Game data processing method and device, cloud game system and electronic equipment
By employing container technology and separating multimedia distribution servers and control input proxy servers in the cloud gaming system, the problem of high hardware and network resources in cloud gaming has been solved, achieving cost-effectiveness and improved user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2021-08-17
- Publication Date
- 2026-06-26
Smart Images

Figure CN115703008B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of cloud gaming technology, and more specifically, to a game data processing method and apparatus, a cloud gaming system, and an electronic device. Background Technology
[0002] Cloud gaming is an online gaming technology based on cloud computing. The game client does not run on the user's gaming terminal but on a cloud server. The cloud server renders the game scene as video and audio streams, which are then transmitted to the user's gaming terminal via the network. The user's gaming terminal does not need powerful graphics processing and data handling capabilities; it only needs basic streaming media playback capabilities and the ability to receive user input commands and send them to the cloud server. As a new game service delivery model, cloud gaming has begun large-scale commercial deployment, but how to improve the user gaming experience remains a problem that requires continuous research by those in the field. Summary of the Invention
[0003] To address the aforementioned technical problems, embodiments of this application provide a game data processing method and apparatus, an electronic device, a computer-readable storage medium, and a cloud gaming system that improves the user's cloud gaming experience by separating the multimedia data channel of the cloud game from the game control data reporting channel.
[0004] Other features and advantages of this application will become apparent from the following detailed description, or may be learned in part from practice of this application.
[0005] According to one aspect of the embodiments of this application, a game data processing method is provided, comprising: acquiring game control data from a game terminal; performing game screen and game audio encoding processing on the game control data to obtain game screen encoded data and game audio encoded data; and sending the game screen encoded data and the game audio encoded data to a multimedia distribution server, so as to forward the game screen encoded data and the game audio encoded data to the game terminal through the multimedia distribution server, wherein the multimedia distribution server is used to forward multimedia data between a game server and multiple game terminals.
[0006] According to one aspect of the embodiments of this application, a game data processing apparatus is provided, comprising: a control data acquisition module configured to acquire game control data from a game terminal; a game data encoding module configured to encode game screen and game audio based on the game control data to obtain game screen encoded data and game audio encoded data; and a game data sending module configured to send the game screen encoded data and the game audio encoded data to a multimedia distribution server, so as to forward the game screen encoded data and the game audio encoded data to the game terminal through the multimedia distribution server, wherein the multimedia distribution server is used to forward multimedia data between a game server and multiple game terminals.
[0007] According to one aspect of the embodiments of this application, a cloud gaming system is provided, including a game terminal and a game server cluster. The game server cluster consists of multiple game servers, each game server deploying multiple game container instances. The game client instance simulates the operation of a game client based on container technology, wherein: the game terminal sends game control data to the corresponding game container instances deployed in the game server cluster; the corresponding game container instances deployed in the game server cluster perform game screen and game audio encoding processing based on the game control data to obtain game screen encoded data and game audio encoded data, and send the game screen encoded data and the game audio encoded data to the game terminal.
[0008] According to one aspect of the embodiments of this application, an electronic device is provided, including: one or more processors; and a storage device for storing one or more programs, wherein when the one or more programs are executed by the one or more processors, the electronic device enables the game data processing method as described above.
[0009] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, on which computer-readable instructions are stored, which, when executed by a computer's processor, cause the computer to perform the game data processing method as described above.
[0010] According to one aspect of the embodiments of this application, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the game data processing method provided in the various alternative embodiments described above.
[0011] In the technical solution provided in the embodiments of this application, after receiving game control data from the game terminal, the game server encodes the game screen and game audio according to the game control data to obtain game screen encoded data and game audio encoded data. Then, it forwards the game screen encoded data and game audio encoded data to the game terminal through a multimedia distribution server. The media distribution server is used to forward multimedia data between the game server and multiple game terminals. That is, multimedia data is processed through a unified multimedia distribution server, while the user's game control data is reported to the game server through a separate network channel. This separates the game's multimedia data channel from the game control data reporting channel, which can reduce the coupling of data transmission channels during cloud gaming, improve the efficiency of game control data transmission that is sensitive to latency, and thus enhance the user's gaming experience.
[0012] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and do not limit this application. Attached Figure Description
[0013] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application. It is obvious that the drawings described below are merely some embodiments of this application, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort. In the drawings:
[0014] Figure 1 This is a schematic diagram of an exemplary implementation environment involved in this application;
[0015] Figure 2 This is a schematic diagram illustrating the framework of a cloud gaming service, as shown in an exemplary embodiment of this application;
[0016] Figure 3 This is a schematic diagram of the architecture of a cloud gaming system illustrated in an exemplary embodiment of this application;
[0017] Figure 4 This is a schematic diagram of the architecture of a cloud gaming system, illustrated in another exemplary embodiment of this application;
[0018] Figure 5 This is a schematic diagram of the architecture of a cloud gaming system, illustrated in another exemplary embodiment of this application;
[0019] Figure 6 This is a flowchart illustrating a game data processing method in an exemplary embodiment of this application;
[0020] Figure 7This is a flowchart illustrating a game data processing method as shown in another exemplary embodiment of this application;
[0021] Figure 8 This is a flowchart illustrating data interaction among multiple devices in a cloud gaming scenario, as shown in an exemplary embodiment of this application.
[0022] Figure 9 This is a block diagram illustrating a game data processing apparatus as shown in an exemplary embodiment of this application;
[0023] Figure 10 A schematic diagram of the structure of a computer system suitable for implementing the electronic device of the present application is shown. Detailed Implementation
[0024] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0025] The block diagrams shown in the accompanying drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities can be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0026] The flowcharts shown in the accompanying drawings are merely illustrative and do not necessarily include all content and operations / steps, nor do they necessarily have to be performed in the described order. For example, some operations / steps can be broken down, while others can be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.
[0027] In this application, "multiple" refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0028] First, it's important to clarify that cloud computing refers to the delivery and usage model of IT infrastructure, meaning obtaining necessary resources through a network in an on-demand and easily scalable manner. In a broader sense, cloud computing also refers to the delivery and usage model of services, meaning obtaining necessary services through a network in an on-demand and easily scalable manner. These services can be IT and software-related, internet-related, or other services. Cloud computing is a product of the development and integration of traditional computer and network technologies such as grid computing, distributed computing, parallel computing, utility computing, network storage, virtualization, and load balancing.
[0029] With the development of the internet, real-time data streams, and the diversification of connected devices, as well as the demands for search services, social networks, mobile commerce, and open collaboration, cloud computing has rapidly developed. Unlike previous parallel distributed computing, cloud computing will fundamentally revolutionize the entire internet model and enterprise management model.
[0030] Cloud gaming is an online gaming technology based on cloud computing. It enables lightweight devices with relatively limited graphics processing and data processing capabilities to run high-quality games. In cloud gaming, the game does not run on the user's gaming terminal but on a cloud server. The cloud server renders the game scene as a video and audio stream, which is then transmitted to the player's gaming terminal via the network. The player's gaming terminal does not need powerful graphics processing and data processing capabilities; it only needs basic streaming media playback capabilities and the ability to receive user input commands and send them to the cloud server.
[0031] Please refer to Figure 1 The cloud gaming architecture shown illustrates cloud gaming, which can be understood as a remote, high-performance server containing numerous virtual computers. Players can play games on one of these virtual computers, with the game's visuals and audio transmitted to their terminal devices via the network. Players can control the game in real-time using their terminal devices, or through input devices such as mice, keyboards, or gamepads. This remote, high-performance server is often referred to as a cloud gaming platform, which integrates various games. For users, cloud gaming expands the game selection and enhances the gaming experience while reducing the high cost of terminal hardware. For game developers, the multi-terminal compatibility of cloud gaming, coupled with unified game operation through a cloud gaming platform, significantly reduces the workload of compatibility optimization across different device models, thus freeing up human resources.
[0032] Understandable Figure 1The document shows various terminal devices, such as computers, smartphones, tablets, PDAs, and laptops. In real-world scenarios, more or fewer types of terminal devices may participate in cloud gaming; the specific number and types depend on the actual scenario and are not limited here. Additionally, Figure 1 The servers shown can be independent physical servers, server clusters or distributed systems composed of multiple physical servers, or cloud servers providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. Terminals can be smartphones, tablets, laptops, desktop computers, smart speakers, smartwatches, etc., but are not limited to these. Terminals and servers can be connected directly or indirectly via wired or wireless communication. Terminals and servers can connect to form a blockchain network; this is not restricted here.
[0033] Cloud gaming, as a new gaming service delivery model, has begun large-scale commercial deployment. The emergence of cloud gaming allows ordinary individual users to enjoy large-scale online games using ordinary personal computers or mobile phones, without needing high-end personal terminal equipment. However, this service model is essentially a cost transfer, shifting the costs from the original game user to the cloud gaming service provider. Cloud gaming service providers need to deploy cloud gaming servers and purchase powerful hardware equipment with strong video rendering and encoding / decoding capabilities, as well as high network bandwidth, to provide high-quality cloud gaming services.
[0034] Figure 2 This is a schematic diagram of a typical cloud gaming service solution framework. (For example...) Figure 2As shown, in conventional cloud gaming service solutions, cloud gaming service providers typically deploy cloud games based on a cloud platform. Multiple game virtual machines deployed on the cloud platform simulate game clients used by different users. A game virtual machine refers to a virtual machine that simulates a user's game client on a physical server using virtual machine technology. Virtual machine technology is a type of virtualization technology; virtualization transforms things from one form to another. The most common virtualization technology is memory virtualization within an operating system. In actual operation, the memory space required by the user may be far greater than the physical machine's memory size. Using memory virtualization technology, the user can virtualize a portion of the hard drive as memory, which is transparent to the user. A game virtual machine is also a complete computer system simulated by software, possessing full hardware system functionality and running in a completely isolated environment. When creating a virtual machine on a physical server, a portion of the physical machine's hard drive and memory capacity needs to be used as the virtual machine's hard drive and memory capacity. Each game virtual machine has its own independent large-scale integrated circuit chip, hard drive, and operating system, therefore it can be operated just like a physical machine.
[0035] like Figure 2As shown, the game virtual machine deploys at least a game control receiving module, a video capture and encoding module, an audio capture and encoding module, a game client instance, and a media multiplexing module. These functional modules are specifically implemented as service programs deployed on the physical machine of the game server. The game client instance is a terminal emulator with the game client installed, responsible for running the game client. It interacts in real-time with the game service provider's backend server triggered by game control input events. It should be understood that the game backend server is the device that actually provides data services for the game client's operation. For example, the backend server can provide player account management services and game resource files for the game client, enabling the game client to generate game visuals and audio based on these resource files. The game control receiving module receives game control data sent from the network, including user game control events such as keyboard input, mouse clicks, and accelerometer movement information, triggering the game client instance to execute the game client based on these user game control events. The audio capture and encoding module captures the game audio generated during the game client's execution, encodes it according to a specified encoding method, and sends it to the media multiplexing module. The video capture and encoding module captures game footage generated during the game client's execution, encodes the captured game footage according to a specified encoding method, and sends it to the media multiplexing module. The media multiplexing module then multiplexes the received audio and video data before sending it to the corresponding user game terminal. Multiplexing is a method proposed in data communication systems or computer network systems where the bandwidth or capacity of the transmission medium often exceeds the requirements for transmitting a single signal. To effectively utilize communication lines, multiple signals are carried on the same transmission medium for communication. Before being sent to the transmission medium, each signal is modulated according to certain rules to prevent confusion during transmission. This ensures that the signal has sufficient energy upon arrival at the other end and can be distinguished and restored to its original form using demodulation methods.
[0036] Based on the numerous functions implemented by the game virtual machine described above, the physical machine serving as the host of the game virtual machine requires a high-performance GPU (Graphics Processing Unit) server to handle cloud gaming rendering, multimedia capture, and encoding. For deploying cloud gaming services for large-scale games, typically a single high-performance GPU server can only virtualize 2 to 4 cloud gaming virtual machines, providing cloud gaming services to 2 to 4 users. However, the total number of users for large-scale games is often enormous, demonstrating the extremely high hardware costs associated with virtualizing cloud games on cloud servers using virtual machine technology.
[0037] In addition to hardware costs, cloud platforms also have high requirements for the network environment. Besides high network bandwidth, each game virtual machine should also have public network access capabilities and needs to be configured with a public IP (Internet Protocol) address. Therefore, the network cost provided by the entire cloud gaming service is also quite high.
[0038] As can be seen from the above, existing cloud gaming service solutions have very high requirements for cloud resources, resulting in high costs for providing cloud gaming services. At the same time, due to the scarcity of IP addresses, large-scale deployment and operation of cloud gaming faces certain obstacles and technical challenges. Although solutions such as network address traversal can be used to address the IP address scarcity problem, these introduce complexity in network deployment and management, and may also lead to greater latency.
[0039] And with the development of smartphone-based cloud gaming services, Figure 2 The drawbacks of the cloud gaming service deployment scheme shown will become more apparent. Specifically, due to the large number of mobile phone users and the convenience of mobile phones, cloud gaming targeting mobile users has greater user demand than cloud gaming targeting PC (Personal Computer) terminals. Furthermore, because mobile games require fewer resources than PC games, a single physical machine with the same configuration can support more mobile cloud game instances. Therefore, adopting... Figure 1 The cloud gaming service deployment scheme shown will be difficult to support the deployment and operation of cost-competitive mobile cloud gaming services.
[0040] To address at least one of the above-mentioned technical problems, embodiments of this application propose a game data processing method, a game data processing device, an electronic device, a computer-readable storage medium, and a cloud gaming system. The embodiments of this application will be described in detail below.
[0041] Please see Figure 3 , Figure 3 This is a schematic diagram illustrating the architecture of a cloud gaming system, as shown in an exemplary embodiment of this application. Figure 3 As shown, the exemplary cloud gaming system 300 includes multiple game terminals 310 and a game server cluster 320.
[0042] The gaming terminal 310 includes terminal devices such as smartphones, tablets, laptops, desktop computers, smart TVs, TV boxes, smart wearable devices, and game controllers. Figure 3 The smartphone shown does not imply that the gaming terminal 310 is limited to this.
[0043] The game server cluster 320 consists of multiple game servers, each deploying multiple game container instances. These game container instances use container technology to simulate the operation of the game client. Figure 2 Similar to the game virtual machine deployed on the cloud platform shown, the game container instance also deploys a game control receiving module, a video capture and encoding module, an audio capture and encoding module, a game client instance, a media multiplexing module, etc. For details on the functions implemented by these modules, please refer to [link to relevant documentation]. Figure 2 The corresponding implementation examples are described in detail here.
[0044] It should be noted that the container technology mentioned in this embodiment refers to a technology that effectively divides the resources of a single operating system into isolated groups to better balance conflicting resource usage demands among these isolated groups. Container technology can also be understood as a virtualization technology for achieving server resource sharing. It isolates different processes running on a host through virtualization, thereby achieving isolation between processes and between processes and the host operating system, ensuring they do not interfere with each other. Strictly speaking, however, since the core problem that container technology solves is application development, testing, and deployment, it does not have a guest operating system but shares a kernel. A container can be viewed as a shipping container in the software supply chain, capable of encapsulating the runtime environment, caching environment, database environment, etc., required by an application, supporting application operation in the simplest way.
[0045] Conventional virtual machine technology abstracts underlying infrastructure resources, providing isolated virtual machines. Through unified configuration and management of computing resources, resource utilization can be effectively improved. Virtual machines provide guest operating systems; changes to the guest machines do not affect the host machine. The core issue it addresses is resource allocation.
[0046] Therefore, based at least on the differences between container technology and virtual machine technology described above, the method of server resource sharing based on container technology proposed in this embodiment, compared with the conventional method of server resource sharing based on virtual machine technology, allows for a significantly larger number of game container instances that can be deployed on a physical machine with the same configuration than the number of game virtual machines that can be deployed. For example, for the deployment of cloud gaming services for large-scale games, a high-performance GPU server can typically virtualize a maximum of 4 virtual machines, providing cloud gaming services to a maximum of 4 users, but it can virtualize a maximum of 12 game container instances, providing cloud gaming services to a maximum of 12 users.
[0047] For the same number of cloud gaming users, the number of physical machines required to run a game client using game container instances is significantly less than that required to run a game client using game container instances, thus saving on cloud gaming service costs. In the aforementioned smartphone-based cloud gaming service scenario, due to the massive number of cloud gaming users, the solution of using game container instances to run the game client can greatly reduce the number of physical servers required, thereby significantly reducing the costs of cloud gaming deployment, operation, and maintenance.
[0048] Figure 3 The limitation of the cloud gaming system shown is that it still requires a separate IP address configuration for each game container instance to support the game container instance in sending game audio and video data to the corresponding game terminal 310. Therefore, it cannot solve the problem of large-scale deployment and operation of cloud games caused by the scarcity of IP addresses. Based on this problem, this application... Figure 3 Based on the cloud gaming system shown, further proposals were made such as Figure 4 For details regarding the cloud gaming system shown, please refer to the following embodiments.
[0049] Please see Figure 4 , Figure 4 This is a schematic diagram illustrating the architecture of a cloud gaming system, as shown in another exemplary embodiment of this application. Figure 4 As shown, the exemplary cloud gaming system 400 includes multiple game terminals 410, a game server cluster 420, a multimedia distribution server 430, and a control input proxy server 440.
[0050] Among them, the specific device type of game terminal 410 and Figure 3 The game terminal 310 shown is identical to the one described above. Each game server constituting the game server cluster 420 deploys multiple game container instances. Each game container instance deploys a game control receiving module, a video capture and encoding module, an audio capture and encoding module, and a game client instance. For details on the functions implemented by these modules, please refer to [link to relevant documentation]. Figure 2 The descriptions in the illustrated embodiments will not be repeated here.
[0051] The multimedia distribution server 430 is used to forward multimedia data between the game server cluster 420 and the game terminal 410. It is deployed on a cloud host with a public IP address. In the uplink direction, the multimedia distribution server 430 receives audio data transmitted by the game terminal 410 and forwards the received audio data to the corresponding game container instance deployed in the game server cluster 420. In the downlink direction, the multimedia distribution server 430 receives game video data and game audio data sent by the game container instance, and forwards the game video data and game audio data to the corresponding game terminal 410 after multiplexing them. Specifically, the audio data received by the multimedia distribution server 430 from the game terminal 410 includes user game voice messages, and the game video data and game audio data received from the game container instance include game screen encoded data obtained by the video capture and encoding module after the game screen and game audio are generated during the game client instance's operation, and game audio encoded data obtained by the audio capture and encoding module. In other words, when the cloud gaming server cluster 420 is deployed in the intranet deployed by the cloud gaming service provider and therefore does not have the ability to access the public network, the multimedia data forwarding between the game terminal 410 and the corresponding game container instance can be achieved through the multimedia distribution server 430 with a public IP address.
[0052] The input proxy server 440 forwards game control data sent by the game terminal 410 to the corresponding game container instance deployed in the game server cluster 420. As mentioned earlier, the game control data includes user game control events such as keyboard input, mouse clicks, and accelerometer motion information. These user game control events trigger the game container instance to execute the game client. The input proxy server 440 is also deployed on a cloud host with a public IP address. The cloud host where the input proxy server 440 is deployed can be the same as or different from the cloud host where the multimedia distribution server 430 is deployed. When the cloud game server cluster 420 is deployed in the intranet deployed by the cloud game service provider and therefore does not have public network access capability, the input proxy server 440 with a public IP address forwards the game control data reported by the game terminal 410 to forward user game control events to the specific game container instance deployed in the intranet.
[0053] As can be seen from the above description, both the multimedia distribution server 430 and the control input proxy server 440 are service devices deployed on the public network. They need to communicate with the cloud gaming server cluster 420 deployed on the intranet, as well as with different game terminals 410. For example, the communication protocol between the multimedia distribution server 430 and the control input proxy server 440 and the game terminal 410 can use RTSP (Real Time Streaming Protocol), SIP (Session Initiation Protocol), or WebRTC (Web Real-Time Communication), etc., without limitation. It should be understood that the RTSP protocol is a text-based, application-level protocol that controls the transmission of real-time data. It defines how one-to-many applications can effectively transmit multimedia data over IP networks, using either TCP (Transmission Control Protocol) or UDP (User Datagram Protocol) for data transmission. The SIP protocol is a text-based application-layer control protocol used to create, modify, and release sessions with one or more participants. Session participants can communicate via multicast, unicast, or a combination of both. The WebRTC protocol is an application programming interface that supports real-time voice or video conversations in web browsers. It enables web-based video conferencing, aiming to achieve real-time communication capabilities through simple JavaScript programs provided by the browser. Technical personnel can choose the appropriate communication protocol based on actual deployment needs. Data transmission between the multimedia distribution server 430, the control input agent server 440, and the game server cluster 420 can be achieved through a communication protocol customized by the cloud gaming service provider.
[0054] As can be seen from the above, in the cloud gaming system provided in this embodiment, by independently deploying the multimedia distribution server 430 and the control input proxy server 440 on the public network, on the one hand, large-scale cloud gaming container clusters can be supported using fewer public IP address resources. Specifically, only public IP address resources need to be configured for the multimedia distribution server 430 and the control input proxy server 440, without allocating public IP address resources separately for each game container instance. Therefore, the IP address resources required for cloud gaming deployment can be greatly reduced. On the other hand, the entire system has good scalability, and the number of multimedia distribution servers 430 and control input proxy servers 440 can be flexibly deployed according to the system scale, for example, deploying multiple multimedia distribution servers 430 and multiple control input proxy servers 440. Using the proxy server 440 for input control still doesn't consume a large amount of IP address resources. Furthermore, considering the significant impact of latency sensitivity of game control data on the cloud gaming experience, multimedia data on the same data channel typically consumes far more bandwidth than game control data. Using the same data channel to transmit both multimedia and game control data would result in substantial latency in game control data transmission, affecting response speed during cloud gaming and ultimately impacting the user's cloud gaming experience. This embodiment separates the transmission channels for game control data from those for multimedia data, reducing the coupling of data transmission channels during cloud gaming, improving the efficiency of latency-sensitive game control data transmission, and further enhancing the user experience.
[0055] Please see Figure 5 , Figure 5 This is a schematic diagram illustrating the architecture of a cloud gaming system, as shown in another exemplary embodiment of this application. Figure 5 As shown, the exemplary cloud gaming system 500 includes multiple game terminals 510, a game server cluster 520, and a multimedia distribution server 530.
[0056] Among them, the specific device type of the game terminal 510 and Figure 3 The game terminal 310 shown and Figure 4 The game terminal 410 shown is the same, and the multimedia distribution server 530 performs the same functions. Figure 4 The multimedia distribution server 430 in the illustrated embodiment is the same. Each game server constituting the game server cluster 520 still deploys multiple game container instances. Each game container instance deploys a game control receiving module, a video acquisition and encoding module, an audio acquisition and encoding module, and a game client instance in detail, which will not be described in detail here.
[0057] In the cloud gaming system 500 provided in this embodiment, each game server in the game server cluster 520 has an independent IP address. Therefore, the cloud gaming system in this embodiment is more suitable for scenarios with abundant public IP address resources. It should be noted that this embodiment uses port mapping technology to achieve direct data transmission between the game terminal 510 and the game container instance. For example, by directly exposing the control input interface of the game container instance to a physical server with a public IP address through port mapping, the game control data reported by the game terminal 510 can directly reach the game container instance. It should be noted that port mapping is a type of NAT (Network Address Translation), which can translate public addresses into private addresses. Port mapping includes mapping a host's fake IP address to a real IP address. When a user accesses a port of the host providing the mapping, the server will forward the request to the host providing that specific service internally. Therefore, the port mentioned in this embodiment should be understood as a software concept, rather than the I / O (Input / Output) ports of computer hardware.
[0058] Compared to Figure 4 The cloud gaming system shown in this embodiment transmits game control data from the game terminal 510 directly to the corresponding game container instance, without going through a dedicated control input proxy server. This further reduces the transmission latency of game control data. Therefore, given sufficient IP address resources, this approach can be adopted. Figure 5 The cloud gaming system shown can be deployed to provide cloud gaming services, enabling cloud gaming users to have a better gaming experience.
[0059] It should be noted that the above Figures 3 to 5 The cloud gaming system architecture shown is merely an example. In actual cloud gaming deployment scenarios, the cloud gaming service architecture can be flexibly deployed based on specific deployment requirements and resource availability. The embodiments in this application do not limit it.
[0060] Figure 6 This is a flowchart illustrating a game data processing method in an exemplary embodiment of this application. The game data processing method is applicable to a cloud gaming system consisting of a game terminal and a game server, and is specifically executed by the game server.
[0061] Game servers can include cloud servers or cloud server clusters that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, and big data and artificial intelligence platforms. When the game server is deployed as a server cluster, it can be specifically deployed as follows: Figures 3 to 5The game server cluster in the cloud gaming system shown in this embodiment does not impose any restrictions on the specific architecture of the game server.
[0062] like Figure 6 As shown, in an exemplary embodiment, the game data processing method includes at least steps S610 to S650, which are described in detail below:
[0063] Step S610: Obtain game control data from the game terminal.
[0064] First, it's important to clarify that, based on the specific implementation of cloud gaming described above, the game client actually runs on a game server deployed in the cloud. During operation, the game client needs to generate game visuals and audio based on the user's game controls, and then send these visuals and audio to the corresponding game terminal for display and playback, thus enabling cloud gaming. Therefore, in a cloud gaming scenario, the game server needs to obtain game control data reported by the game terminal to generate the game visuals and audio to be displayed and played on the game terminal accordingly.
[0065] Game control data from the gaming terminal is obtained by collecting user game operations input on the terminal. Therefore, game control data contains some user operation information. For example, since different types of cloud games may support different types of user control methods, such as some single-player cloud games that only support user operations input via keyboard and mouse, while some large-scale online games support user operations input via terminal screen touch, game control data may include data such as keyboard input, mouse clicks, and motion information of gravity accelerometer.
[0066] In some exemplary embodiments, the game control data acquired by the game server is forwarded by a control input proxy server. This control input proxy server is used to forward game control data sent by multiple game terminals to the game server, for example... Figure 4 The illustrated embodiment includes a control input proxy server 440. In this exemplary embodiment, the control input proxy server is deployed in a public network environment and is therefore allocated a public IP address. However, since the control input proxy server implements a distributed transmission architecture for game control data between multiple game terminals and the game server, in actual cloud gaming service deployment, only a small number of control input proxy servers typically need to be deployed. Therefore, it only requires a small amount of IP address resources, significantly reducing the demand for network IP address resources for cloud gaming service deployment and lowering the cost of cloud gaming service deployment.
[0067] Additionally, it's worth mentioning that in actual cloud gaming service deployment scenarios, the number of control input proxy servers can be configured according to actual deployment needs. Furthermore, each control input proxy server can be configured to communicate with multiple game terminals corresponding to its service. The protocol types for these communication connections include, but are not limited to, RTSP, SIP, and WebRTC; no specific protocol type is restricted here. Communication between the control input proxy servers and the multiple game servers can be established using a communication protocol defined by the cloud gaming service provider.
[0068] In another exemplary embodiment, the game control data obtained by the game server is transmitted by the game terminal through a control input interface. This control input interface is deployed on the game server and is an application programming interface (API) that enables communication between the game terminal and the game server. By calling the control input interface, the game terminal can report game control data to the game server. In this exemplary embodiment, the game server is assigned an IP address. When the game server consists of multiple physical servers, each physical server needs to be assigned its own IP address. Large-scale cloud gaming scenarios typically have a large number of players, especially in smartphone-based cloud gaming scenarios. Due to the number of mobile phone users and the convenience of mobile phones, cloud gaming for mobile users has greater user demand than cloud gaming for PC terminals, requiring a larger number of physical servers. Therefore, this exemplary embodiment is suitable for situations with abundant IP addresses.
[0069] It should be noted that each physical server deploys multiple game container instances. The game client instance is a terminal emulator with the game client installed, responsible for running the game client and interacting with the game service provider's backend server in real time when triggered by game control input events. Therefore, the interaction between the game terminal and the game server is actually the interaction between the game terminal and the game container instance. The control input interface of the game server is actually the control input interface of the game container instance. By exposing the control input interface of the game container instance directly to the physical server with a public IP address through port mapping, and by calling the control input interface of the game container instance, the game control data reported by the game terminal can directly reach the corresponding game container instance.
[0070] Step S630: Encode the game screen and game audio based on the game control data to obtain game screen encoded data and game audio encoded data.
[0071] Based on the game control data obtained, the game server can trigger the execution of the game client deployed on the game server according to the user game control events included in the game control data, so as to generate the corresponding game screen and game audio. The generated game screen and game audio are then encoded according to the specified encoding format to obtain the corresponding game screen encoding data and game audio encoding data.
[0072] In some exemplary embodiments, multiple game container instances are deployed in the game server. These game container instances simulate the operation of a game client based on container technology. One game container instance provides cloud gaming services to one cloud gaming user. The number of game container instances generated on the same game server using container technology is significantly greater than the number of game virtual machines generated, thereby greatly reducing the cost of cloud gaming services. Specifically, game client instances are deployed within each game container instance. These game client instances are terminal emulators deployed on the game server, used to install the game client. The game container instances also deploy video capture and encoding modules as well as audio capture and encoding modules to encode game visuals and audio, obtaining encoded game visual data and encoded game audio data. Detailed functional modules deployed within the game container instance can be found in [link to relevant documentation]. Figure 4 and Figure 5 The cloud gaming system shown is illustrated below. Specifically, in this exemplary embodiment, the game container instance triggers the game client instance to run based on the acquired game control data, thereby generating corresponding game visuals and audio. Simultaneously, the video capture and encoding module deployed in the game container instance starts capturing the game visuals generated by the game client instance and encodes the captured game visuals according to a specified encoding format to obtain corresponding game visual encoded data. Similarly, the audio capture and encoding module deployed in the game container instance starts capturing the game audio generated by the game client instance and encodes the captured game audio according to a specified encoding format to obtain corresponding game audio encoded data.
[0073] Step S650: The game screen encoding data and game audio encoding data are sent to the multimedia distribution server so that the game screen encoding data and game audio encoding data can be forwarded to the game terminal through the multimedia distribution server. The multimedia distribution server is used to forward multimedia data between the game server and multiple game terminals.
[0074] In this embodiment, the multimedia distribution server is deployed independently on the public network. Each media distribution server has independent public IP address resources to forward multimedia data between multiple game terminals and the game server. The multimedia data includes game screen encoding data and game audio encoding data sent by the game server, as well as audio data sent by the game terminal, such as user game voice. Based on this, distributed transmission of multimedia data is achieved, supporting services for a large number of cloud gaming users with relatively few public IP address resources. For the deployment of the multimedia distribution server, please refer to [link to deployment instructions]. Figure 4 as well as Figure 4 The descriptions in the corresponding embodiments will not be repeated here.
[0075] As can be seen from the above, considering that the latency sensitivity of game control data has a significant impact on the cloud gaming experience, the bandwidth occupied by multimedia data on the same data channel is usually much higher than that of game control data. Therefore, the method provided in this embodiment separates the transmission channel of game control data from the transmission channel of multimedia data, reduces the coupling of data transmission channels during cloud gaming, improves the efficiency of game control data transmission that is sensitive to latency, and greatly enhances the user experience.
[0076] Figure 7 This is a flowchart illustrating a game data processing method, as shown in another exemplary embodiment of this application. Figure 7 As shown, the game data processing method proposed in this exemplary embodiment is... Figure 6 This is based on the game data processing method shown, specifically in Figure 6 Step S610 is preceded by steps S710 to S750, which are described in detail below:
[0077] Step S710: Obtain the game launch command.
[0078] First of all, it should be noted that Figure 6 The game data processing method shown in the document specifically describes the operation process of cloud gaming, including the transmission of game control data and multimedia data between the game terminal and the game client. Figure 7 The data processing method shown describes the startup process of cloud gaming in detail.
[0079] Specifically, in this embodiment, before acquiring game control data from the game terminal, the game server also acquires a game launch command from the game terminal. The game launch command instructs the launch of the game client deployed in the cloud, thereby truly launching the cloud game. For example, the game launch command may be generated after detecting the launch of the game terminal application installed on the game terminal, or it may be generated after detecting that a launch control contained in the interface displayed on the game terminal is triggered by the user; this embodiment does not limit this. It should be understood that, generally speaking, the game terminal application deployed on the game terminal is used in conjunction with the corresponding game client deployed on the game server. The game terminal application is user-facing and is used to collect and report user control data, receive and display game visuals, and receive and play game audio, among other functions.
[0080] In some embodiments, if the cloud gaming system forwards cloud gaming control data and multimedia data through a multimedia distribution server, the game launch instruction obtained by the game server can be sent by the multimedia distribution server to the game server after the multimedia distribution server receives the media session access request initiated by the game terminal.
[0081] Step S730: Launch the game client instance according to the game launch command, and perform encoding processing of the game screen and game audio required for launching the game client instance to obtain game screen encoding data and game audio encoding data related to launching the game client instance.
[0082] The game server launches a game client instance based on the received game launch command, generating the game screen and audio required for game launch. By encoding the generated game screen and audio, game screen encoding data and game audio encoding data related to launching the game client instance can be obtained. For a description of the game client instance, please refer to the relevant descriptions in the foregoing embodiments; they will not be repeated here.
[0083] In step S750, the game screen encoding data and game audio encoding data related to launching the game client instance are forwarded to the game terminal through the multimedia distribution server.
[0084] In this embodiment, before obtaining game control data from the game terminal, the game server also obtains a game launch command from the game terminal. Based on this command, it launches a game client instance and performs encoding processing on the game screen and audio required for the instance's launch. This yields game screen encoding data and audio encoding data related to the launch of the game client instance. Then, the game screen encoding data and audio encoding data are forwarded to the game terminal via a multimedia distribution server. The game terminal then displays the corresponding game launch screen and plays the game launch audio. Thus, the game client is launched on the game server based on user control on the game terminal. After the game client launch is achieved, it can be used to launch other applications. Figure 6 The method shown is for normal use of cloud gaming.
[0085] It should be noted that since the game data processing method in this embodiment is also based on the cloud gaming system shown in the foregoing embodiments, more detailed game processing procedures and technical effects can be found in the content described in the foregoing embodiments, and will not be repeated in this embodiment.
[0086] Please see Figure 8 , Figure 8 This is a flowchart illustrating data interaction between multiple devices in a cloud gaming scenario, as shown in an exemplary embodiment of this application. This cloud gaming scenario can be based on... Figure 4 The cloud gaming system 400 shown is specifically implemented in a multi-party device configuration, including a game terminal, a multimedia distribution server, a control input proxy server, and a game container instance deployed on the game server. The game container instance specifically deploys a game control receiving module, a video acquisition and encoding module, an audio acquisition and encoding module, and a game client instance. For detailed module functions, please refer to the corresponding descriptions in the aforementioned embodiments, which will not be repeated here.
[0087] like Figure 8 As shown, in this exemplary data interaction process, the game terminal first initiates a media session access request to the multimedia distribution server. The communication protocol used can be SIP, RTSP, WebRTC, etc. Based on the received media session access request, the multimedia distribution server issues start instructions to the audio acquisition and encoding module and the video acquisition and encoding module in the specified game container instance, respectively, so that the audio acquisition and encoding module prepares to start video acquisition and encoding, and the video acquisition and encoding module prepares to start audio acquisition and encoding.
[0088] The game terminal synchronously connects to the control input proxy server, enabling the proxy server to instruct the game control receiving module in the corresponding game container instance to start receiving game control data, and to instruct the game client instance in the game container instance to start the game client. The audio acquisition and encoding module acquires the running game audio data, encodes it, and then sends it to the multimedia distribution server. The audio acquisition and encoding module also acquires the running game video data, encodes it, and then sends it to the multimedia distribution server.
[0089] The multimedia distribution server multiplexes the received audio and video encoded data before sending it to the corresponding game terminal. The game terminal then decodes the data to display the game visuals and play the audio. Users can then begin playing the cloud game. The game terminal reports game control data containing user actions to the multimedia distribution server. The multimedia distribution server forwards this data to the game control receiving module within the corresponding game container instance. This module triggers the game client instance to perform corresponding actions based on the received user control events, generating the appropriate game visuals and audio.
[0090] By repeatedly executing the above process—triggering the game client to generate game visuals and audio based on game control data, sending the corresponding audio and video encoded data to the game terminal via a multimedia distribution server, and the game terminal reporting game control data through a control input proxy server—data interaction during cloud gaming can be continuously achieved until the user ends the game. It should be noted that the detailed execution process of the above steps has been described in detail in the foregoing embodiments, and will not be repeated here.
[0091] Figure 9 This is a block diagram illustrating a game data processing apparatus as shown in an exemplary embodiment of this application. Figure 9 As shown, the game data processing device includes:
[0092] The control data acquisition module 910 is configured to acquire game control data from the game terminal; the game data encoding module 930 is configured to encode the game screen and game audio based on the game control data to obtain game screen encoded data and game audio encoded data; the game data sending module 950 is configured to send the game screen encoded data and game audio encoded data to the multimedia distribution server, so that the multimedia distribution server can forward the game screen encoded data and game audio encoded data to the game terminal, wherein the multimedia distribution server is used to forward multimedia data between the game server and multiple game terminals.
[0093] The game data processing device provided in this embodiment completes the multimedia data through a unified multimedia distribution server, while the user's game control data is reported to the game server through a separate network channel. This separates the game's multimedia data channel from the game control data reporting channel, which can reduce the coupling of data transmission channels during cloud gaming, improve the efficiency of game control data transmission that is sensitive to latency, and thus enhance the user's gaming experience.
[0094] In another exemplary embodiment, the manipulation data acquisition module 910 includes:
[0095] The first data receiving unit is configured to receive game control data sent by the control input proxy server, wherein the control input proxy server is used to forward game control data sent by multiple game terminals to the game server; or, the second data receiving module unit is configured to receive game control data transmitted by the game terminal through calling the control input interface, wherein the control input interface is deployed on the game server and is an application programming interface that enables communication between the game terminal and the game server.
[0096] In another exemplary embodiment, the game data processing device includes:
[0097] The module for obtaining the startup command is configured to obtain the game startup command; the module for starting the game instance is configured to start the game client instance according to the game startup command, and to perform encoding processing of the game screen and game audio required for starting the game client instance, so as to obtain the game screen encoding data and game audio encoding data related to starting the game client instance. The game client instance is deployed on the terminal emulator of the game server, and the terminal emulator is used to install the game client; the module for data forwarding control is configured to forward the game screen encoding data and game audio encoding data related to starting the game client instance to the game terminal through the multimedia distribution server.
[0098] All of the above-mentioned optional technical solutions can be combined in any way to form the optional embodiments of this application, and will not be described in detail here.
[0099] It should be noted that the game data processing device and the game data processing method provided in the above embodiments belong to the same concept. The specific ways in which each module and unit performs operations have been described in detail in the method embodiments and will not be repeated here. In practical applications, the game data processing device provided in the above embodiments can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. This is not a limitation here.
[0100] Embodiments of this application also provide an electronic device, including: one or more processors; and a storage device for storing one or more programs, which, when executed by the one or more processors, cause the electronic device to implement the game data processing methods provided in the above embodiments.
[0101] Figure 10 A schematic diagram of the structure of a computer system suitable for implementing the electronic device of the present application is shown.
[0102] It should be noted that, Figure 10 The computer system 1000 of the electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of this application.
[0103] like Figure 10 As shown, the computer system 1000 includes a Central Processing Unit (CPU) 1001, which can perform various appropriate actions and processes based on programs stored in Read-Only Memory (ROM) 1002 or programs loaded from Storage Unit 1010 into Random Access Memory (RAM) 1003, such as performing the methods described in the above embodiments. Various programs and data required for system operation are also stored in RAM 1003. The CPU 1001, ROM 1002, and RAM 1003 are interconnected via bus 1004. An Input / Output (I / O) interface 1005 is also connected to bus 1004.
[0104] The following components are connected to I / O interface 1005: an input section 1006 including a keyboard, mouse, etc.; an output section 1007 including a cathode ray tube (CRT), liquid crystal display (LCD), etc., and speakers, etc.; a storage section 10010 including a hard disk, etc.; and a communication section 1009 including a network interface card such as a LAN (Local Area Network) card, modem, etc. The communication section 1009 performs communication processing via a network such as the Internet. A drive 1010 is also connected to I / O interface 1005 as needed. Removable media 1011, such as a disk, optical disk, magneto-optical disk, semiconductor memory, etc., are installed on drive 1010 as needed so that computer programs read from them can be installed into storage section 1010 as needed.
[0105] Specifically, according to embodiments of this application, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program including a computer program for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 1009, and / or installed from removable medium 1011. When the computer program is executed by central processing unit (CPU) 1001, it performs various functions defined in the system of this application.
[0106] It should be noted that the computer-readable medium shown in the embodiments of this application can be a computer-readable signal medium or a computer-readable storage medium, or any combination of the two. A computer-readable storage medium can be, for example, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, optical fiber, portable compact disc read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this application, a computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this application, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying a computer-readable computer program. The transmitted data signal can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. The computer-readable signal medium can also be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The computer program contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to wireless, wired, etc., or any suitable combination thereof.
[0107] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this application. Each block in a flowchart or block diagram may represent a module, segment, or portion of code, which contains one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram or flowchart, and combinations of blocks in a block diagram or flowchart, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0108] The units described in the embodiments of this application can be implemented in software or hardware, and the described units can also be located in a processor. The names of these units do not necessarily limit the specific unit itself.
[0109] Another aspect of this application provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the game data processing method as described above. This computer-readable storage medium may be included in the electronic device described in the above embodiments, or it may exist independently and not assembled into the electronic device. For example, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.
[0110] Another aspect of this application provides a computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the game data processing methods provided in the various embodiments described above.
[0111] In some embodiments, the computer program involved in this application may be deployed and executed on a computer device, or on multiple computer devices located in one location, or on multiple computer devices distributed in multiple locations and interconnected through a communication network. Multiple computer devices distributed in multiple locations and interconnected through a communication network may constitute a blockchain system.
[0112] The above description is merely a preferred exemplary embodiment of this application and is not intended to limit the implementation of this application. Those skilled in the art can easily make corresponding modifications or alterations based on the main concept and spirit of this application. Therefore, the scope of protection of this application should be determined by the scope of protection claimed in the claims.
Claims
1. A game data processing method, characterized in that, The method is executed by game container instances deployed on game servers. Each game server has multiple game container instances deployed, and these multiple game servers constitute a game server cluster. The game server cluster is deployed in the intranet deployed by the cloud gaming service provider, eliminating the need to allocate public IP address resources separately for each game container instance. The method includes: The cloud gaming service provider uses a custom communication protocol to receive game control data sent by a control input proxy server deployed independently on the public network. The control input proxy server is used to forward game control data sent by multiple game terminals to the game server. The control input proxy server is deployed on a cloud host with a public IP address. The game control data is used to encode the game screen and game audio to obtain game screen encoded data and game audio encoded data. The game screen encoding data and the game audio encoding data are sent to a multimedia distribution server independently deployed on the public network through a communication protocol customized by the cloud gaming service provider. The multimedia distribution server then forwards the game screen encoding data and the game audio encoding data to the game terminal. The multimedia distribution server is also deployed on a cloud host with a public IP address.
2. The method according to claim 1, characterized in that, Before receiving game control data sent by a control input proxy server independently deployed on the public network and having a public IP address via the cloud gaming service provider's customized communication protocol, the method further includes: Get the game launch command; The game client instance is launched according to the game launch command, and the game screen and game audio required for the launch of the game client instance are encoded to obtain game screen encoding data and game audio encoding data related to the launch of the game client instance. The game client instance is deployed on the terminal emulator of the game server, and the terminal emulator is used to install the game client. The multimedia distribution server forwards the game screen encoding data and game audio encoding data related to launching the game client instance to the game terminal.
3. The method according to claim 1 or 2, characterized in that, The game container instance simulates the operation of a game client based on container technology, and the game container instance contains a game client instance.
4. A cloud gaming system, characterized in that, The system includes game terminals and a game server cluster, as well as a multimedia distribution server and a control input proxy server independently deployed on the public network. The multimedia distribution server and the control input proxy server are deployed on cloud hosts with public IP addresses. The game server cluster is deployed in the intranet deployed by the cloud gaming service provider and consists of multiple game servers. Each game server deploys multiple game container instances, eliminating the need to allocate separate public IP address resources for each game container instance. The game client instance simulates the operation of a game client based on container technology. The game terminal sends game control data to the control input proxy server, which then forwards the game control data to the corresponding game container instance deployed in the game server cluster through the communication protocol customized by the cloud gaming service provider. The game container instances deployed in the game server cluster encode the game screen and game audio according to the game control data to obtain game screen encoded data and game audio encoded data, and send the game screen encoded data and game audio encoded data to the multimedia distribution server through the communication protocol customized by the cloud gaming service provider. The multimedia distribution server is used to multiplex the game screen encoding data and the game audio encoding data and then forward them to the game terminal.
5. The cloud gaming system according to claim 4, characterized in that, The number of multimedia distribution servers includes multiple servers, and each multimedia distribution server occupies one IP address resource.
6. A game data processing device, characterized in that, Executed by game container instances deployed on game servers, each game server having multiple game container instances deployed, the multiple game servers forming a game server cluster, the game server cluster being deployed within the intranet deployed by the cloud gaming service provider, without requiring separate allocation of public IP address resources for each game container instance; the device includes: The control data acquisition module is configured to receive game control data sent by a control input proxy server independently deployed in the public network through a communication protocol customized by the cloud gaming service provider. The control input proxy server is used to forward game control data sent by multiple game terminals to the game server. The control input proxy server is deployed on a cloud host with a public IP address. The game data encoding module is configured to encode the game screen and game audio based on the game control data to obtain game screen encoded data and game audio encoded data; The game data sending module is configured to send the game screen encoding data and the game audio encoding data to a multimedia distribution server independently deployed on the public network through a communication protocol customized by the cloud gaming service provider, so that the game screen encoding data and the game audio encoding data can be forwarded to the game terminal through the multimedia distribution server. The multimedia distribution server is also deployed on a cloud host with a public IP address.
7. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the electronic device to implement the game data processing method as described in any one of claims 1 to 3.
8. A computer-readable storage medium, characterized in that, It stores computer-readable instructions that, when executed by the computer's processor, cause the computer to perform the game data processing method according to any one of claims 1 to 3.
9. A computer program product, characterized in that, Includes computer instructions, which are stored in a computer-readable storage medium; The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the game data processing method as described in any one of claims 1 to 3.