Unreal engine pixel streaming method, device, equipment and medium

By automatically pulling UE project files from the SVN code repository and packaging and generating executable programs in Unreal Engine, combining point-to-point connections between signaling servers and web servers, the automated process of Unreal Engine pixel streaming is realized, solving the existing technology The problem of low cross-platform streaming media transmission efficiency reduces labor costs.

CN119311308APending Publication Date: 2025-01-14GUANGZHOU FRONTOP DIGITAL ORIGINALITY TECH CO LTD
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Patent Information

Application Number
CN202411350224.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-26
Publication Date
2025-01-14

AI Technical Summary

Technical Problem

The existing Unreal Engine pixel streaming technology requires programmers to write code manually, resulting in low cross-platform streaming media transmission efficiency, and code needs to be written and optimized separately when implemented on multiple platforms, which consumes a lot of human resources.

Method used

UE project files are pulled from the SVN code repository through automated commands, Unreal Engine Editor packages and generates executable programs, and establishes a point-to-point connection through signaling servers and web servers, and starts a pixel streaming plug-in to stream executable programs to the streaming media platform Perform rendering and realize automated processes.

Benefits of technology

It significantly improves development efficiency, reduces dependence on labor, reduces labor costs, and achieves efficient cross-platform streaming.

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Abstract

The invention belongs to the technical field of computers, and discloses an unreal engine pixel streaming method and device, equipment and a medium. The method comprises the following steps: pulling a UE project file from an SVN code warehouse by executing an automation command, wherein the UE project file comprises a plurality of source code files, resource files and project configuration files; in response to the packaging instruction, packaging the UE project file by the editor of the unreal engine, generating an executable program, and storing the executable program in the local terminal equipment; starting a signaling server and a Web server, and establishing point-to-point connection between the unreal engine and the client; and in response to the streaming instruction, starting the pixel streaming plug-in by the unreal engine, sending an executable program stream to a streaming media platform for rendering, and sending the rendered pixel stream to a connected client. The development and streaming efficiency is improved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to an Unreal Engine pixel streaming method, device, equipment and medium. Background Art

[0002] Unreal Engine (UE)'s Pixel Streaming is a cloud gaming technology that allows users to play Unreal projects on various networked devices such as desktops, tablets, laptops, and smartphones over the Internet. It does not require resource-intensive rendering processing on local devices, allowing low-end devices to run high-quality 3D games and complex applications. However, when performing cross-platform game or application streaming, programmers need to integrate and configure the Pixel Streaming plug-in by writing code to implement the streaming function so that the content can be transmitted to different platforms for corresponding encoding processing. This means that deploying and maintaining streaming requires a lot of human resources. If streaming needs to be implemented on multiple platforms or devices, it may be necessary to write and optimize code for each platform separately, resulting in low transmission efficiency. Summary of the invention

[0003] To this end, the embodiments of the present application provide an Unreal Engine pixel streaming method, apparatus, device and medium, thereby improving development efficiency.

[0004] In a first aspect, the present application provides an Unreal Engine pixel streaming method.

[0005] This application is achieved through the following technical solutions:

[0006] An Unreal Engine pixel streaming method, the method comprising:

[0007] Execute an automated command to pull UE project files from the SVN code repository, where the UE project files include multiple source code files, resource files, and project configuration files;

[0008] In response to the packaging instruction, the editor of the Unreal Engine packages the UE project file, generates an executable program, and stores the executable program in a local terminal device;

[0009] Start the signaling server and web server to establish a point-to-point connection between the Unreal Engine and the client;

[0010] In response to the streaming instruction, the Unreal Engine starts the pixel streaming plug-in, sends the executable program stream to the streaming platform for rendering, and sends the rendered pixel stream to the connected client.

[0011] In a preferred example of the present application, it can be further configured to include: the Unreal Engine is linked with the BI platform through a preset protocol type, the Unreal Engine listens to the interactive messages on the BI platform through messages, and parses the interactive messages based on the preset protocol type, and performs corresponding feedback operations according to the parsing results.

[0012] In a preferred example of the present application, it can be further configured to start a signaling server and a Web server, and establish a point-to-point connection between the Unreal Engine and the client, including:

[0013] Set the ports used by the pixel streaming function, including the HTTP port, signaling port, and media stream port.

[0014] In a preferred example of the present application, it can be further configured that before sending the executable program stream to the streaming media platform for rendering, it also includes:

[0015] Set a preset rendering target, which includes rendering width, rendering height, and rendering frame rate.

[0016] In a preferred example of the present application, it can be further configured that, in response to the packaging instruction, the editor of the Unreal Engine packages the UE project file to generate an executable program, and further includes:

[0017] Monitor the packaging status, if the packaging status is packaging failure, reselect the packaging program to package the UE project file.

[0018] In a preferred example of the present application, it can be further configured to start a signaling server and a Web server, and establish a point-to-point connection between the Unreal Engine and the client, including:

[0019] The Web server receives the login information of the client and verifies the login information. After the login information is verified, the Web server sends a verification token to the client.

[0020] The signaling server receives the client's connection request and verification token, and establishes a point-to-point connection between the Unreal Engine and the client.

[0021] In a second aspect, the present application provides an Unreal Engine pixel streaming device.

[0022] This application is achieved through the following technical solutions:

[0023] An Unreal Engine pixel streaming device, the device is used to execute the Unreal Engine pixel streaming method described in the first aspect, the device comprising:

[0024] A file acquisition module, used to execute an automated command to pull UE project files from the SVN code repository, wherein the UE project files include multiple source code files, resource files, and project configuration files;

[0025] A packaging module, configured to respond to a packaging instruction, and the editor of the Unreal Engine packages the UE project file, generates an executable program, and stores the executable program in a local terminal device;

[0026] The connection module is used to start the signaling server and the web server and establish a point-to-point connection between the Unreal Engine and the client;

[0027] The streaming module is used to respond to the streaming instruction, the Unreal Engine starts the pixel streaming plug-in, sends the executable program stream to the streaming platform for rendering, and sends the rendered pixel stream to the connected client.

[0028] In a preferred example of the present application, it can be further configured that the device also includes: a BI interaction module, which is used to interact with the BI platform through a preset protocol type, and the Unreal Engine monitors the interaction messages on the BI platform through messages, and parses the interaction messages based on the protocol type, and performs corresponding feedback operations according to the parsing results.

[0029] On the third aspect, the present application is realized through the following technical solutions:

[0030] A computer device comprises a memory, a processor and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of any one of the above Unreal Engine pixel streaming methods when executing the computer program.

[0031] In a fourth aspect, the present application provides a computer-readable storage medium.

[0032] This application is achieved through the following technical solutions:

[0033] A computer-readable storage medium stores a computer program, wherein the computer program, when executed by a processor, implements the steps of any one of the above Unreal Engine pixel streaming methods.

[0034] In summary, compared with the prior art, the technical solution provided in the embodiment of the present application has at least the following beneficial effects:

[0035] This application executes an automated command to pull UE project files from the SVN code repository, and the UE project files include multiple source code files, resource files, and project configuration files; in response to the packaging instruction, the editor of the Unreal Engine packages the UE project files, generates an executable program, and stores the executable program in a local terminal device; starts the signaling server and the Web server, and establishes a point-to-point connection between the Unreal Engine and the client; in response to the streaming instruction, the Unreal Engine starts the pixel streaming plug-in, streams the executable program to the streaming media platform for rendering, and sends the rendered pixel stream to the connected client. The automated process can significantly improve efficiency, reduce dependence on manual labor, and reduce labor costs compared to the previous method of manual coding by programmers. BRIEF DESCRIPTION OF THE DRAWINGS

[0036] Figure 1 A schematic diagram of a flow chart of an Unreal Engine pixel streaming method provided in one embodiment of the present application;

[0037] Figure 2 A schematic diagram of the structure of an Unreal Engine pixel streaming device provided in one embodiment of the present application;

[0038] Figure 3 A schematic diagram of the structure of an Unreal Engine pixel streaming device provided in one embodiment of the present application;

[0039] Description of reference numerals:

[0040] File acquisition module-101, packaging module-201, connection module-301, streaming module-401, BI interaction module-501. DETAILED DESCRIPTION

[0041] This specific embodiment is merely an explanation of the present application and is not a limitation of the present application. After reading this specification, those skilled in the art may make modifications to the present embodiment without any creative contribution as needed, but such modifications are protected by the patent law as long as they are within the scope of the claims of the present application.

[0042] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this application.

[0043] In addition, the term "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 represent: A exists alone, A and B exist at the same time, and B exists alone. In addition, the character " / " in this application, unless otherwise specified, generally indicates that the associated objects before and after are in an "or" relationship.

[0044] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with basically the same effects and functions. It should be understood that there is no logical or temporal dependency between "first", "second", and "nth", nor is there any limitation on quantity and execution order.

[0045] The following is a further detailed description of the embodiments of the present application in conjunction with the accompanying drawings. Figure 1 As shown,

[0046] S10: Execute an automated command to pull UE project files from the SVN code repository, where the UE project files include multiple source code files, resource files, and project configuration files.

[0047] First, execute the automated command on the visual interface to start the SVN client tool (such as TortoiseSVN, SmartSVN, Subversion command line tool, etc.) to access the SVN code repository, locate the storage directory of the UE project file according to the project name, and execute the SVN command (such as the svn checkout command) to pull the latest code file to the directory of the local development environment. For example, the storage directory in the SVN code repository is svn:\\127.0.0.1\ue\UE platform, and all files in the storage directory belong to the UE project file; the directory in the local development environment is c:\UE platform. It should be noted that source code files usually refer to code files that constitute the project logic and functions. In UE project files, they are usually files such as (.cpp / .h / .umap / .uasset), which contain game logic, AI behavior, user interface and other information; resource files contain the visual and audio content of the game, such as textures (.png / .jpg), models (.fbx), sound effects (.wav / .mp3), etc.; project configuration files refer to the settings and configurations of the project, such as the game's startup parameters, build configuration, version control settings, etc., such as (.uproject / .ini) files.

[0048] In some embodiments, after pulling the UE project file, it is necessary to run and test the above UE project file to ensure that all functional modules in the UE project file can run normally.

[0049] S20: In response to the packaging instruction, the editor of the Unreal Engine packages the UE project file, generates an executable program, and stores the executable program in the local terminal device.

[0050] The automated script will automatically trigger the packaging instruction according to the preset rules and conditions, and the packaging instruction contains the packaging configuration information. The packaging settings include platform targets (such as Windows, Linux, Android, etc.), packaging modes (such as development, testing or release), deployment file addresses and other build options. In response to the packaging instruction, the Unreal Engine editor packages the UE project files through the packaging program provided by the editor (usually the "Package Project" option under the "File" menu), and packages the UE project files into executable programs or other platform-specific deployment formats according to the above packaging settings. After packaging is completed, the generated executable program (such as .exe, .apk, etc.) is stored in the specified deployment file address in the local terminal device. At the same time, you can also choose to store the packaged executable program in the cloud OSS.

[0051] S30: Start the signaling and web servers to establish a point-to-point connection between the Unreal Engine and the client.

[0052] The signaling server is responsible for handling the initial connection and communication between the client and the server, and is usually used for real-time communication technologies such as WebRTC. The web server is used to host web page content, and the client interacts with the signaling server through this web page, and then establishes a connection with the Unreal Engine. In some possible embodiments, the signaling server can be started by running the relevant script for starting the signaling server in the installation directory of the Unreal Engine, such as Start_WebRTCProxy.bat or runAWS_WithTURN.bat; by running the Signalling WebServer in the Unreal Engine, the web server is started by running the runAWS_WithTURN.bat script. The signaling server and the web server can be physical servers or cloud services, and the domain name, IP address, port and other network settings need to be configured.

[0053] Specifically, the Web server receives the login information of the client and verifies the login information; after the login information is verified, the Web server sends a verification token to the client; the signaling server receives the client's connection request and the verification token, and establishes a point-to-point connection between the Unreal Engine and the client.

[0054] S40: In response to the streaming instruction, the Unreal Engine starts the pixel streaming plug-in, sends the executable program stream to the streaming platform for rendering, and sends the rendered pixel stream to the connected client.

[0055] Specifically, the pixel streaming plug-in in the Unreal Engine Editor is started through an automated script to stream the executable program to the streaming platform for rendering. The client connects to the pixel streaming service by accessing the web page provided by the signaling server. Once the client establishes a connection with the server, the pixel streaming plug-in will start streaming the rendered images and audio to the client device.

[0056] In some embodiments, the pixel streaming method of the present application also includes: the Unreal Engine is linked with the BI platform through a preset protocol type, the Unreal Engine listens to the interactive messages on the BI platform through messages, and parses the interactive messages based on the preset protocol type, and performs corresponding feedback operations according to the parsing results.

[0057] First, you need to define a protocol type (i.e., communication protocol) between the Unreal Engine and the BI platform (Business Intelligence Platform). This communication protocol specifies the message format, transmission method, and interaction mode. For example, you can define a message body in JSON format, such as {"name":"Jump A","type":1}, receive "Jump A" and 1 entered by the user in the visual interface of the BI platform, and transmit "name" and "type" as the transmission format.

[0058] In Unreal Engine, according to the selected communication protocol (such as WebRTC), an event listening system is used to listen to interactive messages from the BI platform. After receiving the message, the Unreal Engine needs to parse the interactive message. If the interactive message conforms to the predefined communication protocol, useful information such as the operation name and type can be extracted. Based on the parsed information, the Unreal Engine can perform corresponding feedback operations. Performing feedback operations involves calling functions in the Unreal Engine, triggering events in the blueprint, or executing other predetermined logic. After executing the feedback operation, the Unreal Engine may need to send a feedback message to the BI platform to confirm that the operation has been executed or report the results of the operation. Combining the data analysis and visualization capabilities of the BI platform with the immersive experience of the Unreal Engine can provide users with a more intuitive, convenient and efficient way to interact with data.

[0059] In some embodiments, signaling and Web servers are started to establish a point-to-point connection between the Unreal Engine and the client, including: setting ports used by the pixel streaming function, the ports including HTTP ports, signaling ports, and media streaming ports.

[0060] Specifically, in order to ensure that a stable and efficient point-to-point connection can be established between the server and the client, it is necessary to configure and set the network ports. Among them, the HTTP port is used for communication between the Web server and the client, so that the client can access a specific Web page through a browser to start a streaming session, and can download or request web pages, configuration files or metadata related to pixel streaming. The HTTP port is port 80 or port 443 (that is, encrypted HTTP). The signaling port is used to exchange signaling data between the Unreal Engine server and the client. Signaling is an important part of WebRTC technology, which is responsible for coordinating the establishment, maintenance and closure of the connection between the two endpoints. When setting the signaling port, you need to select an unoccupied port and ensure that both the client and the server are configured to use the port for communication. The media stream port is used to transmit actual media data, such as video and audio streams. After the WebRTC session is established, the media stream is transmitted directly between the client and the server through these ports to achieve real-time audio and video communication. These ports are set to ensure that a stable point-to-point connection can be established between the Unreal Engine and the client, and to achieve efficient pixel streaming functions.

[0061] In some embodiments, before pushing the executable program to the streaming media platform of the client for rendering, the process includes:

[0062] Set the preset rendering target, which includes rendering width, rendering height, and rendering frame rate. Rendering width refers to the width of the target rendering area in pixels; rendering height refers to the height of the target rendering area in pixels; rendering frame rate refers to the number of frames rendered per second, which affects the smoothness and quality of the video. Before pushing the executable program, you need to set the specific parameters of the rendering target. Once the executable program is successfully pushed to the streaming platform, the rendering process can be triggered through the interface or management tool provided by the platform.

[0063] In some embodiments, the editor of the Unreal Engine packages the UE project file to generate an executable program, and also includes: monitoring the packaging status, and if the packaging status is packaging failure, reselecting the packaging program to package the UE project file.

[0064] Specifically, during the packaging process, the progress and status information of the packaging process will be monitored. If an error or problem is encountered during the packaging process, the editor will usually display an error message or warning to indicate the reason for the packaging failure. By monitoring the packaging status and handling failures in a timely manner, you can ensure that the project can be successfully packaged into an executable program. This helps reduce project delays or release issues caused by packaging failures.

[0065] In some embodiments, the Unreal Engine and the client are connected to the same network.

[0066] Another embodiment of the present application further provides an Unreal Engine pixel streaming device, which is used to execute the Unreal Engine pixel streaming method. Figure 2 As shown, the device comprises:

[0067] The file acquisition module 101 is used to execute an automated command to pull a UE project file from the SVN code repository, where the UE project file includes a plurality of source code files, resource files, and project configuration files;

[0068] The packaging module 201 is used for responding to the packaging instruction, the editor of the Unreal Engine packages the UE project file, generates an executable program, and stores the executable program in the local terminal device;

[0069] The connection module 301 is used to start the signaling server and the Web server and establish a point-to-point connection between the Unreal Engine and the client;

[0070] The streaming module 401 is used to respond to the streaming instruction, and the Unreal Engine starts the pixel streaming plug-in, streams the executable program to the streaming platform for rendering, and sends the rendered pixel stream to the connected client.

[0071] like Figure 3 As shown, in some embodiments, the device further comprises:

[0072] BI interaction module 501 is used to interact with the BI platform through a preset protocol type. The Unreal Engine monitors the interactive messages on the BI platform through messages, parses the interactive messages based on the preset protocol type, and performs corresponding feedback operations according to the parsing results.

[0073] The specific definition of the Unreal Engine pixel streaming device provided in this embodiment can be found in the embodiment of the Unreal Engine pixel streaming method above, and will not be repeated here. Each module in the above-mentioned Unreal Engine pixel streaming device can be implemented in whole or in part by software, hardware, and a combination thereof. The above-mentioned modules can be embedded in or independent of the processor in the computer device in the form of hardware, or can be stored in the memory in the computer device in the form of software, so that the processor can call and execute the operations corresponding to the above modules.

[0074] The embodiment of the present application provides a computer device, which may include a processor, a memory, a network interface and a database connected through a system bus. Among them, the processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program and a database. The internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium. The network interface of the computer device is used to communicate with an external terminal through a network connection. When the computer program is executed by the processor, the processor executes the steps of the Unreal Engine pixel streaming method as in any of the above embodiments.

[0075] The working process, working details and technical effects of the computer device provided in this embodiment can be found in the embodiment of the Unreal Engine pixel streaming method above, and will not be described in detail here.

[0076] The embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the Unreal Engine pixel streaming method as described in any of the above embodiments are implemented. The computer-readable storage medium refers to a carrier for storing data, which may include but is not limited to a floppy disk, an optical disk, a hard disk, a flash memory, a USB flash drive, and / or a memory stick, etc. The computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices.

[0077] The working process, working details, and technical effects of the computer-readable storage medium provided in this embodiment can be found in the above-mentioned embodiment of the Unreal Engine pixel streaming method, and will not be described in detail here.

[0078] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided in this application can include non-volatile and / or volatile memory. Non-volatile memory can include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory can include random access memory (RAM) or external cache memory. As an illustration and not limitation, RAM is available in many forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).

[0079] The technical features of the above embodiments may be combined arbitrarily. To make the description concise, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0080] Those skilled in the art can clearly understand that for the convenience and simplicity of description, only the division of the above-mentioned functional units and modules is used as an example. In actual applications, the above-mentioned functions can be distributed and completed by different functional units and modules as needed, that is, the internal structure of the system described in the present application is divided into different functional units or modules to complete all or part of the functions described above.

Claims

1. An Unreal Engine pixel streaming method, characterized in that: include: Execute an automated command to pull UE project files from the SVN code repository, where the UE project files include multiple source code files, resource files, and project configuration files; In response to the packaging instruction, the editor of the Unreal Engine packages the UE project file, generates an executable program, and stores the executable program in a local terminal device; Start the signaling server and web server to establish a point-to-point connection between the Unreal Engine and the client; In response to the streaming instruction, the Unreal Engine starts the pixel streaming plug-in, sends the executable program stream to the streaming platform for rendering, and sends the rendered pixel stream to the connected client.

2. The Unreal Engine pixel streaming method according to claim 1, characterized in that: Also includes: The Unreal Engine is linked with the BI platform through a preset protocol type. The Unreal Engine listens to the interactive messages on the BI platform through messages, parses the interactive messages based on the preset protocol type, and performs corresponding feedback operations according to the parsing results.

3. The Unreal Engine pixel streaming method according to claim 1, characterized in that: Start the signaling server and web server to establish a peer-to-peer connection between the Unreal Engine and the client, including: Set the ports used by the pixel streaming function, including the HTTP port, signaling port, and media stream port.

4. The Unreal Engine pixel streaming method according to claim 1, characterized in that: Before sending the executable program stream to the streaming media platform for rendering, the process further includes: Set a preset rendering target, which includes rendering width, rendering height, and rendering frame rate.

5. The Unreal Engine pixel streaming method according to claim 1, characterized in that: In response to the packaging instruction, the editor of the Unreal Engine packages the UE project file to generate an executable program, further comprising: Monitor the packaging status, if the packaging status is packaging failure, reselect the packaging program to package the UE project file.

6. The Unreal Engine pixel streaming method according to claim 1, characterized in that: Start the signaling server and web server to establish a peer-to-peer connection between the Unreal Engine and the client, including: The Web server receives the login information of the client and verifies the login information. After the login information is verified, the Web server sends a verification token to the client. The signaling server receives the client's connection request and verification token, and establishes a point-to-point connection between the Unreal Engine and the client.

7. An Unreal Engine pixel streaming device, characterized in that: For executing the method according to any one of claims 1 to 6, the device comprises: A file acquisition module, used to execute an automated command to pull UE project files from the SVN code repository, wherein the UE project files include multiple source code files, resource files, and project configuration files; A packaging module, configured to respond to a packaging instruction, and the editor of the Unreal Engine packages the UE project file, generates an executable program, and stores the executable program in a local terminal device; The connection module is used to start the signaling server and the web server and establish a point-to-point connection between the Unreal Engine and the client; The streaming module is used to respond to the streaming instruction, the Unreal Engine starts the pixel streaming plug-in, sends the executable program stream to the streaming platform for rendering, and sends the rendered pixel stream to the connected client.

8. The Unreal Engine pixel streaming device according to claim 7, characterized in that: Also includes: The BI interaction module is used to interact with the BI platform through a preset protocol type. The Unreal Engine listens to the interaction messages on the BI platform through messages, parses the interaction messages based on the preset protocol type, and performs corresponding feedback operations according to the parsing results.

9. A computer device, characterized in that: The method comprises a memory, a processor and a computer program stored in the memory, wherein the processor executes the computer program to implement the steps of the method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 7 are implemented.