A cloud gaming service system, data processing method and electronic device
By introducing node allocation system and cascade link transmission mechanism into the cloud game service system, the problem of unstable transmission of cloud game data streams in different user areas is solved, and data transmission with higher quality and lower latency is achieved.
Patent Information
- Application Number
- CN202210936455.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-05
- Publication Date
- 2025-08-19
- Estimated Expiration
- 2042-08-05
AI Technical Summary
When the transmission link of cloud game data stream is distributed in different user areas, it is affected by network signals and distance, resulting in unstable transmission quality and increased delay.
The cloud game service system is adopted, including the cloud game server, node allocation system and cloud game client. The access node is allocated to the client through the node allocation system to realize the cascading link transmission of cloud game data flow, and the interaction between the push stream node and the access node is used to improve the stability of the data flow.
It improves the quality of cloud gaming data transmission, reduces transmission delay, and ensures stable transmission of data streams.
Smart Images

Figure CN115253283B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of data processing technology, and in particular to a cloud gaming service system, a data processing method, and an electronic device. Background Art
[0002] Cloud gaming is a gaming technology based on cloud computing. In this mode, all games are run on the server, and the rendered game images are compressed and transmitted to the user via the network. Cloud computing is an internet-based computing method that enables shared hardware and software resources and information to be provided on-demand to computers and other devices.
[0003] In related technologies, cloud gaming can be played by directly linking a user-end device to a cloud gaming server device, which then transmits the cloud gaming data stream to the user-end device in real time via the connected link for playback. In actual applications, there may be a large number of users, with different users distributed in different regions. This results in a large physical distance between the cloud gaming server device and the user-end device, such as across different countries, provinces, and cities. Due to factors such as the network signals of different users and the link quality between the user-end device and the cloud gaming server device, the link for real-time transmission of the cloud gaming data stream may fluctuate, causing instability in the link for transmitting the cloud gaming data stream, affecting the transmission quality and latency of the cloud gaming data stream. Summary of the Invention
[0004] The purpose of the embodiments of the present invention is to provide a cloud gaming service system, a data processing method, and an electronic device to improve the transmission quality of cloud gaming data and reduce transmission latency. The specific technical solutions are as follows:
[0005] In a first aspect of the present invention, a cloud gaming service system is provided. The cloud gaming service system includes a cloud gaming server, a node allocation system, and a cloud gaming client. The cloud gaming server includes a cloud gaming service node, an access node, and a streaming node. The cloud gaming client includes a first player client.
[0006] The first player client is configured to send a cloud game access request to the node allocation system, wherein the cloud game access request carries identification information of the first player client; in response to a cloud game control instruction, send the cloud game control instruction to the first access node; and receive a target cloud game data stream sent by the streaming node, and play a game screen corresponding to the target cloud game data stream;
[0007] The node allocation system is configured to receive the cloud game access request sent by the first player client, and allocate a first access node to the first player client based on the identification information of the first player client;
[0008] The first access node is configured to receive the cloud game control instruction sent by the first player client and forward the cloud game control instruction to the cloud game service node;
[0009] The cloud game service node is configured to receive and respond to the cloud game control instruction and send the target cloud game data stream to the streaming node;
[0010] The streaming node is used to receive the target cloud game data stream and send the target cloud game data stream to the first player client.
[0011] Optionally, the cloud game client further includes: a second player client, and the cloud game server further includes: a transfer node;
[0012] The first player client is further configured to send a joining invitation message to at least one of the second player clients;
[0013] The second player client is configured to receive the joining invitation information and send a joining request to the node allocation system, wherein the joining request carries the identification information of the second player client; send stream acquisition information to the second access node, wherein the stream acquisition information includes the identification information of the target cloud game data stream; and receive the target cloud game data stream sent by the second access node, and play the game screen corresponding to the target cloud game data stream;
[0014] The node allocation system is further configured to receive the joining request sent by the second player client, and allocate a second access node to the second player client based on the identification information of the second player client;
[0015] The second access node is configured to receive the stream acquisition information sent by the second player client, query a routing table to obtain a stream acquisition link corresponding to the stream acquisition information, wherein the routing table includes stream acquisition links for multiple cloud game data streams, and the stream acquisition link corresponding to the stream acquisition information includes identification information of a target transfer node; send the stream acquisition information to a target transfer node corresponding to the identification information of the target transfer node; and receive the target cloud game data stream sent by the target transfer node, and send the target cloud game data stream to the second player client;
[0016] The target transfer node is configured to receive the stream acquisition information and forward the stream acquisition information to the stream pushing node; and receive the target cloud game data stream sent by the stream pushing node and send the target cloud game data stream to the second access node;
[0017] The streaming node is further configured to receive the streaming information and send the target cloud game data stream corresponding to the streaming information to the target transfer node.
[0018] Optionally, the target cloud game data stream is a real-time audio and video communication data stream; the cloud game client further includes a spectator client;
[0019] The push stream node is further configured to convert the real-time audio and video communication data stream into a real-time messaging protocol data stream, and to send the real-time messaging protocol data stream to a content distribution network node;
[0020] The spectator client is used to obtain the real-time messaging protocol data stream from the content distribution network node and play the game screen corresponding to the real-time messaging protocol data stream.
[0021] Optionally, the first player client is further configured to respond to a cloud game operation instruction by sending the cloud game operation instruction to the first access node; and receive response data sent by the first access node, and play a game screen corresponding to the response data;
[0022] The first access node is further configured to receive the cloud game operation instruction, send the cloud game operation instruction to the streaming node using the stream control transmission protocol, receive the response data sent by the streaming node, and send the response data to the first player client;
[0023] The streaming node is further configured to receive the cloud gaming operation instruction and forward the cloud gaming operation instruction to the cloud gaming service node via the stream control transmission protocol; and receive response data fed back by the cloud gaming service node and send the response data to the first access node;
[0024] The cloud game service node is further configured to receive and respond to the cloud game operation instruction, and send the response data corresponding to the cloud game operation instruction to the streaming node.
[0025] Optionally, the identification information of the first player client is Internet Protocol address information of the first player client;
[0026] The node allocation system is specifically used to receive the cloud game access request sent by the first player client, and allocate a first access node to the first player client based on the Internet Protocol address information of the first player client.
[0027] Optionally, the node allocation system is specifically configured to:
[0028] Receive the cloud game access request sent by the first player client, and based on the Internet Protocol address information of the first player client, allocate the first access node that is closest to the first player client, or allocate the first access node whose distance is less than a preset threshold to the first player client.
[0029] Optionally, the identification information of the second player client is Internet Protocol address information of the second player client;
[0030] The node allocation system is specifically configured to receive the joining request sent by the second player client, and based on the Internet Protocol address information of the second player client, allocate the second access node closest to the second player client, or allocate the second access node whose distance is less than a preset threshold to the second player client.
[0031] In a second aspect of the present invention, a data processing method is provided, which is applied to a cloud gaming service end of a cloud gaming service system, wherein the cloud gaming service end includes a cloud gaming service node, an access node, and a streaming node; the cloud gaming service system further includes a node allocation system and a cloud gaming client, wherein the cloud gaming client includes a first player client, and the method includes:
[0032] The first access node receives the cloud game control instruction sent by the first player client and forwards the cloud game control instruction to the cloud game service node; wherein the first access node is: the access node assigned to the first player client by the node allocation system after receiving the cloud game access request sent by the first player client based on the identification information of the first player client included in the cloud game access request;
[0033] The cloud game service node receives and responds to the cloud game control instruction, and sends the target cloud game data stream to the streaming node;
[0034] The streaming node receives the target cloud game data stream and sends the target cloud game data stream to the first player client, so that the first player client plays the game screen corresponding to the target cloud game data stream.
[0035] Optionally, the cloud game server further includes a transfer node, the cloud game client further includes a second player client, and the method further includes:
[0036] The second access node receives the flow information sent by the second player client, queries the routing table to obtain the flow link corresponding to the flow information, the flow information includes the identification information of the target cloud game data flow, the routing table includes the flow links of multiple cloud game data flows, and the flow link corresponding to the flow information includes the identification information of the target transfer node; and sends the flow information to the target transfer node corresponding to the identification information of the target transfer node; the second access node is: after receiving the joining request, the node allocation system allocates the access node to the second player client based on the identification information of the second player client included in the joining request; the joining request is: after the second player client receives the joining invitation information sent by the first player client, the second player client sends to the node allocation system a request for accessing the cloud game;
[0037] The target transfer node receives the stream fetching information and sends the stream fetching information to the stream pushing node;
[0038] The push node receives the stream information and sends the target cloud game data stream corresponding to the stream information to the target transfer node;
[0039] The target transfer node receives the target cloud game data stream and forwards the target cloud game data stream to the second access node;
[0040] The second access node receives the target cloud game data stream and sends the target cloud game data stream to the second player client, so that the second player client plays the game screen corresponding to the target cloud game data stream.
[0041] Optionally, the target cloud game data stream is a real-time audio and video communication data stream, and the cloud game client further includes a spectator client; the method further includes:
[0042] The streaming node converts the real-time audio and video communication data stream into a real-time messaging protocol data stream, and sends the real-time messaging protocol data stream to a content distribution network node, so that the spectator client obtains the real-time messaging protocol data stream from the content distribution network node and plays the game screen corresponding to the real-time messaging protocol data stream.
[0043] Optionally, the method further includes:
[0044] The first access node receives the cloud game operation instruction sent by the first player client, and sends the cloud game operation instruction to the streaming node using the stream control transmission protocol;
[0045] The streaming node receives the cloud game operation instruction and forwards the cloud game operation instruction to the cloud game service node through the stream control transmission protocol;
[0046] The cloud game service node receives and responds to the cloud game operation instruction, and sends the response data corresponding to the cloud game operation instruction to the streaming node;
[0047] The streaming node receives the response data fed back by the cloud gaming service node, and sends the response data to the first access node;
[0048] The first access node receives the response data sent by the streaming node, and sends the response data to the first player client, so that the first player client plays the game screen corresponding to the response data.
[0049] Optionally, the identification information of the first player client is the Internet Protocol address information of the first player client; the first access node is: after the node allocation system receives the cloud game access request sent by the first player client, based on the Internet Protocol address information of the first player client, the access node closest to the first player client is allocated to the first player client, or the access node allocated to the first player client is less than a preset threshold.
[0050] Optionally, the identification information of the second player client is the Internet Protocol address information of the second player client; the second access node is: the closest access node assigned to the second player client by the node allocation system based on the Internet Protocol address information of the second player client after receiving the joining request sent by the second player client, or the second access node assigned to the second player client with a distance less than a preset threshold.
[0051] In another aspect of the present invention, an electronic device is provided, comprising a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other via the communication bus;
[0052] Memory for storing computer programs;
[0053] The processor is configured to implement any of the above-mentioned data processing methods when executing a program stored in the memory.
[0054] In another aspect of the present invention, a computer-readable storage medium is provided, wherein a computer program is stored in the computer-readable storage medium, and when the computer program is executed by a processor, any of the above-mentioned data processing methods is implemented.
[0055] In another aspect of the present invention, a computer program product comprising instructions is provided, which, when executed on a computer, enables the computer to execute any of the above-mentioned data processing methods.
[0056] The embodiment of the present invention provides a cloud gaming service system, a data processing method, and an electronic device. After receiving a cloud gaming access request from a first player client, the node allocation system allocates a first access node to the first player client. After receiving a cloud gaming control instruction from the first player client, the first access node forwards it to the cloud gaming service node. The cloud gaming service node responds to the cloud gaming control instruction and sends the response result - the target cloud gaming data stream - to the push node. The push node then sends the target cloud gaming data stream to the first player client, and the first player client plays the game screen corresponding to the target cloud gaming data stream. In this process, the first player client interacts with the cloud gaming service node through the first access node allocated to it by the node allocation system, sends a cloud gaming control instruction to the cloud gaming service node, and then the cloud gaming service node feeds back the target cloud gaming data stream to the first player client via the push node, so that the target cloud gaming data stream is transmitted through the cascade link between the nodes. Compared with the existing connection link for direct interaction between the player client and the cloud gaming service node, the transmission link of the cloud gaming data stream is more stable, thereby improving the transmission quality of the cloud gaming data transmission and reducing the transmission delay. BRIEF DESCRIPTION OF THE DRAWINGS
[0057] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for describing the embodiments or the prior art.
[0058] Figure 1 This is a schematic diagram of the structure of a cloud gaming service system according to an embodiment of the present invention;
[0059] Figure 2 This is a schematic diagram of the structure of another cloud gaming service system according to an embodiment of the present invention;
[0060] Figure 3 This is a schematic diagram of an interaction of a cloud gaming service system according to an embodiment of the present invention;
[0061] Figure 4 Schematic diagram of a data processing method according to an embodiment of the present invention;
[0062] Figure 5A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0063] The technical solutions in the embodiments of the present invention will be described below with reference to the accompanying drawings in the embodiments of the present invention.
[0064] In order to improve the transmission quality of cloud gaming data and reduce transmission delay, an embodiment of the present invention provides a cloud gaming service system, a data processing method, and an electronic device. An embodiment of the present invention provides a cloud gaming service system, which includes a cloud gaming service end, a node allocation system, and a cloud gaming client. The cloud gaming service end includes a cloud gaming service node, an access node, and a streaming node. The cloud gaming client includes a first player client. The first player client is configured to send a cloud gaming access request to the node allocation system, wherein the cloud gaming access request carries identification information of the first player client. In response to a cloud gaming control instruction, the cloud gaming control instruction is sent to the first access node. The target cloud gaming data stream sent by the streaming node is received, and a game screen corresponding to the target cloud gaming data stream is played. The node allocation system is configured to receive the cloud gaming access request sent by the first player client, and based on the identification information of the first player client, the first access node is configured to receive the cloud gaming control instruction sent by the first player client, and forward the cloud gaming control instruction to the cloud gaming service node. The cloud gaming service node is configured to receive and respond to the cloud gaming control instruction, and send the target cloud gaming data stream to the streaming node. The streaming node is configured to receive the target cloud gaming data stream and send the target cloud gaming data stream to the first player client.
[0065] An embodiment of the present invention provides a cloud gaming service system, in which a node allocation system allocates a first access node to the first player client after receiving a cloud gaming access request sent by a first player client. The first access node forwards the cloud gaming control instruction sent by the first player client to the cloud gaming service node after receiving the cloud gaming control instruction sent by the first player client. The cloud gaming service node responds to the cloud gaming control instruction and sends the response result - the target cloud gaming data stream - to the streaming node. The streaming node then sends the target cloud gaming data stream to the first player client, and the first player client plays the game screen corresponding to the target cloud gaming data stream. In this process, the first player client interacts with the cloud gaming service node through the first access node allocated to it by the node allocation system, sends cloud gaming control instructions to the cloud gaming service node, and then the cloud gaming service node feeds back the target cloud gaming data stream to the first player client via the streaming node, so that the target cloud gaming data stream is transmitted through the cascade link between the nodes. Compared with the existing connection link for direct interaction between the player client and the cloud gaming service node, the transmission link of the cloud gaming data stream is more stable, thereby improving the transmission quality of the cloud gaming data transmission and reducing the transmission delay.
[0066] The following is a detailed description. Figure 1 A cloud gaming service system is provided in an embodiment of the present invention. The cloud gaming service system 100 includes: a cloud gaming server 110, a node allocation system 120 and a cloud gaming client 130. The cloud gaming server 110 may include: an access node 111, a cloud gaming service node 112, and a streaming node 113. The cloud gaming client 130 may include a first player client 131.
[0067] Among them, the cloud game server 110 can be a system or server for running cloud games, the cloud game client 130 can be a user terminal device, etc., and the cloud game client 130 can include multiple player clients. The node allocation system 120 can be a separate scheduling device or module, etc. In one example, the node allocation system 120 is an SFU (Selective Forwarding Unit) node allocation system. The cloud game service node 112, the access node 111 and the streaming node 113 can be separate devices or modules, or they can be service programs or processes in the cloud game server 110. In one example, the cloud game service node 112 can be a cloud phone or virtual machine virtualized by the cloud game manufacturer for running cloud games, and the streaming node 113 can be a streaming SFU node.
[0068] The first player client 131 is used to send a cloud game access request to the node allocation system 120 , where the cloud game access request carries identification information of the first player client 131 .
[0069] The node allocation system 120 is used to receive a cloud game access request sent by the first player client 131 and allocate a first access node to the first player client 131 based on the identification information of the first player client 131.
[0070] The first player client 131 is further configured to respond to the cloud game control instruction and send the cloud game control instruction to the first access node;
[0071] The first access node is configured to receive a cloud game control instruction sent by the first player client 131 and forward the cloud game control instruction to the cloud game service node 112;
[0072] The cloud game service node 112 is used to receive and respond to cloud game control instructions and send the target cloud game data stream to the push node 113;
[0073] The streaming node 113 is configured to receive the target cloud game data stream and send the target cloud game data stream to the first player client 131;
[0074] The first player client 131 is also used to receive the target cloud game data stream sent by the streaming node 113 and play the game screen corresponding to the target cloud game data stream.
[0075] When a cloud game player needs to access a cloud game, he sends a cloud game access request to the node allocation system 120 through the first player client 131. The cloud game access request carries the identification information of the first player client 131, so that the node allocation system 120 can allocate an access node to the cloud game player.
[0076] After receiving the cloud game access request sent by the first player client 131, the node allocation system 120 allocates a first access node ( Figure 1 access node 111).
[0077] In one possible implementation, the identification information of the first player client 131 may be the IP (Internet Protocol) address information of the first player client 131. Accordingly, the node allocation system 120 may be configured to receive a cloud gaming access request from the first player client 131 and, based on the IP address information of the first player client 131, allocate a first access node to the first player client 131.
[0078] When the identification information of the first player client 131 is the IP address information of the first player client 131 , the IP address information can represent the physical location of the first player client 131 , and the node allocation system 120 can allocate a reasonable access node to the first player client 131 based on the physical location of the first player client 131 .
[0079] In one possible implementation, the node allocation system 120 may be specifically used to: receive a cloud gaming access request sent by a first player client 131, and based on the IP address information of the first player client 131, allocate the first access node closest to the first player client 131, or allocate the first access node whose distance is less than a preset threshold to the first player client 131.
[0080] The node allocation system 120 may allocate the access node closest to the first player client 131 as the first access node to the first player client 131 based on the IP address information of the first player client 131, or may allocate the access node whose physical distance to the first player client 131 is less than a preset threshold as the first access node to the first player client 131. Preferably, the first access node may be an edge SFU access node, and the preset threshold may be set according to actual needs.
[0081] After node allocation system 120 assigns a first access node to first player client 131, first player client 131 can access the cloud game through the first access node. In response to a user's cloud game control command, first player client 131 sends the cloud game control command to the first access node, which then forwards the cloud game control command to cloud game service node 112. For example, the cloud game control command may be a command for a user to log in, register, or load a cloud game.
[0082] The cloud gaming service node 112 receives the cloud gaming control instruction forwarded by the first access node, responds to the cloud gaming control instruction, and sends the response result (the target cloud gaming data stream) to the streaming node 113. The streaming node 113 receives the target cloud gaming data stream, performs streaming processing on the target cloud gaming data stream, and forwards it to the first player client 131. The first player client 131 then plays the game screen corresponding to the target cloud gaming data stream.
[0083] In a possible implementation, the target cloud game data stream can be transmitted between the cloud game service node 112 and the streaming node 113 through the intranet to achieve rapid acquisition of the target cloud game data stream.
[0084] In one possible implementation, when the first access node assigned by the node allocation system 120 to the first player client 131 coincides with the streaming node 113, the streaming node 113 may directly forward the target cloud game data stream to the first player client 131 after receiving it. When the first access node assigned by the node allocation system 120 to the first player client 131 does not coincide with the streaming node 113, the streaming node 113 may forward the target cloud game data stream to the first access node after receiving it, and the first access node then forwards it to the first player client 131.
[0085] In one possible implementation, the target cloud game data stream may be an RTC (Real Time Communication) data stream. Using the RTC data stream may reduce the delay of the target cloud game data stream and reduce data jams.
[0086] An embodiment of the present invention provides a cloud gaming service system, in which a node allocation system allocates a first access node to the first player client after receiving a cloud gaming access request sent by a first player client. The first access node forwards the cloud gaming control instruction sent by the first player client to the cloud gaming service node after receiving the cloud gaming control instruction sent by the first player client. The cloud gaming service node responds to the cloud gaming control instruction and sends the response result - the target cloud gaming data stream - to the streaming node. The streaming node then sends the target cloud gaming data stream to the first player client, and the first player client plays the game screen corresponding to the target cloud gaming data stream. In this process, the first player client interacts with the cloud gaming service node through the first access node allocated to it by the node allocation system, sends cloud gaming control instructions to the cloud gaming service node, and then the cloud gaming service node feeds back the target cloud gaming data stream to the first player client via the streaming node, so that the target cloud gaming data stream is transmitted through the cascade link between the nodes. Compared with the existing connection link for direct interaction between the player client and the cloud gaming service node, the transmission link of the cloud gaming data stream is more stable, thereby improving the transmission quality of the cloud gaming data transmission and reducing the transmission delay.
[0087] In a possible implementation, in a scenario where multiple people participate in a cloud game, Figure 2 As shown, the above-mentioned cloud game client 130 may further include: a second player client 132 , and the cloud game server 110 may further include: a transfer node 114 .
[0088] In this embodiment of the present invention, to distinguish between cloud game players and invited players, the first player client 131 is used as the player client that initiates the invitation to join, and the player client that receives the invitation to join is used as the second player client 132. Any player client can be a cloud game player or an invited player.
[0089] The transfer node 114 is similar to the cloud gaming service node 112, access node 111, and streaming node 113, and can be a separate device or module, or a service program or process in the cloud gaming server 110. In one example, the transfer node 114 can be a transfer SFU node.
[0090] The first player client 131 is further configured to send a joining invitation message to at least one second player client 132 .
[0091] A cloud game player can invite other players to join the same cloud game for interaction. Specifically, the inviting cloud game player can send a join invitation message to one or more second player clients 132 via the first player client 131. The join invitation message can include a link containing information related to the target cloud game data stream requested by the first player client 131. For example, the join invitation message can include a link containing the cloud game room number where the first player client 131 is located or the identification information of the target cloud game data stream.
[0092] The second player client 132 is configured to receive the joining invitation information and send a joining request to the node allocation system 120 . The joining request carries identification information of the second player client 132 .
[0093] After receiving the joining invitation information sent by the first player client 131, the second player client 132 sends a joining request to the node allocation system 120. The joining request carries the identification information of the second player client 132 so that the node allocation system 120 can allocate an access node for it.
[0094] The node allocation system 120 is further configured to receive a joining request sent by the second player client 132, and allocate a second access node ( Figure 2 access node 111).
[0095] In one possible implementation, the identification information of the second player client 132 is the IP address information of the second player client 132; accordingly, the node allocation system 120 is specifically configured to receive a join request sent by the second player client 132, and based on the IP address information of the second player client 132, allocate the second access node that is closest to the second player client 132, or allocate the second access node that is closer than a preset threshold to the second player client 132.
[0096] The identification information of second player client 132 is the IP address information of second player client 132, which can represent the physical location of second player client 132. Based on the IP address information of second player client 132, node allocation system 120 can allocate the access node closest to second player client 132 as the second access node to second player client 132, or allocate the access node whose physical distance from second player client 132 is less than a preset threshold as the second access node to second player client 132. Preferably, the second access node can be an edge SFU access node, and the preset threshold can be set according to actual needs.
[0097] After the node allocation system 120 allocates the second access node to the second player client 132, the second player client 132 is further configured to send stream acquisition information to the second access node, where the stream acquisition information includes identification information of the target cloud game data stream.
[0098] After the node allocation system 120 allocates the nearest second access node to the second player client 132, the second player client 132 sends stream acquisition information to the second access node. The stream acquisition information may include identification information of the target cloud game data stream or information such as the cloud game room number, so that the second player client 132 can obtain the same target cloud game data stream as the first player client 131.
[0099] Furthermore, the second access node is configured to receive the stream acquisition information sent by the second player client 132, query the routing table to obtain the stream acquisition link corresponding to the stream acquisition information, and transmit the stream acquisition information to the target transfer node corresponding to the identification information of the target transfer node. The routing table includes stream acquisition links for multiple cloud gaming data streams, and the stream acquisition link corresponding to the stream acquisition information includes the identification information of the target transfer node.
[0100] The cloud gaming server 110 may also include a routing service node ( Figure 2 (not shown in the figure), the routing service node can be a separate module or process, etc. The routing service node maintains a routing table in real time. The routing table can contain stream links for multiple cloud game data streams, and the routing table can also be updated in real time according to the addition of players to the cloud game service system 100.
[0101] In one example, after the second access node receives the stream information sent by the second player client 132, it can first query whether the target cloud game data stream exists in the second access node based on the identification information of the target cloud game data stream contained in the stream information. If it exists, the second player client 132 can directly obtain and play the game screen corresponding to the target cloud game data stream from the second access node. If it does not exist, the routing table is queried to obtain the stream link corresponding to the stream information. The stream link corresponding to the stream information contains the identification information of the target transfer node, and then the target transfer node ( Figure 2 The transit node 114) pulls the target cloud game data stream.
[0102] The target transfer node is used to receive the stream information and send the stream information to the push node 113;
[0103] The streaming node 113 is also used to receive streaming information and send the target cloud game data stream corresponding to the streaming information to the target transfer node.
[0104] The target transfer node is also used to receive the target cloud game data stream sent by the push node 113 and send the target cloud game data stream to the second access node.
[0105] The second access node is also used to receive the target cloud game data stream sent by the target transfer node, and send the target cloud game data stream to the second player client 132.
[0106] The second player client 132 is also used to receive the target cloud game data stream sent by the second access node and play the game screen corresponding to the target cloud game data stream.
[0107] The target transfer node forwards the stream acquisition information of the second player client 132 and forwards the stream acquisition information to the push node 113. The push node 113 stores the target cloud game data stream pushed to the push node 113 by the cloud game service node 112. The target cloud game data stream is the data stream corresponding to the cloud game control instruction of the cloud game service node 112 in response to the first player client 131. The target transfer node then pulls the target cloud game data stream from the push node 113 and forwards the pulled target cloud game data stream to the second access node. The second access node forwards the target cloud game data stream to the second player client 132, and the second player client 132 plays the game screen corresponding to the target cloud game data stream.
[0108] In an embodiment of the present invention, a first player client can invite at least one second player client to interact with the same cloud game to realize multi-player cloud game interaction. During the multi-player cloud game interaction, the node allocation system allocates an access point nearby to each invited player client, and further pulls the target cloud game data stream through the access node allocated to the invited player client. During the process of pulling the target cloud game data stream, data cascade forwarding is supported between the nodes on the transmission link, so that the transmission link of the target cloud game data stream is more stable than the connection link between the player client directly and the cloud game service node, thereby improving the transmission quality of the cloud game data transmission and reducing the transmission delay.
[0109] In a possible implementation, the cloud gaming client 130 may further include a viewing client, and the streaming node 113 may further be used to convert the RTC data stream into an RTMP (Real Time Messaging Protocol) data stream, and send the RTMP data stream to a CDN (Content Delivery Network) node.
[0110] When the streaming node 113 obtains the RTC data stream (that is, the target cloud game data stream) pushed by the cloud game service node 112, it can perform real-time stream processing on the RTC data stream, convert the RTC data stream into an RTMP data stream, and send the RTMP data stream to the CDN node, so that in scenarios such as live broadcast, the cloud game client can obtain and broadcast the game screen corresponding to the target cloud game data stream from the CDN node.
[0111] The spectator client is used to obtain the RTMP data stream from the CDN node and play the game screen corresponding to the RTMP data stream.
[0112] The viewing client can be the client where the user watching the cloud game is located in the cloud game live broadcast scene. The viewing client pulls the RTMP data stream from the CDN node. The RTMP data stream is the target cloud game data stream corresponding to the cloud game controlled by the player client. The viewing client plays the game screen corresponding to the RTMP data stream to watch the cloud game in which the player client participates.
[0113] In an embodiment of the present invention, the streaming node can push the target cloud game data stream to the access node closest to the player client, so that the player client can obtain and play the game screen corresponding to the target cloud game data stream from the access node; it can also convert the target cloud game data stream into an RTMP data stream and send it to the CDN node, so that the spectator client in live broadcast and other scenarios can obtain and broadcast the game screen corresponding to the target cloud game data stream from the CDN node, realizing multiple cloud game operation modes.
[0114] In a possible implementation, the first player client 131 may also be configured to respond to a cloud game operation instruction and send the cloud game operation instruction to the first access node.
[0115] The first access node is also used to receive cloud game operation instructions and send the cloud game operation instructions to the streaming node 113 using the stream control transmission protocol.
[0116] The streaming node 113 is also used to receive cloud game operation instructions and forward the cloud game operation instructions to the cloud game service node 112 through the stream control transmission protocol.
[0117] The cloud game service node 112 is also used to receive and respond to cloud game operation instructions, and send response data corresponding to the cloud game operation instructions to the streaming node 113.
[0118] The streaming node 113 is also used to receive response data fed back by the cloud gaming service node 112 and send the response data to the first access node.
[0119] The first access node is further configured to receive response data sent by the streaming node and send the response data to the first player client 131 .
[0120] The first player client 131 is further configured to receive the response data sent by the first access node and play the game screen corresponding to the response data.
[0121] After the first player client 131 obtains and plays the game screen corresponding to the target cloud game data stream, the user can control the cloud game through the first player client 131, such as clicking, dragging, and other operations on props, characters, and other objects in the game screen. The first player client 131 responds to the cloud game operation instruction and sends the cloud game operation instruction to the push stream node 113 through the first access node using the SCTP (Stream Control Transmission Protocol) protocol. After receiving the cloud game operation instruction, the push stream node 113 forwards the cloud game operation instruction to the cloud game service node 112 through the SCTP protocol, so that the cloud game service node 112 responds to the cloud game operation instruction, and feeds back the response data corresponding to the cloud game operation instruction to the push stream node 113, and further forwards it to the first access node. The first access node then forwards the response data to the first player client 131, and the first player client 131 plays the game screen corresponding to the response data.
[0122] In one example, the response data of the cloud gaming service node 112 to the cloud gaming operation instruction is also transmitted via the SCTP protocol. Specifically, when data is transmitted between nodes, the cloud gaming operation instruction or the response data of the cloud gaming operation instruction can be placed in the SCTP protocol for transmission to achieve reliable data transmission.
[0123] In an example, when the streaming node 113 and the first access node coincide with each other, the streaming node 113 may directly forward the response data to the first player client 131 after receiving the response data.
[0124] Similarly, the user of the invited player client can also perform similar operations as the user of the above-mentioned player client to obtain and play the game screen corresponding to the response data forwarded by the relay node from the second access node.
[0125] In an embodiment of the present invention, users can control cloud games, and the cloud game service node can respond to the user's cloud game operation instructions, and forward the response data corresponding to the cloud game operation instructions to the access node closest to the player client through the streaming node, so that the player client can obtain and play the game screen corresponding to the response data from the access node. The cloud game operation instructions are transmitted in the SCTP protocol, realizing reliable data transmission.
[0126] For example, Figure 3 As shown, the cloud game service node can be a cloud phone, and the cloud game client (i.e., the player client) allocates the system ( Figure 3 The SFU node allocation system receives the cloud game access request and allocates the nearest access node ( Figure 3 (not shown). The player client responds to the cloud game control command by sending it to the cloud phone via the access node. The cloud phone responds to the cloud game control command by sending the target cloud game data stream to the streaming SFU node. The streaming SFU node receives the target cloud game data stream and sends it to the player client. The player client then plays the game screen corresponding to the target cloud game data stream. The target cloud game data stream is an RTC data stream, and the cloud game control command and the target cloud game data stream are transmitted via the SCTP protocol.
[0127] The player client can also send a request to at least one invited cloud game client (i.e., the invited player client, Figure 3The invited player client receives the invitation information and sends a joining request to the SFU node allocation system. The SFU node allocation system receives the joining request and allocates the nearest access node to the invited player client based on the identification information of the invited player client carried in the joining request. The invited player client sends the flow information to the nearest access node corresponding to it. After receiving the flow information, the nearest access node queries the routing table to obtain the flow link corresponding to the flow information, and sends the flow information to the target transfer node ( Figure 3 The target transfer node receives the stream information and sends the stream information to the push SFU node. The push SFU node receives the stream information and sends the target cloud game data stream corresponding to the stream information to the target transfer node. The target transfer node sends the target cloud game data stream to the nearest access node corresponding to the invited player client, and then the nearest access node forwards it to the invited player client. The invited player client plays the game screen corresponding to the target cloud game data stream. Among them, the joining invitation information, joining request, stream information and target cloud game data stream can all be transmitted through the SCTP protocol.
[0128] The push stream SFU node can also convert the RTC data stream into RTMP data stream and send the RTMP data stream to the CDN node, and then the viewing client ( Figure 3 (not shown) can obtain RTMP data stream from the CDN node and play the game screen corresponding to the RTMP data stream to achieve live broadcast of cloud games, etc.
[0129] After the player client obtains and plays the game screen corresponding to the target cloud game data stream, the user can control the cloud game through the player client. The player client responds to the cloud game operation instruction and sends the cloud game operation instruction to the push stream SFU node through the access node closest to it. After receiving the cloud game operation instruction, the push stream SFU node forwards the cloud game operation instruction to the cloud phone so that the cloud phone responds to the cloud game operation instruction, and feeds back the response data corresponding to the cloud game operation instruction to the push stream SFU node, and further forwards it to the access node closest to the player client. The access node closest to the player client then forwards the response data to the player client, and the player client plays the game screen corresponding to the response data. Similarly, after the invited player client obtains and plays the game screen corresponding to the target cloud game data stream, it can also control the cloud game. The difference is that the cloud game operation instruction of the invited player client needs to be transferred through the transfer SFU node. The rest of the interaction process is similar to that of the player client, and the embodiments of the present invention will not be repeated here.
[0130] Corresponding to the above system embodiments, the embodiments of the present invention also provide corresponding method embodiments.
[0131] like Figure 4 As shown, an embodiment of the present invention provides a data processing method, which is applied to a cloud gaming service end of a cloud gaming service system. The cloud gaming service end includes: a cloud gaming service node, an access node, and a streaming node; the cloud gaming service system also includes: a node allocation system and a cloud gaming client, and the cloud gaming client includes a first player client. The method includes:
[0132] S401: A first access node receives a cloud game control instruction sent by a first player client, and forwards the cloud game control instruction to a cloud game service node.
[0133] The first access node is: after receiving the cloud game access request sent by the first player client, the node allocation system allocates the access node to the first player client based on the identification information of the first player client included in the cloud game access request;
[0134] S402, the cloud game service node receives and responds to the cloud game control instruction, and sends the target cloud game data stream to the push node.
[0135] S403, the streaming node receives the target cloud game data stream, and sends the target cloud game data stream to the first player client, so that the first player client plays the game screen corresponding to the target cloud game data stream.
[0136] An embodiment of the present invention provides a data processing method, in which a node allocation system allocates a first access node to the first player client after receiving a cloud game access request sent by a first player client, and the first access node forwards the cloud game control instruction sent by the first player client to the cloud game service node after receiving the cloud game control instruction sent by the first player client. The cloud game service node responds to the cloud game control instruction and sends the response result - the target cloud game data stream to the push node. The push node then sends the target cloud game data stream to the first player client, and the first player client plays the game screen corresponding to the target cloud game data stream. In this process, the first player client interacts with the cloud game service node through the first access node allocated to it by the node allocation system, sends cloud game control instructions to the cloud game service node, and then the cloud game service node feeds back the target cloud game data stream to the first player client via the push node, so that the target cloud game data stream is transmitted through the cascade link between the nodes. Compared with the existing connection link for direct interaction between the player client and the cloud game service node, the transmission link of the cloud game data stream is more stable, thereby improving the transmission quality of the cloud game data transmission and reducing the transmission delay.
[0137] In a possible implementation, the cloud gaming server further includes a transfer node, the cloud gaming client further includes a second player client, and the method further includes:
[0138] The second access node receives the flow information sent by the second player client, queries the routing table to obtain the flow link corresponding to the flow information, the flow information includes the identification information of the target cloud game data flow, the routing table includes the flow links of multiple cloud game data flows, and the flow link corresponding to the flow information includes the identification information of the target transfer node; and sends the flow information to the target transfer node corresponding to the identification information of the target transfer node; the second access node is: after receiving the joining request, the node allocation system allocates the access node to the second player client based on the identification information of the second player client included in the joining request; the joining request is: after the second player client receives the joining invitation information sent by the first player client, it sends a request for accessing the cloud game to the node allocation system;
[0139] The target transfer node receives the flow information and sends it to the push node;
[0140] The push node receives the stream information and sends the target cloud game data stream corresponding to the stream information to the target transfer node;
[0141] The target transfer node receives the target cloud game data stream and forwards the target cloud game data stream to the second access node;
[0142] The second access node receives the target cloud game data stream and sends the target cloud game data stream to the second player client, so that the second player client plays the game screen corresponding to the target cloud game data stream.
[0143] In one possible implementation, the target cloud gaming data stream is a real-time audio and video communication data stream, and the cloud gaming client further includes a spectator client; and the method further includes:
[0144] The streaming node converts the real-time audio and video communication data stream into a real-time messaging protocol data stream, and sends the real-time messaging protocol data stream to the content distribution network node, so that the spectator client can obtain the real-time messaging protocol data stream from the content distribution network node and play the game screen corresponding to the real-time messaging protocol data stream.
[0145] In a possible implementation, the above method further includes:
[0146] The first access node receives the cloud game operation instruction sent by the first player client, and sends the cloud game operation instruction to the streaming node using the stream control transmission protocol;
[0147] The push node receives the cloud game operation instructions and forwards the cloud game operation instructions to the cloud game service node through the stream control transmission protocol;
[0148] The cloud game service node receives and responds to the cloud game operation instructions, and sends the response data corresponding to the cloud game operation instructions to the streaming node;
[0149] The streaming node receives the response data fed back by the cloud gaming service node and sends the response data to the first access node;
[0150] The first access node receives the response data sent by the streaming node, and sends the response data to the first player client, so that the first player client plays the game screen corresponding to the response data.
[0151] In a possible embodiment, the identification information of the first player client is the Internet Protocol address information of the first player client, and the first access node is: after the node allocation system receives the cloud game access request sent by the first player client, based on the Internet Protocol address information of the first player client, the node allocation system allocates the nearest access node to the first player client, or allocates an access node to the first player client with a distance less than a preset threshold.
[0152] In one possible implementation, the identification information of the second player client is the Internet Protocol address information of the second player client; and the second access node is: the closest access node assigned to the second player client by the node allocation system based on the Internet Protocol address information of the second player client after receiving the join request sent by the second player client, or the second access node assigned to the second player client with a distance less than a preset threshold.
[0153] The embodiment of the present invention further provides an electronic device, such as Figure 5 As shown, it includes a processor 501, a communication interface 502, a memory 503 and a communication bus 504, wherein the processor 501, the communication interface 502, and the memory 503 communicate with each other through the communication bus 504.
[0154] Memory 503, used for storing computer programs;
[0155] The processor 501 is configured to implement any of the steps of the above-mentioned data processing method when executing the program stored in the memory 503 to achieve the same technical effect.
[0156] The communication bus mentioned in the terminal can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus. This communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is used in the figure, but this does not mean that there is only one bus or only one type of bus.
[0157] The communication interface is used for communication between the above terminal and other devices.
[0158] The memory may include random access memory (RAM) or non-volatile memory, such as at least one disk storage. Alternatively, the memory may be at least one storage device located away from the processor.
[0159] The above-mentioned processor can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, and discrete hardware components.
[0160] In another embodiment provided by the present invention, a computer-readable storage medium is also provided, in which a computer program is stored. When the computer program is executed by a processor, the steps of the data processing method described in any of the above embodiments are implemented to achieve the same technical effect.
[0161] In another embodiment provided by the present invention, a computer program product containing instructions is also provided. When the computer program product is run on a computer, the computer executes the steps of the data processing method described in any of the above embodiments to achieve the same technical effect.
[0162] In the above embodiments, all or part of the embodiments can be implemented by software, hardware, firmware, or any combination thereof. When implemented using software, all or part of the embodiments can be implemented in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, all or part of the processes or functions described in the embodiments of the present invention are generated. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions can be transmitted from one website, computer, server, or data center to another website, computer, server, or data center via a wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) method. The computer-readable storage medium can be any available medium that can be accessed by a computer or a data storage device such as a server or data center that includes one or more available media. The available medium can be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive (SSD)).
[0163] It should be noted that, in this document, relational terms such as first and second, etc., are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply the existence of any such actual relationship or order between these entities or operations. Moreover, the terms "comprises," "comprising," or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article, or device comprising a series of elements includes not only those elements, but also other elements not explicitly listed, or elements inherent to such process, method, article, or device. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or device comprising the element.
[0164] Each embodiment in this specification is described in a related manner. Similar portions between the various embodiments can be referenced to each other. Each embodiment focuses on the differences between the other embodiments. In particular, the method / electronic device embodiments are generally similar to the system embodiments, so their description is relatively simple. For related portions, refer to the description of the system embodiments.
[0165] The above description is only a preferred embodiment of the present invention and is not intended to limit the scope of protection of the present invention. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present invention are included in the scope of protection of the present invention.
Claims
1. A cloud gaming service system, characterized in that: The cloud game service system includes a cloud game server, a node allocation system, and a cloud game client. The cloud game server includes: a cloud game service node, an access node, and a streaming node. The cloud game client includes a first player client. The first player client is configured to send a cloud game access request to the node allocation system, wherein the cloud game access request carries identification information of the first player client; in response to a cloud game control instruction, send the cloud game control instruction to the first access node; and receive a target cloud game data stream sent by the streaming node, and play a game screen corresponding to the target cloud game data stream; The node allocation system is configured to receive the cloud game access request sent by the first player client, and allocate a first access node to the first player client based on the identification information of the first player client; The first access node is configured to receive the cloud game control instruction sent by the first player client and forward the cloud game control instruction to the cloud game service node; The cloud game service node is configured to receive and respond to the cloud game control instruction and send the target cloud game data stream to the streaming node; The streaming node is configured to receive the target cloud game data stream and send the target cloud game data stream to the first player client; The cloud game client further includes: a second player client, and the cloud game server further includes: a transfer node; The first player client is further configured to send a joining invitation message to at least one of the second player clients; The second player client is configured to receive the joining invitation information and send a joining request to the node allocation system, wherein the joining request carries the identification information of the second player client; send stream acquisition information to the second access node, wherein the stream acquisition information includes the identification information of the target cloud game data stream; and receive the target cloud game data stream sent by the second access node, and play the game screen corresponding to the target cloud game data stream; The node allocation system is further configured to receive the joining request sent by the second player client, and allocate a second access node to the second player client based on the identification information of the second player client; The second access node is configured to receive the stream acquisition information sent by the second player client, query a routing table to obtain a stream acquisition link corresponding to the stream acquisition information, wherein the routing table includes stream acquisition links for multiple cloud game data streams, and the stream acquisition link corresponding to the stream acquisition information includes identification information of a target transfer node; send the stream acquisition information to a target transfer node corresponding to the identification information of the target transfer node; and receive the target cloud game data stream sent by the target transfer node, and send the target cloud game data stream to the second player client; The target transfer node is configured to receive the stream acquisition information and forward the stream acquisition information to the stream pushing node; and receive the target cloud game data stream sent by the stream pushing node and send the target cloud game data stream to the second access node; The streaming node is further configured to receive the streaming information and send the target cloud game data stream corresponding to the streaming information to the target transfer node.
2. The system according to claim 1, wherein: The target cloud game data stream is a real-time audio and video communication data stream; the cloud game client also includes a spectator client; The push stream node is further configured to convert the real-time audio and video communication data stream into a real-time messaging protocol data stream, and to send the real-time messaging protocol data stream to a content distribution network node; The spectator client is used to obtain the real-time messaging protocol data stream from the content distribution network node and play the game screen corresponding to the real-time messaging protocol data stream.
3. The system according to claim 1, wherein: The first player client is further configured to respond to a cloud game operation instruction by sending the cloud game operation instruction to the first access node; and receive response data sent by the first access node and play a game screen corresponding to the response data; The first access node is further configured to receive the cloud game operation instruction, send the cloud game operation instruction to the streaming node using the stream control transmission protocol, receive the response data sent by the streaming node, and send the response data to the first player client; The streaming node is further configured to receive the cloud game operation instruction and forward the cloud game operation instruction to the cloud game service node via the stream control transmission protocol; and receiving response data fed back by the cloud gaming service node, and sending the response data to the first access node; The cloud game service node is further configured to receive and respond to the cloud game operation instruction, and send the response data corresponding to the cloud game operation instruction to the streaming node.
4. The system according to claim 1, wherein: The identification information of the first player client is the Internet Protocol address information of the first player client; The node allocation system is specifically used to receive the cloud game access request sent by the first player client, and allocate a first access node to the first player client based on the Internet Protocol address information of the first player client.
5. The system according to claim 4, characterized in that The node allocation system is specifically used for: Receive the cloud game access request sent by the first player client, and based on the Internet Protocol address information of the first player client, allocate the first access node that is closest to the first player client, or allocate the first access node whose distance is less than a preset threshold to the first player client.
6. The system according to claim 1, wherein: The identification information of the second player client is the Internet Protocol address information of the second player client; The node allocation system is specifically configured to receive the joining request sent by the second player client, and based on the Internet Protocol address information of the second player client, allocate the second access node closest to the second player client, or allocate the second access node whose distance is less than a preset threshold to the second player client.
7. A data processing method, characterized in that: A cloud gaming service end is applied to a cloud gaming service system, the cloud gaming service end including: a cloud gaming service node, an access node, and a streaming node; the cloud gaming service system further includes: a node allocation system and a cloud gaming client, the cloud gaming client including a first player client, and the method includes: The first access node receives the cloud game control instruction sent by the first player client and forwards the cloud game control instruction to the cloud game service node; wherein the first access node is: the access node assigned to the first player client by the node allocation system after receiving the cloud game access request sent by the first player client based on the identification information of the first player client included in the cloud game access request; The cloud game service node receives and responds to the cloud game control instruction, and sends the target cloud game data stream to the streaming node; The streaming node receives the target cloud game data stream and sends the target cloud game data stream to the first player client, so that the first player client plays the game screen corresponding to the target cloud game data stream; The cloud game server further includes a transfer node, the cloud game client further includes a second player client, and the method further includes: The second access node receives the flow information sent by the second player client, queries the routing table to obtain the flow link corresponding to the flow information, the flow information includes the identification information of the target cloud game data flow, the routing table includes the flow links of multiple cloud game data flows, and the flow link corresponding to the flow information includes the identification information of the target transfer node; and sends the flow information to the target transfer node corresponding to the identification information of the target transfer node; the second access node is: after receiving the joining request, the node allocation system allocates the access node to the second player client based on the identification information of the second player client included in the joining request; the joining request is: after the second player client receives the joining invitation information sent by the first player client, the second player client sends to the node allocation system a request for accessing the cloud game; The target transfer node receives the stream fetching information and sends the stream fetching information to the stream pushing node; The push node receives the stream information and sends the target cloud game data stream corresponding to the stream information to the target transfer node; The target transfer node receives the target cloud game data stream and forwards the target cloud game data stream to the second access node; The second access node receives the target cloud game data stream and sends the target cloud game data stream to the second player client, so that the second player client plays the game screen corresponding to the target cloud game data stream.
8. The method according to claim 7, characterized in that The target cloud game data stream is a real-time audio and video communication data stream, and the cloud game client also includes a spectator client; the method further includes: The streaming node converts the real-time audio and video communication data stream into a real-time messaging protocol data stream, and sends the real-time messaging protocol data stream to a content distribution network node, so that the spectator client obtains the real-time messaging protocol data stream from the content distribution network node and plays the game screen corresponding to the real-time messaging protocol data stream.
9. The method according to claim 7, characterized in that The method further comprises: The first access node receives the cloud game operation instruction sent by the first player client, and sends the cloud game operation instruction to the streaming node using the stream control transmission protocol; The streaming node receives the cloud game operation instruction and forwards the cloud game operation instruction to the cloud game service node through the stream control transmission protocol; The cloud game service node receives and responds to the cloud game operation instruction, and sends the response data corresponding to the cloud game operation instruction to the streaming node; The streaming node receives the response data fed back by the cloud gaming service node, and sends the response data to the first access node; The first access node receives the response data sent by the streaming node, and sends the response data to the first player client, so that the first player client plays the game screen corresponding to the response data.
10. An electronic device, characterized in that: It includes a processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory communicate with each other via the communication bus; Memory for storing computer programs; A processor, configured to implement the method steps described in any one of claims 7 to 9 when executing a program stored in a memory.
11. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method steps described in any one of claims 7 to 9 are implemented.
Citation Information
Patent Citations
Cloud game live broadcast interaction method and system
CN112153394A
Cloud game control method, device and system and electronic equipment
CN113996065A
Video interaction live broadcast method and system
CN114422863A