location group, the positions of the two are relatively close, and the information transmission between them is more delayed and resource-saving; at the same time, using high-performance user devices to run instances for low-performance devices also reduces the cost of cloud game data equipment. Among them, the same location group is set by technicians in this field according to the IP address of the user device. Those skilled in the art will divide devices in the same network segment or adjacent network segments into the same location group according to the device IP address.
[0045] Step S300: The terminal device and the non-terminal device are set as a device pair, and the game instance on the non-terminal device is backed up based on the device pair.
[0046] In this embodiment, after the game instance is successfully created, the end device and the non-end device are set as a pair of device pairs. Among them, the device pair is a pairing relationship between the end device and the non-end device set in advance by a person skilled in the art according to a preset rule, and can be adjusted in real time according to specific needs. In some embodiments, if the cloud game management system detects that there is an idle end device in the position group where the non-end device is located, the end device is commanded to create a game instance for the non-end device that has not created a game instance, and after the game instance is successfully created, the end device and the non-end device are set as a pair of device pairs; in other embodiments, if the cloud game management system detects that there are multiple idle end devices in the position group where the non-end device is located, one is selected from multiple idle end devices according to the preset pairing rule, and the selected end device is commanded to create a game instance for the non-end device that has not created a game instance, and after the game instance is successfully created, the end device and the non-end device are set as a pair of device pairs. Among them, the preset pairing rule is preset by a person skilled in the art, and can be adjusted in real time according to specific needs. The preset pairing rule can be to randomly select one from multiple idle end devices, or to select one of the multiple idle end devices with the closest IP address to the non-end device. In addition, if the cloud game management system does not detect that there is an idle end device in the location group where the non-end device is located, a game instance is deployed for the non-end device on the server of the cloud game service end.
[0047] Compared with the prior art, the present invention uses a higher-performance end device to deploy a game instance for a lower-performance non-end device, and forms the end device and the non-end device into a device pair. Since the IP addresses of the end device and the non-end device in the device pair are very close, data transmission between the end device and the non-end device can save resources and reduce communication delays, thereby improving game stuttering and enhancing user experience.
[0048] Further, based on the first embodiment of the present solution, in another embodiment of the present solution, the step of detecting whether there is an end device in an idle state in the same position group of the non-end device includes:
[0049] If there is no end device in an idle state, detecting whether there is an edge server within a preset range of the non-end device;
[0050] If there is an edge server within the preset range of the non-end device, the edge server is commanded to create a game instance for the non-end device.
[0051] In one embodiment, the step of detecting whether there is an edge server within a preset range of the non-end device includes:
[0052] If there is no edge server within the preset range of the non-end device, a game instance is created for the non-end device on the cloud server.
[0053] In this embodiment, if the cloud game management system does not detect that there is an idle terminal device in the location group where the non-terminal device is located, it continues to detect whether there is an edge server within the preset range of the non-terminal device; if it is detected that there is an edge server within the preset range of the non-terminal device, the edge server is commanded to create a game instance for this non-terminal device; if no edge server is detected within the preset range of the non-terminal device, a game instance is created directly on the cloud server for the non-terminal device. Specifically, an edge server is usually a group of servers that perform a single function. Like a cloud server, an edge server can provide users with a channel to enter the network and the function of interacting with other server devices. Compared with cloud servers, many edge servers are located closer to user devices. Therefore, transferring the game instance from the cloud server to the edge server can also improve processing efficiency, reduce the load of the cloud server, and reduce the delay of video transmission. However, if there is no edge server within the preset range of the non-terminal device, a game instance can only be created on the cloud server for the non-terminal device to ensure that the game can proceed normally. Among them, the preset range is the range threshold set in advance by technical personnel in this field according to preset rules. It is better to set the game instance of the non-end device on the edge server within the preset range than to set it on the cloud server. In this way, it can be ensured that each non-end device can create a game instance to ensure the smooth operation of the game.
[0054] In one embodiment, the steps of the cloud game operation method further include:
[0055] Determine whether there is a terminal device that has not created a game instance;
[0056] If there is a terminal device that has not created a game instance, a game instance is created for it on the terminal device.
[0057] In this embodiment, the game can only be started smoothly after all user devices have created game instances. Therefore, after all non-end devices have created game instances, it is necessary to determine whether there are end devices that have not created game instances. If there are no end devices that have not created game instances, the game will be started directly. If there are end devices that have not created game instances, a game instance will be created for itself on the end device. Since the end device is a high-performance user device, it can not only deploy game instances for low-performance user devices, but also run its own game instances at the same time. Therefore, the end device can deploy and run game instances without the help of edge servers or cloud servers. The game can only be started after confirming that all end devices and non-end devices have created game instances. Therefore, by creating game instances for all end devices and non-end devices, the smooth progress of the game can be guaranteed. In some embodiments, the connection method between the end device, non-end device, edge server and cloud server is as follows: Figure 4 shown.
[0058] In one embodiment, after creating game instances for all end devices and non-end devices of a group of user devices, the cloud server establishes a communication link for the devices of the group of game instances; and starts all game instances in the same group of game instances.
[0059] In this embodiment, after confirming that all end devices and non-end devices have created game instances, the cloud game management system establishes communication links for all devices that support the same group of game instances, and starts all game instances in the same group of game instances. Among them, the devices that support the same group of game instances are end devices, non-end devices, cloud servers and edge servers that support the same group of game instances. Specifically, whether it is a MOBA (Multiplayer Online Battle Aren) game or an MMOG (Massive (Massively) Multiplayer Online Game, Massively Multiplayer Online) game, players will be divided into many different groups, where the game instances of the same group of players are the same group of game instances, and the game progress is shared between the same group of game instances. Devices running the same group of game instances will frequently interact with data. In a game, only when all devices in the same group of game instances have established communication links can all game instances in the group be started to start the game.
[0060] In one embodiment, the step of backing up the game instance on the non-end device based on the device pair includes:
[0061] An information backup instruction is issued to the end device in the device pair, a game instance of the non-end device fed back by the end device based on the information backup instruction is received, and storage and backup of the game instance are performed.
[0062] In this embodiment, after starting the game instance, the cloud game management system will also periodically issue information backup instructions to the end devices in all device pairs, so that the end devices in all device pairs periodically upload the game instances of the non-end devices running on them to the cloud game management system, and the cloud game management system receives and stores these game instances, thereby backing up the game instances of the non-end devices. In addition, after starting the game instance, the cloud game management system will also issue instructions to enable the end devices and non-end devices in all device pairs to interact with each other, so as to achieve the purpose of collaboratively running the game instances on the non-end devices. By backing up the game instances of the non-end devices, the game instances can be restored for the non-end devices when the end devices in the device pairs are offline, thereby ensuring the user's gaming experience.
[0063] In one embodiment, the step of receiving the game instance of the non-end device fed back by the end device based on the information backup instruction and storing and backing up the game instance includes:
[0064] If it is detected that the end device in the device pair changes from an online state to an offline state, determining a target non-end device corresponding to the end device in the offline state;
[0065] Determine a target game instance backup corresponding to a target non-end device in the cloud server, and control the cloud server to restore the game instance of the non-end device according to the target game instance backup, or control the cloud server to send the target game instance backup to an edge server, and control the edge server to restore the game instance of the non-end device according to the target game instance backup.
[0066] In this embodiment, during the operation of the game instance, in addition to backing up the game instance of the non-end device and controlling the same device to interact with the end device and the non-end device, the cloud game management system will also periodically detect the operation of the device pair; if it is detected that the end device in the device pair is offline, the cloud game management system will use the stored game instance backup of the non-end device to restore the game instance for the non-end device on the cloud server or edge server closest to the non-end device. In addition, when the cloud game management system detects that the non-end device has a high communication delay, causing the game of the non-end device to often freeze, the cloud game management system will also use the stored game instance backup of the non-end device to restore the game instance for the non-end device on the cloud server or edge server closest to the non-end device. In this way, the game instance of the non-end device can be guaranteed to proceed smoothly, and the running device of the game instance can be replaced in time when the game often freezes, so as to ensure the user's gaming experience.
[0067] In one embodiment, the step of setting the end device and the non-end device as a device pair includes:
[0068] Instructing the terminal device to render and compress the game screen in the game instance of the non-terminal device;
[0069] Instructing the terminal device to send the compressed game screen to the non-terminal device;
[0070] Receive a game instruction sent by the non-end device, and forward the game instruction to the end device.
[0071] In this embodiment, in order to ensure the smooth operation of the game instance on the non-end device, the end device and the non-end device in each device pair need to interact frequently, and the cloud game management system is responsible for controlling the interaction process. During the interaction process, since the game instance on the actual non-end device runs on the end device, and the user needs to see the game screen of the game instance on the non-end device, the game management system will command the end device in the device pair to transmit the game screen in the game instance of the non-end device to the non-end device. In order to reduce the amount of data transmission and reduce the video transmission delay, the game management system will command the end device to render and compress the game screen in the game instance of the non-end device, and send the compressed game screen to the end device in the form of a compressed file package. After the non-end device receives the compressed game screen, it will decompress the received compressed file package and play the decompressed game screen on the display screen. The user operates according to the game screen on the display screen to issue game instructions. The cloud game management system will continuously detect the user's operation instructions on the game screen playback interface and forward the game instructions to the end device so that the user can play the game normally.
[0072] In one embodiment, the step of when there is a non-end device that has not created a game instance includes:
[0073] Receiving a game request sent by a user device;
[0074] According to the game request, user devices with Internet Protocol addresses within a preset area are arranged into a same location group.
[0075] In this embodiment, after the cloud game management system receives a game request sent by a group of user devices, it will check the IP (Internet Protocol) addresses and device performance of these user devices, and set the user devices with higher performance and downloaded game clients as end devices, and set the user devices with lower performance as non-end devices. In addition, the cloud game management system will also set user devices with similar Internet Protocol addresses to the same location group. Among them, the preset area is a prerequisite for the same location group set in advance by technicians in this field according to preset rules. By setting the location group, it is possible to quickly find and match the adapted end devices and non-end devices, simplifying the device pair setting process and improving the operating efficiency.
[0076] like Figure 3 As shown, the present invention further proposes a cloud game running device, the cloud game running device comprising:
[0077] A determination module A10 is used to determine whether there is a non-end device that has not created a game instance;
[0078] The detection module A20 is used to detect whether there is an idle terminal device in the position group where the non-terminal device is located when there is a non-terminal device that has not created a game instance;
[0079] The pairing module A30 is used to instruct the end device to create a game instance for the non-end device and set the end device and the non-end device as a pair of devices when there is an end device in an idle state in the position group where the non-end device is located.
[0080] Optionally, the detection module A20 is used for:
[0081] If there is no end device in an idle state, detecting whether there is an edge server within a preset range of the non-end device;
[0082] If there is an edge server near the non-end device, instruct the edge server to create a game instance for the non-end device;
[0083] If there is no edge server near the non-end device, a game instance is created for the non-end device on the cloud server.
[0084] Optionally, the pairing module A30 is used for:
[0085] Establish communication links for devices in the same group of game instances;
[0086] Start all game instances in the same group of game instances.
[0087] Optionally, the pairing module A30 is used for:
[0088] issuing an information backup instruction to the end device in the device pair, and receiving and storing the game instance of the non-end device sent by the end device;
[0089] The end device and the non-end device in the device pair are controlled to cooperate in running the game instance on the non-end device.
[0090] Optionally, the pairing module A30 is used for:
[0091] Instructing the terminal device to render and compress the game screen in the game instance of the non-terminal device;
[0092] Instructing the terminal device to send the compressed game screen to the non-terminal device;
[0093] Receive a game instruction sent by the non-end device, and forward the game instruction to the end device.
[0094] Optionally, the pairing module A30 is used for:
[0095] Periodically detecting the operation status of the device pair;
[0096] If the end device in the device pair is offline, query the non-end device in the same device pair as the end device;
[0097] The game instance of the non-end device is backed up using the cloud server or edge server closest to the non-end device to restore the game instance for the non-end device.
[0098] Optionally, the determination module A10 is used to:
[0099] Receiving a game request sent by a user device;
[0100] Group external user devices with similar Internet Protocol addresses into co-location groups.
[0101] Among them, the steps implemented by each functional module of the cloud game running device can refer to the various embodiments of the cloud game running method of the present invention, and will not be repeated here.
[0102] The present invention also proposes a device, comprising a memory, a processor, and a cloud game running program stored in the memory and executable on the processor, wherein the cloud game running program is used to execute the methods described in various embodiments of the present invention.
[0103] The present invention also provides a computer-readable storage medium on which a running program of a cloud game is stored. The computer-readable storage medium includes a computer-readable computer-readable storage medium, and the computer-readable computer-readable storage medium may be Figure 1The memory may also be at least one of a ROM (Read-Only Memory) / RAM (Random Access Memory), a magnetic disk, and an optical disk. The computer-readable storage medium includes a number of instructions for enabling an Internet of Things terminal device with a processor (which may be a mobile phone, a computer, a server, an Internet of Things terminal, or a network device, etc.) to execute the methods described in the various embodiments of the present invention.
[0104] In the present invention, the terms "first", "second", "third", "fourth" and "fifth" are used for descriptive purposes only and are not to be understood as indicating or implying relative importance. For ordinary technicians in this field, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0105] In the description of this specification, the description with reference to the terms "one embodiment", "some embodiments", "example", "specific example", or "some examples" etc. means that the specific features, structures, materials or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present invention. In this specification, the schematic representations of the above terms do not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials or characteristics described may be combined in any one or more embodiments or examples in a suitable manner. In addition, those skilled in the art may combine and combine the different embodiments or examples described in this specification and the features of the different embodiments or examples, without contradiction.
[0106] Although the embodiments of the present invention have been shown and described above, the scope of protection of the present invention is not limited thereto. It is understood that the above embodiments are exemplary and cannot be understood as limiting the present invention. A person of ordinary skill in the art can change, modify and replace the above embodiments within the scope of the present invention, and these changes, modifications and replacements should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention shall be subject to the scope of protection of the claims.
Claims
1. A method for running a cloud game, characterized in that: The method comprises the following steps: When there is a non-end device that has not created a game instance, it is detected whether there is an end device in an idle state in the position group where the non-end device is located; wherein the end device is a user device with higher performance and a game client installed, and the non-end device is a user device with lower performance and no game client installed; If there is an idle end device in the position group where the non-end device is located, command the end device to create a game instance for the non-end device for which no game instance has been created; The end device and the non-end device are set as a pair of devices, and the game instance on the non-end device is backed up based on the device pair.
2. The method for running a cloud game according to claim 1, wherein: After the step of detecting whether there is an end device in an idle state in the position group where the non-end device is located, the following steps are included: If there is no end device in an idle state, detecting whether there is an edge server within a preset range of the non-end device; If there is an edge server within the preset range of the non-end device, the edge server is commanded to create a game instance for the non-end device.
3. The method for running a cloud game as claimed in claim 2, characterized in that: After the step of detecting whether there is an edge server within the preset range of the non-end device, the following steps are included: If there is no edge server within the preset range of the non-end device, a game instance is created for the non-end device on the cloud server.
4. The method for running a cloud game according to claim 1, wherein: The step of backing up the game instance on the non-end device based on the device pair comprises: An information backup instruction is issued to the end device in the device pair, a game instance of the non-end device fed back by the end device based on the information backup instruction is received, and storage and backup of the game instance are performed.
5. The method for running a cloud game according to claim 4, wherein: The step of receiving the game instance of the non-end device fed back by the end device based on the information backup instruction and storing and backing up the game instance includes: If it is detected that the end device in the device pair changes from an online state to an offline state, determining a target non-end device corresponding to the end device in the offline state; Determine a target game instance backup corresponding to a target non-end device in a cloud server, and control the cloud server to restore the game instance of the non-end device according to the target game instance backup, or control the cloud server to send the target game instance backup to an edge server, and control the edge server to restore the game instance of the non-end device according to the target game instance backup.
6. The method for running a cloud game according to claim 1, wherein: The step of setting the end device and the non-end device as a pair of devices comprises: Instructing the terminal device to render and compress the game screen in the game instance of the non-terminal device; Instructing the terminal device to send the compressed game screen to the non-terminal device; Receive a game instruction sent by the non-end device, and forward the game instruction to the end device.
7. The cloud game operation method according to claim 1, characterized in that: The step of when there is a non-end device for which a game instance has not been created includes: Receiving a game request sent by a user device; According to the game request, user devices with Internet Protocol addresses within a preset area are arranged into a same location group.
8. A cloud game operation device, characterized in that: The cloud game operation device includes: A detection module, for detecting whether there is an idle end device in the position group where the non-end device is located if there is a non-end device that has not created a game instance; wherein an end device is a user device with high performance and a game client installed, and a non-end device is a user device with low performance and no game client installed; An interaction module, configured to instruct the terminal device to create a game instance for the non-terminal device that has not created a game instance, if there is an idle terminal device in the position group where the non-terminal device is located; The pairing module is used to set the end device and the non-end device as a pair of devices, and back up the game instance on the non-end device based on the device pair.
9. A cloud game running device, characterized in that: It includes a memory, a processor, and a cloud game running program stored in the memory and executable on the processor, wherein the cloud game running program, when executed by the processor, implements the steps of the cloud game running method as described in any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a cloud game running program, and when the cloud game running program is executed by the processor, the steps of the cloud game running method as described in any one of claims 1 to 7 are implemented.
Citation Information
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