Operation state monitoring method and system suitable for online game
By dynamically adjusting the monitoring cycle and strategy, combined with Windows API and power changes to achieve comprehensive monitoring of the operating status of online games, solve the lack of traditional methods, and improve the accuracy of monitoring and system stability.
Patent Information
- Application Number
- CN202411360678.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-27
- Publication Date
- 2025-01-21
Smart Images

Figure CN119327118A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game running status monitoring, and in particular to a running status monitoring method and system suitable for online games. Background Art
[0002] With the rapid development of information technology, online games have become a popular form of entertainment worldwide. The online game market is not only huge in scale, but also technologically advanced. From traditional client games to today's cloud games, mobile games, and new game experiences that combine virtual reality (VR) and augmented reality (AR) technologies, they continue to bring players an unprecedented sense of immersion. However, the high concurrency and real-time characteristics of online games also place extremely high demands on the monitoring of the running status of online games.
[0003] As a real-time and highly interactive application, the operation status of online games is affected by many factors. Data transmission between the client and the server, game logic processing, graphics rendering and other links may become performance bottlenecks. At the same time, the player's hardware configuration, network environment, system resource usage and other factors will also affect the operation of the game. Therefore, to comprehensively monitor the operation status of online games, it is necessary to comprehensively consider the indicator data of multiple aspects.
[0004] Traditional game monitoring methods often focus on a single performance indicator, such as frame rate, latency, etc., while ignoring the overall performance of the game during operation; in addition, these methods usually lack targeted monitoring of different operation modes (foreground operation and background operation); in the actual operation of online games, players may frequently switch game windows or even put the game in the background; in this case, a fixed monitoring cycle and a single monitoring indicator often cannot meet actual needs, resulting in inaccurate monitoring results or missing important information. Summary of the invention
[0005] 1. Technical issues to be solved
[0006] In response to the technical problems in the background technology, the present invention proposes a method and system for monitoring the operating status of online games. Based on multiple indicator data, different monitoring methods for the operating status of online games are designed according to different operating modes of online games, so that the comprehensive indicator data of the client and the server can be fully monitored, and the monitoring cycle and monitoring strategy can be dynamically adjusted according to the different operating modes of the game; thereby solving the technical problems recorded in the background technology.
[0007] (II) Technical solution
[0008] To achieve the above objectives, the present invention is implemented through the following technical solutions:
[0009] A method for monitoring the running status of an online game, comprising:
[0010] Determine the comprehensive indicator data of the client and the server that need to be monitored during the operation of the online game, as well as the indicator data within each comprehensive indicator data; divide all the acquired indicator data into a foreground monitoring indicator set and a background monitoring indicator set, and perform preprocessing operations after the indicator data are collected;
[0011] During the running of online games, the running mode of online games is monitored in real time based on the process monitoring and window focus judgment operation of Windows API;
[0012] Determine the monitoring cycle duration for monitoring the running status of the online game under different running modes, wherein when running in the foreground, the corresponding monitoring cycle duration is a fixed value; when running in the background, the corresponding monitoring cycle duration is a non-fixed value, which is obtained through analysis of the screening operation and the monitoring cycle calculation operation;
[0013] When the switch between the foreground and background operation modes of the online game is detected, a dynamic switch operation of the monitoring cycle duration is performed based on the power conversion method;
[0014] Based on the operation mode of the online game and the corresponding monitoring cycle duration, the corresponding indicator data is monitored, and the operation status of each monitoring cycle is marked; when the operation mode of the online game is monitored to have changed, the total time of various abnormal marks that appeared in the previous operation process is counted, and the operation status score of the online game under this operation process is calculated.
[0015] Specifically, the comprehensive index data of the client includes fluency index data, hardware index data and performance analysis data; the comprehensive index data of the server includes network index data; wherein:
[0016] The indicator data in the fluency indicator data includes frame rate; the indicator data in the hardware indicator data includes memory usage, CPU usage and GPU usage; the indicator data in the performance analysis data includes frame render per frame rendering time and number of drawcalls per frame; the indicator data in the network indicator data includes network delay and packet loss rate;
[0017] All determined indicator data are classified into a foreground monitoring indicator set and a background monitoring indicator set; the foreground monitoring indicator set includes all indicator data in the fluency indicator data, hardware indicator data, performance analysis data, and network indicator data; the background monitoring indicator set includes the memory occupancy rate and CPU occupancy rate in the hardware indicator data, the number of drawcalls per frame in the performance analysis data, and all data in the network indicator data, and are stored in the above order.
[0018] Specifically, the Windows API-based process monitoring and window focus judgment operation determines the running mode of the online game in real time, and the judgment is specifically performed in the following manner:
[0019] When the startup of an online game is detected, the process ID of the online game is recorded; the GetForegroundWindow function in the Windows API is used to obtain the handle of the current foreground window; based on the obtained foreground window handle, the GetWindowThreadProcessId function is used to obtain the process ID of the process to which the foreground window belongs; the process ID of the process in the foreground window is compared with the process ID of the monitored online game to see if they are the same. If they are the same, it means that the online game is running in the foreground; if they are different, it means that the online game is running in the background.
[0020] Specifically, the screening operation is used to obtain the foreground set to be selected and the background set to be selected, and the specific steps are:
[0021] Based on the order of the end time data from large to small, the duration attribute of each running record data is obtained from the background running table in turn. If the duration of the running record data exceeds the set time threshold T0, the running record is put into the background waiting set; when there are 5 data in the background waiting set, the screening of the background running record data is ended;
[0022] Preliminarily filter out all the operation record data whose end time data is no more than 1 day from the present time from the foreground operation table. If no operation record data is obtained after the preliminary screening, the foreground to-be-selected set is set to an empty set; otherwise, according to the order of the end time data from large to small, determine in turn whether the duration of each operation record data preliminarily screened out exceeds the set time threshold T0. If it exceeds, put the operation record into the foreground to-be-selected set, and end the screening of the foreground operation record data; if the duration of all the operation record data preliminarily screened out does not exceed the set time threshold T0, the foreground to-be-selected set is set to an empty set;
[0023] The foreground operation table and the background operation table store the operation record data of the online game in the foreground and in the background respectively, and the table includes the start operation time attribute, the end operation time attribute and the duration attribute.
[0024] Specifically, the monitoring cycle calculation operation is used to calculate the monitoring cycle duration T of the running status monitoring when the online game is running in the background. The specific steps are:
[0025] Get the monitoring cycle duration T of each background operation record data in the background selection set i And the abnormal state time t i,The abnormal state time indicates the total duration of the monitoring cycles corresponding to the abnormal marked monitoring cycles in each operation record;
[0026] Get the duration data T of the foreground running record data in the foreground selection set 1 , and abnormal state time t 1 ; If the foreground selection set is empty, then T 1 =1,t 1 =0;
[0027] Based on the above data, the monitoring cycle duration T of the running status monitoring is calculated when running in the background. The specific calculation formula is:
[0028]
[0029] Where i represents the i-th background operation record data in the background selection set, Tc i It indicates the duration of the i-th background running record data in the background. The symbol indicates rounding up.
[0030] Specifically, the specific steps of dynamically transforming the monitoring cycle duration based on the power transformation method are:
[0031] Determine a base number n, obtain the monitoring cycle length Tq before the operation mode conversion and the monitoring cycle length Tz after the conversion, starting from j=1, where j is a positive integer, and determine the power index n in turn j Whether it is within the specified range, record all power exponents n that meet the requirements j ; Based on all power exponents n that meet the requirements j , dynamically convert the monitoring cycle length in a specific order, when all the power exponents n that meet the requirements j All have been dynamically converted, and the next monitoring cycle length is Tz. In the subsequent monitoring process, the operating status is monitored according to the monitoring cycle length of Tz. After x adjustments, the monitoring cycle length is finally adjusted to Tz. The value of the monitoring cycle length Tq before the above operation mode conversion can be n k Or To, k∈{1,…,X}, X is the adjustment number of the last operation mode conversion;
[0032] Among them, when judging that the operation mode of the online game is switched from the foreground to the background, Tz is the calculated monitoring cycle length of the operation status monitoring of the online game when it is running in the background; the specified interval is (Tq, Tz); the specific order is the order of j from small to large; the calculation formula for adjusting the total number of times x is: The symbol Indicates rounding down; To is the monitoring cycle duration when running in the foreground, which is 1s;
[0033] When judging that the operation mode of the online game is switched from the background to the foreground, Tz is 1s; the specified interval is (Tz, Tq); the specific order is the order from j large to small; the calculation formula for adjusting the total number of times x is To is the monitoring cycle duration when running in the background calculated during the last operation mode conversion.
[0034] Specifically, establish a foreground monitoring matrix A, and A=(-A1 A2 … A8) T , where (A1, A2, …, A8) represent the indicator data in the foreground monitoring indicator set;
[0035] Set the foreground monitoring threshold matrix A0, and A0 = (-A 10 A 20 … A 80 ) T , where (A 10 ,A 20 ,…,A 80 ) represent the threshold values of the corresponding indicator data in (A1, A2, …, A8) respectively;
[0036] Set the foreground judgment matrix PA = (PA1 PA2 ... PA8) T At the end of each monitoring cycle, the foreground judgment matrix PA is updated according to the data obtained in the monitoring cycle, and PA = A0-A;
[0037] The relationship between the values of elements PA1, PA7 and PA8 in the foreground judgment matrix PA and 0 is determined respectively. When PA1<0 is detected, it indicates that the frame rate of the online game in the corresponding monitoring period is abnormal; when PA7<0 or PA8<0 is detected, it indicates that the network is abnormal in the corresponding monitoring period; when it is determined that a frame rate abnormality or a network abnormality occurs in a certain monitoring period, the monitoring period is marked as frame rate or network abnormal; if no abnormality occurs, it is marked as normal operation.
[0038] Furthermore, a background monitoring matrix B is established, and B=(-B1 B2 … B5) T , where (B1, B2, …, B5) represent the indicator data in the background monitoring indicator set;
[0039] Set the foreground monitoring threshold matrix B0, and B0 = (-B 10 B 20 … B 50 ) T , where (B 10 ,B 20 ,…,B 50 ) represent the threshold values of the corresponding indicator data in (B1, B2,…, B5);
[0040] Set the background judgment matrix PB = (PB1 PB2 ... PB5) T At the end of each monitoring cycle, the background judgment matrix PB is updated according to the data obtained in the monitoring cycle, and PB = B0-B;
[0041] Determine the relationship between the value of each element in the background judgment matrix PB and 0 respectively. When PB is detected p <0, it means that the pth data in the background monitoring indicator set is abnormal within the corresponding monitoring period, p∈{1,…,5}; the monitoring period in which the data abnormality is detected will be marked as abnormal accordingly; if no abnormality occurs, it will be marked as normal operation.
[0042] Furthermore, when a change in the operation mode of the online game is detected, all cycles marked with abnormalities and corresponding abnormal marking types in the previous operation process are counted. The change in the operation mode of the online game includes the conversion of the operation mode between the foreground and the background, and the termination of the operation. The previous operation process refers to the operation process from the last change in the operation mode to the change in the operation mode this time. The duration of all abnormally marked cycles is combined to obtain the operation status score Sc of the online game under the corresponding operation process, and the expression is:
[0043] Among them, Ty1 and Ty2 respectively represent the total time of the first abnormal mark and the second abnormal mark during the running process. When the online game is running in the foreground, they correspond to the sum of the frame rate abnormal mark period and the sum of the network abnormal mark period respectively. When the online game is running in the background, they correspond to the sum of the performance abnormal mark period and the sum of the network abnormal mark period respectively; Tc is the duration of the corresponding running process.
[0044] A running status monitoring system suitable for online games, comprising:
[0045] The indicator data determination module determines the comprehensive indicator data of the client and the server that need to be monitored during the operation of the online game, as well as the indicator data within each comprehensive indicator data, and divides all the obtained indicator data into a foreground monitoring indicator set and a background monitoring indicator set;
[0046] The operation mode analysis module adjusts the monitoring period based on the operation mode of the online game, including an operation mode detection unit, a monitoring period determination unit and a monitoring period dynamic adjustment unit; wherein:
[0047] The operation mode detection unit is used to monitor the operation mode of the online game in real time based on the process monitoring and window focus judgment operation of the Windows API during the operation of the online game;
[0048] A monitoring cycle determination unit is used to determine the monitoring cycle duration for monitoring the running status of the online game under different running modes, wherein when the game is running in the foreground, the corresponding monitoring cycle duration is a fixed value; when the game is running in the background, the corresponding monitoring cycle duration is a non-fixed value, which is obtained through analysis of the screening operation and the monitoring cycle calculation operation;
[0049] A monitoring cycle dynamic adjustment unit, used to dynamically convert the monitoring cycle duration based on a power conversion method when detecting the conversion of the foreground and background operation modes of the online game;
[0050] The operation status monitoring module monitors the corresponding indicator data based on the specific operation mode of the online game, and marks the operation status of each monitoring cycle; when it is detected that the operation mode of the online game has changed, the total time of various abnormal marks that appeared in the previous operation process is counted and the operation status score of the online game under the operation process is calculated.
[0051] (III) Beneficial effects
[0052] The present invention provides a method and system for monitoring the running status of online games, which have the following beneficial effects:
[0053] 1. Determine multiple key indicator data that need to be monitored during the operation of online games, provide data sources for operation status monitoring, and multiple types of indicator data ensure the accuracy and comprehensiveness of the operation status monitoring results; reasonably divide the monitoring indicator set according to the foreground and background status of the game operation, ensuring the pertinence and effectiveness of the monitoring;
[0054] 2. Through refined process monitoring and window focus judgment, real-time monitoring of online game operation is achieved, and the monitoring cycle duration is dynamically adjusted according to the foreground and background operation status of the game; this strategy not only ensures the instant response and smoothness of the game when running in the foreground, but also reflects the game status in real time by obtaining indicator data every second, and optimizes the resource usage when running in the background, and reduces unnecessary system overhead through periodic monitoring;
[0055] 3. Introducing the power transformation method to dynamically convert the monitoring cycle. This method intelligently adjusts the monitoring frequency based on historical operation data and abnormal status analysis, which can not only capture abnormal changes in the game status in a timely manner, but also avoid the waste of resources caused by frequent monitoring;
[0056] 4. By building a comprehensive monitoring indicator system and a flexible abnormal marking mechanism, the fine monitoring and accurate evaluation of the operation status of online games are achieved; by setting up the foreground and background monitoring matrix and the corresponding threshold matrix, the design can efficiently determine whether each indicator is in a normal state and mark the abnormal period; it not only pays attention to the smoothness and stability of the game foreground operation, but also attaches importance to the resource management and network stability during the background operation, which is helpful to comprehensively monitor the operation status of online games;
[0057] 5. After the operation is completed, the total time of abnormal marking is counted and combined with the duration of the operation process to calculate the operation status score of the online game, which provides a quantitative basis for evaluating game performance and optimizing user experience; this design not only improves the stability and smoothness of game operation, but also enhances the user's perception and control of the game status, thereby improving the overall game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0058] Figure 1 A flowchart of a method for monitoring the running status of online games provided by the present invention;
[0059] Figure 2 A schematic structural diagram of a running status monitoring system suitable for online games provided by the present invention. DETAILED DESCRIPTION
[0060] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0061] refer to Figure 1 The present invention provides a running status monitoring method applicable to online games, comprising:
[0062] Step 1: Determine the comprehensive indicator data of the client and the server that need to be monitored during the operation of the online game, as well as the indicator data within each comprehensive indicator data; divide all the acquired indicator data into a foreground monitoring indicator set and a background monitoring indicator set, and perform preprocessing operations after the indicator data are collected;
[0063] The step one includes the following steps:
[0064] Step 101: Determine the comprehensive index data of the client and the server that need to be monitored during the operation of the online game, wherein the comprehensive index data of the client includes fluency index data, hardware index data and performance analysis data; the comprehensive index data of the server includes network index data;
[0065] Among them, the fluency index data is used to evaluate the visual and interactive experience of online games when running on the client. The corresponding index data includes frame rate;
[0066] The frame rate indicates the number of image frames displayed on the screen per second during the operation of the online game, that is, the number of times the game screen is refreshed per second; the higher the frame rate, the smoother the screen of the online game; for the online game to which the present invention is applicable, the frame rate threshold is set to 60FPS, that is, when the online game is running, if the frame rate is detected to be less than 60FPS, it means that the online game will be stuck, resulting in a significant reduction in the user experience; when the online game is running in the foreground, the frame rate per second is monitored and obtained based on the MSIAfterburner software;
[0067] Hardware indicator data: used to evaluate the hardware resource usage of the game when it is running on the client. The corresponding indicator data includes memory usage, CPU usage, and GPU usage;
[0068] Memory usage indicates the proportion of memory resources occupied by online games during operation. A high memory usage may cause other applications to run slowly or system response delays. When an online game is detected to be running in the foreground, it is necessary to allocate as much memory resources as possible to it. When an online game is detected to be running in the background, it is necessary to monitor its memory usage to determine whether it occupies too much memory. During the operation of online games, the memory usage is monitored and obtained based on the MSIAfterburner software.
[0069] CPU usage indicates the usage of central processing unit resources when online games are running. Too high CPU usage may cause slow system response or degraded game performance. When online games are detected to be running in the foreground, too high CPU usage may cause degraded performance of online games. When online games are detected to be running in the background, too high CPU usage may cause large amounts of computing resources to be occupied, causing the running speed of foreground applications to slow down, affecting overall system performance. During the running of online games, the CPU usage is monitored and obtained based on the MSI Afterburner software.
[0070] GPU occupancy rate indicates the proportion of GPU resources used when processing graphics rendering tasks in online games. A higher GPU occupancy rate usually means a heavier graphics rendering task, which may cause screen freezes or delays. When online games are running in the foreground, the GPU occupancy rate is monitored and obtained based on the MSI Afterburner software.
[0071] Performance analysis data is used to deeply analyze the specific performance of the game when it is running on the client. The corresponding indicator data includes frame render time and number of drawcalls per frame.
[0072] The frame render duration indicates the time required to render each frame. A shorter rendering duration means faster rendering speed and higher fluency, while a too long rendering duration may cause the screen to freeze or lag, which in turn leads to a lower frame rate. When the online game is running in the foreground, the frame render duration is monitored and obtained based on the NVIDIA Nsight Graphics software.
[0073] The number of drawcalls per frame indicates the number of times drawing instructions are called during the rendering process. Too many drawcalls will increase the rendering burden and may cause performance degradation, which in turn will cause the screen to freeze or lag, and thus reduce the game frame rate. In addition, each drawcall consumes a certain amount of CPU and GPU resources. Too many drawcalls will lead to excessive resource consumption, which will also affect system performance. During the running of online games, the number of drawcalls per frame is monitored and obtained based on NVIDIA Nsight Graphics software.
[0074] Network indicator data is used to evaluate the performance of data transmission between the client and the server of online games. The corresponding indicator data includes network delay and packet loss rate;
[0075] Network delay refers to the time required from sending data to receiving data. Lower delay means faster network response, which makes the online game run more smoothly. During the operation of the online game, the network delay is monitored and obtained based on the Wireshark network performance monitoring software. Generally, when the network delay is within 1ms to 30ms, it is the best delay; when it is between 31ms and 50ms, it is a good delay, which does not affect the normal operation of the game. The network delay threshold in the present invention is set to 40ms.
[0076] The packet loss rate indicates the proportion of data packets lost during data transmission. A lower packet loss rate indicates a better network connection quality, which makes the online game run more smoothly. During the operation of the online game, the packet loss rate is monitored and obtained based on the Wireshark network performance monitoring software. During the operation of the online game, try to avoid packet loss as much as possible. Generally, the packet loss rate threshold is set to 0.
[0077] Step 102: classify the indicator data in each comprehensive indicator data into a foreground monitoring indicator set and a background monitoring indicator set. The foreground monitoring indicator set is used to store the indicator data monitored when the online game is running in the foreground, including fluency indicator data, hardware indicator data, performance analysis data, and all indicator data in the network indicator data;
[0078] The background monitoring indicator set is used to store the indicator data monitored when the online game is running in the background, including the memory usage and CPU usage in the hardware indicator data, the number of drawcalls per frame in the performance analysis data, and all the data in the network indicator data, and is stored in the above order;
[0079] The foreground monitoring indicator set is used to monitor the running status of the game when it is running in the foreground. When online games are running in the foreground, more attention is paid to the stability and smoothness of the game operation. At this time, the most important monitoring is the frame rate of the online game and the stability of the network. The hardware indicator data and performance analysis data in the client indicator data may cause the frame rate of the online game to decrease. When the frame rate decreases, the cause of the frame rate decrease is determined based on the values of these data.
[0080] When online games are running in the background, more attention is paid to resource management and optimization. At this time, the most important thing to monitor is the memory and CPU usage of online games in the background, that is, whether the online games will interfere with the foreground tasks in the background. In addition, in order to ensure that online games can run normally in the background, the stability of the network also needs to be monitored;
[0081] Step 103: Perform real-time preprocessing operations on the collected indicator data, including data cleaning and denoising operations; the main purpose of preprocessing is to clean the data and remove noise to facilitate subsequent analysis and processing.
[0082] Combine the contents of steps 101 to 103:
[0083] It determines the multiple key indicator data that need to be monitored during the operation of online games, provides the data source for operation status monitoring, and multiple types of indicator data ensure the accuracy and comprehensiveness of the operation status monitoring results; according to the foreground and background status of the game operation, it reasonably divides the monitoring indicator set to ensure the pertinence and effectiveness of the monitoring.
[0084] Step 2: During the operation of the online game, the operation mode of the online game is monitored in real time based on the process monitoring and window focus judgment operation of the Windows API; the monitoring cycle duration for monitoring the operation status of the online game under different operation modes is determined, wherein when the online game is running in the foreground, the corresponding monitoring cycle duration is a fixed value; when the online game is running in the background, the corresponding monitoring cycle duration is a non-fixed value, which is obtained through the analysis of the screening operation and the monitoring cycle calculation operation; when the online game is monitored to switch between the foreground and background operation modes, the monitoring cycle duration is dynamically converted based on the power transformation method;
[0085] The step 2 includes the following steps:
[0086] Step 201, during the running of the online game, the running mode of the online game is judged in real time based on the process monitoring and window focus judgment operation of the Windows API, that is, foreground running or background running; the specific judgment method is: when the online game is detected to be started, the process ID of the online game is recorded; the GetForegroundWindow function in the Windows API is used to obtain the handle of the current foreground window, and the handle of the window with the user input focus (i.e., the foreground window) is returned; wherein the handle is a reference for identifying or referencing an object, resource or data structure. When operating a window, the system will assign a unique handle to the window, through which the program can request the system to perform various operations on the window; based on the obtained foreground window handle, the GetWindowThreadProcessId function is used to obtain the process ID of the process to which the foreground window belongs; compare whether the process ID of the process of the foreground window is the same as the process ID of the monitored online game, if they are the same, it means that the online game is running in the foreground, if they are not the same, it means that the online game is running in the background;
[0087] After detecting that the online game is running in the foreground, it is only necessary to monitor whether the handle of the current foreground window has changed. If it has not changed, it is assumed that the online game has been running in the foreground, and there is no need to compare the subsequent process IDs. If it has changed, it is further determined whether the online game is running in the background based on whether there is a process of the online game in Windows.
[0088] After detecting that the online game is running in the background, every time the handle of the current foreground window is detected to have changed, a process ID comparison needs to be performed;
[0089] Step 202: monitor the running status of the online game running in the foreground, monitor the indicator data in the foreground monitoring indicator set in real time, and obtain the indicator data in the foreground monitoring indicator set every second; the online game running in the foreground needs to respond to the user's operation and interaction in real time, so the real-time monitoring indicator data is very important to ensure the smoothness of the game and user experience;
[0090] To monitor the running status of online games running in the background, it is necessary to periodically monitor the indicator data in the background monitoring indicator set and obtain the indicator data in the background monitoring indicator set at each periodic point; online games running in the background usually do not need to respond to user operations as quickly as foreground games, and the use of periodic monitoring methods can help reduce system resource usage and improve resource utilization efficiency;
[0091] When the online game is running in the background, the monitoring cycle duration T of the running status monitoring is calculated according to the following steps:
[0092] Step 221: Perform a screening operation based on the historical operation record data in the foreground operation table and the background operation table of the online game to obtain a foreground to-be-selected set and a background to-be-selected set;
[0093] Among them, the foreground running table and the background running table are used to store the running record data of the online game in the foreground and in the background respectively. Each row of data in the table represents a running process, that is, when the game is just detected to be running in the foreground, a new row of data is added to the foreground running table. The start running time attribute in the table represents the start time of the online game running in the foreground, the end running time attribute represents the end time of the online game running in the foreground, and the duration attribute in the table represents the duration of the online game running in the foreground; among them, the start time data and the end time data are stored in the form of timestamps, and the duration data is in seconds;
[0094] Each operation record data in the foreground operation table and the background operation table is associated with a monitoring data table, which stores the indicator data monitored in each monitoring cycle during the operation of the online game, as well as the marking data of each detection cycle;
[0095] Screening operation: based on the order of the end time data from large to small, the duration attribute of each running record data is obtained from the background running table in turn. If the duration of the running record data exceeds the set time threshold T0, the running record is put into the background waiting set; if the duration of the running record data does not exceed the set time threshold T0, the next running record data is screened; when there are 5 data in the background waiting set, the screening of the background running record data is ended; wherein, the time threshold T0 is set by the management personnel, and a too short running duration generally cannot well reflect the real running status of the online game, so these running record data need to be removed;
[0096] Preliminarily screen out all the operation record data whose end time data is no more than 1 day from the present time from the foreground operation table. If no operation record data is obtained after the preliminary screening, the foreground to-be-selected set is set to an empty set; if operation record data is obtained after the preliminary screening, then judge in order from large to small the duration of each operation record data preliminarily screened out whether it exceeds the set time threshold T0. If it exceeds, put the operation record into the foreground to-be-selected set and end the screening of the foreground operation record data; if it does not exceed, continue to screen the next operation record data. If the duration of all the operation record data preliminarily screened out does not exceed the set time threshold T0, then the foreground to-be-selected set is set to an empty set;
[0097] Step 2022: Based on the screened foreground to-be-selected set and the background to-be-selected set, obtain specific monitoring data of each operation record therein, and perform a monitoring period calculation operation;
[0098] Get the monitoring cycle duration T of each background operation record data in the background selection set i (the monitoring cycle duration calculated according to the monitoring cycle calculation operation), and the abnormal state time t i ,The abnormal state time indicates the total duration of the monitoring cycle corresponding to the abnormal marked monitoring cycle in each operation record, including all types of abnormal markings;
[0099] Get the duration data T of the foreground running record data in the foreground selection set 1 , and abnormal state time t 1 ; If the foreground selection set is empty, then T 1 =1,t 1 =0;
[0100] According to the monitoring cycle length T of each background operation record data in the background selection set i and the total abnormal state time t i , and the duration data T of the foreground running record data in the foreground selection set 1and the total abnormal state time t 1 Calculate the monitoring cycle duration T of the running status monitoring when the online game is running in the background. The specific calculation formula is:
[0101]
[0102] Where i represents the i-th background operation record data in the background selection set, Tc i Indicates the duration of the i-th background running record data in the background, symbol Indicates rounding up, such as
[0103] By analyzing the frequency of abnormalities when online games are running in the background in historical data, we can understand the probability and pattern of problems when the online games are running in the background. If the historical monitoring period is long and the total abnormality time is long, it means that more frequent monitoring is needed to timely discover and solve the problem; the total abnormality time when the online game was last running in the foreground provides the most recent running status information. If the online game had a large number of abnormalities when it was last running in the foreground, it needs closer monitoring when it is running in the background; it reflects the dynamic adjustment of the monitoring period;
[0104] Step 203: When the online game is monitored to switch between the foreground and background operation modes, a dynamic conversion operation of the monitoring cycle duration is performed based on the power conversion method, specifically:
[0105] When it is determined that the operation mode of the online game is switched from the foreground to the background, the monitoring cycle duration T of the operation status monitoring of the online game during the background operation is calculated and obtained; the monitoring cycle duration is dynamically transformed based on the power transformation method, wherein the specific implementation method of the power transformation method is: determine a base number n (generally 2), obtain the monitoring cycle duration Tq before the operation mode is switched and the monitoring cycle duration Tz after the switch (here is the T calculated above), start from j=1 (j is a positive integer, which is incremented by one), and determine the power index n in turn. j Whether it belongs to the interval (Tq, Tz), record all power exponents n that meet the requirements j ; Based on all power exponents n that meet the requirements j , dynamically convert the monitoring cycle length in order from small to large j, when all the power exponents n that meet the requirements j All have been dynamically converted, and the next monitoring cycle duration is Tz. In the subsequent monitoring process, the operating status is monitored according to the monitoring cycle duration of Tz. After x adjustments, the monitoring cycle duration is finally adjusted to Tz. The symbol Indicates rounding down, such as Managers can obtain the calculated adjustment times x and the specific monitoring cycle duration of the dynamic adjustment process in real time, and can modify them based on actual needs;
[0106] For example, if it is calculated that the monitoring cycle T of the running status monitoring during the background operation of the online game is 9s, that is, the monitoring cycle Tz after the conversion is 9s, and the monitoring cycle Tq before the running mode conversion is 2s, and the base n is 2, it can be concluded that when j is 2 and 3 respectively, n j If the value of is in the interval (2,9), the monitoring cycle length is adjusted in the order of 2s, 4s, 8s, and 9s. After three adjustments, the monitoring cycle length is finally adjusted to 9s.
[0107] Under normal conditions, the monitoring cycle of an online game when it is running in the foreground is 1 second. However, if the online game changes its operation mode several times in a short period of time, the value of the monitoring cycle Tq before the operation mode change can be n seconds. k Or To, k∈{1,…,X}, X is the adjustment number of the last operation mode conversion, and To is the monitoring cycle length when running in the foreground, which is 1s;
[0108] For example, if the last operation mode conversion was from background to foreground, and the monitoring cycle duration of the background operation was 9s, the monitoring cycle duration is adjusted in the order of 8s, 4s, 2s, and 1s. At this time, the value of Tq is 9s; if the operation mode conversion is detected when it is adjusted to 2s, the operation mode needs to be converted from foreground to background at this time, and the value of Tq is 2s;
[0109] When judging that the operation mode of the online game is changed from the background to the foreground, the monitoring cycle duration is dynamically changed based on the power transformation method. The specific transformation steps are not repeated here. It should be noted that: (1) At this time, the monitoring cycle duration Tz of the operation status monitoring of the online game when it is running in the foreground is 1s; (2) Starting from j=1, the power index n is determined in sequence. j Whether it belongs to the interval (Tz, Tq); (3) select the power index n that meets the requirements j After that, the monitoring cycle duration is dynamically converted in the order of j from large to small; (4) At this time, the calculation formula for adjusting the total number of times x is: (5) At this time, To is the monitoring cycle length when running in the background calculated during the last operation mode conversion.
[0110] Combine the contents in steps 201 to 203:
[0111] Through refined process monitoring and window focus judgment, we can achieve real-time monitoring of the operation mode of online games, and dynamically adjust the monitoring cycle length according to the foreground and background operation status of the game; this strategy not only ensures the instant response and smoothness of the game when running in the foreground, but also reflects the game status in real time by obtaining indicator data every second, and optimizes the resource usage when running in the background, and reduces unnecessary system overhead through periodic monitoring;
[0112] The power transformation method is introduced to dynamically convert the monitoring cycle. This method intelligently adjusts the monitoring frequency based on historical operation data and abnormal status analysis. It can not only capture abnormal changes in the game status in a timely manner, but also avoid the waste of resources caused by frequent monitoring.
[0113] Step 3: monitor the corresponding indicator data based on the operation mode of the online game and the corresponding monitoring cycle duration, and mark the operation status of each monitoring cycle; when the operation mode of the online game is monitored to change, count the total time of various abnormal marks that appeared in the previous operation process, and calculate the operation status score of the online game under the operation process;
[0114] The step three includes the following steps:
[0115] Step 301: Monitor corresponding indicator data when the online game is running in the foreground and in the background respectively. The specific steps are as follows:
[0116] Step 3011: When the online game is running in the foreground, the data in the foreground monitoring indicator set is monitored. The data that most directly affects the user experience is the frame rate data and the network data, that is, the frame rate data and the network delay data and the packet loss rate data corresponding to the foreground monitoring indicator set; all types of indicator data in the foreground monitoring indicator set are monitored using A l Indicates, where (A1, A2, ..., A8) respectively represent the frame rate data, memory usage data, CPU usage data, GPU usage data, framerender per frame rendering time data, per frame drawcall number data, network delay data and packet loss rate data in the foreground monitoring indicator set;
[0117] When the online game is running in the background, the data in the background monitoring indicator set is monitored. At this time, it is necessary to determine whether the resource allocation of the online game when running in the background will have an impact on other applications such as reducing the running rate. In addition, it is necessary to determine the network data to ensure that the online game can run normally in the background; all types of indicator data in the background monitoring indicator set are used in B l Indicates, where (B1, B2, …, B5) respectively represent the memory usage data, CPU usage data, drawcall times per frame data, network delay data, and packet loss rate data in the background monitoring indicator set;
[0118] Step 3012: Establish a foreground monitoring matrix A, where A=(-A1 A2 ... A8) T ; Set the foreground monitoring threshold matrix A0, and A0 = (-A 10 A 20 … A 80 ) T , where (A 10 ,A 20 ,…,A 80 ) respectively represent the preset frame rate threshold, foreground memory occupancy threshold, foreground CPU occupancy threshold, GPU occupancy threshold, framerender per frame rendering time threshold, foreground drawcall per frame threshold, network delay threshold and packet loss rate threshold; the above frame rate threshold is preset to 60FPS, the network delay threshold is set to 40ms, and the packet loss rate threshold is set to 0. In addition, the thresholds of the remaining data are determined by the control variable method. The control variable method controls the values of all other types of data to be within the normal operating range, simulates the changes in the frame rate of the online game under different values of the type of data to be detected for many times, and records the maximum value of the type of data to be detected when the frame rate of the online game exceeds the frame rate threshold; the average value of the maximum values of the type of data to be detected obtained by multiple simulations is used as the threshold of the type of data;
[0119] Establish a background monitoring matrix B, and B=(-B1 B2 … B5) T ; Set the foreground monitoring threshold matrix B0, and B0 = (-B 10 B 20 … B 50 ) T , where (B 10 ,B 20 ,…,B 50 ) represent the preset memory usage threshold, CPU usage threshold, GPU usage threshold, framerender per frame rendering time threshold, per frame drawcall number threshold, network delay threshold and packet loss rate threshold, respectively, and B 40 =A 70 , B 50 =A 80 ; The determination of other data thresholds depends on the judgment of experts and system managers;
[0120] Step 3013: Set the foreground judgment matrix PA = (PA1 PA2 ... PA8) T, used to determine the relationship between each data in the foreground monitoring indicator set and the corresponding threshold value, and update the foreground judgment matrix PA at the end of each monitoring cycle according to the data obtained in the monitoring cycle, and PA = A0-A; specifically, at the end of each monitoring cycle, based on the indicator data monitored in the monitoring cycle, the foreground monitoring matrix A is updated, and the updated foreground monitoring matrix A is combined with the foreground monitoring threshold matrix A0 to obtain the foreground judgment matrix PA of each monitoring cycle;
[0121] After the foreground judgment matrix PA is updated at the end of each monitoring cycle, the relationship between the values of the elements PA1, PA7 and PA8 in the foreground judgment matrix PA and 0 is judged respectively. When PA1<0 is detected, it indicates that the frame rate of the online game in the corresponding monitoring cycle is abnormal. At this time, the cause of the abnormal game frame rate is further located according to the relationship between the values of the elements PA2 to PA6 in the foreground judgment matrix PA and 0. For example, when PA2<0, and the remaining elements are not less than 0, it indicates that the cause of the abnormal game frame rate is that the memory occupancy rate of the online game is too large; when PA7<0 or PA8<0 is detected, it indicates that the network is abnormal in the corresponding monitoring cycle; according to the cause of the abnormality, the corresponding prompt information is sent to the client in real time; when it is determined that the frame rate abnormality or network abnormality occurs in a certain monitoring cycle, the frame rate or network abnormality is marked for the monitoring cycle; if no abnormality occurs, it is marked as normal operation;
[0122] Set the background judgment matrix PB = (PB1 PB2 ... PB5) T , used to determine the relationship between each data in the background monitoring indicator set and the corresponding threshold value, and at the end of each monitoring cycle, the background judgment matrix PB is updated according to the data obtained in the monitoring cycle, and PB = B0-B;
[0123] After the background judgment matrix PB is updated at the end of each monitoring cycle, the relationship between the value of each element in the background judgment matrix PB and 0 is judged respectively. p <0, it means that the pth data in the background monitoring indicator set is abnormal in the corresponding monitoring period, p∈{1,…,5}; according to the cause of the abnormality, the corresponding prompt information is sent to the client in real time; the monitoring period in which the data abnormality is detected is marked accordingly, and the performance abnormality is marked when the first three data in the background monitoring indicator set are abnormal, and the network abnormality is marked when the last two data are abnormal; if there is no abnormality, it is marked as normal operation;
[0124] Step 302: when a change in the operation mode of the online game is detected, all abnormally marked periods and corresponding abnormal mark types in the previous operation process are counted. The change in the operation mode of the online game includes the conversion between the foreground and background operation modes, and the termination of the operation (i.e., not running in the foreground and background). The previous operation process refers to the operation process from the last change in the operation mode to the change in the operation mode this time; the duration of all abnormally marked periods is combined to obtain the operation status score Sc of the online game under the corresponding operation process, and the expression is:
[0125]
[0126] Among them, Ty1 and Ty2 respectively represent the total time of the first abnormal mark and the second abnormal mark during the running process. When the online game is running in the foreground, they correspond to the sum of the frame rate abnormal mark period and the sum of the network abnormal mark period. When the online game is running in the background, they correspond to the sum of the performance abnormal mark period and the sum of the network abnormal mark period. Tc is the duration of the corresponding running process; the running status score Sc of the online game is sent to the client.
[0127] Combine the contents in steps 301 to 302:
[0128] By building a comprehensive monitoring indicator system and a flexible abnormal marking mechanism, the fine monitoring and accurate evaluation of the running status of online games are achieved; by setting up the foreground and background monitoring matrix and the corresponding threshold matrix, the design can efficiently determine whether each indicator is in a normal state and mark the abnormal period; it not only pays attention to the smoothness and stability of the game foreground operation, but also attaches importance to the resource management and network stability during the background operation, which is helpful to comprehensively monitor the running status of online games;
[0129] After the run is completed, the total time of abnormal markings is counted and combined with the duration of the running process to calculate the running status score of the online game, which provides a quantitative basis for evaluating game performance and optimizing user experience. This design not only improves the stability and smoothness of game operation, but also enhances the user's perception and control of the game status, thereby improving the overall gaming experience.
[0130] refer to Figure 2 The present invention also provides a running status monitoring system suitable for online games, comprising:
[0131] The indicator data determination module determines the comprehensive indicator data of the client and the server that need to be monitored during the operation of the online game, as well as the indicator data within each comprehensive indicator data, and divides all the obtained indicator data into a foreground monitoring indicator set and a background monitoring indicator set;
[0132] The operation mode analysis module adjusts the monitoring period based on the operation mode of the online game, including an operation mode detection unit, a monitoring period determination unit and a monitoring period dynamic adjustment unit; wherein:
[0133] The operation mode detection unit is used to monitor the operation mode of the online game in real time based on the process monitoring and window focus judgment operation of the Windows API during the operation of the online game;
[0134] A monitoring cycle determination unit is used to determine the monitoring cycle duration for monitoring the running status of the online game under different running modes, wherein when the game is running in the foreground, the corresponding monitoring cycle duration is a fixed value; when the game is running in the background, the corresponding monitoring cycle duration is a non-fixed value, which is obtained through analysis of the screening operation and the monitoring cycle calculation operation;
[0135] A monitoring cycle dynamic adjustment unit, used to dynamically convert the monitoring cycle duration based on a power conversion method when detecting the conversion of the foreground and background operation modes of the online game;
[0136] The operation status monitoring module monitors the corresponding indicator data based on the specific operation mode of the online game, and marks the operation status of each monitoring cycle; when it is detected that the operation mode of the online game has changed, the total time of various abnormal marks that appeared in the previous operation process is counted and the operation status score of the online game under the operation process is calculated.
[0137] In the above embodiments, all or part of the embodiments may be implemented by software, hardware, firmware or any combination thereof. When implemented by software, all or part of the embodiments may be implemented 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, all or part of the processes or functions described in the embodiments of the present invention are generated. The computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions may be stored in a computer storage medium or transmitted via a computer storage medium.
[0138] Computer instructions can be transmitted from one website, computer, server or data center to another website, computer, server or data center by wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) means. Computer storage media can be any available medium that can be accessed by a computer or a data storage device such as a server or data center that includes one or more available media. Available media can be magnetic media (e.g., floppy disks, hard disks, tapes), optical media (e.g., DVDs), or semiconductor media (e.g., solid state drives (SSDs)).
[0139] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art who is familiar with the present technical field can easily think of changes or substitutions within the technical scope disclosed by the present invention, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
Claims
1. A method for monitoring the running status of an online game, characterized in that: include: Determine the comprehensive indicator data of the client and the server that need to be monitored during the operation of the online game, as well as the indicator data within each comprehensive indicator data; divide all the acquired indicator data into a foreground monitoring indicator set and a background monitoring indicator set, and perform preprocessing operations after the indicator data are collected; During the running of online games, the running mode of online games is monitored in real time based on the process monitoring and window focus judgment operation of Windows API; Determine the monitoring cycle duration for monitoring the running status of online games under different running modes, wherein when running in the foreground, the corresponding monitoring cycle duration is a fixed value; When running in the background, the corresponding monitoring cycle duration is a non-fixed value, which is obtained through analysis of the screening operation and the monitoring cycle calculation operation; When the switching between the foreground and background operation modes of the online game is detected, a dynamic switching operation of the monitoring cycle duration is performed based on the power conversion method; Based on the operation mode of the online game and the corresponding monitoring cycle duration, the corresponding indicator data is monitored, and the operation status of each monitoring cycle is marked; when the operation mode of the online game is monitored to have changed, the total time of various abnormal marks that appeared in the previous operation process is counted, and the operation status score of the online game under this operation process is calculated.
2. A method for monitoring the running status of an online game as claimed in claim 1, characterized in that: The comprehensive index data of the client includes fluency index data, hardware index data and performance analysis data; the comprehensive index data of the server includes network index data; wherein: The indicator data in the fluency indicator data includes frame rate; the indicator data in the hardware indicator data includes memory usage, CPU usage and GPU usage; the indicator data in the performance analysis data includes frame render per frame rendering time and number of drawcalls per frame; the indicator data in the network indicator data includes network delay and packet loss rate; All determined indicator data are classified into a foreground monitoring indicator set and a background monitoring indicator set; the foreground monitoring indicator set includes all indicator data in the fluency indicator data, hardware indicator data, performance analysis data, and network indicator data; the background monitoring indicator set includes the memory occupancy rate and CPU occupancy rate in the hardware indicator data, the number of drawcalls per frame in the performance analysis data, and all data in the network indicator data, and are stored in the above order.
3. A method for monitoring the running status of an online game as claimed in claim 2, characterized in that: The Windows API-based process monitoring and window focus judgment operation judges the running mode of the online game in real time, and the judgment is specifically made in the following manner: When the startup of an online game is detected, the process ID of the online game is recorded; the GetForegroundWindow function in the Windows API is used to obtain the handle of the current foreground window; based on the obtained foreground window handle, the GetWindowThreadProcessId function is used to obtain the process ID of the process to which the foreground window belongs; the process ID of the process in the foreground window is compared with the process ID of the monitored online game to see if they are the same. If they are the same, it means that the online game is running in the foreground; if they are different, it means that the online game is running in the background.
4. A method for monitoring the running status of an online game as claimed in claim 3, characterized in that: The screening operation is used to obtain the foreground set to be selected and the background set to be selected, and the specific steps are: Based on the order of the end time data from large to small, the duration attribute of each operation record data is obtained from the background operation table in turn. If the duration of the operation record data exceeds the set time threshold T0, the operation record is put into the background selection set; When there are 5 data in the background to-be-selected set, the screening of the background running record data ends; Preliminarily filter out all the operation record data whose end time data is no more than 1 day from the present time from the foreground operation table. If no operation record data is obtained after the preliminary screening, the foreground to-be-selected set is set to an empty set; otherwise, according to the order of the end time data from large to small, determine in turn whether the duration of each operation record data preliminarily screened exceeds the set time threshold T0. If it exceeds, put the operation record into the foreground to-be-selected set, and end the screening of the foreground operation record data; If the duration of all the initially screened running record data does not exceed the set time threshold T0, the foreground to-be-selected set is set to an empty set; The foreground operation table and the background operation table store the operation record data of the online game in the foreground and in the background respectively, and the table includes the start operation time attribute, the end operation time attribute and the duration attribute.
5. A method for monitoring the running status of an online game as claimed in claim 4, characterized in that: The monitoring cycle calculation operation is used to calculate the monitoring cycle duration T of the running status monitoring when the online game is running in the background. The specific steps are: Get the monitoring cycle duration T of each background operation record data in the background selection set i And the abnormal state time t i ,The abnormal state time indicates the total duration of the monitoring cycles corresponding to the abnormal marked monitoring cycles in each operation record; Get the duration data T of the foreground running record data in the foreground selection set 1 , and abnormal state time t 1 ; If the foreground set to be selected is empty, then T 1 =1,t 1 =0; Based on the above data, the monitoring cycle duration T of the running status monitoring is calculated when running in the background. The specific calculation formula is: Where i represents the i-th background operation record data in the background selection set, Tc i Indicates the duration of the i-th background running record data in the background, symbol Indicates rounding up.
6. A method for monitoring the running status of an online game as claimed in claim 5, characterized in that: The specific steps of dynamically transforming the monitoring cycle duration based on the power transformation method are: Determine a base number n, obtain the monitoring cycle length Tq before the operation mode conversion and the monitoring cycle length Tz after the conversion, starting from j=1, where j is a positive integer, and determine the power index n in turn j Whether it is within the specified range, record all power exponents n that meet the requirements j ; Based on all power exponents n that meet the requirements j , dynamically convert the monitoring cycle length in a specific order, when all the power exponents n that meet the requirements j All have been dynamically converted, and the next monitoring cycle length is Tz. In the subsequent monitoring process, the operating status is monitored according to the monitoring cycle length of Tz. After x adjustments, the monitoring cycle length is finally adjusted to Tz. The value of the monitoring cycle length Tq before the above operation mode conversion can be n k Or To, k∈{1,…,X}, X is the adjustment number of the last operation mode conversion; Among them, when judging that the operation mode of the online game is switched from the foreground to the background, Tz is the calculated monitoring cycle length of the operation status monitoring of the online game when it is running in the background; the specified interval is (Tq, Tz); the specific order is the order of j from small to large; the calculation formula for adjusting the total number of times x is: The symbol Indicates rounding down; To is the monitoring cycle duration when running in the foreground, which is 1s; When judging that the operation mode of the online game is switched from the background to the foreground, Tz is 1s; the specified interval is (Tz, Tq); the specific order is the order from j large to small; the calculation formula for adjusting the total number of times x is To is the monitoring cycle duration when running in the background calculated during the last operation mode conversion.
7. A method for monitoring the running status of an online game as claimed in claim 6, characterized in that: Establish a foreground monitoring matrix A, and A=(-A1 A2 … A8) T , where (A1, A2, …, A8) represent the indicator data in the foreground monitoring indicator set; Set the foreground monitoring threshold matrix A0, and A0 = (-A 10 A 20 … A 80 ) T , where (A 10 ,A 20 ,…,A 80 ) represent the threshold values of the corresponding indicator data in (A1, A2, …, A8) respectively; Set the foreground judgment matrix PA = (PA1 PA2 ... PA8) T At the end of each monitoring cycle, the foreground judgment matrix PA is updated according to the data obtained in the monitoring cycle, and PA = A0-A; The relationship between the values of elements PA1, PA7 and PA8 in the foreground judgment matrix PA and 0 is determined respectively. When PA1<0 is detected, it indicates that the frame rate of the online game in the corresponding monitoring period is abnormal; when PA7<0 or PA8<0 is detected, it indicates that the network is abnormal in the corresponding monitoring period; when it is determined that the frame rate or network is abnormal in a certain monitoring period, the frame rate or network abnormality is marked for the monitoring period; If no abnormality occurs, the normal operation mark is performed.
8. A method for monitoring the running status of an online game as claimed in claim 7, characterized in that: Establish a background monitoring matrix B, and B=(-B1 B2 … B5) T , where (B1, B2, …, B5) represent the indicator data in the background monitoring indicator set; Set the foreground monitoring threshold matrix B0, and B0 = (-B 10 B 20 … B 50 ) T , where (B 10 ,B 20 ,…,B 50 ) represent the threshold values of the corresponding indicator data in (B1, B2,…, B5); Set the background judgment matrix PB = (PB1 PB2 ... PB5) T At the end of each monitoring cycle, the background judgment matrix PB is updated according to the data obtained in the monitoring cycle, and PB = B0-B; Determine the relationship between the value of each element in the background judgment matrix PB and 0 respectively. When PB is detected p <0, it means that the pth data in the background monitoring indicator set is abnormal in the corresponding monitoring period, p∈{1,…,5}; the monitoring period in which the data abnormality is detected will be marked as abnormal accordingly; If no abnormality occurs, the normal operation mark is performed.
9. A method for monitoring the running status of an online game as claimed in claim 8, characterized in that: When a change in the operation mode of an online game is detected, all cycles marked with abnormalities and the corresponding abnormal marking types in the previous operation process are counted. The change in the operation mode of an online game includes the conversion of the operation mode between the foreground and the background, and the termination of the operation. The previous operation process refers to the operation process from the last change in the operation mode to the change in the current operation mode. The duration of all abnormally marked periods is combined to obtain the running status score Sc of the online game in the corresponding running process, which is expressed as: Among them, Ty1 and Ty2 respectively represent the total time of the first abnormal mark and the second abnormal mark during the running process. When the online game is running in the foreground, they correspond to the sum of the duration of the frame rate abnormal mark period and the sum of the duration of the network abnormal mark period. When the online game is running in the background, they correspond to the sum of the duration of the performance abnormal mark period and the sum of the duration of the network abnormal mark period. Tc is the duration of the corresponding operation process.
10. A running status monitoring system suitable for online games, characterized in that: include: The indicator data determination module determines the comprehensive indicator data of the client and the server that need to be monitored during the operation of the online game, as well as the indicator data within each comprehensive indicator data, and divides all the obtained indicator data into a foreground monitoring indicator set and a background monitoring indicator set; The operation mode analysis module adjusts the monitoring period based on the operation mode of the online game, including an operation mode detection unit, a monitoring period determination unit and a monitoring period dynamic adjustment unit; wherein: The operation mode detection unit is used to monitor the operation mode of the online game in real time based on the process monitoring and window focus judgment operation of the Windows API during the operation of the online game; A monitoring cycle determination unit is used to determine the monitoring cycle duration for monitoring the running status of the online game under different running modes, wherein when the game is running in the foreground, the corresponding monitoring cycle duration is a fixed value; when the game is running in the background, the corresponding monitoring cycle duration is a non-fixed value, which is obtained through analysis of the screening operation and the monitoring cycle calculation operation; A monitoring cycle dynamic adjustment unit, used to dynamically convert the monitoring cycle duration based on a power conversion method when detecting the conversion of the foreground and background operation modes of the online game; The operation status monitoring module monitors the corresponding indicator data based on the specific operation mode of the online game, and marks the operation status of each monitoring cycle; when it is detected that the operation mode of the online game has changed, the total time of various abnormal marks that appeared in the previous operation process is counted and the operation status score of the online game under the operation process is calculated.