A starting method, device, medium and electronic equipment suitable for large games

By pre-launching some large games on cloud servers, the problem of excessively long startup times for large games has been solved, allowing users to quickly enter the game.

CN115779410BActive Publication Date: 2026-02-24WELLINK TECH CO LTD
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Patent Information

Application Number
CN202211490228.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-25
Publication Date
2026-02-24
Estimated Expiration
2042-11-25

AI Technical Summary

Technical Problem

Large-scale games take too long to start on cloud servers, resulting in excessively long waiting times for users.

Method used

Before a user launches a large game, the system scans the cloud server to obtain the number of games that have been launched, determines whether expansion is needed, and pre-launches the required number of games to shorten the user's waiting time.

Benefits of technology

By pre-launching some large games, users can directly connect to already launched games, significantly reducing waiting time.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application relates to a starting method, device, medium and electronic equipment suitable for large games, wherein the method comprises the following steps: obtaining the starting number of a target large game in a cloud server before a user starts the target large game; determining the starting expansion number of the target large game according to the starting number; and pre-starting the target large game indicated by the starting expansion number. The application judges whether the starting number meets the requirement of increasing the starting number of the target large game, and if the requirement is met, the starting expansion number of the target large game is determined according to the starting number of the target large game, and finally the target large game corresponding to the starting expansion number is pre-started on the cloud server, so that the user terminal can be directly connected to the target large game which has been pre-started, and the time for the user to wait for entering the large game is shortened.
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Description

Technical Field

[0001] This application relates to the field of game launch technology, specifically to a launch method, device, medium, and electronic device suitable for large-scale games. Background Technology

[0002] Cloud gaming is based on cloud servers, allowing games to run directly on the cloud servers, with game data transmitted to the terminal via the network. When a user wants to play a game, they open the cloud gaming platform on their terminal, select the corresponding game, wait for the game to start, and then enter the game to play. This allows users to enjoy the ultimate gaming experience even without powerful hardware terminals.

[0003] However, if the user chooses to open a large game, the large game takes up more memory and requires more game resources to load, which makes the startup time of large games longer, resulting in the user waiting too long to enter the large game. Summary of the Invention

[0004] To save users time waiting to enter large-scale games, this application provides a method, apparatus, medium, and electronic device suitable for launching large-scale games.

[0005] The first aspect of this application provides a method for launching large-scale games, specifically including:

[0006] Before the user launches the target large-scale game, obtain the number of launches of the target large-scale game in the cloud server;

[0007] Based on the number of launches, determine the number of launch expansions required for the target large-scale game;

[0008] Pre-launch the target large game indicated by the launch expansion number.

[0009] By adopting the above technical solution, before a user launches the target large-scale game they want to play, the cloud server is scanned to obtain the number of target large-scale games already launched on the cloud server, i.e., the launch count. Then, it is determined whether the launch count meets the requirements for increasing the number of target large-scale games launched. If the requirements are met, it means that the current launch count is too low. Then, the launch expansion count of the target large-scale game is determined based on the launch count of the target large-scale game. Finally, the target large-scale game corresponding to the launch expansion count is pre-launched on the cloud server, so that the user terminal can directly connect to the pre-launched target large-scale game, shortening the time the user waits to enter the large-scale game.

[0010] Optionally, obtaining the number of launches of the target large-scale game within the cloud server includes:

[0011] Create a scheduled task with a preset time interval;

[0012] According to the scheduled task, obtain the number of times the target large-scale game is launched within the cloud server.

[0013] By adopting the above technical solution, a scheduled task can be executed at preset intervals to scan the target large-scale games on the cloud server, obtain the number of target large-scale games launched on the cloud server, and thus better monitor the number of target large-scale games launched on the cloud server. This allows for timely detection of situations where the number of target large-scale games launched is low, enabling timely expansion and achieving the goal of allowing users to directly enter the pre-launched target large-scale games, saving waiting time.

[0014] Optionally, obtaining the number of launches of the target large-scale game within the cloud server includes:

[0015] Obtain the game names of each major game in the cloud server and sort the game names according to their popularity index.

[0016] Iterate through the large games on the cloud server according to the sorted order of the game names, and obtain the number of launches of the target large game currently being iterated.

[0017] By employing the aforementioned technical solution, the various large-scale games on the cloud server are sorted according to their popularity index. A higher popularity index indicates that the corresponding large-scale game is popular and belongs to the category of popular games. Then, the large-scale games installed on the cloud server are traversed one by one according to the sorted order. Finally, the number of launches of the currently traversed large-scale game is obtained, which is the launch count of the target large-scale game. This allows for a priority assessment of whether to increase the launch capacity of popular large-scale games.

[0018] Optionally, determining the launch capacity expansion number of the target large game based on the launch quantity includes:

[0019] Obtain the pre-launch trigger value corresponding to the target large-scale game;

[0020] The number of launches is compared with the pre-launch trigger value, which is the minimum value at which the cloud server will not pre-launch the game;

[0021] If the number of games launched is less than the pre-launch trigger value, the difference between the preset number of pre-launched games and the number of games launched is used to obtain the expansion number. If the expansion number is not zero, the expansion number is determined as the launch expansion number of the target large game.

[0022] If the number of launches is greater than or equal to the pre-triggered value, the number of launches for the target large game is determined to be zero, and the scheduled task is executed again.

[0023] By adopting the above technical solution, the number of launches of the target large-scale game is compared with the pre-launch trigger value corresponding to the target large-scale game. If the number of launches is less than the pre-launch trigger value, it means that the number of launches of the target large-scale game in the cloud server is too small, and the number of launches of the target large-scale game needs to be increased. Then, the difference between the pre-launched number of games (i.e., the total number of games expected to be launched) and the current number of launches is obtained to get the expansion number, which is the number of launches of the target large-scale game that needs to be increased. If the number of launches of the target large-scale game is greater than or equal to the pre-launch trigger value, it means that the current number of launches of the target large-scale game in the cloud server is too large, and there is no need to expand the capacity. The number of launches of the target large-scale game is obtained again according to the preset time interval, which helps to avoid the situation where the number of launches of the target large-scale game in the cloud server is too small.

[0024] Optionally, obtaining the pre-launch trigger value corresponding to the target large-scale game includes:

[0025] Obtain the parameter configuration of the cloud server, which includes multiple large games and their corresponding pre-launch trigger values;

[0026] Match the pre-activated trigger value corresponding to the target large-scale game from the parameter configuration.

[0027] By adopting the above technical solution, parameter configuration can effectively manage multiple large-scale games and their corresponding pre-launch trigger values ​​within the cloud server. Different large-scale games have different popularity and corresponding pre-launch trigger values. Based on the target large-scale game, the parameter configuration can match the pre-launch trigger value corresponding to the target large-scale game, thus making it more convenient to obtain the pre-launch trigger value.

[0028] Optionally, if the number of launches is less than the pre-launch trigger value, then after subtracting the preset number of pre-launched games from the number of launches to obtain the launch expansion number of the target large game, the method further includes:

[0029] The demand is obtained by summing the number of online terminals of the target large-scale game at the current time and the number of terminals accessing the target large-scale game;

[0030] If the demand is greater than the number of games to be pre-released, then the difference between the demand and the number of games to be pre-released is calculated to obtain the demand difference value;

[0031] If the demand difference is greater than the difference threshold, the number of pre-opened games is increased to redetermine the number of launch expansions, and the preset duration is decreased.

[0032] By adopting the above technical solution, after determining the number of launch expansions for the target large-scale game, the number of users currently experiencing the target large-scale game on the cloud server (i.e., the number of online terminals) is obtained. Simultaneously, the number of users currently viewing the target large-scale game but not yet entering it (i.e., the number of terminals accessing the target large-scale game) is counted. These two numbers are summed to obtain the required number of launches for the target large-scale game. Next, the difference between the pre-launched game count and the required number is calculated. If the difference exceeds a threshold, it indicates that the number of users intending to enter the target large-scale game exceeds the launch expansion capacity. Since the currently determined launch expansion capacity is insufficient, the pre-launched game count is increased to increase the launch expansion capacity of the target large-scale game. At the same time, the preset duration of the scheduled task is reduced to increase the frequency of obtaining the number of launches for the target large-scale game on the cloud server, thereby ensuring that each user entering the target large-scale game is pre-launched.

[0033] Optionally, after pre-launching the target large game indicated by the launch expansion number, the method further includes:

[0034] The on / off status of multiple target large-scale games is detected;

[0035] If, after the preset time has elapsed, one of the target large-scale games is in a closed state, then the timed task will be executed again.

[0036] If, after the preset time period, none of the target large-scale games are in a closed state, the timed task will not be executed until a closed state is reached, at which point the timed task will be executed again.

[0037] By adopting the above technical solution, after increasing the number of target large-scale games launched in the cloud server according to the determined launch expansion number, the opening and closing status of multiple target large-scale games in the cloud server is monitored in real time. If no target large-scale games are closed after the preset time corresponding to the scheduled task, it means that the number of target large-scale games launched has not decreased. Then, the scheduled task is paused and resumed after the next preset time when the target large-scale games are closed. The evaluation of whether to expand the number of games launched can be carried out. This can save computing power costs and avoid executing the scheduled task every time a game is pre-launched to determine whether expansion is needed.

[0038] A second aspect of this application provides a launcher suitable for large-scale games, specifically comprising:

[0039] The launch count acquisition module is used to acquire the launch count of the target large-scale game in the cloud server before the user launches the target large-scale game;

[0040] The expansion number determination module is used to determine the expansion number of the target large game based on the number of launches;

[0041] The game pre-launch module is used to pre-launch the target large game indicated by the launch expansion number.

[0042] By adopting the above technical solution, the current number of launches of the target large-scale game in the cloud server is obtained by the launch quantity acquisition module. Then, the expansion quantity determination module determines the launch expansion quantity of the target large-scale game based on the current launch quantity. Finally, the game pre-launch module pre-launches the corresponding number of target large-scale games based on the launch expansion quantity, thereby shortening the time for users to wait to enter the large-scale game.

[0043] In summary, this application includes at least one of the following beneficial technical effects:

[0044] 1. Before a user launches a target large-scale game, the system scans the cloud server to obtain the number of target large-scale games already launched on the cloud server. Then, it determines whether the number of launches meets the requirement to increase the number of target large-scale games launched. If the requirement is met, it means that the current number of launches is too low. Based on the number of launches of the target large-scale games, the system determines the number of launches to be expanded. Finally, the target large-scale games corresponding to the number of launches to be expanded are pre-launched on the cloud server, so that the user's terminal can directly connect to the pre-launched target large-scale games, shortening the time the user waits to enter the large-scale game.

[0045] 2. By creating a scheduled task, the target large-scale games on the cloud server are scanned periodically to obtain the number of target large-scale games launched on the cloud server. This allows for better time-based monitoring of the number of target large-scale games launched on the cloud server, enabling timely detection of situations where the number of launched target large-scale games is low, and timely expansion of the server capacity. This effectively allows users to directly enter the target large-scale games that have been launched in advance, saving waiting time. Attached Figure Description

[0046] Figure 1 This is a flowchart illustrating a method for launching a large-scale game, as provided in an embodiment of this application.

[0047] Figure 2 This is a schematic diagram of a user terminal interface for selecting a launched large-scale game, provided in an embodiment of this application.

[0048] Figure 3 This is a flowchart illustrating another method for launching a large-scale game, provided in an embodiment of this application.

[0049] Figure 4 This is a flowchart illustrating a pre-launch process for a large-scale game, as provided in an embodiment of this application.

[0050] Figure 5 This is a flowchart illustrating another method for launching a large-scale game, as provided in an embodiment of this application.

[0051] Figure 6 This is a schematic diagram of the structure of a startup device suitable for large-scale games provided in an embodiment of this application;

[0052] Figure 7 This is a schematic diagram of another launch device suitable for large-scale games provided in the embodiments of this application.

[0053] Explanation of reference numerals in the attached diagram: 11. Startup quantity acquisition module; 12. Expansion quantity determination module; 13. Game pre-launch module. Detailed Implementation

[0054] To enable those skilled in the art to better understand the technical solutions in this specification, the technical solutions in the embodiments of this specification will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments.

[0055] In the description of the embodiments in this application, words such as "illustrative," "for example," or "for example" are used to indicate examples, illustrations, or explanations. Any embodiment or design described as "illustrative," "for example," or "for example" in the embodiments of this application should not be construed as being more preferred or advantageous than other embodiments or designs. Rather, the use of words such as "illustrative," "for example," or "for example" is intended to present the relevant concepts in a specific manner.

[0056] In the description of the embodiments of this application, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, B existing alone, or A and B existing simultaneously. Furthermore, unless otherwise stated, the term "multiple" means two or more. For example, multiple systems refer to two or more systems, and multiple screen terminals refer to two or more screen terminals. In addition, the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the indicated technical features. Thus, a feature defined with "first" or "second" may explicitly or implicitly include one or more of that feature. The terms "comprising," "including," "having," and their variations all mean "including but not limited to," unless otherwise specifically emphasized.

[0057] See Figure 1This application discloses a flowchart illustrating a method for launching large-scale games, which can be implemented using a computer program or run on a launch device for large-scale games based on the von Neumann architecture. The computer program can be integrated into an application or run as a standalone utility application, specifically including:

[0058] S101: Before the user launches the target large-scale game, obtain the number of launches of the target large-scale game within the cloud server.

[0059] Specifically, large-scale games are divided into large-scale online games and large-scale single-player games. They belong to a high-end category of games, as opposed to small-scale games. Broadly speaking, they refer to games that consume a lot of memory, have high system requirements, are released on multiple platforms, have excellent graphics, and involve large investments and production costs. Because large-scale games consume a lot of memory and have high system requirements, cloud servers need to load more game resources and the startup time is longer when launching a large-scale game. Before a user launches a target large-scale game, the cloud server obtains the current number of target large-scale games currently running through its internal Application Programming Interface (API).

[0060] In this embodiment, the target large-scale game refers to a single large-scale game, and the number of launches of the target large-scale game is the number of the same large-scale game launched simultaneously within the cloud server. In other embodiments, the target large-scale game may also be multiple large-scale games, in which case the number of launches of the target large-scale game is the number of each large-scale game launched simultaneously within the multiple large-scale games. In this embodiment, the large-scale game refers to a large-scale game running on a cloud server, not a large-scale game running on a local client. It should be noted that there is at least one target large-scale game launched, and one launched target large-scale game corresponds to one user entering the experience. Currently, all of the multiple launched target large-scale games may have users entering the experience, or only a portion of the target large-scale games may have users entering the experience, while other portions of the target large-scale games may not have users entering the experience.

[0061] It should also be noted that when a user launches a target large-scale game, they need to use a cloud gaming platform client downloaded on their device. The cloud gaming platform client displays multiple large-scale games. The user's device uploads the information of the selected large-scale game, and the cloud server begins loading the game resources for that large-scale game. The time it takes to load the game resources is the time the user waits for the game to start. The user's device can be a smartphone; in other embodiments, it can also be a tablet computer.

[0062] S102: Determine the number of launch expansions for the target large-scale game based on the number of launches.

[0063] Specifically, the launch expansion count refers to the additional number of launches required beyond the current number of launches for the target large-scale game. After obtaining the current number of launches for the target large-scale game on the cloud server, this number is compared with the pre-launch trigger value corresponding to the target large-scale game—the minimum value at which the cloud server will not pre-launch the game. If the launch count does not reach the pre-launch trigger value, it indicates that the current number of launches for the target large-scale game is insufficient. To better achieve the effect of users directly entering the game without waiting for launch time, the number of launches for the target large-scale game needs to be increased in advance on the cloud server. Finally, the launch expansion count for the target large-scale game is determined based on the expected total number of launches required.

[0064] S103: Pre-boot expansion number indication of target large games.

[0065] Specifically, after determining the number of target large-scale games to be launched, the corresponding number of target large-scale games are launched in advance. The method for launching multiple identical target large-scale games simultaneously is as follows: multiple isolation zones (virtual runtime environments) are created on the cloud server using pre-configured isolation software. Then, the corresponding .exe file of the target large-scale game is executed independently in each isolation zone, thereby achieving the simultaneous launch of multiple identical target large-scale games. Due to the isolation software, these multiple identical target large-scale games do not interfere with each other. In this embodiment, the isolation software can be Sandboxie; in other embodiments, Oracle VM VirtualBox or VMware software can also be used.

[0066] For example, if the launch capacity of game XX is 10, meaning that game XX needs to be launched 10 more times, 10 isolation zones are created in the cloud server using the pre-installed sandbox software Sandboxie. The corresponding exe file of game XX is then executed independently in each of the 10 isolation zones in the cloud server in advance, ultimately achieving the goal of launching 10 instances of game XX simultaneously in advance.

[0067] Additionally, it should be noted that, as Figure 2 The diagram shown is a schematic of a user terminal interface for selecting a large-scale game that has been launched according to an embodiment of this application. After all the target large-scale games that have been launched in advance have been launched, the cloud server will synchronize the information of the target large-scale games that have been launched and have not yet been entered by players to the user terminal, so that the user on the user terminal side can directly connect to and enter the target large-scale games that have been launched, saving the user the time of waiting for the large-scale games to start.

[0068] See Figure 3This application discloses a flowchart illustrating another method for launching large-scale games, which can be implemented using a computer program or run on a launch device for large-scale games based on the von Neumann architecture. The computer program can be integrated into an application or run as a standalone utility application, specifically including:

[0069] S201: Create a scheduled task with a preset time interval.

[0070] S202: Based on the scheduled task, obtain the number of target large-scale games launched within the cloud server.

[0071] Specifically, a scheduled task is a task within a cloud server that performs a certain operation at regular intervals. In this application, the scheduled task specifically involves scanning the cloud server using Nmap software at preset intervals to obtain the current number of launched target large games within the cloud server. The preset interval is the time interval between the execution of the scheduled task. In this embodiment, the preset interval is 30 seconds; in other embodiments, the preset interval can be adjusted in real time, and can be 40 seconds or 50 seconds.

[0072] In one feasible approach, the game names of various large-scale games within the cloud server are obtained, and the game names are sorted according to their popularity index.

[0073] Iterate through the large games on the cloud server in the order of their sorted names and obtain the number of launches of the target large game currently being iterated.

[0074] Specifically, the names of multiple large-scale games installed on the cloud server can be obtained through preset parameter configurations within the cloud server. These parameter configurations include multiple game names, corresponding pre-launch trigger values, and the number of games to be pre-launched. All games corresponding to the game names specified in the parameter configurations are installed on the cloud server. The number of pre-launched games represents the total number of target large-scale games expected to launch on the cloud server.

[0075] Next, a popularity index query tool is used to obtain the popularity index corresponding to each game name, and the game names are sorted according to the popularity index. The higher the popularity index, the more popular the corresponding large game is and the more players it has. Finally, the corresponding large games in the cloud server are traversed in the sorted order, and the currently traversed large game is selected as the target large game, and the current number of launches of the target large game is obtained.

[0076] S203: Obtain the pre-opening trigger value corresponding to the target large game.

[0077] In one feasible approach, the parameter configuration of the cloud server is obtained, which includes multiple large games and their corresponding pre-launch trigger values;

[0078] Match the pre-activated trigger value corresponding to the target large game from the parameter configuration.

[0079] Specifically, the system retrieves preset parameter configurations from the cloud server. Based on the one-to-one correspondence between game names, pre-launch trigger values, and the number of pre-launched games in the parameter configurations, each large-scale game corresponds to one pre-launch trigger value and one number of pre-launched games. The system then matches the pre-launch trigger value corresponding to the target large-scale game from the parameter configurations. For example, the parameter configurations might include: Game A, with a pre-launch trigger value of 20 and a pre-launched game count of 40; Game B, with a pre-launch trigger value of 30 and a pre-launched game count of 50. If the target large-scale game is Game A, then the pre-launch trigger value for the target large-scale game can be determined based on the correspondence in the parameter configurations.

[0080] S204: Compare the number of launches with the pre-launch trigger value, which is the minimum value at which the cloud server will not pre-launch the game.

[0081] S205: If the number of games launched is less than the pre-launch trigger value, the difference between the preset number of pre-launched games and the number of games launched is used to obtain the expansion number. If the expansion number is not zero, the expansion number is determined as the launch expansion number of the target large game.

[0082] Specifically, such as Figure 4 The diagram illustrates a process for pre-launching a large-scale game. After determining the pre-launch trigger value for the target large-scale game, the current number of launches for the target large-scale game is compared with the pre-launch trigger value. If the number of launches is less than the pre-launch trigger value, the number of launches for the target large-scale game needs to be increased. The pre-launch number of games corresponding to the target large-scale game is matched through parameter configuration. The difference between the pre-launch number and the number of launches is calculated to obtain the expansion number. If the expansion number is not zero, it is determined as the expansion number for the target large-scale game. If the expansion number is zero, the target large-scale game needs to increase its launch count by zero, indicating no expansion is required, and a scheduled task is executed at the specified time interval.

[0083] For example, if the current launch count of a target large game (Game A) is 10, the corresponding pre-launch trigger value is 20, and the corresponding pre-launch game count is 40, then the launch count is less than the pre-launch trigger value. Therefore, Game A needs to be expanded within the cloud server by launching a certain number of Game A instances in advance. The expansion count is the difference between the pre-launch game count of 40 and the launch count of 10, which is 30.

[0084] S206: If the number of startups is greater than or equal to the pre-triggered value, determine that the number of startup expansions for the target large game is zero, and execute the scheduled task again.

[0085] Specifically, if the current number of launches of the target large-scale game is greater than or equal to the pre-launch trigger value for the target large-scale game, it indicates that the current number of launches of the target large-scale game is sufficient to meet the user's gaming experience, and no expansion operation is triggered, so there is no need to increase the number of launches of the target large-scale game. Finally, a scheduled task will be executed again at preset intervals to obtain the current number of launches of the target large-scale game after the next preset interval, and further determine whether to expand the capacity of the target large-scale game based on the number of launches.

[0086] S207: Pre-boot expansion number indication of target large games.

[0087] For details, please refer to step S103, which will not be repeated here.

[0088] S208: Detect the open / closed status of multiple target large-scale games.

[0089] S209: If, after a preset time, one of the multiple target large-scale games is in a closed state, then the timed task will be executed again.

[0090] S210: If, after a preset time, none of the target large-scale games are in a closed state, the timed task will not be executed until a closed state is found, at which point the timed task will be executed again.

[0091] Specifically, by using an API interface to obtain user online status, the online status of users in each target large-scale game within the cloud server is retrieved. This method allows for the detection of the start / stop status of multiple target large-scale games. Since each user corresponds to one started target large-scale game, when a user's online status changes from online to offline, a corresponding target large-scale game is shut down. After a preset time has elapsed since the last scheduled task ended, if multiple target large-scale games are detected to be shut down, the scheduled task is executed directly to obtain the current number of started target large-scale games and determine whether to expand capacity.

[0092] If multiple target large-scale games are detected to be open and all corresponding users are online, then even if the preset time has elapsed, the number of games launched remains unchanged, and there is no need to execute the scheduled task temporarily. Once a target large-scale game is found to be closed after the next preset time, the scheduled task will resume normal execution.

[0093] See Figure 5 This application discloses a flowchart illustrating another method for launching large-scale games, which can be implemented using a computer program or run on a launch device for large-scale games based on the von Neumann architecture. The computer program can be integrated into an application or run as a standalone utility application, specifically including:

[0094] S301: Create a scheduled task with a preset time interval.

[0095] S302: Based on the scheduled task, obtain the number of target large-scale games launched within the cloud server.

[0096] S303: Obtain the pre-opening trigger value corresponding to the target large game.

[0097] S304: Compare the number of launches with the pre-launch trigger value, which is the minimum value at which the cloud server will not pre-launch the game.

[0098] S305: If the number of games launched is less than the pre-activated trigger value, the difference between the preset number of pre-activated games and the number of games launched is used to obtain the expansion number. If the expansion number is not zero, the expansion number is determined as the launch expansion number of the target large game.

[0099] For details, please refer to steps S201-S205, which will not be repeated here.

[0100] S306: Calculate the sum of the number of online terminals for the target large-scale game at the current time and the number of terminals accessing the target large-scale game to obtain the demand.

[0101] Specifically, after determining the number of expansion slots to be added, the system retrieves the number of IPs (online terminals) currently playing the target large-scale game on the cloud server via API calls, as well as the number of terminals (IPs) accessing the target large-scale game (i.e., terminals that are only on the entry page of the target large-scale game but have not yet connected to the game). The sum of the number of online terminals and the number of terminals accessing the target large-scale game yields the required capacity.

[0102] S307: If the demand is greater than the number of games to be opened, the difference between the demand and the number of games to be opened is calculated to obtain the demand difference.

[0103] S308: If the demand difference is greater than the difference threshold, the number of pre-opened games will be increased to redetermine the number of launch expansions, and the preset duration will be decreased.

[0104] Specifically, after determining the demand, it is compared with the number of pre-released games for the target large-scale game. If the demand exceeds the number of pre-released games, the current number of pre-released games may not be sufficient for all users to enjoy cloud gaming. Next, the demand is subtracted from the number of pre-released games to obtain the demand difference. Finally, this demand difference is compared with a preset difference threshold, which is the critical difference required to increase the number of launches based on the number of pre-released games. If the demand difference exceeds the threshold, it means the number of launches for the target large-scale game must be increased. Therefore, the number of pre-released games is increased, and the launch capacity is correspondingly increased. Simultaneously, the preset duration of the scheduled task is reduced, and the frequency of obtaining the current launch count of the target large-scale game is increased. This allows for timely detection of a decrease in the launch count and timely expansion to better meet user gaming needs.

[0105] For example, if the number of pre-launched games is 100, the number of online terminals is 20, the number of accessing terminals is 90, and the current number of launches for the target large-scale game is 30, the demand is 20 + 90 = 110, which is greater than the pre-launched game count of 100. The demand difference is 10, and the threshold for the difference is 10. Since the demand difference is not greater than the threshold, it indicates a small demand difference, which is within the allowable range, and there is no need to increase the launch capacity. This is because some users may only be browsing the target large-scale game's entry page without intending to actually play. If the demand is 120, the demand difference is 20, which is greater than the threshold, indicating a larger demand difference. This means there is a higher probability that users will convert their browsing into actual gameplay. In this case, the number of pre-launched games should be increased, the launch capacity should be increased accordingly, and the preset duration should be reduced.

[0106] S309: If the number of startups is greater than or equal to the pre-triggered value, determine that the number of startup expansions for the target large game is zero, and execute the scheduled task again.

[0107] S310: Pre-boot expansion number indication of target large games.

[0108] For details, please refer to steps S206-S207, which will not be repeated here.

[0109] The implementation principle of a method for launching large-scale games according to an embodiment of this application is as follows: Before a user launches a target large-scale game, the cloud server is scanned to obtain the current number of games launched. If the number of games launched is less than the pre-launch trigger value corresponding to the target large-scale game, the difference between the pre-launch number and the number of games launched is calculated to obtain an expansion number, which is not zero. This expansion number is then determined as the launch expansion number for the target large-scale game. Finally, the target large-scale game corresponding to the launch expansion number is pre-launched on the cloud server. This ensures that the target large-scale game the user enters is already launched, thereby saving the user's waiting time to enter the target large-scale game.

[0110] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.

[0111] Please see Figure 6 This is a schematic diagram of a launch device for large-scale games provided in an embodiment of this application. This launch device for large-scale games can be implemented as all or part of a device through software, hardware, or a combination of both. The device 1 includes a launch quantity acquisition module 11, an expansion quantity determination module 12, and a game pre-launch module 13.

[0112] The launch count acquisition module 11 is used to acquire the launch count of the target large game in the cloud server before the user launches the target large game;

[0113] The expansion capacity determination module 12 is used to determine the expansion capacity of the target large game based on the number of launches;

[0114] Game pre-launch module 13 is used to pre-launch the target large game indicated by the number of launch expansions.

[0115] Optionally, module 11 for obtaining the number of startups is used for:

[0116] Create a scheduled task with a preset time interval;

[0117] Based on a scheduled task, obtain the number of launches of the target large-scale game within the cloud server.

[0118] Optionally, module 11, which obtains the number of startups, is also used for:

[0119] Retrieve the game names of major games on the cloud server and sort the game names according to their popularity index.

[0120] Iterate through the large games on the cloud server in the order of their sorted names and obtain the number of launches of the target large game currently being iterated.

[0121] Optionally, module 12, which determines the number of expansion slots, is specifically used for:

[0122] Obtain the pre-launch trigger value corresponding to the target large-scale game;

[0123] The number of launches is compared with the pre-launch trigger value, which is the minimum value at which the cloud server will not pre-launch the game;

[0124] If the number of games launched is less than the pre-activated trigger value, the difference between the preset number of pre-activated games and the number of games launched is used to obtain the expansion number. If the expansion number is not zero, the expansion number is determined as the expansion number for the target large game.

[0125] If the number of launches is greater than or equal to the pre-triggered value, determine that the launch expansion capacity of the target large game is zero, and execute the scheduled task again.

[0126] Optionally, the expansion capacity determination module 12 is also used for:

[0127] Obtain the cloud server's parameter configuration, which includes multiple large games and their corresponding pre-launch trigger values;

[0128] Match the pre-activated trigger value corresponding to the target large game from the parameter configuration.

[0129] Optional, such as Figure 7 As shown, device 1 also includes an expansion and supplementation module 14, specifically used for:

[0130] Calculate the sum of the number of online terminals for the target large-scale game at the current time and the number of terminals accessing the target large-scale game to obtain the demand.

[0131] If the demand exceeds the number of games to be released, the difference between the demand and the number of games to be released is calculated to obtain the demand difference.

[0132] If the demand difference exceeds the difference threshold, the number of pre-opened games will be increased to redetermine the number of games to be launched and the preset duration will be decreased.

[0133] Optionally, device 1 also includes a timed task adjustment module 15, specifically used for:

[0134] Detect the open / closed status of multiple target large-scale games;

[0135] If, after a preset time period, one of the target large-scale games is in a closed state, the timed task will be executed again.

[0136] If, after a preset time period, none of the target large-scale games are in a closed state, the scheduled task will not be executed until a closed state is found, at which point the scheduled task will be executed again.

[0137] It should be noted that the above embodiments of the launch device for large games, when executing the launch method for large games, are only illustrative examples of the division of the above functional modules. In practical applications, the above functions 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. Furthermore, the above embodiments of the launch device for large games and the embodiment of the launch method for large games belong to the same concept, and the implementation process is detailed in the method embodiment, which will not be repeated here.

[0138] This application also discloses a computer-readable storage medium storing a computer program, wherein when the computer program is executed by a processor, it employs a startup method suitable for large-scale games as described above.

[0139] The computer program can be stored in a computer-readable medium. The computer program includes computer program code, which can be in the form of source code, object code, executable file, or certain middleware. The computer-readable medium includes any entity or device capable of carrying computer program code, recording media, USB flash drive, portable hard drive, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the computer-readable medium includes, but is not limited to, the above-mentioned components.

[0140] The above-described method for launching a large game is stored in the computer-readable storage medium and loaded and executed on the processor to facilitate the storage and application of the method.

[0141] This application also discloses an electronic device in which a computer program is stored in a computer-readable storage medium. When the computer program is loaded and executed by a processor, the above-described method for launching large-scale games is employed.

[0142] The electronic device can be a desktop computer, a laptop computer, or a cloud server, and the electronic device includes, but is not limited to, a processor and a memory. For example, the electronic device may also include input / output devices, network access devices, and buses.

[0143] The processor can be a central processing unit (CPU). Of course, depending on the actual use, it can also be other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), off-the-shelf programmable gate arrays (FPGAs), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc., and this application does not limit it.

[0144] The memory can be an internal storage unit of an electronic device, such as a hard disk or RAM, or an external storage device, such as a plug-in hard disk, smart memory card (SMC), secure digital card (SD), or flash memory card (FC) equipped on the electronic device. Furthermore, the memory can be a combination of an internal storage unit and an external storage device. The memory is used to store computer programs and other programs and data required by the electronic device. The memory can also be used to temporarily store data that has been output or will be output. This application does not limit this.

[0145] In this electronic device, a method for launching large games according to the above embodiments is stored in the memory of the electronic device and loaded and executed on the processor of the electronic device for convenient use.

[0146] The foregoing description is merely an exemplary embodiment of this disclosure and should not be construed as limiting the scope of this disclosure. Any equivalent changes and modifications made in accordance with the teachings of this disclosure shall still fall within the scope of this disclosure. Other embodiments of this disclosure will be readily apparent to those skilled in the art upon consideration of the specification and practice of the disclosure herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not described herein. The specification and embodiments are to be considered exemplary only, and the scope and spirit of this disclosure are defined by the claims.

Claims

1. A method for launching large-scale games, characterized in that, The method includes: Before a user launches a target large-scale game, the number of launches of the target large-scale game in the cloud server is obtained, including: creating scheduled tasks with a preset time interval; According to the scheduled task, obtain the number of times the target large-scale game is launched in the cloud server; Based on the number of launches, determine the number of launch expansions for the target large-scale game, including: obtaining the pre-launch trigger value corresponding to the target large-scale game; The number of launches is compared with the pre-launch trigger value, which is the minimum value at which the cloud server will not pre-launch the game; If the number of games launched is less than the pre-launch trigger value, the difference between the preset number of pre-launched games and the number of games launched is used to obtain the expansion number. If the expansion number is not zero, the expansion number is determined as the launch expansion number of the target large game. If the number of launches is greater than or equal to the pre-triggered value, the number of launches for the target large game is determined to be zero, and the scheduled task is executed again. Pre-launch the target large-scale game indicated by the launch expansion number; The on / off status of multiple target large-scale games is detected; If, after the preset time period, one of the target large-scale games is in a closed state, then the timed task will be executed again. If, after the preset time period, none of the target large-scale games are in a closed state, the timed task will not be executed until a closed state is reached, at which point the timed task will be executed again.

2. The method for launching large-scale games according to claim 1, characterized in that, The process of obtaining the number of launches of the target large-scale game within the cloud server includes: Obtain the game names of each major game in the cloud server and sort the game names according to their popularity index. Iterate through the large games on the cloud server according to the sorted order of the game names, and obtain the number of launches of the target large game currently being iterated.

3. The method for launching large-scale games according to claim 1, characterized in that, The step of obtaining the pre-launch trigger value corresponding to the target large-scale game includes: Obtain the parameter configuration of the cloud server, which includes multiple large games and their corresponding pre-launch trigger values; Match the pre-activated trigger value corresponding to the target large-scale game from the parameter configuration.

4. The method for launching large-scale games according to claim 1, characterized in that, If the number of games launched is less than the pre-activated trigger value, then after subtracting the preset number of pre-activated games from the number of games launched to obtain the number of games to expand the launch capacity of the target large game, the method further includes: The demand is obtained by summing the number of online terminals of the target large-scale game at the current time and the number of terminals accessing the target large-scale game; If the demand is greater than the number of games to be pre-released, then the difference between the demand and the number of games to be pre-released is calculated to obtain the demand difference value; If the demand difference is greater than the difference threshold, the number of pre-opened games is increased to redetermine the number of launch expansions, and the preset duration is decreased.

5. A launch device suitable for large-scale games, used to implement the launch method for large-scale games according to any one of claims 1 to 4, characterized in that, include: The launch count acquisition module (11) is used to acquire the launch count of the target large game in the cloud server before the user launches the target large game; The expansion number determination module (12) is used to determine the expansion number of the target large game based on the number of launches; The game pre-launch module (13) is used to pre-launch the target large game indicated by the launch expansion number.

6. A computer-readable storage medium storing a computer program, characterized in that, When the computer program is loaded and executed by the processor, it employs the method described in any one of claims 1-4.

7. An electronic device comprising a memory, a processor, and a computer program stored in the memory and capable of running on the processor, characterized in that, When the processor loads and executes the computer program, it employs the method described in any one of claims 1-4.

Citation Information

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