Cell selection method and device, and storage medium

By selecting a cell based on the game experience score and enabling the cells to reside in the modem, the problem of poor gaming experience in the cells selected by users in the underlying network performance is solved, and a better gaming experience is achieved.

CN119255310APending Publication Date: 2025-01-03HONOR DEVICE CO LTD
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Patent Information

Application Number
CN202410476850.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-04-19
Publication Date
2025-01-03

AI Technical Summary

Technical Problem

In mobile communication systems, when users run games in a cell selected based on the underlying performance of the network, the user's gaming experience may be poor because there is a difference between the underlying performance of the network and the user experience.

Method used

In the AP of the electronic device, based on the game experience scores of multiple cells that the modem has resided in the first time period, select the cell with the highest game experience score from multiple cells, and enable modem to run games in the cell. , combine game experience ratings in game scenarios to improve user experience.

Benefits of technology

It effectively improves the user's gaming experience. By selecting the community with the highest gaming experience rating, the game delay and lag rate are reduced, thereby improving the user's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a cell selection method and device, and a storage medium. The method comprises the steps of selecting a first cell with the highest game experience score from a plurality of cells based on game experience scores corresponding to the plurality of cells where the modem resides in a first time period, and enabling the modem to reside in the first cell when a game is run. According to the embodiment of the invention, the cell selection is combined with the game experience score of the game scene, and the game experience of the user can be effectively improved when the modem resides in the cell with the highest game experience score to run the game.
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Description

Technical Field

[0001] The present application relates to the field of terminal technology, and in particular to a cell selection method, device and storage medium. Background Art

[0002] In a mobile communication system, an electronic device may select a resident cell based on the underlying network performance. For example, an electronic device may select a resident cell based on at least one of a reference signal receiving power (RSRP), a reference signal receiving quality (RSRQ), or a signal-to-noise ratio (SNR) through a modem. However, due to the difference between the underlying network performance and the user experience, when running a game in a cell selected based on the underlying network performance, the user's gaming experience may be poor. Summary of the invention

[0003] The present application provides a cell selection method, device and storage medium, which can effectively improve the user's gaming experience when the modem resides in a cell with the highest gaming experience score and runs a game.

[0004] In a first aspect, an embodiment of the present application provides a cell selection method, which is applied to an electronic device, wherein the electronic device includes an AP and a modem, and the method includes: the AP selects a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to multiple cells where the modem has resided in a first time period; the AP sends a first instruction to the modem, and the first instruction is used to enable the modem to reside in the first cell when running a game; the game experience score corresponding to the cell is used to evaluate the game delay when the game is run in the cell.

[0005] It can be seen that in the method described in this aspect, the game experience scores of multiple cells resident in the first time period are taken into account. Compared with the solution of selecting a resident cell based on the underlying network performance, the embodiment of the present application combines the cell selection with the game experience score of the game scene, and can effectively improve the user's game experience when running the game in the cell with the highest game experience score. At the same time, the embodiment of the present application selects the first cell with the highest game experience score from multiple cells through the AP, and controls the modem to reside in the first cell through the AP. Through the interaction between the AP and the modem, the upper layer AP can control the cell where the underlying modem resides.

[0006] Optionally, the steps executed by the AP may also be specifically executed by a decision module within the AP, without limitation.

[0007] Optionally, the gaming experience score may be determined based on an average gaming latency and / or gaming freeze rate when the game is running.

[0008] In combination with the first aspect, in an optional implementation, before selecting a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to the multiple cells where the modem has resided in the first time period, the method further includes: receiving cell change information from the modem in the first time period; determining whether the modem has resided in multiple cells in the first time period based on the cell change information; if so, triggering the step of selecting the first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to the multiple cells where the modem has resided in the first time period. It can be seen that in this implementation, the AP selects the first cell based on the game experience score of each cell when the modem has resided in multiple cells in the first time period, and the AP does not perform the relevant steps of cell selection when the modem has resided in one cell in the first time period. When the modem has resided in one cell in the first time period, the AP can reduce the execution steps and save processing resources.

[0009] In combination with the first aspect, in an optional implementation, before selecting the first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to the multiple cells where the modem resided in the first time period, the method further includes: receiving first movement state information from a sensor in the first time period; determining whether the electronic device is in a stationary state or a slightly moving state based on the first movement state information; if so, triggering the execution of the step of selecting the first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to the multiple cells where the modem resided in the first time period. It can be seen that in this implementation, the AP can select the first cell based on the game experience score of each cell and enable the modem to reside in the first cell when the electronic device is in a stationary state or a slightly moving state. Compared with the solution of enabling the modem to reside in the first cell when the electronic device is not in a stationary state or a slightly moving state (such as when the electronic device is in a moving state), the movement of the electronic device can effectively avoid affecting the cell selection result, improve the accuracy of the cell selection, and thus improve the user experience. In addition, when the electronic device is not in a stationary state or a slightly moving state, the AP does not execute the relevant steps of selecting the first cell based on the game experience score of each cell, and the AP can reduce the execution steps and save processing resources.

[0010] In combination with the first aspect, in an optional implementation, before selecting a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to multiple cells where the modem has resided within the first time period, the method also includes: obtaining game delay information of each of the multiple cells within the first time period; and determining the game experience score corresponding to each cell based on the game delay information of each cell.

[0011] In combination with the first aspect, in an optional implementation, after sending the first instruction to the modem, the method further includes: receiving second movement state information from the sensor at a time after the first time period; determining whether the electronic device is in a stationary state or a slightly moving state based on the second movement state information; if not, sending a second instruction to the modem, the second instruction is used to disable the modem from residing in the first cell when running the game. It can be seen that after residing in the first cell, if the electronic device is not in a stationary state or a slightly moving state, the second instruction can be used to disable the modem from residing in the first cell in a timely manner, so that the cell selection instruction can be released in a timely manner to avoid a deterioration in the user's gaming experience.

[0012] In combination with the first aspect, in an optional implementation, after sending the first instruction to the modem, the method further includes: the modem adds the second cell to the prohibited cell list and resides in the first cell when running the game; the second cell is a cell whose network underlying performance is better than the first cell.

[0013] In a second aspect, an embodiment of the present application also provides a cell selection method, the method comprising: the electronic device selects a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to the multiple cells where the electronic device has resided in a first time period; the game experience score corresponding to the cell is used to evaluate the game delay when the game is run in the cell; the electronic device resides in the first cell when running the game.

[0014] In combination with the second aspect, in an optional implementation, before selecting a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to the multiple cells where the user has resided in the first time period, the method also includes: obtaining cell change information within the first time period; determining, based on the cell change information, whether multiple cells have been resided in the first time period; and if so, triggering the step of selecting a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to the multiple cells where the user has resided in the first time period.

[0015] In combination with the second aspect, in an optional implementation, before selecting a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to the multiple cells where the user has resided in the first time period, the method also includes: obtaining first mobile state information within the first time period; determining whether the electronic device is in a stationary state or a slightly moving state within the first time period based on the first mobile state information; and if so, triggering the step of selecting a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to the multiple cells where the user has resided in the first time period.

[0016] In combination with the second aspect, in an optional implementation, before selecting a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to multiple cells that have been resided in the first time period, the method also includes: obtaining game delay information of each of the multiple cells in the first time period; and determining the game experience score corresponding to each cell based on the game delay information of each cell.

[0017] In combination with the second aspect, in an optional implementation, after the electronic device resides in the first cell when running the game, the method also includes: obtaining second mobile state information at a moment after the first time period; based on the second mobile state information, determining whether the electronic device is in a stationary state or a micro-motion state; if not, the electronic device disabling itself from residing in the first cell when running the game.

[0018] In combination with the second aspect, in an optional implementation, the electronic device resides in the first cell when running a game, including: adding a second cell to a prohibited cell list, and residing in the first cell when running the game; the second cell is a cell whose network underlying performance is better than that of the first cell.

[0019] It should be noted that for the beneficial effects of the method described in the second aspect, reference can be made to the relevant explanation of the first aspect and no further elaboration will be given.

[0020] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: one or more processors, one or more memories; the one or more memories are coupled to the one or more processors, the one or more memories are used to store computer program code, the computer program code includes computer instructions, and when the one or more processors execute the computer instructions, the electronic device executes the method described in the first aspect.

[0021] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, comprising computer instructions, which, when executed on an electronic device, enables the electronic device to execute the method described in the first aspect.

[0022] In a fifth aspect, an embodiment of the present application further provides a chip or a chip system, comprising a processing circuit and an interface circuit, wherein the interface circuit is used to receive code instructions and transmit them to the processing circuit, and the processing circuit is used to run the code instructions to execute the method described in the first aspect.

[0023] In a sixth aspect, an embodiment of the present application further provides a computer program product, which includes a computer program, and when the computer program is run on a computer, it enables the computer to execute the method described in the first aspect. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the embodiments of the present application will be described below.

[0025] Figure 1 It is a schematic diagram of the architecture of a communication system provided by an embodiment of the present application;

[0026] Figure 2 It is a schematic diagram of the hardware structure of an electronic device provided in an embodiment of the present application;

[0027] Figure 3 It is a flowchart of a cell selection method provided in an embodiment of the present application;

[0028] Figure 4 is a flowchart of another cell selection method provided in an embodiment of the present application;

[0029] Figure 5 It is a flowchart of another cell selection method provided in an embodiment of the present application;

[0030] Figure 6 It is a schematic diagram of the software structure of an electronic device provided in an embodiment of the present application;

[0031] Fig. 7A and Figure 7B It is a user interface provided by an embodiment of the present application;

[0032] Figure 8 It is a flowchart of another cell selection method provided in an embodiment of the present application. DETAILED DESCRIPTION

[0033] Some terms in this application are explained below to facilitate understanding by those skilled in the art.

[0034] In this application, unless otherwise specified, " / " means or, for example, A / B can mean A or B; "and / or" in this application is only a description of the association relationship of associated objects, indicating that there can be three relationships, for example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. "At least one" means one or more, and "more than one" means two or more.

[0035] In addition, the terms "first" and "second" are used for descriptive purposes only and should not be understood as indicating or implying relative importance or implicitly indicating the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of the features. In the description of the embodiments of the present application, unless otherwise specified, "plurality" means two or more.

[0036] It should be pointed out that the "equal to" involved in the embodiments of the present application can be used in conjunction with "greater than", and is applicable to the technical solution adopted when "greater than" is used, and can also be used in conjunction with "less than", and is applicable to the technical solution adopted when "less than" is used. It should be noted that when "equal to" is used in conjunction with "greater than", it cannot be used in conjunction with "less than"; when "equal to" is used in conjunction with "less than", it cannot be used in conjunction with "greater than".

[0037] Figure 1 FIG. 1 is a schematic diagram showing an architecture of a communication system provided by an embodiment of the present application. Figure 1 As shown, the communication system may include an electronic device 101 and a network device 102. The electronic device 101 and the network device 102 may communicate with each other via a wired network or a wireless network. For example, the wired network may be built based on materials such as coaxial cables, optical fibers, digital subscriber lines (DSL), etc., and the wireless network may be built based on infrared technology, wireless technology (such as cellular technology), or microwave technology. This application does not limit this.

[0038] Optionally, the network device 102 can send and receive signals within its signal coverage, and the signal coverage of the network device 102 can be divided into one or more cells, for example, the signal coverage of the network device 102 can be divided into cell 1, cell 2 and cell 3. The network device 102 can send signals through the one or more cells respectively, and accordingly, the electronic device 101 can receive signals from the one or more cells respectively, and select a resident cell from the one or more cells based on the signals of the one or more cells. Exemplarily, the electronic device 101 can select a resident cell based on at least one of RSRP, RSRQ or SNR of the one or more cells through a modem. For example, taking the signal coverage of network device 102 as divided into cell 1, cell 2 and cell 3, electronic device 101 can use modem to select the cell with the largest RSRP among the three cells as the resident cell; or, select the cell with the largest RSRQ among the three cells as the resident cell; or, select the cell with the largest SNR among the three cells as the resident cell; or, calculate the network bottom layer performance score based on the RSRP, RSRQ and SNR of the three cells respectively, and select the cell with the largest network bottom layer performance score among the three cells as the resident cell. It should be noted that the network bottom layer performance score can be calculated by formula (1):

[0039] Network underlying performance score = A*RSRP+B*RSRQ+C*SNR (1)

[0040] Among them, A is the scoring weight corresponding to RSRP, B is the scoring weight corresponding to RSRQ, C is the scoring weight corresponding to SNR, and A+B+C=1.

[0041] It should be noted that each cell may have a corresponding cell identifier, and the electronic device 101 may distinguish signals from different cells based on the cell identifier. For example, in a Long Term Evolution (LTE) communication system, the cell identifier may be a physical cell identifier (PCI), and the electronic device 101 may distinguish different cells based on different PCIs.

[0042] However, due to the difference between the underlying network performance and the user experience, when running a game in a cell selected based on the underlying network performance, the user's gaming experience may be poor.

[0043] Based on this, the embodiments of the present application propose a cell selection method, device, and storage medium. In this method, based on the game experience scores corresponding to the multiple cells where the modem has resided in the first time period, the first cell with the highest game experience score can be selected from multiple cells, and the modem can be enabled to reside in the first cell when running the game. Among them, the game experience score corresponding to the cell is used to evaluate the game delay when the game is running in the cell. Combining the cell selection with the game experience score of the game scene, when the modem resides in the cell with the highest game experience score to run the game, the user's gaming experience can be effectively improved.

[0044] Exemplarily, the cell selection method mentioned in the embodiment of the present application can be run in an electronic device 101, and the electronic device 101 can be a mobile phone, a tablet computer, a desktop computer, a laptop computer, a handheld computer, a notebook computer, a vehicle-mounted device, an ultra-mobile personal computer (ultra-mobile personal computer, UMPC), a netbook, as well as a cellular phone, a personal digital assistant (personal digital assistant, PDA), an augmented reality (augmented reality, AR)\virtual reality (virtual reality, VR) device, etc. The embodiment of the present application does not impose any special restrictions on the specific form of the electronic device.

[0045] like Figure 2 As shown, it is a schematic diagram of the hardware structure of the electronic device 101. The electronic device 101 may include: a processor, an external memory interface, an internal memory, a Universal Serial Bus (USB) interface, a charging management module, a power management module, a battery, an antenna 1, an antenna 2, a mobile communication module, a wireless communication module, a sensor, a button, a motor, an indicator, a camera, a display screen, and a SIM card slot, etc. The audio module may include a speaker, a receiver, a microphone, an earphone interface, etc., and the sensor may include a pressure sensor, a gyroscope sensor, an air pressure sensor, a magnetic sensor, an acceleration sensor, a distance sensor, a proximity light sensor, a fingerprint sensor, a temperature sensor, a touch sensor, an ambient light sensor, a bone conduction sensor, etc.

[0046] It is to be understood that the structures illustrated in the embodiments of the present application do not constitute specific limitations on the electronic device. In other embodiments, the electronic device may include more or fewer components than shown in the figure, or combine certain components, or split certain components, or arrange the components differently. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.

[0047] Among them, the processor may include one or more processing units, for example: the processor may include AP, Modem, Central Processing Unit (CPU), Graphics Processing Unit (GPU), Image Signal Processor (ISP), controller, memory, video codec, digital signal processor (DSP), neural-network processing unit (NPU), etc. Different processing units can be independent devices or integrated in one or more processors. The processor is the nerve center and command center of the electronic device. In an embodiment of the present application, the AP and Modem of the electronic device can collaboratively execute the cell selection method of the embodiment of the present application. In some embodiments, the electronic device can obtain cell change information by detecting changes in the cell through the Modem.

[0048] The wireless communication function of the electronic device can be implemented through antenna 1, antenna 2, mobile communication module, wireless communication module, and Modem, etc. In some embodiments, the antenna 1 of the electronic device is coupled with the mobile communication module, and the antenna 2 is coupled with the wireless communication module, so that the electronic device can communicate with the network side device and other electronic devices through wireless communication technology.

[0049] Among them, the pressure sensor is used to sense the pressure signal and can convert the pressure signal into an electrical signal. In some embodiments, the pressure sensor can be set on the display screen. There are many types of pressure sensors, such as resistive pressure sensors, inductive pressure sensors, capacitive pressure sensors, etc. The capacitive pressure sensor can be a parallel plate including at least two conductive materials. When a force acts on the pressure sensor, the capacitance between the electrodes changes. The electronic device determines the intensity of the pressure based on the change in capacitance. When a touch operation acts on the display screen, the electronic device detects the touch operation intensity according to the pressure sensor. The electronic device can also calculate the touch position based on the detection signal of the pressure sensor. In some embodiments, touch operations acting on the same touch position but with different touch operation intensities can correspond to different operation instructions. For example: when a touch operation with a touch operation intensity less than the first pressure threshold acts on the short message application icon, an instruction to view the short message is executed. When a touch operation with a touch operation intensity greater than or equal to the first pressure threshold acts on the short message application icon, an instruction to create a new short message is executed.

[0050] Gyroscope sensors can be used to determine the motion posture of electronic devices. In some embodiments, the angular velocity of the electronic device around three axes (i.e., x, y, and z axes) can be determined by a gyroscope sensor. Gyroscope sensors can be used for anti-shake shooting. For example, when the shutter is pressed, the gyroscope sensor detects the angle of the electronic device's shaking, calculates the distance that the lens module needs to compensate based on the angle, and allows the lens to offset the shaking of the electronic device through reverse motion to achieve anti-shake. Gyroscope sensors can also be used for navigation and somatosensory game scenes.

[0051] The air pressure sensor is used to measure air pressure. In some embodiments, the electronic device calculates the altitude through the air pressure value measured by the air pressure sensor to assist positioning and navigation.

[0052] The magnetic sensor includes a Hall sensor. The electronic device can use the magnetic sensor to detect the opening and closing of the flip leather case. In some embodiments, when the electronic device is a flip phone, the electronic device can detect the opening and closing of the flip cover according to the magnetic sensor. Then, according to the detected opening and closing state of the leather case or the opening and closing state of the flip cover, the flip cover is automatically unlocked and other features are set. In some embodiments, the electronic device can obtain magnetic field change information by detecting the change of the magnetic field through the magnetic sensor, and the magnetic field change information can be carried in the mobile state information of the electronic device.

[0053] The accelerometer can detect the magnitude of the acceleration of the electronic device in all directions (generally three axes). When the electronic device is stationary, the magnitude and direction of gravity can be detected. It can also be used to identify the posture of the electronic device and applied to applications such as horizontal and vertical screen switching and pedometers. In some embodiments, the electronic device can collect acceleration through the accelerometer, and the acceleration can be carried in the mobile state information of the electronic device.

[0054] Distance sensor, used to measure distance. Electronic devices can measure distance through infrared or laser.

[0055] The proximity light sensor may include, for example, a light emitting diode (LED) and a light detector, such as a photodiode. The light emitting diode may be an infrared light emitting diode. The electronic device emits infrared light outward through the light emitting diode. The electronic device uses a photodiode to detect infrared reflected light from nearby objects. When sufficient reflected light is detected, it can be determined that there is an object near the electronic device. When insufficient reflected light is detected, the electronic device can determine that there is no object near the electronic device. The electronic device can use the proximity light sensor to detect when the user holds the electronic device close to the ear to talk, so as to automatically turn off the screen to save power. The proximity light sensor can also be used in leather case mode and pocket mode to automatically unlock and lock the screen.

[0056] Ambient light sensors are used to sense ambient light brightness. Electronic devices can adaptively adjust the display brightness based on the perceived ambient light brightness. Ambient light sensors can also be used to automatically adjust the white balance when taking photos. Ambient light sensors can also be used in conjunction with proximity light sensors to detect whether the electronic device is in a pocket to prevent accidental touches.

[0057] Fingerprint sensors are used to collect fingerprints. Electronic devices can use the collected fingerprint characteristics to achieve fingerprint unlocking, access application locks, fingerprint photography, fingerprint answering calls, etc.

[0058] The temperature sensor is used to detect temperature. In some embodiments, the electronic device uses the temperature detected by the temperature sensor to execute a temperature processing strategy. For example, when the temperature reported by the temperature sensor exceeds a threshold, the electronic device reduces the performance of a processor located near the temperature sensor to reduce power consumption and implement thermal protection. In other embodiments, when the temperature is lower than another threshold, the electronic device heats the battery to avoid abnormal shutdown of the electronic device due to low temperature. In other embodiments, when the temperature is lower than another threshold, the electronic device boosts the output voltage of the battery to avoid abnormal shutdown due to low temperature.

[0059] A touch sensor is also called a "touch control device". The touch sensor can be set on a display screen. The touch sensor and the display screen form a touch screen, also called a "touch control screen". The touch sensor is used to detect touch operations acting on or near it. The touch sensor can transmit the detected touch operation to the AP to determine the type of touch event. Visual output related to the touch operation can be provided through the display screen. In other embodiments, the touch sensor can also be set on the surface of the electronic device, which is different from the position of the display screen. In an embodiment of the present application, the electronic device can detect whether there is a user operation acting on the display screen of the electronic device through the touch sensor. After the touch sensor detects the user operation acting on the game application, the electronic device can start the game.

[0060] The following is a detailed introduction to the interaction process of the cell selection method.

[0061] Please refer to Figure 3 , Figure 3 The following is a schematic diagram showing an exemplary process of a cell selection method. Figure 3 As shown, the cell selection method involves an interaction process between an AP and a modem in an electronic device, which may include but is not limited to steps S101 to S103:

[0062] S101. The AP selects a first cell with the highest game experience score from multiple cells based on the game experience scores corresponding to multiple cells where the modem has resided in a first time period.

[0063] The game experience score corresponding to the cell is used to evaluate the game latency when running games in the cell. The higher the game experience score, the better the game latency when running the game, and thus the better the user's game experience; the lower the game experience score, the worse the game latency when running the game, and thus the worse the user's game experience.

[0064] In an optional implementation, one cell may correspond to one gaming experience score. Taking the example that the modem resides in cell 1, cell 2, and cell 3 respectively during the first time period, cell 1 may correspond to gaming experience score a, cell 2 may correspond to gaming experience score b, and cell 3 may correspond to gaming experience score c. Exemplarily, if the gaming experience scores corresponding to the three cells are ranked from high to low as: a>b>c, then cell 1 among cells 1, cell 2, and cell 3 may be used as the first cell; and again exemplarily, if the gaming experience scores corresponding to the three cells are ranked from high to low as: b>c>a, then cell 2 among cells 1, cell 2, and cell 3 may be used as the first cell.

[0065] In an optional implementation, before step S101, the method further includes: within a first time period, the AP obtains game delay information of each of the multiple cells, and determines a game experience score corresponding to each cell based on the game delay information of each cell.

[0066] Optionally, the game delay information includes a game experience score, so the game experience score of each of the multiple cells can be directly obtained.

[0067] Optionally, the game delay information includes the average game delay and / or game freeze rate when the game is running, then the game experience score of each cell in the multiple cells can be determined based on the average game delay and / or game freeze rate when the game is running. For example, the game experience score can be calculated by formula (2):

[0068]

[0069] Among them, X can be the scoring weight corresponding to the average game delay, Y is the scoring weight corresponding to the game freeze rate, and X+Y=1. It should be noted that when the value of X is equal to 0, the game experience score corresponding to each cell is based on the modem residing in the cell and the game freeze rate when the game is running; when the value of Y is equal to 0, the game experience score corresponding to each cell is based on the modem residing in the cell and the average game delay when the game is running; when the value of X is not 0, and the value of Y is not 0, the game experience score corresponding to each cell is based on the modem residing in the cell and the average game delay and game freeze rate when the game is running. In this embodiment, since the game scene has high requirements for game delay, and the average game delay and / or game freeze rate corresponding to different cells may be different. The lower the average game latency and / or the lower the game lag rate, the higher the calculated game experience score. Then, when the user resides in a cell with a higher game experience score (i.e., when the user resides in a cell with a lower average game latency and / or a lower game lag rate), the user's gaming experience will be better.

[0070] Optionally, the game delay information includes the time period for running the game, the game delay per second when running the game, and the first value. Then, the game experience score of each cell in the multiple cells can be determined based on the time period for running the game, the game delay per second when running the game, and the first value. In other words, the average game delay can be determined based on the time period for running the game and the game delay per second when running the game, and / or the game jam rate can be determined based on the time period for running the game, the game delay per second when running the game, and the first value, and the game experience score is determined based on the average game delay and / or the game jam rate by formula (2). It should be noted that the first value can be a default setting or a user setting based on business needs. It should be noted that the embodiment of the present application does not limit the value of the first value, and the first value can be equal to 10ms, 25ms, 30ms, etc. For ease of description, the subsequent embodiments are described by taking the first value equal to 25ms as an example. In other embodiments, the first value can also be called a jam threshold value.

[0071] Optionally, the average game delay can be calculated using formula (3):

[0072]

[0073] Among them, T i It is used to indicate the total time that the modem stays in cell i. t It is used to represent the gaming delay per second of the modem residing in cell i. It should be noted that the time between the first second and the nth second is equal to T i .

[0074] For example, if the total time the modem stays in cell 1 is 3 seconds, and the game delay in the first second is 10 milliseconds (ms), the game delay in the second second is 15ms, and the game delay in the third second is 14ms, the average game delay corresponding to cell 1 = (10+15+14) / 3 = 13ms. For another example, if the total time the modem stays in cell 2 is 5 seconds, and the game delay in the first second is 23ms, the game delay in the second second is 22ms, the game delay in the third second is 26ms, the game delay in the fourth second is 30ms, and the game delay in the fifth second is 23ms, the average game delay corresponding to cell 2 = (23+22+26+30+23) / 5 = 24.8ms. As another example, assuming that the total time the modem stays in cell 3 is 4 seconds, and the game delay in the first second is 33ms, the game delay in the second second is 32ms, the game delay in the third second is 36ms, and the game delay in the fourth second is 30ms, the average game delay corresponding to cell 3 = (33+32+36+30) / 4 = 32.75ms.

[0075] The game freeze rate is used to describe the latency fluctuation when the modem resides in the cell and runs the game. Optionally, the game freeze rate can be calculated using formula (4):

[0076]

[0077] Among them, T i It is used to indicate the total time that the modem stays in cell i, t i It is used to represent a first duration, where the first duration is the sum of the time when the modem resides in the cell and the delay of the AP running the game is greater than the first value.

[0078] For example, the total time length of the modem residing in cell 1 is 3 seconds, and the game delay in the first second is 10 milliseconds (ms), the game delay in the second second is 15ms, and the game delay in the third second is 14ms. There is no time when the delay is greater than the first value in these 3 seconds, and the first time length corresponding to cell 1 is 0, and the game freeze rate corresponding to cell 1 is also 0. For another example, the total time length of the modem residing in cell 2 is 5 seconds, and the game delay in the first second is 23ms, the game delay in the second second is 22ms, the game delay in the third second is 26ms, the game delay in the fourth second is 30ms, and the game delay in the fifth second is 23ms. For example, the game delays in the third and fourth seconds are greater than the first value (i.e., 25ms), the first time length corresponding to cell 2 is 2 seconds, and the game freeze rate corresponding to cell 2 = 2 / 5 = 0.4. As another example, taking the total time that the modem stays in cell 3 as 4 seconds, and the game delay at the 1st second is 33ms, the game delay at the 2nd second is 32ms, the game delay at the 3rd second is 36ms, and the game delay at the 4th second is 30ms, the game delay from the 1st second to the 4th second is greater than the first value (i.e. 25ms), the first time length corresponding to cell 3 is 4 seconds, and the game lag rate corresponding to cell 3 = 4 / 4 = 1.

[0079] Optionally, the first time period may be part of the game time period. Exemplarily, taking the game time period as 9:00-10:00 as an example, the first time period may be 9:00-9:10, 9:00-9:20, 9:10-9:30, and the like. It should be noted that the game time period includes the time period between the game start time and the game end time. For example, if the user starts the game application at 9:00 and exits the game application at 10:00, the game time period is 9:00-10:00; for another example, if the user starts the game application at 9:00 and exits the game application at 11:00, the game time period is 9:00-11:00. For another example, if the user starts the game application at 9:00, exits the game application at 10:00, re-enters the game application at 10:10, and exits the game application at 11:00, the game time period is 9:00-10:00, and 10:10-11:00, and the like.

[0080] S102: The AP sends a first instruction to a modem.

[0081] Correspondingly, the modem receives the first instruction from the AP.

[0082] The first instruction is used to enable the modem to reside in the first cell when running the game.

[0083] Optionally, the first instruction may include a cell identifier of the first cell.

[0084] S103. The modem resides in the first cell when running the game.

[0085] In an optional implementation, step S103 includes: the modem resides in the first cell when running the game in the second time period, that is, the first cell can be used as the resident cell when running the game in the second time period. The second time period is a time period after the first time period in the game time period. Optionally, the second time period and the first time period can be continuous time periods, for example, if the first time period is 9:00-9:10, the second time period can be 9:10-9:20, 9:10-9:30, and so on; Optionally, the second time period and the first time period can also be non-continuous time periods, for example, if the first time period is 9:00-9:10, the second time period can be 9:20-9:30, 9:20-9:40, and so on. Optionally, the duration of the second time period may be equal to that of the first time period, for example, if the first time period is 9:00-9:10, the second time period may be 9:10-9:20, 9:20-9:30, etc. Optionally, the duration of the second time period may be different from that of the first time period, for example, if the first time period is 9:00-9:10, the second time period may be 9:10-9:30, 9:20-9:40, etc. It should be noted that, in other implementations, the first time period may refer to a historical time period, and the second time period may refer to a current time period.

[0086] In an optional implementation, if the network standards of the first cell and the original cell are different, the modem needs to reside in the first cell after changing the network standard. Optionally, the original cell may refer to the cell where the modem resides at the end of the first time period. It should be noted that the network standards of the embodiments of the present application may include but are not limited to: Global System for Mobilecommunications (GSM) standard, General Packet Radio Service (GPRS) standard, Code Division Multiple Access (CDMA) standard, Wideband Code Division Multiple Access (W-CDMA) standard, Time Division-Synchronous Code Division Multiple Access (TD-SCDMA) standard, Long Term Evolution (LTE) standard or New Radio (NR) standard, etc. With the development of communication systems, network standards are also increasing, and more network standards may be included in the present application. Exemplarily, taking the original cell as an LTE standard and the first cell as an NR standard as an example, step S104 may include: the modem is adjusted from the LTE standard to the NR standard, and resides in the first cell of the NR standard when running the game.

[0087] In an optional implementation, the modem may reside directly in the first cell. In another optional implementation, the modem may not be able to reside directly in the first cell. For example, when there is a second cell with a better network underlying performance than the first cell, the modem may not be able to reside directly in the first cell. In this case, the modem may add the second cell to the prohibited (Bar) cell list and then reside in the first cell. It should be noted that when the electronic device performs cell switching through the modem, it may stop cell measurement and cell residency for each cell in the Bar cell list. Therefore, after adding the second cell to the Bar cell list, the modem cannot reside in the second cell, so it resides in the first cell.

[0088] Optionally, the Bar cell list may also include a prohibited time period corresponding to the second cell. That is, during the prohibited time period, cell measurement and cell residency for the second cell in the Bar cell list are stopped. For example, the prohibited time period may be the second time period, and then, during the second time period, cell measurement and cell residency for the second cell are stopped, and the modem may reside in the first cell.

[0089] Optionally, after executing step S103, S101 to S103 may be repeatedly executed (or after waiting for a period of time). For example, the AP may select a cell with the highest gaming experience score from multiple cells based on the gaming experience scores corresponding to the multiple cells where the modem resided in the second time period, and enable the modem to reside in the cell with the highest gaming experience score in a third time period. The third time period is a time period in the gaming time period that is located after the second time period.

[0090] It can be seen that in this embodiment, the game experience scores of multiple cells resident in the first time period are taken into account. Compared with the solution of selecting a resident cell based on the network bottom layer performance, the embodiment of the present application combines the cell selection with the game experience score of the game scene, and can effectively improve the user's game experience when running the game in the cell with the highest game experience score. At the same time, the embodiment of the present application selects the first cell with the highest game experience score from multiple cells through the AP, and controls the modem to reside in the first cell through the AP. Through the interaction between the AP and the modem, the upper layer AP can control the cell where the underlying modem resides.

[0091] In addition, the lower the average game latency and / or the lower the game lag rate, the higher the calculated game experience score. Therefore, when residing in a cell with a higher game experience score (i.e., residing in a cell with a lower average game latency and / or a lower game lag rate), the user's gaming experience is better.

[0092] Furthermore, the solution of the present application is executed when the modem resides in multiple cells within the first time period. Based on this, the embodiment of the present application also provides another cell selection method. Please refer to Figure 4 , Figure 4 FIG. 1 is a flow chart showing another cell selection method. Figure 4 As shown, the cell selection method involves an interaction process between an AP and a modem in an electronic device, which may include but is not limited to steps S201 to S205:

[0093] S201. In a first time period, a modem sends cell change information to an AP.

[0094] Correspondingly, in the first time period, the AP receives cell change information from the modem.

[0095] Optionally, the cell change information may include a cell identifier. For example, if the modem resides in cell 1 during the first time period, the cell change information may carry the cell identifier of cell 1; for another example, if the modem resides in cell 1 and cell 2 respectively during the first time period, the cell change information may carry the cell identifier of cell 1 and the cell identifier of cell 2; for another example, if the modem resides in cell 1, cell 2, and cell 3 respectively during the first time period, the cell change information may carry the cell identifier of cell 1, the cell identifier of cell 2, and the cell identifier of cell 3.

[0096] Optionally, the cell change information may be subscription information, that is, after the AP sends a subscription request to the modem (ie, after the AP subscribes to the cell change information), the modem sends the cell change information to the AP.

[0097] S202: The AP determines, based on the cell change information, whether the modem has resided in multiple cells within a first time period.

[0098] In an optional implementation, step S202 includes: if the cell change information carries a cell identifier of a cell, the AP determines, based on the cell change information, that the modem has resided in a cell during the first time period. If the cell change information carries cell identifiers of multiple cells, the AP determines, based on the cell change information, that the modem has resided in multiple cells during the first time period.

[0099] In an optional implementation, the cell change information is a piece of information, that is, the cell identifiers of one or more cells where the modem resides in the first time period may be sent at one time. For example, taking the example that the modem resides in cell 1, cell 2, and cell 3 respectively in the first time period, the modem may send cell change information to the AP, and the cell change information carries the cell identifier of cell 1, the cell identifier of cell 2, and the cell identifier of cell 3. In this implementation, the number of information exchanges between the modem and the AP may be effectively reduced.

[0100] In another optional implementation, the cell change information may include multiple pieces of information (e.g., the cell change information includes first information, second information, and third information), that is, in the first time period, the cell identifiers of multiple cells where the modem resides may be sent multiple times. For example, if at the beginning of the first time period, the modem resides in cell 1, the modem sends first information to the AP, the first information is used to indicate that the modem resides in cell 1, and the first information carries the cell identifier of cell 1; if the modem changes the resided cell from cell 1 to cell 2, the modem sends second information to the AP, the second information is used to indicate that the modem resides in cell 2, and the second information carries the cell identifier of cell 2; if the modem changes the resided cell from cell 2 to cell 3, the modem sends third information to the AP, the third information is used to indicate that the modem resides in cell 3, and the third information carries the cell identifier of cell 3; then, in this case, the AP can determine that the modem resided in cell 1, cell 2, and cell 3 respectively in the first time period according to the first information, the second information, and the third information. In this implementation, when the resided cell changes, the modem can report the changed resided cell to the AP in a timely manner, which is more real-time.

[0101] S203: If the modem has resided in multiple cells during the first time period, the AP selects a first cell with the highest game experience score from the multiple cells based on the game experience scores corresponding to the multiple cells where the modem has resided during the first time period.

[0102] S204: The AP sends a first instruction to the modem.

[0103] Correspondingly, the modem receives the first instruction from the AP.

[0104] S205. The modem resides in the first cell when running the game.

[0105] It should be noted that the relevant descriptions of steps S203 to S205 can be found in steps S101 to S103 and will not be elaborated herein.

[0106] In an optional implementation, after step S202, the method further includes step S206 (not shown in the figure): if the modem has resided in a cell in the first time period, then the step is terminated. It should be noted that step S206 and steps S203 to S205 are parallel steps, and the embodiment of the present application can execute step S206 or steps S203 to S205.

[0107] In an optional implementation, after step S205 or step S206, the method further includes: replacing the first time period in the aforementioned steps with the second time period, and performing steps similar to steps S201 to S206.

[0108] It can be seen that in this embodiment, the AP determines the game experience score of each of the multiple cells and selects the first cell based on the game experience score of each cell when the modem has resided in multiple cells within the first time period. When the modem has resided in one cell within the first time period, the AP does not perform the steps of determining the game experience score of the cell and does not perform the related steps of cell selection. When the modem has resided in one cell within the first time period, the AP can reduce the execution steps and save processing resources.

[0109] Furthermore, if the electronic device moves, the result of the cell selection may be affected. Based on this, the embodiment of the present application also provides another cell selection method. Figure 5 , Figure 5 A schematic diagram of a process flow of another cell selection method is shown as an example. Figure 5 As shown, the cell selection method involves an interaction process between an AP, a modem and a sensor in an electronic device, which may include but is not limited to steps S301 to S305:

[0110] S301: In a first time period, a sensor sends first movement state information to an AP.

[0111] Correspondingly, within the first time period, the AP receives first movement state information from the sensor.

[0112] Among them, the first mobile state information indicates the mobile state of the electronic device in the first time period. It should be noted that the mobile state of the electronic device in the embodiment of the present application may include but is not limited to at least one of a static state, a micro-motion state or a motion state. Optionally, the mobile state of the electronic device in the first time period may include one, for example, the mobile state of the electronic device in the first time period may include a static state; for another example, the mobile state of the electronic device in the first time period may include a micro-motion state; for another example, the mobile state of the electronic device in the first time period may include a motion state; optionally, the mobile state of the electronic device in the first time period may include multiple, for example, the mobile state of the electronic device in the first time period may include a static state and a micro-motion state; for another example, the mobile state of the electronic device in the first time period may include a static state, a micro-motion state and a motion state.

[0113] In an optional implementation, during the first time period, the sensor may send the mobile state of the electronic device at each moment to the AP in real time, that is, the first mobile state information indicates the mobile state of the electronic device at each moment in the first time period. In this implementation, the AP may obtain the mobile state of the electronic device at each moment in the first time period in real time, which is more real-time.

[0114] In another optional implementation, at the beginning of the first time period, the sensor sends the first movement state information to the AP, and then sends the updated first movement state information to the AP when the movement state of the electronic device changes. In this implementation, when the movement state of the electronic device does not change, the amount of the first movement state information in the first time period is 1, which can effectively reduce the amount of information interaction between the sensor and the AP.

[0115] S302: The AP determines, based on the first movement state information, whether the electronic device is in a stationary state or a slightly moving state within a first time period.

[0116] In an optional implementation, if the mobile state of the electronic device in the first time period includes a stationary state and / or a micro-motion state, it is determined that the electronic device is in a stationary state or a micro-motion state in the first time period. For example, if the mobile state of the electronic device in the first time period is a stationary state, it is determined that the electronic device is in a stationary state or a micro-motion state in the first time period. For another example, if the mobile state of the electronic device in the first time period includes a micro-motion state, it is determined that the electronic device is in a stationary state or a micro-motion state in the first time period. For another example, if the mobile state of the electronic device in the first time period is a stationary state and a micro-motion state, it is determined that the electronic device is in a stationary state or a micro-motion state in the first time period.

[0117] In another optional implementation, if the mobile state of the electronic device in the first time period includes a motion state, it is determined that the electronic device is not in a stationary state or a micro-motion state in the first time period. For example, if the mobile state of the electronic device in the first time period is a motion state, it is determined that the electronic device is not in a stationary state or a micro-motion state in the first time period. For another example, if the mobile state of the electronic device in the first time period includes a motion state and a stationary state, it is determined that the electronic device is not in a stationary state or a micro-motion state in the first time period. For another example, if the mobile state of the electronic device in the first time period includes a motion state, a stationary state, and a micro-motion state, it is determined that the electronic device is not in a stationary state or a micro-motion state in the first time period.

[0118] Optionally, the first mobility state information includes the mobility state of the electronic device within a first time period, and the AP may directly acquire the mobility state of the electronic device within the first time period from the first mobility state information.

[0119] Optionally, the first mobile state information includes acceleration of the electronic device in the first time period, and / or magnetic field change information of the electronic device in the first time period. The AP may determine the mobile state of the electronic device in the first time period based on the acceleration and / or magnetic field change information in the first mobile state information.

[0120] For example, taking the first mobile state information including the acceleration of the electronic device as an example, when the acceleration of the electronic device is equal to 0, the electronic device is in a stationary state; when the acceleration of the electronic device is in a first interval, the electronic device is in a micro-motion state; when the acceleration of the electronic device is in a second interval, the electronic device is in motion. It should be noted that the values ​​of the first interval and the second interval can be default settings or can be set based on business needs. The embodiment of the present application does not limit the values ​​of the first interval and the second interval. For example, the first interval can be (0, 0.1], the second interval can be (0.1, ∞), and so on. It should be noted that the unit of the acceleration of the embodiment of the present application can be meter per second squared (m / s 2 ). It should be noted that, in other embodiments, the movement state of the electronic device within the first time period can also be determined in combination with the duration of the acceleration. For example, when the duration of the acceleration is less than the preset duration, the electronic device is in a micro-motion state; when the duration of the acceleration is greater than or equal to the preset duration, the electronic device is in motion. It should be noted that the value of the preset duration can be a default setting or can be set based on business needs. The embodiment of the present application does not limit the value of the preset duration. For example, the preset duration can be 0.1 seconds.

[0121] For example, taking the first mobile state information including magnetic field change information as an example, when the magnetic field remains unchanged, the electronic device is in a stationary state; when the magnetic field change frequency is in the third interval, the electronic device is in a micro-motion state; when the magnetic field change frequency is in the fourth interval, the electronic device is in motion. It should be noted that the values ​​of the third interval and the fourth interval can be default settings or can be set based on business needs. The embodiments of the present application do not limit the values ​​of the third interval and the fourth interval. For example, the third interval can be (0, 1], the fourth interval can be (1, ∞), and so on.

[0122] It should be noted that in other embodiments, the mobility state of the electronic device can also be determined based on the cell change information. For example, when the resident cell does not change, the electronic device is in a stationary state; when the change frequency of the resident cell is in the fifth interval, the electronic device is in a micro-motion state; when the change frequency of the resident cell is in the sixth interval, the electronic device is in motion. It should be noted that the values ​​of the fifth interval and the sixth interval can be default settings or can be set based on business needs. The embodiments of the present application do not limit the values ​​of the fifth interval and the sixth interval. For example, the fifth interval can be (0, 2], the sixth interval can be (2, ∞), and so on.

[0123] S303: If the electronic device is in a stationary state or in a slightly moving state within the first time period, the AP selects a first cell with the highest gaming experience score from the multiple cells based on the gaming experience scores corresponding to the multiple cells where the modem resided within the first time period.

[0124] S304: The AP sends a first instruction to the modem.

[0125] Correspondingly, the modem receives the first instruction from the AP.

[0126] S305. The modem resides in the first cell when running the game.

[0127] It should be noted that the relevant descriptions of steps S303 to S305 can be found in steps S101 to S103 and will not be elaborated herein.

[0128] In an optional implementation, after step S302, the method further includes S306 (not shown in the figure): if the electronic device is not in a stationary state or a slightly moving state within the first time period, then the step is ended. It should be noted that step S306 and steps S303 to S305 are parallel steps, and the embodiment of the present application can execute step S306 or steps S303 to S305.

[0129] Optionally, after step S305, the method may further include S307 (not shown in the figure): at a moment after the first time period, the sensor sends second mobile state information to the AP, and accordingly, at a moment after the first time period, the AP receives the second mobile state information from the sensor, and the AP determines whether the electronic device is in a stationary state or a slightly moving state based on the second mobile state information, and if not, sends a second instruction to the modem, and the second instruction is used to enable the modem to reside in the first cell when running the game.

[0130] In an optional implementation, after step S305, step S306 or step S307, the method further includes: replacing the first time period in the aforementioned steps with the second time period, and performing steps similar to steps S301 to S307.

[0131] It can be seen that in this embodiment, the AP can determine the game experience score of each cell in multiple cells only when the electronic device is in a stationary state or a slightly moving state, select the first cell based on the game experience score of each cell, and enable the modem to reside in the first cell. Compared with the solution of enabling the modem to reside in the first cell when the electronic device is not in a stationary state or a slightly moving state (such as when the electronic device is in a moving state), the movement of the electronic device can effectively avoid the impact of the cell selection result, improve the accuracy of the cell selection, and thus improve the user experience. Moreover, after residing in the first cell, if the electronic device is not in a stationary state or a slightly moving state, the second instruction can be used in time to enable the modem to reside in the first cell, so that the cell selection instruction can be released in time to avoid the user's game experience from being deteriorated.

[0132] In addition, when the electronic device is not in a stationary state or a slightly moving state, the AP does not execute the relevant steps of determining the game experience score of each cell in multiple cells and selecting the first cell based on the game experience score of each cell. The AP can reduce the execution steps and save processing resources.

[0133] It should be noted that the embodiments of the present application are described using the mobile states of the electronic device including a stationary state, a micro-motion state and a motion state as examples. In other embodiments, the electronic device may also include other states. For example, the motion state may be subdivided into an acceleration state, a uniform speed state and a deceleration state, etc., without limitation.

[0134] It should be noted that Figure 3 The cell selection method and Figure 4The cell selection method can also be performed in combination with each other. For example, after executing step S301 and step S302, step S201 to step S205 can be performed, that is, after executing step S301 and step S302, if the electronic device is in a stationary state or slightly moving state within the first time period, the step of the modem sending cell change information to the AP within the first time period and subsequent related steps are performed. For another example, after executing step S201 and step S202, step S301 to step S305 can be performed, that is, after executing step S201 and step S202, if the modem has resided in multiple cells within the first time period, the step of the sensor sending the first mobile state information to the AP within the first time period and subsequent related steps are performed. For another example, steps S201 to S202 and steps S301 to S302 may be performed simultaneously, and when the electronic device is in a stationary state or a slightly moving state, and the modem has resided in multiple cells, the step of selecting a first cell with the highest gaming experience score from multiple cells based on the gaming experience scores corresponding to the multiple cells where the modem has resided in the first time period and subsequent related steps may be performed. And so on.

[0135] In addition, operating systems are running on the above components, such as the iOS operating system developed by Apple, the Android open source operating system developed by Google, and the Windows operating system developed by Microsoft.

[0136] The operating system of the electronic device can adopt a layered architecture, an event-driven architecture, a micro-core architecture, a micro-service architecture, or a cloud architecture. The embodiment of the present application takes the Android system of the layered architecture as an example to illustrate the software structure of the electronic device. It should be noted that although the embodiment of the present application is illustrated by taking the Android system as an example, its basic principle is also applicable to electronic devices based on operating systems such as iOS or Windows.

[0137] See also Figure 6 , is a software structure block diagram of an electronic device provided in an embodiment of the present application. The software structure adopts a layered architecture, which divides the software into several layers, and each layer has a clear role and division of labor. The layers communicate with each other through software interfaces. Taking the Android system as an example, in some embodiments, the Android system is divided from top to bottom into an application layer, an application framework layer (Framework), a hardware abstraction layer (HAL), a kernel layer (Kernel) and a hardware layer.

[0138] The application layer may include a series of application packages. The application package may include games, gallery, calendar, call, map, WLAN, Bluetooth, music, video, short message and other APPs. Among them, the game is a game application on electronic devices such as smartphones and tablets. This application does not limit the name of the application.

[0139] Among them, the application framework layer provides an application programming interface (Application Programming Interface, API) and a programming framework for the application of the application layer. The application framework layer includes some predefined functions. For example, the application framework layer may include a window manager, a content provider, a view system, a resource manager, a notification manager, etc. The embodiment of the present application does not impose any restrictions on this. Exemplarily, the above-mentioned window manager is used to manage window programs. The window manager can obtain the size of the display screen, determine whether there is a status bar, lock the screen, capture the screen, etc. The above-mentioned content provider is used to store and obtain data, and make these data accessible to the application. The data may include video, images, audio, dialed and received calls, browsing history and bookmarks, phone books, etc. The above-mentioned view system can be used to build the display interface of the application. Each display interface can be composed of one or more controls. Generally speaking, controls can include interface elements such as icons, buttons, menus, tabs, text boxes, dialog boxes, status bars, navigation bars, widgets, etc. The above-mentioned resource manager provides various resources for the application, such as localized strings, icons, images, layout files, video files, etc. The above-mentioned notification manager uses an application to display notification information in the status bar, which can be used to convey notification-type messages, and can automatically disappear after a short stay without user interaction. For example, the notification manager is used to inform the completion of downloads, message reminders, etc. The notification manager can also be a notification that appears in the top status bar of the system in the form of a chart or scroll bar text, such as a notification of an application running in the background, or a notification that appears on the screen in the form of a dialog window. For example, a text message is prompted in the status bar, a prompt tone is issued, a vibration is made, an indicator light flashes, etc. In some embodiments, the application framework layer may include a game service (Game SDK Service) and a decision module. Among them, the game service and the decision module may interact with the hardware abstraction layer. Optionally, the electronic device can obtain game delay information during the game operation process through the game service. Optionally, the decision module may be a control module of the AP, and the steps performed by the AP in the embodiment of the present application may be specifically performed by the decision module of the application framework layer, without limitation.

[0140] The hardware abstraction layer is an interface layer between the kernel layer and the hardware, which can be used to abstract the hardware. In some embodiments, the hardware abstraction layer includes a hardware abstraction layer interface definition language (HIDL) interface. The hardware abstraction layer can include: game HAL, display HAL, sensor HAL, etc.

[0141] The kernel layer is the foundation of the Android operating system, responsible for hardware drivers, network, power, system security, memory management and other functions. The kernel layer is an intermediate layer between hardware and software, and its function is to pass application requests to the hardware. The kernel layer includes at least game drivers, sensor drivers, display drivers and audio drivers.

[0142] The hardware layer may include one or more hardware components, such as a modem, an acceleration sensor, a magnetic sensor, etc.

[0143] In some embodiments, through the interaction between the above application layer, application framework layer (Framework), hardware abstraction layer (HAL), kernel layer (Kernel) and hardware layer, the electronic device can start the game application. Specifically, it may include but not limited to steps s11 to s16:

[0144] s11. The game application receives a request message for starting the game application.

[0145] It is understandable that the user can trigger the electronic device to start the game application. Correspondingly, the game application in the electronic device can receive the request information for starting the game application.

[0146] For example, Fig. 7A As shown, the user can click the game application icon 701. Accordingly, the electronic device can receive the request information for starting the game application. In response to the request information for starting the game application, the electronic device can start the game application and display Figure 7B User interface 700 is shown. It is understandable that the user can also start the game application by voice, gesture, etc., and the present application does not limit the specific method in which the user triggers the electronic device to start the game application.

[0147] s12. The game application sends a request message to the game service to start the game service.

[0148] After receiving the request information for starting the game application, the game application can send the request information for starting the game service to trigger the game service to start. Correspondingly, the game service can receive the request information for starting the game service sent by the game application and start the game service.

[0149] s13. The game service sends a request message to the game HAL to start the game HAL.

[0150] After receiving the request information for starting the game service sent by the game application, the game service may send downward a request information for starting the game HAL to trigger the game HAL to start.

[0151] s14. The game HAL sends a request message to the game driver to start the game driver.

[0152] After receiving the request information for starting the game HAL sent by the game service, the game HAL may send downward a request information for starting the game driver to trigger the game driver to start.

[0153] s15. The game driver sends a request message to the hardware layer to start the hardware layer.

[0154] After receiving the request information for starting the game driver sent by the game driver, the game driver can send downward the request information for starting the hardware layer to trigger the hardware work of the hardware layer.

[0155] s16. The hardware layer calls each hardware module to run the game.

[0156] It is understandable that the specific process (such as step s11 to step s16) can be referred to the relevant technical documents and will not be described in detail here.

[0157] It is understandable that after the electronic device opens the game application, the game application can also be closed. For specific implementation, please refer to the relevant embodiments of steps s11 to s16, which will not be described in detail.

[0158] Combine the following Figure 6 The software structure diagram of the detailed description of the interaction diagram involved when the electronic device executes the cell selection method. Figure 8 , shows a schematic diagram of the process of another cell selection method. Figure 8 As shown, the cell selection method involves an interactive process between a game service, a decision module, a modem and a sensor in an electronic device, which may include but is not limited to steps S401 to S409:

[0159] S401. Within a first time period, the sensor sends first movement state information to a decision module.

[0160] Correspondingly, within the first time period, the decision module receives first movement state information from the sensor.

[0161] S402: The decision module determines whether the electronic device is in a stationary state or a slightly moving state within a first time period based on the first movement state information.

[0162] S403: If the electronic device is in a stationary state or in a slight motion state within the first time period, the modem sends cell change information to the decision module within the first time period.

[0163] Correspondingly, within the first time period, the decision module receives cell change information from the modem.

[0164] S404: The decision module determines whether the modem has resided in multiple cells within the first time period based on the cell change information.

[0165] S405: If the modem resides in multiple cells during the first time period, the game service sends game delay information of each of the multiple cells to the decision module during the first time period.

[0166] Correspondingly, the decision module receives the game delay information of each of the multiple cells from the game service. It should be noted that in other embodiments, if the game delay per second cannot be directly obtained, the game delay per second can also be determined based on the round trip time (RTT) of the Transmission Control Protocol (TCP) connection, without limitation.

[0167] Optionally, before step S405, the method further includes: the decision module sending a request message to the game service, the request message being used to request obtaining the game delay information of each of the multiple cells, wherein the request message may include the cell identifiers of the multiple cells.

[0168] S406: The decision module determines the game experience score corresponding to each cell based on the game delay information of each cell.

[0169] S407: The decision module selects a first cell with the highest game experience score from the multiple cells based on the game experience scores corresponding to the multiple cells where the modem resided in the first time period.

[0170] S408: The decision module sends a first instruction to the modem.

[0171] S409. The modem resides in the first cell when running the game.

[0172] It should be noted that when the decision module of the application framework layer interacts with the sensor or modem of the hardware layer, it can make use of the relevant modules of the hardware abstraction layer and the kernel layer. Please refer to the relevant technical documents, which will not be described in detail here.

[0173] It should be noted that the detailed description of steps S401 to S409 can be found in Figures 3 to 5The relevant embodiments are not described in detail.

[0174] It can be seen that in this embodiment, the decision module on the AP side can determine the game experience score corresponding to each cell based on the game delay information of each cell, and based on the game experience score corresponding to each cell, select the first cell with the highest game experience score from the multiple cells where the modem has resided.

[0175] The above embodiment is described by taking the game scenario as an example. In other embodiments, the present application scheme may also be applicable to other application scenarios, such as instant call scenarios, etc., without limitation.

[0176] As used in the above embodiments, the term "when..." may be interpreted to mean "if..." or "after..." or "in response to determining..." or "in response to detecting...", depending on the context. Similarly, the phrases "upon determining..." or "if (the stated condition or event) is detected" may be interpreted to mean "if determining..." or "in response to determining..." or "upon detecting (the stated condition or event)" or "in response to detecting (the stated condition or event)", depending on the context.

[0177] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present application is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices. The computer instructions can be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions can be transmitted from a website site, computer, server or data center by wired (e.g., coaxial cable, optical fiber, digital subscriber line) or wireless (e.g., infrared, wireless, microwave, etc.) mode to another website site, computer, server or data center. The computer-readable storage medium can be any available medium that a computer can access or a data storage device such as a server or data center that contains one or more available media integration. The available medium can be a magnetic medium, (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state hard disk), etc.

[0178] Those skilled in the art can understand that to implement all or part of the processes in the above-mentioned embodiments, the processes can be completed by computer programs to instruct related hardware, and the programs can be stored in computer-readable storage media. When the programs are executed, they can include the processes of the above-mentioned method embodiments. The aforementioned storage media include: ROM or random access memory RAM, magnetic disk or optical disk and other media that can store program codes.

Claims

1. A cell selection method, characterized in that: Applied to electronic equipment, the method comprises: Based on the game experience scores corresponding to the multiple cells where the modem processor modem resided in the first time period, selecting a first cell with the highest game experience score from the multiple cells; the game experience score corresponding to the cell is used to evaluate the game delay when the game is running in the cell; A first instruction is sent to the modem, where the first instruction is used to enable the modem to reside in the first cell when running a game.

2. The method according to claim 1, characterized in that Before selecting a first cell with the highest game experience score from the multiple cells based on the game experience scores corresponding to the multiple cells where the modem has resided in the first time period, the method further includes: receiving cell change information from the modem within the first time period; Based on the cell change information, determining whether the modem has resided in multiple cells within the first time period; If so, the step of selecting a first cell with the highest game experience score from the multiple cells based on the game experience scores corresponding to the multiple cells where the modem has resided in the first time period is triggered to execute.

3. The method according to claim 1 or 2, characterized in that Before selecting a first cell with the highest game experience score from the multiple cells based on the game experience scores corresponding to the multiple cells where the modem has resided in the first time period, the method further includes: During the first time period, receiving first movement state information from a sensor; Based on the first movement state information, determining whether the electronic device is in a stationary state or a slightly moving state within the first time period; If so, a step of selecting a first cell with the highest game experience score from the multiple cells based on the game experience scores corresponding to the multiple cells where the modem resided in the first time period is triggered.

4. The method according to any one of claims 1 to 3, characterized in that Before selecting a first cell with the highest game experience score from the multiple cells based on the game experience scores corresponding to the multiple cells where the modem has resided in the first time period, the method further includes: During the first time period, obtaining game delay information of each of the multiple cells; Based on the game delay information of each cell, a game experience score corresponding to each cell is determined respectively.

5. The method according to any one of claims 1 to 4, characterized in that: After sending the first instruction to the modem, the method further includes: At a time after the first time period, receiving second movement state information from a sensor; Based on the second movement state information, determining whether the electronic device is in a stationary state or a slightly moving state; If not, a second instruction is sent to the modem, wherein the second instruction is used to disable the modem from residing in the first cell when running the game.

6. The method according to any one of claims 1 to 4, characterized in that: After sending the first instruction to the modem, the method further includes: The modem adds a second cell to a prohibited cell list and resides in the first cell when running a game; the second cell is a cell whose network bottom layer performance is better than that of the first cell.

7. A cell selection method, characterized in that: Applied to electronic equipment, the method comprises: The electronic device selects a first cell with the highest game experience score from the multiple cells based on the game experience scores corresponding to the multiple cells in which the electronic device resides during the first time period; the game experience score corresponding to the cell is used to evaluate the game delay when the electronic device resides in the cell and runs the game; The electronic device resides in the first cell when running the game.

8. An electronic device, characterized in that: include: One or more processors and one or more memories; the one or more memories are coupled to the one or more processors, the one or more memories are used to store computer program codes, the computer program codes include computer instructions, and when the one or more processors execute the computer instructions, the electronic device executes the method as described in any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that: The method comprises computer instructions, which, when executed on an electronic device, cause the electronic device to execute the method according to any one of claims 1 to 6.

10. A chip or a chip system, characterized in that: The method comprises a processing circuit and an interface circuit, wherein the interface circuit is used to receive code instructions and transmit the code instructions to the processing circuit, and the processing circuit is used to run the code instructions to execute the method according to any one of claims 1 to 6.

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