Game switching method and device, equipment, storage medium and product

Through the expected running time and moving duration at the switching time node at the cloud game level, and switching to offline games at the time of the mobile time, it solves the problem of the user's game experience due to poor network quality.

CN119367772APending Publication Date: 2025-01-28MIGU INTERACTIVE ENTERTAINMENT CO LTD +2
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Patent Information

Application Number
CN202411503055.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-25
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

In the prior art, cloud games are interrupted due to poor network quality, resulting in poor user gaming experience.

Method used

In the cloud game level switching time point, the expected operating time for the next cloud game and the first estimated mobile time of the user from the current position to the signal areas. When the first movement is expected to be less than the expected operation time, generate a cloud game after the running time, and switch from the cloud game to offline games.

Benefits of technology

Avoid the situation where the user has occurred suddenly without preparation, and the game level suddenly interrupted at the end of the game level, which improved the user's game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game switching method and device, equipment, a storage medium and a product, and the method comprises the steps: obtaining the predicted operation duration of a next cloud game at a cloud game level switching time node, and obtaining the first predicted movement duration of a user moving from a current position to a signal poor region; when the first predicted moving duration is smaller than the predicted running duration, cloud game postponing prompt information is generated, and / or the cloud game is switched to an offline game, so that the situation that the cloud game is suddenly interrupted when the game level is not finished under the condition that the user is not prepared is avoided, and the game experience of the user is improved.
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Description

Technical Field

[0001] The present invention relates to the field of cloud gaming technology, and more specifically, to a game switching method, device, equipment, storage medium and product. Background Art

[0002] In the prior art, when a user plays a cloud game while on the move (such as while riding in public transportation), the cloud game may be suddenly interrupted without the user being prepared due to poor or even no signal in some areas (such as tunnel sections), affecting the user's gaming experience. Summary of the invention

[0003] Based on this, the present invention provides a game switching method, device, equipment, storage medium and product to solve the defect of poor user gaming experience caused by cloud gaming interruption due to poor network quality in the prior art.

[0004] To achieve the above object, an embodiment of the present invention provides a game switching method, comprising:

[0005] At the cloud game level switching time node, obtain the estimated running time of the next cloud game level, and obtain the first estimated moving time of the user from the current location to the signal poor area;

[0006] When the first estimated moving time is less than the estimated running time, a cloud game suspension prompt message is generated, and / or the cloud game is switched to an offline game.

[0007] As an improvement of the above solution, before switching from the cloud game to the offline game, the method further includes: obtaining a second estimated moving time of the user from the current location to leaving the poor signal area;

[0008] The switching from the cloud game to the offline game includes: starting a target offline game; wherein the target offline game is an offline game whose cached estimated game duration is greater than the second estimated movement duration.

[0009] As an improvement of the above solution, before starting the target offline game, the process further includes:

[0010] When there is no cached offline game, or the estimated game duration of the cached offline game is less than or equal to the second estimated movement duration, downloading at least one standby offline game;

[0011] Among them, the standby offline game is an offline game whose estimated download time is less than or equal to the first estimated movement time and the estimated game time is greater than the target game time, and the target game time is the difference between the second estimated movement time and the estimated download time of the standby offline game.

[0012] As an improvement of the above scheme, it also includes:

[0013] During the operation of the cloud game, the audio and video stream of the cloud game and the offline game data associated with the cloud game are received; a video player is called to play the audio and video stream in real time and cache the offline game data; when the user leaves the poor signal area, the operation record of the offline game is fed back to the server;

[0014] The switching from the cloud game to the offline game comprises:

[0015] Based on the cached offline game data, call the built-in browser to run offline games.

[0016] As an improvement to the above solution, the estimated running time of the next level of the cloud game is predicted by the server based on the game clearance data uploaded by the user and other users;

[0017] The poor signal area is predicted by the server based on the network quality data and / or cloud game video quality data uploaded by the user.

[0018] As an improvement of the above solution, the poor signal area is a poor signal road section;

[0019] The first estimated moving duration is obtained in the following manner:

[0020] Obtaining the current location and moving speed of the user;

[0021] Acquire the user's route, and determine the next section with poor signal on the route according to the user's current location;

[0022] Based on the travel route, the first estimated travel duration is calculated according to the user's moving speed, the user's current location and the entry point of the poor signal section.

[0023] To achieve the above object, an embodiment of the present invention further provides a game switching device, comprising:

[0024] An information acquisition module is used to obtain the estimated running time of the next cloud game level at the cloud game level switching time node, and obtain the first estimated moving time of the user moving from the current location to the signal poor area;

[0025] The game switching module is used to generate a cloud game suspension prompt message when the first estimated movement time is less than the estimated running time, and / or switch from the cloud game to an offline game.

[0026] To achieve the above objectives, an embodiment of the present invention further provides a game switching device, comprising a processor, a memory, and a computer program stored in the memory and configured to be executed by the processor, wherein when the processor executes the computer program, the game switching method as described in any of the above embodiments is implemented.

[0027] To achieve the above objectives, an embodiment of the present invention further provides a computer-readable storage medium, wherein the computer-readable storage medium includes a stored computer program, wherein when the computer program is running, the device where the computer-readable storage medium is located is controlled to execute the game switching method as described in any of the above embodiments.

[0028] To achieve the above objectives, an embodiment of the present invention further provides a computer program product, including a computer program / instruction, which, when executed by a processor, implements the game switching method as described in any of the above embodiments.

[0029] Compared with the prior art, the game switching method, apparatus, device, storage medium and product disclosed in the embodiments of the present invention obtain the estimated running time of the next cloud game at the cloud game level switching time node, and obtain the first estimated moving time of the user moving from the current location to the signal poor area; when the first estimated moving time is less than the estimated running time, a cloud game suspension prompt message is generated, and / or the cloud game is switched to an offline game, so as to avoid the situation where the cloud game is suddenly interrupted when the game level is not completed without the user being prepared, thereby improving the user's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0030] In order to more clearly illustrate the technical solution of the present invention, the drawings required for use in the implementation mode will be briefly introduced below. Obviously, the drawings described below are only some implementation modes of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0031] Figure 1 is a flowchart of a game switching method provided by an embodiment of the present invention;

[0032] Figure 2 is a structural schematic diagram of a game switching device provided by an embodiment of the present invention;

[0033] Figure 3 It is a structural schematic diagram of a game switching device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0034] 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.

[0035] See also Figure 1 , Figure 1 1 is a flowchart of a game switching method provided by an embodiment of the present invention. Specifically, the game switching method includes steps S11 to S12:

[0036] S11. At the cloud game level switching time node, obtain the estimated running time of the next cloud game level, and obtain the first estimated moving time of the user from the current location to the poor signal area.

[0037] It is worth noting that cloud games have multiple levels, and the cloud game level switching time node refers to any time node in the time period from before a level ends (for example, 10 seconds before the end) to when a level ends (for example, when a cutscene is played after the end). For example, the cloud game level switching time node can be the moment when a level ends, or it can be a time node in a preset time period after a level ends, where the preset time period can be 3 seconds, 5 seconds, or 10 seconds, etc. The preset time period is set according to the actual situation and is not limited here. The method is preferably applied to the terminal, and can also be applied to the server, which is not limited here.

[0038] S12. When the first estimated moving time is less than the estimated running time, generate cloud game suspension prompt information, and / or switch from the cloud game to an offline game.

[0039] It is understandable that when the first expected moving time is less than the expected running time, it means that if the user starts the next level of cloud game, when the user moves to the poor signal area, the next level of cloud game has not ended. After the user enters the poor signal area, the cloud game will be unsmooth due to poor signal, and the experience is poor. Therefore, when the time for the user to move from the current position to the poor signal area is not enough to complete the next level of cloud game, the following measures can be taken to avoid the situation where the cloud game is not smooth without the user's knowledge. The specific measures can be: 1. Generate cloud game suspension prompt information, the prompt content of which can be around prompting the user to switch from cloud game to offline game and / or prompting the user to pause cloud game, etc., to remind the user to pause the game or the user to switch from cloud game to offline game. 2. At the end of the current game level of the cloud game, switch directly from cloud game to offline game. 3. Generate cloud game suspension prompt information first, and then switch from cloud game to offline game. It is worth noting that in order to avoid the situation where cloud game is not smooth without the user's knowledge, the specific measures adopted can be set according to the actual situation. In addition, when the first estimated movement duration is greater than or equal to the estimated running duration, there is no need to switch from the cloud game to the offline game.

[0040] Compared with the prior art, the game switching method provided in the embodiment of the present invention obtains the estimated running time of the next level of the cloud game at the cloud game level switching time node, and obtains the first estimated moving time of the user moving from the current location to the poor signal area; when the first estimated moving time is less than the estimated running time, a cloud game suspension prompt message is generated, and / or the cloud game is switched to an offline game, so as to avoid the situation where the cloud game is suddenly interrupted before the game level is completed when the user is caught off guard, thereby improving the user's gaming experience, and is particularly suitable for on-the-go cloud games.

[0041] It is worth noting that the so-called on-the-go cloud games include but are not limited to in-car cloud games, and mobile cloud games played by passengers on their mobile phones in cars and trains.

[0042] In an optional embodiment, the method further includes:

[0043] During the running of the cloud game, if it is detected that the network performance and / or the game video quality do not meet the set requirements, the switching from the cloud game to the offline game is initiated.

[0044] For example, network performance includes but is not limited to bandwidth, latency, jitter and packet loss rate, and game video quality includes but is not limited to parameters such as audio and video freeze rate, picture quality and latency. When network performance or game video quality is too poor, it is necessary to switch the game from cloud gaming to offline gaming to improve the user's gaming experience. This switch may occur during a game level.

[0045] In a preferred embodiment, before switching from the cloud game to the offline game, the method further includes:

[0046] Obtaining a second estimated moving time of the user from the current location to leaving the poor signal area;

[0047] The switching from the cloud game to the offline game includes: starting a target offline game; wherein the target offline game is an offline game whose cached estimated game duration is greater than the second estimated movement duration.

[0048] Preferably, the second estimated moving duration is obtained after determining that the first estimated moving duration is less than the estimated running duration, which can reduce the overall amount of calculation and avoid unnecessary consumption of computing power.

[0049] It is understandable that the user's movement mode can be taking public transportation, walking, or other modes of movement, which are not specifically limited here. Specifically, when it is determined that the time it takes for the user to move from the current location to the signal-poor area is insufficient to complete the next level of the cloud game, the second estimated movement time from the user's current location to entering the signal-poor area and then leaving the signal-poor area is estimated, and an offline game with an estimated game time longer than the second estimated movement time is selected from the cached offline games to be started, so that the user can play the offline game smoothly during the entire period in the signal-poor area, ensuring the smoothness of the game screen and improving the user's gaming experience.

[0050] In a preferred embodiment, before starting the target offline game, the method further includes:

[0051] When there is no cached offline game, or the estimated game duration of the cached offline game is less than or equal to the second estimated movement duration, downloading at least one standby offline game;

[0052] Among them, the standby offline game is an offline game whose estimated download time is less than or equal to the first estimated movement time and the estimated game time is greater than the target game time, and the target game time is the difference between the second estimated movement time and the estimated download time of the standby offline game.

[0053] Specifically, if the offline game has not been downloaded in advance, or the estimated game duration of the offline games that have been downloaded is less than or equal to the second estimated moving duration, real-time downloading is considered. In this case, the estimated download duration of each offline game is first calculated based on the size of the offline games that have not been downloaded and the current estimated network speed. First, exclude games whose game download duration is longer than the first estimated moving duration T1, and then select games whose estimated game duration is longer than (second estimated moving duration T2-estimated download duration) from the remaining optional games, and then start downloading. Specifically, based on the current estimated network speed and the game size of each offline game in the server, calculate the estimated download duration T3 of each offline game, and then determine whether the estimated download duration T3 of each offline game exceeds the first estimated moving duration T1. If it exceeds, it means that the vehicle cannot completely download the offline game before entering the tunnel. If it does not exceed, it means that the vehicle can completely download the offline game before entering the tunnel. Next, select offline games that can be fully downloaded. Based on the estimated download time T3 and running time (estimated game time) of each offline game, select offline games with a running time greater than T2-T3 for download. Run the offline game immediately after downloading.

[0054] Preferably, the offline game is an online game attached to the cloud game, such as H5 game. H5 game is a game form based on the Internet, developed using Web technologies such as HTML5, CSS3, JavaScript, etc. Players can access the game through any device that supports a Web browser. H5 game can be pre-downloaded and run offline. Among them, HTML5, CSS3 and JavaScript are the three core technologies of modern web page development. They each play different roles, but they work together to build rich and interactive web applications; HTML (HyperText Markup Language) is responsible for defining the structure and content of the web page, CSS (Cascading Style Sheets) is responsible for the style and layout of the web page, and JavaScript is a programming language used to realize the interactivity and dynamic functions of the web page. Offline games can also be small program games, and the specific types of offline games are not limited here.

[0055] In a preferred embodiment, it also includes:

[0056] During the operation of the cloud game, the audio and video stream of the cloud game and the offline game data associated with the cloud game are received; a video player is called to play the audio and video stream in real time and cache the offline game data; when the user leaves the poor signal area, the operation record of the offline game is fed back to the server;

[0057] The switching from the cloud game to the offline game comprises:

[0058] Based on the cached offline game data, call the built-in browser to run offline games.

[0059] For example, taking the offline game as an H5 game, the specific operation process of cloud games and offline games is as follows: 1. During the normal operation of cloud games, the cloud game computing node (cloud game server) generates real-time audio and video streams, which are pushed to the cloud game client through protocols such as H.265 after compression encoding; wherein, the H.265 protocol is a video compression standard jointly issued by MPEG (Moving Picture Experts Group) and ITU-TVCEG (Video Coding Experts Group). The client of the cloud game calls the video player to play the audio and video stream obtained from the cloud game computing node; the client also collects user operations and passes the operation data to the cloud game computing node as input data for the game application. 2. H.265 and other protocols allow the transmission of some other types of data while transmitting audio and video, such as text data and control data. Here, the cloud game computing node pushes the H5 game to the cloud game client. During the H5 game push process, the entire push rate is kept stable as much as possible. When the audio and video bitrate increases, the bitrate of the H5 game data decreases accordingly; otherwise, it increases accordingly. 3. The cloud game client receives the audio and video data of the cloud game and the H5 game at the same time. When receiving the audio and video stream, call its built-in video player for real-time playback; when receiving the H5 game, cache the H5 page data. These H5 games transmitted through the data channel of protocols such as H.265 are called attached line games. 4. When certain conditions are met (for example, the first expected moving time is less than the expected running time), the cloud game computing node suspends the cloud game, and the cloud game client calls its built-in browser to display the H5 game. The client interface switches from the cloud game to the local offline H5 game, and the user continues to experience the game of the same theme. 5. After each level of the H5 game ends, the game results are cached in the client. After the network is restored, the client feeds back the game results to the cloud game server. After receiving the game results of the H5 game, the server modifies the game points or makes other status changes according to the results.

[0060] It is understandable that the attached online mini-game can be any form of offline mini-game other than H5 games, and is not limited here.

[0061] Preferably, before and after the switch between cloud games and offline games, the user is always in the cloud game client, no other applications are started, and the game is always playing the same theme with the same content, that is, the content of cloud games and offline games is related. Before the network is disconnected, the cloud game client and the cloud game computing node game program jointly decide the game content and entry method during the network disconnection, which guarantees the consistency of the user experience to the greatest extent. For example, the game developer will develop several H5 games related to cloud games based on cloud games, or disassemble some small tasks of fixed scenes in cloud games (such as monster upgrades, etc.) and design them as H5 games. These web games can be run offline on the browser after downloading, thus forming a game family consisting of a cloud game and several H5 games. The game results of H5 games can participate in the points and upgrades of cloud games. Their gameplay and experience may be different from the original large-scale game version, but they still retain the theme and some basic game elements, which can expand the influence of cloud games, attract more player groups, and facilitate the promotion of game brands on more platforms.

[0062] It is understandable that by combining H5 games with cloud games, not only can a continuous gaming experience be provided, but also player engagement can be maintained even in the case of poor network quality. This seamless experience switching helps reduce the possibility of players quitting the game due to network problems, thereby enhancing user retention. In addition, using H5 games as a supplement can attract more users on different platforms during game publicity and promotion, which is particularly important for promoting the intellectual property rights owned by the game, increasing the user base and market penetration.

[0063] In a preferred embodiment, the estimated running time of the next level of the cloud game is predicted by the server based on the game clearance data uploaded by the user and other users;

[0064] The poor signal area is predicted by the server based on the network quality data and / or cloud game video quality data uploaded by the user.

[0065] Specifically, the cloud game computing power node estimates the game duration of the user's next game level based on the historical data of other users and the user itself. For example, the cloud game computing power node estimates the expected running time of the next level of the cloud game based on the historical playing records of each user for each level of the game.

[0066] For example, during the use of cloud games, the client can report the cloud game video quality information (such as freeze, delay, packet loss, etc.) at the location along the way, and can also upload the predicted bandwidth and signal strength network quality information. After the cloud game server or dedicated server collects and summarizes the information reported by a large number of clients, it summarizes and generates global data to obtain statistical data on the network quality and cloud game service quality of each section. After weighted aggregation of the data of each section, the predicted result of the network quality or cloud game service quality of the section is obtained, and the signal poor area is obtained.

[0067] In a preferred embodiment, the estimated running time of the next level of the cloud game is a preset fixed time. For example, in a game level, the game rules require that an item collection task or a character strategy task be completed within a fixed time (e.g., 5 minutes). In these game scenarios, the estimated running time of the game level is fixed, fixed to 5 minutes. It is worth noting that the specific data of the fixed time is determined according to the actual situation and is not limited to 5 minutes in the above example.

[0068] In a preferred embodiment, the poor signal area is a poor signal road section;

[0069] The first estimated moving duration is obtained in the following manner:

[0070] Obtaining the current location and moving speed of the user;

[0071] Acquire the user's route, and determine the next section with poor signal on the route according to the user's current location;

[0072] Based on the travel route, the first estimated travel duration is calculated according to the user's moving speed, the user's current location and the entry point of the poor signal section.

[0073] Optionally, the second estimated moving duration is obtained in the following manner:

[0074] Based on the travel route, the second estimated travel duration is calculated according to the moving speed of the user, the current location of the user and the exit point of the road section with poor signal.

[0075] Specifically, taking the signal-poor area as a signal-poor road section, and the user taking a means of transportation as an example, the first estimated moving time and the second estimated moving time are calculated: 1. Get the current location of the game terminal (ie, the client). 2. Get the driving route (such as the car navigation route obtained locally, or the train route obtained online), get the next road section with poor network quality or cloud game service quality in the route (ie, the signal-poor road section), and get its entry point and exit point, such as the tunnel entrance and exit. 3. According to the aforementioned route, calculate the driving distance from the current position to the "entry point" of the signal-poor road section, and then calculate the driving time from the current position to the entry point based on the estimated speed, which is recorded as the first estimated moving time T1. 4. The cloud game computing power node estimates the game time of the next game level of the user based on the historical data of other users and this user. If the time is greater than T1, the cloud game computing power node starts the next level of the game normally; otherwise, prompt the user to enter the H5 game and continue to the next step. 5. Based on the above route, calculate the driving distance from the current position to the "departure point" of the road section with poor signal, and then calculate the driving time from the current position to the departure point based on the estimated speed, which is recorded as the second estimated moving time T2.

[0076] Compared with the prior art, the method provided in the embodiment of the present invention obtains the estimated running time of the next level of the cloud game at the cloud game level switching time node, and obtains the first estimated moving time of the user moving from the current location to the poor signal area; when the first estimated moving time is less than the estimated running time, the user is promptly prompted to switch from the cloud game to the offline game, avoiding the situation where the cloud game is suddenly interrupted when the game level is not completed when the user is unprepared, thereby improving the user's gaming experience.

[0077] See also Figure 2 The embodiment of the present invention further provides a game switching device, comprising:

[0078] The information acquisition module 21 is used to obtain the estimated running time of the next cloud game level at the cloud game level switching time node, and obtain the first estimated moving time of the user moving from the current location to the signal poor area;

[0079] The game switching module 22 is used to generate a cloud game suspension prompt message when the first estimated movement time is less than the estimated running time, and / or switch from the cloud game to an offline game.

[0080] In one embodiment, the game switching module 22 is further used to:

[0081] Obtaining a second estimated moving time of the user from the current location to leaving the poor signal area;

[0082] The switching from the cloud game to the offline game includes: starting a target offline game; wherein the target offline game is an offline game whose cached estimated game duration is greater than the second estimated movement duration.

[0083] In one embodiment, the game switching module 22 is further used to:

[0084] Before starting the target offline game, when there is no cached offline game or the estimated game duration of the cached offline game is less than or equal to the second estimated movement duration, download at least one standby offline game;

[0085] Among them, the standby offline game is an offline game whose estimated download time is less than or equal to the first estimated movement time and the estimated game time is greater than the target game time, and the target game time is the difference between the second estimated movement time and the estimated download time of the standby offline game.

[0086] In one embodiment, the game switching module 22 is further used to:

[0087] During the operation of the cloud game, the audio and video stream of the cloud game and the offline game data associated with the cloud game are received; a video player is called to play the audio and video stream in real time and cache the offline game data; when the user leaves the poor signal area, the operation record of the offline game is fed back to the server;

[0088] The switching from the cloud game to the offline game includes: based on the cached offline game data, calling the built-in browser to run the offline game.

[0089] In one embodiment, the estimated running time of the next level of the cloud game is predicted by the server based on the game clearance data uploaded by the user and other users;

[0090] The poor signal area is predicted by the server based on the network quality data and / or cloud game video quality data uploaded by the user.

[0091] In one implementation, the signal-poor area is a road section with poor signal; the information acquisition module 21 specifically acquires the first estimated moving time in the following manner:

[0092] Obtaining the current location and moving speed of the user;

[0093] Acquire the user's route, and determine the next section with poor signal on the route according to the user's current location;

[0094] Based on the travel route, the first estimated travel duration is calculated according to the user's moving speed, the user's current location and the entry point of the poor signal section.

[0095] It is worth noting that the working principle of the game switching device provided in the above embodiments can refer to the working process of the game switching method provided in any of the above embodiments, which will not be described in detail here.

[0096] Compared with the prior art, the game switching device provided by the embodiment of the present invention obtains the estimated running time of the next level of the cloud game at the cloud game level switching time node, and obtains the first estimated moving time of the user moving from the current position to the poor signal area; when the first estimated moving time is less than the estimated running time, a cloud game suspension prompt message is generated, and / or the cloud game is switched to an offline game, thereby avoiding the situation where the cloud game is suddenly interrupted when the game level is not completed when the user is caught off guard, thereby improving the user's gaming experience.

[0097] See also Figure 3 The embodiment of the present invention further provides a game switching device, including a processor 31, a memory 32, and a computer program stored in the memory 32 and configured to be executed by the processor 31. When the processor 31 executes the computer program, the steps in the above-mentioned game switching method embodiment are implemented, for example Figure 1 S11 to S12 in the above description; or, the processor 31 implements the functions of the modules in the above-mentioned device embodiments when executing the computer program.

[0098] Exemplarily, the computer program may be divided into one or more modules, which are stored in the memory 32 and executed by the processor 31 to complete the present invention. The one or more modules may be a series of computer program instruction segments capable of completing specific functions, which are used to describe the execution process of the computer program in the game switching device. For example, the computer program may be divided into multiple modules, and the specific functions of each module are as follows:

[0099] The information acquisition module 21 is used to obtain the estimated running time of the next cloud game level at the cloud game level switching time node, and obtain the first estimated moving time of the user moving from the current location to the signal poor area;

[0100] The game switching module 22 is used to prompt the user to switch from the cloud game to the offline game when the first estimated movement time is less than the estimated running time.

[0101] The specific working process of each module can refer to the working process of the game switching device described in the above embodiment, which will not be repeated here.

[0102] The game switching device may be a computing device such as a desktop computer, a notebook, a PDA, a cloud server, etc. The game switching device may include, but is not limited to, a processor 31 and a memory 32. Those skilled in the art may understand that the game switching device may also include an input and output device, a network access device, a bus, etc.

[0103] The processor 31 may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), field-programmable gate arrays (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. A general-purpose processor may be a microprocessor or any conventional processor, etc. The processor 31 is the control center of the game switching device, and uses various interfaces and lines to connect various parts of the entire game switching device.

[0104] The memory 32 can be used to store the computer program and / or module. The processor 31 realizes various functions of the game switching device by running or executing the computer program and / or module stored in the memory 32 and calling the data stored in the memory 32. The memory 32 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function (such as an image playback function, etc.), etc.; the data storage area can store data created according to the use of the mobile phone, etc. In addition, the memory 32 can include a high-speed random access memory, and can also include a non-volatile memory, such as a hard disk, a memory, a plug-in hard disk, a smart memory card (SmartMedia Card, SMC), a secure digital (Secure Digital, SD) card, a flash card (Flash Card), at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0105] Wherein, if the module integrated in the game switching device is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the present invention implements all or part of the processes in the above-mentioned embodiment method, and can also be completed by instructing the relevant hardware through a computer program. The computer program can be stored in a computer-readable storage medium, and the computer program can implement the steps of the above-mentioned various method embodiments when executed by the processor 31. Wherein, the computer program includes computer program code, and the computer program code can be in source code form, object code form, executable file or some intermediate form, etc. The computer-readable medium can include: any entity or device capable of carrying the computer program code, recording medium, U disk, mobile hard disk, disk, optical disk, computer memory, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), electric carrier signal, telecommunication signal and software distribution medium, etc.

[0106] An embodiment of the present invention further provides a computer program product, including a computer program / instruction, wherein when the computer program / instruction is executed by a processor, the game switching method as described in any of the above embodiments is implemented.

[0107] The above is a preferred embodiment of the present invention. It should be pointed out that a person skilled in the art can make several improvements and modifications without departing from the principle of the present invention. These improvements and modifications are also considered to be within the scope of protection of the present invention.

Claims

1. A game switching method, characterized in that: include: At the cloud game level switching time node, obtain the estimated running time of the next cloud game level, and obtain the first estimated moving time of the user from the current location to the signal poor area; When the first estimated moving time is less than the estimated running time, a cloud game suspension prompt message is generated, and / or the cloud game is switched to an offline game.

2. The game switching method according to claim 1, characterized in that: Before switching from the cloud game to the offline game, the method further includes: Obtaining a second estimated moving time of the user from the current location to leaving the poor signal area; The switching from the cloud game to the offline game includes: starting a target offline game; wherein the target offline game is an offline game whose cached estimated game duration is greater than the second estimated movement duration.

3. The game switching method according to claim 2, characterized in that: Before starting the target offline game, the method further includes: When there is no cached offline game, or the estimated game duration of the cached offline game is less than or equal to the second estimated movement duration, downloading at least one standby offline game; Among them, the standby offline game is an offline game whose estimated download time is less than or equal to the first estimated movement time and the estimated game time is greater than the target game time, and the target game time is the difference between the second estimated movement time and the estimated download time of the standby offline game.

4. The game switching method according to claim 1, wherein: Also includes: During the running of the cloud game, receiving the audio and video stream of the cloud game and the offline game data associated with the cloud game; Calling a video player to play the audio and video stream in real time and cache the offline game data; When the user leaves the poor signal area, feeding back the running record of the offline game to the server; The switching from the cloud game to the offline game comprises: Based on the cached offline game data, call the built-in browser to run offline games.

5. The game switching method according to claim 1, characterized in that: The estimated running time of the next level of the cloud game is predicted by the server based on the game clearance data uploaded by the user and other users; The poor signal area is predicted by the server based on the network quality data and / or cloud game video quality data uploaded by the user.

6. The game switching method according to claim 1, characterized in that: The poor signal area is a poor signal road section; The first estimated moving duration is obtained in the following manner: Obtaining the current location and moving speed of the user; Acquire the user's route, and determine the next section with poor signal on the route according to the user's current location; Based on the travel route, the first estimated travel duration is calculated according to the user's moving speed, the user's current location and the entry point of the poor signal section.

7. A game switching device, characterized in that: include: An information acquisition module is used to obtain the estimated running time of the next cloud game level at the cloud game level switching time node, and obtain the first estimated moving time of the user moving from the current location to the signal poor area; The game switching module is used to generate a cloud game suspension prompt message when the first estimated movement time is less than the estimated running time, and / or switch from the cloud game to an offline game.

8. A game switching device, characterized in that: The method comprises a processor, a memory, and a computer program stored in the memory and configured to be executed by the processor, wherein the processor implements the game switching method as claimed in any one of claims 1 to 6 when executing the computer program.

9. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored computer program, wherein when the computer program is executed, the device where the computer-readable storage medium is located is controlled to execute the game switching method according to any one of claims 1 to 6.

10. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the game switching method as described in any one of claims 1 to 6 is implemented.