A game data cloud transmission method and system based on big data
By analyzing the target mobile scene of the game character and estimating the number of virtual characters, calculating the complex parameters of network interference based on the network transmission situation, and dynamically adjusting the data transmission rate and bandwidth, the congestion problem caused by the complexity of the network and scenes in game data transmission is solved. Improves the smoothness and response speed of data transmission.
Patent Information
- Application Number
- CN202410705194.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-06-03
- Publication Date
- 2025-01-10
- Estimated Expiration
- 2044-06-03
AI Technical Summary
During the cloud transmission of game data, congestion may be caused due to network transmission conditions and game scene complexity, which increases the error rate and packet loss rate during transmission, affecting the smoothness of data transmission, and the user side and cloud server side. speed of response between.
By obtaining the operation data sent by the user, analyzing the target mobile scene of the game character, estimating the time period when the game character moves to each target mobile scene, calculating the complex parameters of network interference based on the number of virtual characters and network transmission, and dividing each mobile target scene The data transmission rate and bandwidth are dynamically adjusted according to the scenario conversion standards and network interference trends to optimize data transmission.
It effectively alleviates congestion during game transmission, ensures the smoothness of data transmission and improves the response speed between the user and the cloud server.
Smart Images

Figure CN118593982B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of cloud computing technology, and in particular to a game data cloud transmission method and system based on big data. Background Art
[0002] With the rapid development of network technology, cloud computing, encoding and decoding technology, and edge computing, a technical foundation has been provided for cloud transmission of game data. By transmitting game data to the cloud, the needs of game computing and rendering are transferred to cloud servers, and user devices are simplified to a display screen and operating console. Without the need for high-end processors and graphics cards, you can get a gaming experience that surpasses local devices. Because of this, cloud transmission can provide a smooth, low-latency gaming experience while also meeting the needs for immediacy and convenience.
[0003] Chinese Patent Publication No.: CN110572469A discloses a data transmission method, input device, cloud server and system, which include: an external input device is connected to a cloud server, after the game starts, a game running instruction is generated in response to the user's game control operation, and the game running instruction is sent to the cloud server; receiving the to-be-output data generated by executing the game running instruction sent by the cloud server, and decoding the to-be-output data; through the established data delivery channel with the target terminal display device, the decoded to-be-output data is delivered to the target terminal display device, so that the target terminal display device outputs after obtaining the to-be-output data.
[0004] However, the following problems still exist in the prior art. During the game data transmission process, it will be affected by the network transmission conditions and the complexity of the game scene. The game characters are in different game scenes, which may cause congestion in the transmission process, increase the error rate and packet loss rate in the transmission process, and thus affect the smoothness of data transmission and the response speed between the user end and the cloud server end. Summary of the invention
[0005] To this end, the present invention provides a game data cloud transmission method and system based on big data, so as to overcome the problem in the prior art that the game data is affected by the network transmission conditions and the complexity of the game scenes, and the game characters are in different game scenes, which may cause congestion, increase the error rate and packet loss rate in the transmission process, and further affect the smoothness of data transmission and the response speed between the user end and the cloud server end.
[0006] To achieve the above objectives, on the one hand, the present invention provides a game data cloud transmission method based on big data, which comprises:
[0007] Acquire operation data sent by the user end to the cloud server, and analyze several target movement scenes of the game character through the operation data, wherein the operation data includes control data for the movement mode of the game character;
[0008] estimating the time period for the game characters to move to each target movement scene, and evaluating the number of virtual characters that are expected to move to the target movement scene within the time period for the global movement instruction, wherein the global movement instruction includes the operation data of the remaining clients;
[0009] Calculating the network interference complex parameter by combining the number of virtual characters with the network transmission status between the user terminal and the cloud server and the scene characteristics of the target mobile scene to divide the network interference trend of each mobile target scene, wherein the scene characteristics include the number of models and the number of dynamic elements of the target mobile scene;
[0010] If the scene transition time of the game character meets the scene transition standard, the cloud server transmits feedback information to the user terminal through network packets according to the network interference trend of the target moving scene, including:
[0011] Data is transmitted according to the transmission priority order. During the transmission process, the congestion moment is determined according to the throughput and the network packet transmission volume. The data transmission rate at the congestion moment is dynamically adjusted to determine the required bandwidth allocation based on the complex parameters of network interference.
[0012] Or, determine the bandwidth to be allocated based on complex parameters of network interference.
[0013] Furthermore, the step of parsing several target movement scenes of the game character through the operation data includes:
[0014] Acquire a number of control data for the movement mode of the game character;
[0015] Performing game logic processing on the control data for the movement mode of the game character, determining the scene that the game character needs to enter, and determining each of the scenes as a target movement scene;
[0016] The game logic processing includes parsing control data at the game logic layer and converting it into executable in-game operations.
[0017] Furthermore, the complex parameters of network interference are calculated according to formula (1):
[0018]
[0019] In formula (1), N represents the complex parameter of network interference, H represents the number of virtual characters, H0 represents the preset standard threshold of the number of virtual characters, W represents the data transmission error rate, W0 represents the preset data transmission error rate threshold, M represents the number of models, M0 represents the preset standard threshold of the number of models, V represents the number of dynamic elements, and V0 represents the preset standard threshold of the number of dynamic elements.
[0020] Furthermore, the network interference trends of each mobile target scene are divided into:
[0021] If the network interference complex parameter is greater than the preset network interference complex parameter standard threshold, the network interference trend of each moving target scene is determined to be a strong trend;
[0022] If the network interference complex parameter is less than or equal to the preset network interference complex parameter standard threshold, the network interference trend of each moving target scene is determined to be a weak trend.
[0023] Further, determining whether the scene transition time of the game character meets the scene transition standard includes determining the moving speed of the game character to estimate the scene transition time required to enter the target game scene;
[0024] If the conversion time is less than a preset estimated time reference threshold, it is determined that the scene conversion standard is met.
[0025] Furthermore, transmitting feedback information to the user terminal through network packets according to the network interference trend of the target mobile scene includes:
[0026] If the trend of network interference is strong, data transmission is performed according to the priority order of game data network packet transmission. During the transmission process, the congestion moment is determined according to the throughput and the network packet transmission volume, and the data transmission rate at the congestion moment is dynamically adjusted to determine the bandwidth required to be allocated based on the complex parameters of network interference, and then transmitted back to the user end;
[0027] If the trend of network interference is weak, the bandwidth to be allocated is determined based on the complex parameters of network interference and is transmitted back to the user end.
[0028] Further, the data transmission according to the transmission priority order includes:
[0029] Determining the feedback information for the operation data and the target mobile scene modeling information in the feedback information as high priority;
[0030] Determine the remaining feedback information as low priority;
[0031] The feedback information is packaged in a network and high-priority network packets are transmitted first.
[0032] Furthermore, the step of determining the congestion moment according to the throughput and the network packet transmission volume during the transmission process and dynamically adjusting the data transmission rate at the congestion moment includes:
[0033] If the current throughput is lower than the network bandwidth and / or the network packet transmission volume is greater than a preset network packet transmission volume standard threshold, it is determined that the data transmission has entered a congestion moment;
[0034] Reduce the data transmission rate during congestion, and the amount of reduction is negatively correlated with the throughput;
[0035] Reduce the data transmission rate during congestion, and the amount of reduction is positively correlated with the network packet transmission volume.
[0036] Furthermore, the bandwidth required to be allocated is determined based on the complex parameters of network interference, including:
[0037] The bandwidth required to be allocated is positively correlated with the network interference complexity parameter.
[0038] Furthermore, a system for applying a game data cloud transmission method based on big data is also provided, which includes:
[0039] A collection and analysis module, which is connected to the cloud server and is used to obtain the operation data sent by the user terminal to the cloud server, and analyze several target movement scenes of the game character through the operation data;
[0040] A load classification module, which is connected to the acquisition and analysis module, includes a load analysis unit and a classification unit.
[0041] The load analysis unit is used to estimate the time period for the game character to move to each target movement scene, and the number of virtual characters corresponding to the target movement scene within the time period for the global movement instruction evaluation.
[0042] The classification unit is used to calculate the network interference complex parameter by combining the network transmission situation between the user terminal and the cloud server and the scene characteristics of the target mobile scene, so as to classify the network interference trend of each mobile target scene;
[0043] The information adjustment module is connected to the load classification module and the cloud server respectively, and is used to determine whether the scene transition time of the game character meets the scene transition standard, and to control the cloud server to return feedback information to the user end through network packets according to the network interference trend of the target moving scene.
[0044] Compared with the prior art, the present invention obtains the operation data sent by the user terminal to the cloud server, analyzes several target movement scenarios of the game character, estimates the time period for the game character to move to each target movement scenario, evaluates the number of virtual characters that are expected to move to the target movement scenario within the global movement instruction evaluation time period, calculates the complex parameters of network interference in combination with the network transmission conditions between the user terminal and the cloud server and the scene characteristics of the target movement scenario, divides the network interference trend of each moving target scene, and when the scene switching time of the game character meets the scene switching standard, adaptively selects the cloud server to send feedback information to the user terminal through network packets, thereby alleviating congestion in the game transmission process, ensuring the smoothness of game data transmission, and improving the response speed between the user terminal and the cloud server.
[0045] In particular, the present invention calculates the network interference complex parameter by combining the number of virtual characters with the network transmission conditions between the user end and the cloud server and the scene characteristics of the target mobile scene. As the game character moves, the scene characteristics of different scenes are different. In the process of game data transmission, it will be affected by the network transmission conditions and the complexity of the game scene, thereby affecting the smoothness of data transmission and the response speed between the user end and the cloud server. In actual situations, the complexity of the scene characteristics affects the efficiency of data transmission and the response time. The more the number of models and dynamic elements in the game means, the larger the amount of data required to be transmitted. Especially under the interference of the network transmission situation, the impact on the smoothness and accuracy of data transmission will be magnified. Then, by calculating the network interference complex parameter, the network interference trend of the target mobile scene is characterized, and data support is provided for the subsequent division of the network interference trend of each mobile target scene. Then, when the scene conversion time of the game character meets the scene conversion standard, the cloud server adaptively chooses to return feedback information to the user end through network packets according to the network interference trend of the target mobile scene, thereby alleviating the congestion in the game transmission process, ensuring the smoothness of game data transmission, and improving the response speed between the user end and the cloud server.
[0046] In particular, the present invention estimates the time period for the game character to move to each target mobile scene, and evaluates the number of virtual characters that are pre-moved to the target mobile scene within the time period for the global mobile command. In actual situations, the modeling complexity of the target mobile scene, the number of operation data of the remaining clients in the same area scene, the number of virtual characters, and the number of dynamic elements in the scene affect the game running smoothness and the rendering completion degree of the target mobile scene when the game character enters the target mobile scene. Therefore, the present application determines the movement speed of the game character, estimates the scene switching time required for the game character to enter the target game scene, and pre-transmits feedback information and target mobile scene modeling information to the operation data sent by the user end. When the scene switching standard is met, the cloud server is controlled in advance to adaptively select the method of transmitting feedback information to the user end through network packets according to the network interference trend of the target mobile scene, so as to ensure the smoothness of the game character entering the target mobile scene and avoid network freezes, thereby alleviating congestion in the game transmission process, ensuring the smoothness of game data transmission, and improving the response speed between the user end and the cloud server end.
[0047] In particular, the present invention determines the congestion moment through the throughput and network packet transmission volume during the transmission process. In actual situations, the more models and dynamic elements of the target mobile scene, the higher the efficiency and instant response requirements for game data transmission, so as to ensure the degree of completion of the rendering of the target mobile scene. Therefore, the present application determines the congestion moment through the throughput and network packet transmission volume during the transmission process, dynamically adjusts the data transmission rate according to the congestion moment, improves the influence of the change of throughput and the size of the network packet transmission volume on the smoothness and accuracy of data transmission during the game transmission process, and at the same time, determines the bandwidth to be allocated based on the complex parameters of network interference, ensures that when the network packet arrives at the target mobile scene, the user end receives feedback information in time, completes the rendering of the model and dynamic objects for the target mobile scene, and then alleviates the congestion in the game transmission process, ensures the smoothness of game data transmission, and improves the response speed between the user end and the cloud server end. BRIEF DESCRIPTION OF THE DRAWINGS
[0048] Figure 1 A schematic diagram of the steps of a method for cloud transmission of game data based on big data according to an embodiment of the invention;
[0049] Figure 2 A logical decision diagram for dividing the network interference tendency of each mobile target scene according to an embodiment of the invention;
[0050] Figure 3 A logic decision diagram for selecting a method for transmitting feedback information according to an embodiment of the present invention;
[0051] Figure 4This is a logical decision diagram for determining the congestion moment according to an embodiment of the present invention. DETAILED DESCRIPTION
[0052] In order to make the objects and advantages of the present invention more clearly understood, the present invention is further described below in conjunction with embodiments; it should be understood that the specific embodiments described herein are only used to explain the present invention and are not used to limit the present invention.
[0053] The preferred embodiments of the present invention are described below with reference to the accompanying drawings. It should be understood by those skilled in the art that these embodiments are only used to explain the technical principles of the present invention and are not intended to limit the protection scope of the present invention.
[0054] In addition, it should be noted that in the description of the present invention, unless otherwise clearly specified and limited, the term "connection" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0055] See also Figures 1 to 4 As shown, Figure 1 This is a schematic diagram of the steps of a method for transmitting game data to the cloud based on big data according to an embodiment of the invention. Figure 2 The logical decision diagram for dividing the network interference trend of each mobile target scene according to the embodiment of the invention is as follows: Figure 3 The following is a logic decision diagram for selecting a method for transmitting feedback information according to an embodiment of the present invention. Figure 4 The logical decision diagram for determining the congestion time of the embodiment of the invention is as follows: the game data cloud transmission method based on big data of the invention includes:
[0056] Step S1, obtaining operation data sent by the user terminal to the cloud server, and parsing several target movement scenes of the game character through the operation data, wherein the operation data includes control data for the movement mode of the game character;
[0057] Step S2, estimating the time period for the game character to move to each target movement scene, and evaluating the number of virtual characters that are expected to move to the target movement scene within the time period for the global movement instruction, wherein the global movement instruction includes the operation data of the remaining clients;
[0058] Step S3, calculating the network interference complex parameter by combining the number of virtual characters with the network transmission status between the user terminal and the cloud server and the scene characteristics of the target mobile scene to divide the network interference trend of each mobile target scene, wherein the scene characteristics include the number of models and the number of dynamic elements of the target mobile scene;
[0059] Step S4, if the scene transition time of the game character meets the scene transition standard, the cloud server transmits feedback information to the user terminal through a network packet according to the network interference trend of the target moving scene, including:
[0060] Data is transmitted according to the transmission priority order. During the transmission process, the congestion moment is determined according to the throughput and the network packet transmission volume. The data transmission rate at the congestion moment is dynamically adjusted to determine the required bandwidth allocation based on the complex parameters of network interference.
[0061] Or, determine the bandwidth to be allocated based on complex parameters of network interference.
[0062] Specifically, the present invention does not limit the specific structure of the cloud server. It only needs to be configured to provide game running related service requirements. As for the computing power of the cloud server, those skilled in the art can choose it according to the computing power required by the type of game. This is the prior art and will not be elaborated herein.
[0063] Specifically, the present invention does not limit the specific form of the operation data. It can be understood that the operation data is for the game character, and may include controlling the game character to release corresponding skills, controlling the game character to perform predetermined actions, or controlling the game character to move, etc., which will not be repeated here.
[0064] Specifically, the step of parsing several target movement scenes of the game character through the operation data includes:
[0065] Acquire a number of control data for the movement mode of the game character;
[0066] Performing game logic processing on the control data for the movement mode of the game character, determining the scene that the game character needs to enter, and determining each of the scenes as a target movement scene;
[0067] The game logic processing includes parsing control data at the game logic layer and converting it into executable in-game operations.
[0068] Specifically, taking a large-scale online network game as an example, the game character moves in a manner that after a destination is selected, the game character moves to the destination. Therefore, several scenes that the game character needs to enter can be obtained through the selected destination, which will not be described in detail.
[0069] Specifically, the network transmission conditions between the user end and the cloud server include the error rate during the game data transmission process. Among them, cloud games usually configure an error correction mechanism, for example, configure an FEC error correction algorithm, and reflect the error rate by monitoring the triggering frequency of the error correction mechanism during the game data transmission process. This is an existing technology and will not be repeated here.
[0070] Specifically, dynamic elements include dynamic maps within the scene.
[0071] Specifically, the complex parameters of network interference are calculated according to formula (1):
[0072]
[0073] In formula (1), N represents the complex parameter of network interference, H represents the number of virtual characters, H0 represents the preset standard threshold of the number of virtual characters, W represents the data transmission error rate, W0 represents the preset data transmission error rate threshold, M represents the number of models, M0 represents the preset standard threshold of the number of models, V represents the number of dynamic elements, and V0 represents the preset standard threshold of the number of dynamic elements.
[0074] It can be understood that the movement path of the game character can be determined based on the control data for the movement method of the game character, and the time period for the game character to move to each target movement scene can be estimated based on the movement speed of the game character. Simultaneously, based on the operation data of the remaining clients, the movement method of other game characters can be determined, and then the number of virtual characters that are expected to move to the target movement scene within the corresponding time period can be estimated. This will not be elaborated.
[0075] Specifically, in this embodiment, the data transmission error rate W is obtained through real-time monitoring, and the standard threshold value H0 for the number of virtual characters, the data transmission error rate threshold W0, the standard threshold value M0 for the number of models, and the standard threshold value V0 for the number of dynamic elements are pre-set. The real-time number of virtual characters and the number of models of several game scenes are obtained, and the average value ΔH0 of the number of virtual characters, the average value ΔW of the data transmission error rate, the average value ΔM0 of the number of models, and the average value ΔV0 of the number of dynamic elements are solved. It is set that H0=r1×ΔH0, W0=ΔW, M0=r2×ΔM0, V0=r2×ΔV0, wherein r1 represents the first precision coefficient, r2 represents the second precision coefficient, 1.1<r1<1.15, 1.15<r2<1.25.
[0076] Specifically, the present invention calculates the network interference complex parameter by combining the number of virtual characters with the network transmission conditions between the user end and the cloud server and the scene characteristics of the target mobile scene. In the process of game data transmission, it will be affected by the network transmission conditions and the complexity of the game scene, and then affect the smoothness of data transmission and the response speed between the user end and the cloud server end. In actual situations, the complexity of the scene characteristics affects the efficiency of data transmission and the response time. The more the number of models and dynamic elements in the game means the larger the amount of data required to be transmitted. Especially under the interference of the network transmission conditions, the impact on the smoothness and accuracy of data transmission will be amplified. Then, by calculating the network interference complex parameter, the network interference trend of the target mobile scene is characterized, and data support is provided for the subsequent division of the network interference trend of each mobile target scene. Then, when the scene conversion time of the game character meets the scene conversion standard, the cloud server adaptively chooses to return feedback information to the user end through network packets according to the network interference trend of the target mobile scene, and then alleviates the congestion in the game transmission process, ensures the smoothness of game data transmission, and improves the response speed between the user end and the cloud server end.
[0077] Specifically, the network interference trends of each mobile target scenario are divided into:
[0078] If the network interference complex parameter is greater than the preset network interference complex parameter standard threshold, the network interference trend of each moving target scene is determined to be a strong trend;
[0079] If the network interference complex parameter is less than or equal to the preset network interference complex parameter standard threshold, the network interference trend of each moving target scene is determined to be a weak trend.
[0080] The standard threshold of the complex parameter of network interference is selected in the interval [1.15, 1.3].
[0081] Specifically, determining whether the scene transition time of the game character meets the scene transition standard includes determining the moving speed of the game character to estimate the scene transition time required to enter the target game scene;
[0082] If the conversion time is less than a preset estimated time reference threshold, it is determined that the scene conversion standard is met.
[0083] Specifically, the estimated time reference threshold value T0 is selected within the interval [5s, 15s].
[0084] Specifically, the present invention estimates the time period for the game character to move to each target mobile scene, and evaluates the number of virtual characters that are pre-moved to the target mobile scene within the time period for the global mobile command. In actual situations, the modeling complexity of the target mobile scene, the number of operation data of the remaining clients in the same area scene, the number of virtual characters, and the number of dynamic elements in the scene affect the smoothness of the game operation when the game character enters the target mobile scene and the degree of completion of the rendering of the target mobile scene. Therefore, the present application determines the movement speed of the game character, estimates the scene conversion time required for the game character to enter the target game scene, and pre-transmits feedback information on the operation data sent by the user end and the target mobile scene modeling information. When the scene conversion standard is met, the cloud server adaptively selects the method of transmitting feedback information to the user end through network packets based on the network interference trend of the target mobile scene, so as to ensure the smoothness of the game character entering the target mobile scene and avoid network freezes, thereby alleviating congestion during game transmission, ensuring the smoothness of game data transmission, and improving the response speed between the user end and the cloud server end.
[0085] Specifically, the feedback information transmitted to the user terminal through a network packet according to the network interference trend of the target mobile scene includes:
[0086] If the trend of network interference is strong, data transmission is performed according to the priority order of game data network packet transmission. During the transmission process, the congestion moment is determined according to the throughput and the network packet transmission volume, and the data transmission rate at the congestion moment is dynamically adjusted to determine the bandwidth required to be allocated based on the complex parameters of network interference, and then transmitted back to the user end;
[0087] If the trend of network interference is weak, the bandwidth to be allocated is determined based on the complex parameters of network interference and is transmitted back to the user end.
[0088] Specifically, the data transmission according to the transmission priority order includes:
[0089] Determining the feedback information for the operation data and the target mobile scene modeling information in the feedback information as high priority;
[0090] Determine the remaining feedback information as low priority;
[0091] The feedback information is packaged in a network and high-priority network packets are transmitted first.
[0092] Specifically, the feedback information for the operation data is the response result returned after processing by the operation data cloud server. The target mobile scene modeling information includes the model data of all 3D objects in the scene, such as polygon meshes, vertex coordinates, normals, etc., which will not be repeated here.
[0093] Specifically, the steps of determining the congestion moment according to the throughput and the network packet transmission volume during the transmission process and dynamically adjusting the data transmission rate at the congestion moment include:
[0094] If the current throughput is lower than the network bandwidth and / or the network packet transmission volume is greater than a preset network packet transmission volume standard threshold, it is determined that the data transmission has entered a congestion moment;
[0095] Reduce the data transmission rate during congestion, and the amount of reduction is negatively correlated with the throughput;
[0096] Reduce the data transmission rate during congestion, and the amount of reduction is positively correlated with the network packet transmission volume.
[0097] In implementation, the data transmission rate can be reduced based on the throughput and / or the network packet transmission volume;
[0098] In this embodiment, optionally,
[0099] The throughput K is compared with the first throughput comparison threshold K1 and the second throughput comparison threshold K2.
[0100] If K>K2, the data transmission rate reduction amount is determined to be the first data transmission rate reduction amount s1, and s1=0.2s0 is set;
[0101] If K1≤K≤K2, the data transmission rate reduction amount is determined to be the second data transmission rate reduction amount s2, and s2=0.3s0 is set;
[0102] If K<K1, the data transmission rate reduction amount is determined to be the third data transmission rate reduction amount s3, and s3=0.4s0 is set;
[0103] Wherein, s0 represents the initial data transmission rate, K1=0.7K0, K2=0.9K0.
[0104] K0 represents a throughput reference threshold value, which is obtained by pre-measurement, wherein the average throughput value during data transmission between the cloud server and each user terminal in several cycles is recorded, and the average throughput value is determined as the throughput reference threshold value.
[0105] The network packet transmission volume Q is compared with the first network packet transmission volume comparison threshold Q1 and the second network packet transmission volume comparison threshold Q2,
[0106] If Q>Q2, the data transmission rate reduction amount is determined to be the first data transmission rate reduction amount s1, and s1=0.4s0 is set;
[0107] If Q1≤Q≤Q2, the data transmission rate reduction amount is determined to be the second data transmission rate reduction amount s2, and s2=0.3s0 is set;
[0108] If Q<Q1, the data transmission rate reduction amount is determined to be the third data transmission rate reduction amount s3, and s3=0.2s0 is set;
[0109] Wherein, s0 represents the initial data transmission rate, Q1=1.1Q0, Q2=1.3Q0.
[0110] Specifically, the standard threshold value Q0 of network packet transmission volume is obtained in advance by obtaining feedback information sent back from the cloud to the user end for several times, and solving the average value of network packet transmission volume ΔQ0, setting Q0=p×ΔQ0, where p represents the offset coefficient, 1.05<p<1.1.
[0111] Specifically, the present invention determines the congestion moment through the throughput and network packet transmission volume during the transmission process. In actual situations, the more models and dynamic elements of the target mobile scene, the higher the efficiency and instant response requirements for game data transmission, so as to ensure the degree of completion of the rendering of the target mobile scene. Therefore, the present application determines the congestion moment through the throughput and network packet transmission volume during the transmission process, dynamically adjusts the data transmission rate according to the congestion moment, improves the influence of the change of throughput and the size of network packet transmission volume on the smoothness and accuracy of data transmission during the game transmission process, and at the same time, determines the bandwidth to be allocated based on the complex parameters of network interference, ensures that when the network packet arrives at the target mobile scene, the user end receives feedback information in time, completes the rendering of the model and dynamic objects of the target mobile scene, and thus alleviates the congestion in the game transmission process, ensures the smoothness of game data transmission, and improves the response speed between the user end and the cloud server end.
[0112] Specifically, the bandwidth required to be allocated is determined based on the complex parameters of network interference, including:
[0113] The bandwidth required to be allocated is positively correlated with the network interference complexity parameter.
[0114] In this embodiment, optionally,
[0115] If N>1.5, the bandwidth increases to 1.5 times the original bandwidth;
[0116] If 1.3≤N≤1.5, the bandwidth increases to 1.3 times the original bandwidth;
[0117] If N < 1.3, the bandwidth increases to 1.1 times of the original bandwidth.
[0118] Specifically, a system for applying a game data cloud transmission method based on big data is also provided, including:
[0119] A collection and analysis module, which is connected to the cloud server and is used to obtain the operation data sent by the user terminal to the cloud server, and analyze several target movement scenes of the game character through the operation data;
[0120] A load classification module, which is connected to the acquisition and analysis module, includes a load analysis unit and a classification unit.
[0121] The load analysis unit is used to estimate the time period for the game character to move to each target movement scene, and the number of virtual characters corresponding to the target movement scene within the time period for the global movement instruction evaluation.
[0122] The classification unit is used to calculate the network interference complex parameter by combining the network transmission situation between the user terminal and the cloud server and the scene characteristics of the target mobile scene, so as to classify the network interference trend of each mobile target scene;
[0123] The information adjustment module is connected to the load classification module and the cloud server respectively, and is used to determine whether the scene transition time of the game character meets the scene transition standard, and to control the cloud server to return feedback information to the user end through network packets according to the network interference trend of the target moving scene.
[0124] Specifically, the present invention does not limit the specific structures of the collection and analysis module, the load classification module and the information adjustment module, which themselves or each unit therein can be composed of logical components, and the logical components include field programmable components, computers or microprocessors in computers.
[0125] So far, the technical solutions of the present invention have been described in conjunction with the preferred embodiments shown in the accompanying drawings. However, it is easy for those skilled in the art to understand that the protection scope of the present invention is obviously not limited to these specific embodiments. Without departing from the principle of the present invention, those skilled in the art can make equivalent changes or substitutions to the relevant technical features, and the technical solutions after these changes or substitutions will fall within the protection scope of the present invention.
Claims
1. A method for transmitting game data in the cloud based on big data, characterized in that: include: Acquire operation data sent by the user end to the cloud server, and analyze several target movement scenes of the game character through the operation data, wherein the operation data includes control data for the movement mode of the game character; estimating the time period for the game characters to move to each target movement scene, and evaluating the number of virtual characters that are expected to move to the target movement scene within the time period for the global movement instruction, wherein the global movement instruction includes the operation data of the remaining clients; Calculating the network interference complex parameter by combining the number of virtual characters with the network transmission status between the user terminal and the cloud server and the scene characteristics of the target mobile scene to divide the network interference trend of each mobile target scene, wherein the scene characteristics include the number of models and the number of dynamic elements of the target mobile scene; If the scene transition time of the game character meets the scene transition standard, the cloud server transmits feedback information to the user terminal through network packets according to the network interference trend of the target moving scene, including: Data is transmitted according to the transmission priority order. During the transmission process, the congestion moment is determined according to the throughput and the network packet transmission volume. The data transmission rate at the congestion moment is dynamically adjusted to determine the required bandwidth allocation based on the complex parameters of network interference. Or, determine the bandwidth to be allocated based on complex parameters of network interference; According to formula (1), the complex parameters of network interference are calculated. (1) In formula (1), N represents the network interference complex parameter, H represents the number of virtual characters, H0 represents the preset standard threshold of the number of virtual characters, W represents the data transmission error rate, W0 represents the preset data transmission error rate threshold, M represents the number of models, M0 represents the preset standard threshold of the number of models, V represents the number of dynamic elements, and V0 represents the preset standard threshold of the number of dynamic elements; The network interference trends of each mobile target scenario are divided into: If the network interference complex parameter is greater than the preset network interference complex parameter standard threshold, the network interference trend of each moving target scene is determined to be a strong trend; If the network interference complex parameter is less than or equal to the preset network interference complex parameter standard threshold, the network interference trend of each moving target scene is determined to be a weak trend.
2. The method for transmitting game data in the cloud based on big data according to claim 1, characterized in that: The step of parsing several target movement scenes of the game character through the operation data includes: Acquire a number of control data for the movement mode of the game character; Performing game logic processing on the control data for the movement mode of the game character, determining the scene that the game character needs to enter, and determining each of the scenes as a target movement scene; The game logic processing includes parsing control data at the game logic layer and converting it into executable in-game operations.
3. The method for transmitting game data in the cloud based on big data according to claim 1, characterized in that: Determining whether the scene transition time of the game character meets the scene transition standard includes: Determine the movement speed of the game character to estimate the scene transition time required to enter the target game scene; If the conversion time is less than a preset estimated time reference threshold, it is determined that the scene conversion standard is met.
4. The method for transmitting game data in the cloud based on big data according to claim 1, characterized in that: Transmitting feedback information to the user terminal via network packets according to the network interference trend of the target mobile scene includes: If the trend of network interference is strong, data transmission is performed according to the priority order of game data network packet transmission. During the transmission process, the congestion moment is determined according to the throughput and the network packet transmission volume, and the data transmission rate at the congestion moment is dynamically adjusted to determine the bandwidth required to be allocated based on the complex parameters of network interference, and then transmitted back to the user end; If the trend of network interference is weak, the bandwidth to be allocated is determined based on the complex parameters of network interference and is transmitted back to the user end.
5. The method for transmitting game data in the cloud based on big data according to claim 1, characterized in that: The data transmission according to the transmission priority order includes: Determining the feedback information for the operation data and the target mobile scene modeling information in the feedback information as high priority; Determine the remaining feedback information as low priority; The feedback information is packaged in a network and high-priority network packets are transmitted first.
6. The method for transmitting game data in the cloud based on big data according to claim 1, characterized in that: The steps of determining the congestion moment according to the throughput and the network packet transmission volume during the transmission process and dynamically adjusting the data transmission rate at the congestion moment include: If the current throughput is lower than the network bandwidth and / or the network packet transmission volume is greater than a preset network packet transmission volume standard threshold, it is determined that the data transmission has entered a congestion moment; Reduce the data transmission rate during congestion, and the amount of reduction is negatively correlated with the throughput; Reduce the data transmission rate during congestion, and the amount of reduction is positively correlated with the network packet transmission volume.
7. The method for transmitting game data in the cloud based on big data according to claim 1, characterized in that: The bandwidth required to be allocated is determined based on the complex parameters of network interference, including: The bandwidth required to be allocated is positively correlated with the network interference complexity parameter.
8. A system using the game data cloud transmission method based on big data according to any one of claims 1 to 7, characterized in that: include: A collection and analysis module, which is connected to the cloud server and is used to obtain the operation data sent by the user terminal to the cloud server, and analyze several target movement scenes of the game character through the operation data; A load classification module, which is connected to the acquisition and analysis module, includes a load analysis unit and a classification unit. The load analysis unit is used to estimate the time period for the game character to move to each target movement scene, and the number of virtual characters corresponding to the target movement scene within the time period for the global movement instruction evaluation. The classification unit is used to calculate the network interference complex parameter by combining the network transmission situation between the user terminal and the cloud server and the scene characteristics of the target mobile scene, so as to classify the network interference trend of each mobile target scene; An information adjustment module, which is connected to the load classification module and the cloud server respectively, and is used to determine whether the scene transition time of the game character meets the scene transition standard, and control the cloud server to return feedback information to the user end through network packets according to the network interference trend of the target moving scene; The classification unit is used to calculate the complex parameters of network interference according to formula (1). (1) In formula (1), N represents the network interference complex parameter, H represents the number of virtual characters, H0 represents the preset standard threshold of the number of virtual characters, W represents the data transmission error rate, W0 represents the preset data transmission error rate threshold, M represents the number of models, M0 represents the preset standard threshold of the number of models, V represents the number of dynamic elements, and V0 represents the preset standard threshold of the number of dynamic elements; The classification unit is used to classify the network interference trends of each mobile target scene, including: If the network interference complex parameter is greater than the preset network interference complex parameter standard threshold, the network interference trend of each moving target scene is determined to be a strong trend; If the network interference complex parameter is less than or equal to the preset network interference complex parameter standard threshold, the network interference trend of each moving target scene is determined to be a weak trend.
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