Cloud game available instance obtaining method, storage medium and equipment
By comparing the cloud game instance mirror and limiting the number of allocable images, obtaining the number of available instances of cloud games, the problem of being unable to accurately return the number of available instances in the existing technology is solved, and the rational use of cloud server resources and user queue time is realized. optimization.
Patent Information
- Application Number
- CN202411369114.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-29
- Publication Date
- 2025-02-21
AI Technical Summary
There is a need in the prior art to return a real number of available instances to make reasonable use of cloud server resources.
The number of available instances for cloud games is obtained by comparing the number of allocables for cloud game instance mirrors in the resource pool and the number of allocables for limited images in the resource pool. If the number of allocables for the instance mirror is less than the number of allocables for the limiting image, the number of allocables for the instance mirror is returned; otherwise, the number of allocables for the limiting image is returned.
Ensure that the most realistic number of available instances of cloud game is returned, helping cloud servers understand the use of resources in the resource pool in real time, thereby adjusting resources in a timely manner and avoiding users queuing for too long.
Smart Images

Figure CN119488705A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of cloud computing technology, and in particular to a method, storage medium and device for obtaining available instances of cloud games. Background Art
[0002] Cloud gaming is an online gaming technology based on cloud computing. In the cloud gaming mode, all games are run on the server side, and the rendered game screens are compressed and transmitted to the terminal device through the network. If users want to start cloud gaming, they need to remotely access the cloud service platform, which provides cloud gaming instances on which users can deploy cloud gaming applications, databases and other services.
[0003] However, cloud server resources are limited. For example, if the bandwidth is insufficient or the number of instances is insufficient, if too many users access the cloud service platform, it will cause server abnormalities. Therefore, it is necessary to limit too many users from accessing the cloud service platform. When a certain number of users access the cloud service platform, if there are still users who want to use the cloud service platform, they need to queue up and wait for the users who accessed earlier to leave before they can access the cloud service platform. In order to avoid users waiting in line for too long, users can be informed of the instance occupancy on the cloud service platform. Users can choose to wait or use other platforms based on the instance occupancy information. Therefore, there is an urgent need for a method that can return the actual number of available instances to use resources reasonably.
[0004] In the process of implementing the present invention, the inventors found that there are at least the following problems in the prior art:
[0005] There is an urgent need for a method that can return the actual number of available instances to make reasonable use of resources. Summary of the invention
[0006] The purpose of the present invention is to provide a method, storage medium and device for obtaining available instances of cloud games, so as to solve the technical problem in the prior art that a method is urgently needed to return the real number of available instances so as to reasonably use resources. The various technical effects that can be produced by the preferred technical solutions among the various technical solutions provided by the present invention are described in detail below.
[0007] To achieve the above object, the present invention provides the following technical solutions:
[0008] The present invention provides a method for obtaining available cloud game instances, comprising the following steps: calculating the allocatable number of cloud game instance images in a resource pool; wherein the resource pool is a collection of resources deployed on a cloud server; calculating the allocatable number of restricted images in the resource pool; wherein the restricted images are the maximum number of instance images allowed to be accessed in the resource pool; determining whether the allocatable number of the cloud game instance images is less than the allocatable number of the restricted images; if the allocatable number of the cloud game instance images is less than the allocatable number of the restricted images, returning the allocatable number of the cloud game instance images to the cloud server as the number of available cloud game instances; if the allocatable number of the cloud game instance images is not less than the allocatable number of the restricted images, returning the allocatable number of the restricted images to the cloud server as the number of available cloud game instances.
[0009] Optionally, in the allocatable number of cloud game instance images in the computing resource pool, the allocatable number of cloud game instance images = the total number of cloud game instance images - the total number of occupied cloud game instance images.
[0010] Optionally, in the calculating the allocatable number of restricted images in the resource pool, the allocatable number of restricted images=the total number of restricted images-the total number of occupied restricted images.
[0011] Optionally, if the cloud game only schedules one type of cloud game instance image on the resource pool, and all instance images on the resource pool share a restricted container, then the allocatable number of the cloud game instance images = the total number of the cloud game instance images - the number of occupied cloud game instance images; the allocatable number of restricted images = the restricted number of restricted containers - the number of occupied cloud game instance images - the number of occupied other instance images; wherein other instance images are other instance images on the same resource pool except the cloud game instance image.
[0012] Optionally, if the cloud game schedules multiple cloud game instance images on the resource pool, and the multiple cloud game instance images on the resource pool use different restriction containers, then the allocatable number of the cloud game instance images = the total number of the multiple cloud game instance images - the total number of the multiple cloud game instances occupied; the allocatable number of the restricted images = the total restricted number of different restriction containers - the total number of the multiple cloud game instances occupied - the number of other instance images occupied; wherein other instance images are other instance images on the same resource pool except the cloud game instance image.
[0013] Optionally, if the cloud game schedules multiple cloud game instance images on the resource pool, and all instance images on the resource pool share a restricted container, then the allocatable number of the cloud game instance images = the total number of the multiple cloud game instance images - the number of the multiple cloud game instance images occupied; the allocatable number of the restricted images = the restricted number of the restricted container - the number of the multiple cloud game instance images occupied - the number of other instance images occupied; wherein other instance images are other instance images on the same resource pool except the cloud game instance image.
[0014] Optionally, if the cloud game schedules one type of cloud game instance image on multiple resource pools, and the restriction containers on the multiple resource pools are also different, then the allocatable number of cloud game instance images and the allocatable number of restriction images in each resource pool are calculated separately; wherein, the allocatable number of cloud game instance images in each resource pool = the total number of cloud game instance images - the number of occupied cloud game instance images; the allocatable number of restriction images in each resource pool = the restricted number of restriction containers - the number of occupied cloud game instance images - the number of occupied other instance images; wherein other instance images are other instance images on the same resource pool except the cloud game instance image.
[0015] Optionally, it includes: if the cloud game schedules the cloud game instance images on multiple resource pools, then the number of available instances of the cloud game on each resource pool is returned to the cloud server.
[0016] A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed, implements a method for obtaining an available instance of a cloud game as described in any one of the above.
[0017] A device for obtaining available instances of cloud games, comprising:
[0018] one or more processors;
[0019] A memory for storing one or more computer programs, and one or more processors for executing one or more computer programs stored in the memory, so that one or more processors execute a method for obtaining an available instance of a cloud game as described in any one of the above items.
[0020] Implementing one of the above technical solutions of the present invention has the following advantages or beneficial effects:
[0021] The present invention obtains the number of available instances of cloud games by calculating the allocatable number of cloud game instance images and comparing it with the allocatable number of restricted images in the resource pool. Taking into account the occupancy of all types of instances in the resource pool, the most realistic number of available cloud game instances is returned to the cloud server. The cloud server can know the usage of resources in the resource pool in real time, and can adjust resources for queuing users in time according to the information, to avoid user loss due to long queuing time. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. It is obvious that the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative work. In the drawings:
[0023] Figure 1 It is a flowchart of a method for obtaining available cloud game instances according to Embodiment 1 of the present invention. DETAILED DESCRIPTION
[0024] In order to make the purpose, technical solutions and advantages of the present invention clearer, the various exemplary embodiments to be described below will refer to the corresponding drawings, which constitute a part of the exemplary embodiments, wherein various exemplary embodiments that may be used to implement the present invention are described. Unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementation methods described in the following exemplary embodiments do not represent all implementation methods consistent with the present disclosure. It should be understood that they are only examples of processes, methods, devices, etc. that are consistent with some aspects of the present disclosure as detailed in the attached claims, and other embodiments may also be used, or the embodiments listed herein may be modified in structure and function without departing from the scope and essence of the present invention.
[0025] In the description of the present invention, it should be understood that the terms "center", "longitudinal", "lateral", etc. indicate the orientation or positional relationship based on the drawings, which is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the elements referred to must have a specific orientation, be constructed and operated in a specific orientation. The terms "first", "second", etc. are only used for descriptive purposes, and cannot be understood as indicating or implying relative importance or implicitly indicating the number of technical features indicated. The term "multiple" means two or more. The terms "connected" and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, an integral connection, a mechanical connection, an electrical connection, a communication connection, a direct connection, an indirect connection through an intermediate medium, and can be the internal connection of two elements or the interaction relationship between two elements. The term "and / or" includes any and all combinations of one or more related listed items. For those of ordinary skill in the art, the specific meanings of the above terms in the present invention can be understood according to the specific circumstances.
[0026] In order to illustrate the technical solution of the present invention, a specific embodiment is used below for description, and only the parts related to the embodiment of the present invention are shown.
[0027] Embodiment 1:
[0028] like Figure 1 As shown, the present invention provides a method for obtaining available instances of cloud games, comprising the following steps: S1, calculating the distributable number of cloud game instance images in a resource pool; wherein the resource pool is a collection of resources deployed on a cloud server; S2, calculating the distributable number of restricted images in the resource pool; wherein the restricted image is the maximum number of instance images allowed to be accessed in the resource pool; S3, judging whether the distributable number of cloud game instance images is less than the distributable number of restricted images; S4, if the distributable number of cloud game instance images is less than the distributable number of restricted images, returning the distributable number of cloud game instance images to the cloud server as the number of available instances of the cloud game; S5, if the distributable number of cloud game instance images is not less than the distributable number of restricted images, returning the distributable number of restricted images to the cloud server as the number of available instances of the cloud game.
[0029] This embodiment is applied to the field of cloud gaming. The number of available instances of the cloud gaming is obtained by calculating the allocatable number of cloud gaming instance images and comparing it with the allocatable number of restricted images in the resource pool. Taking into account the occupancy of all types of instances in the resource pool, the most realistic number of available cloud gaming instances is returned to the cloud server. The cloud server can know the usage of resources in the resource pool in real time, and can adjust resources for queuing users in time based on the information, to avoid user loss due to long queuing time.
[0030] In this embodiment, the following terms are explained: Cloud game instance refers to a game service instance running on a cloud server. Users can connect to these instances through the network and play games. Instance image refers to a template used to create a virtual machine instance, which contains the operating system, initialization application data and pre-installed software required to start and run the instance. Through the image, users can quickly deploy instances with the same configuration without repeating the installation and configuration of the system and software.
[0031] Next, combine Figure 1 The specific implementation steps of the method for obtaining available cloud game instances provided in this embodiment are introduced in detail:
[0032] First, execute step S1 and calculate the distributable number of cloud game instance images in the resource pool; wherein the resource pool is a collection of resources deployed on the cloud server; the cloud server pools hardware resources (such as CPU, memory, storage, etc.) through virtualization technology to form a resource pool, and then provides it to users in the form of cloud services. Specifically, the distributable number of cloud game instance images = the total number of cloud game instance images - the total number of occupied cloud game instance images. This step can be used to calculate the number of cloud game instance images that can be provided on a resource pool. However, the resource pool does not only contain instance resources for cloud games, but may also contain other instance resources such as cloud storage, cloud desktops, and cloud education. At this time, it is still unclear how other instance images are used in the entire resource pool.
[0033] Therefore, execute step S2, calculate the allocatable number of restricted images in the resource pool; wherein, restricted images are the maximum number of instance images allowed to be accessed in the resource pool; since cloud server resources are limited, in order to avoid the usage of instance images reaching 100% and causing system overload and crash, it is necessary to set a maximum number of instances allowed to be accessed, which is the restricted image. Specifically, in calculating the allocatable number of restricted images in the resource pool, the allocatable number of restricted images = the total number of restricted images - the total number of restricted images occupied. The allocatable number of restricted images represents the usage of the overall instance resources on a resource pool.
[0034] Next, execute step S3 to determine whether the allocatable number of the cloud game instance image is less than the allocatable number of the restricted image; if so, execute step S4 to return the allocatable number of the cloud game instance image to the cloud server as the number of available instances of the cloud game; otherwise, execute step S5 to return the allocatable number of the restricted image to the cloud server as the number of available instances of the cloud game. Finally, compare the allocatable number of the cloud game instance image with the allocatable number of the restricted image, and select the smaller one as the number of available instances of the cloud game and return it to the cloud server. If only the allocatable number of the cloud game instance image is returned to the cloud server, there may be a situation where the cloud game instance image is still idle, but the number of resource limits on the entire resource pool has reached saturation. On this basis, the cloud server may make unreasonable resource allocations, causing the system to crash. Therefore, while knowing the usage of the cloud game instance image, it is also necessary to know the usage of other instance images on the resource pool, so as to return the most realistic usage information and ensure the normal operation of the cloud server.
[0035] As an optional implementation method, if a cloud game schedules a cloud game instance image on a resource pool, and all instance images on the resource pool share a restricted container, then the allocatable number of cloud game instance images = the total number of cloud game instance images - the number of occupied cloud game instance images; the allocatable number of restricted images = the restricted number of restricted containers - the number of occupied cloud game instance images - the number of occupied other instance images; among which, other instance images are instance images other than the cloud game instance image on the same resource pool.
[0036] For example, in the scenario of game scheduling single mirror, suppose a cloud game is started to schedule x mirror, as shown in Table 1 and Table 2, x mirror is the cloud game instance mirror, z mirror is other instance mirror, and limitA is the limit container. It can be seen from the table that the total number of x mirrors is 100, the number of occupied is 50, and the limit container is limitA; the total number of z mirrors is 300, the number of occupied is 150, and the limit container is also limitA; and the limit number of limitA is 300. Therefore, the allocatable number of cloud game instance mirrors = 100-50 = 50; the allocatable number of limit mirrors = 300-50-150; the allocatable number of cloud game instance mirrors is smaller, so the number of available instances of cloud games is 50 and returned to the cloud server.
[0037] total Occupancy Restricted container xMirror 100 50 limitA z-mirror 300 150 limitA
[0038] Table 1: Quantity of images in the first instance
[0039] Limit quantity Scheduling mirrors limitA 300 x, z
[0040] Table 2: First Restricted Container Restricted Quantity Table
[0041] As an optional implementation method, if a cloud game schedules multiple cloud game instance images on a resource pool, and the multiple cloud game instance images on the resource pool use different restriction containers, then the allocatable number of cloud game instance images = the total number of multiple cloud game instance images - the total number of multiple cloud game instances occupied; the allocatable number of restricted images = the total restricted number of different restriction containers - the total number of multiple cloud game instances occupied - the number of other instance images occupied; among which, other instance images are other instance images except the cloud game instance image on the same resource pool.
[0042] For example, in the scenario of scheduling multiple images for a game, assuming that a cloud game can be started to schedule image x and image y, as shown in Tables 3 and 4, image x and image y are cloud game instance images, image z is other instance images, and limitA and limitB are limit containers. It can be seen from the table that the total number of x images is 100, the number of occupied images is 50, and the limit container is limitA; the total number of y images is 200, the number of occupied images is 100, and the limit container is limitB; the total number of z images is 300, the number of occupied images is 150, and the limit container is also limitA; and the limit number of limitA is 300, and the limit number of limitB is 400. Therefore, the allocatable number of cloud game instance images = (100 + 200) - (50 + 100) = 150; the allocatable number of limit images = (300 + 400) - (50 + 100) - 150 = 400; the allocatable number of cloud game instance images is smaller, so the available number of instances of cloud games is 150 and returned to the cloud server.
[0043] total Occupancy Restricted container xMirror 100 50 limitA y mirror 200 100 limitB z-mirror 300 150 limitA
[0044] Table 3 The number of images in the second example
[0045] Limit quantity Scheduling mirroring limitA 300 x, z limitB 400 y
[0046] Table 4 Second Restricted Container Restricted Quantity Table
[0047] As an optional implementation method, if a cloud game schedules multiple cloud game instance images on a resource pool, and all instance images on the resource pool share a restricted container, then the allocatable number of cloud game instance images = the total number of multiple cloud game instance images - the number of multiple cloud game instance images occupied; the allocatable number of restricted images = the restricted number of restricted containers - the number of multiple cloud game instance images occupied - the number of other instance images occupied; among which, other instance images are instance images other than cloud game instance images on the same resource pool.
[0048] For example, in the scenario of scheduling multiple images for a game, it is assumed that starting a cloud game can schedule image x and image z, as shown in Tables 5 and 6, image x and image z are cloud game instance images, image y is other instance images, and limitA is the limit container. It can be seen from the table that the total number of x images is 100, the number of occupied images is 50, and the limit container is limitA; the total number of y images is 200, the number of occupied images is 100, and the limit container is limitA; the total number of z images is 300, the number of occupied images is 150, and the limit container is also limitA; and the limit number of limitA is 300. Therefore, the number of cloud game instance images that can be allocated = (100 + 300) - (50 + 150) = 200; the number of restricted images that can be allocated = 300 - (50 + 150) - 100 = 0; the number of restricted images that can be allocated is smaller, so the number of available instances of the cloud game is taken as 0 and returned to the cloud server. From this, we can see that the limit of the instance image connected to the cloud server has been reached. Based on this information, the cloud server will no longer allocate instance images for users to use, avoiding system overload and abnormalities.
[0049] total Occupancy Restricted container xMirror 100 50 limitA y mirror 200 100 limitA z-mirror 300 150 limitA
[0050] Table 5 The number of images in the third example
[0051] Limit quantity Scheduling mirroring limitA 300 x, y, z
[0052] Table 6: Table of Restricted Quantities of Third Restricted Containers
[0053] As an optional implementation, if a cloud game schedules a cloud game instance image on multiple resource pools, and the restriction containers on the multiple resource pools are also different, then the allocatable number of cloud game instance images and the allocatable number of restriction images in each resource pool are calculated separately; wherein, the allocatable number of cloud game instance images in each resource pool = the total number of cloud game instance images - the number of occupied cloud game instance images; the allocatable number of restriction images in each resource pool = the restricted number of restriction containers - the number of occupied cloud game instance images - the number of occupied other instance images; wherein, other instance images are other instance images on the same resource pool except the cloud game instance image. If a cloud game schedules cloud game instance images on multiple resource pools, the number of available instances of the cloud game on each resource pool is returned to the cloud server.
[0054] For example, in the scenario of scheduling a single image for a game, suppose a cloud game is started to schedule image x, but image x belongs to different resource pools, and the limit container in each resource pool is also different, as shown in Table 7 and Table 8, image x is a cloud game instance image, limitA and limitA1 are the limit containers of resource pool rset0 and resource pool rset1 respectively. It can be seen from the table that the total number of x images is 300, the occupied number is 50, the limit container on resource pool rset0 is limitA, the limit container on resource pool rset1 is limitA1, the limit quantity of limitA is 100, and the limit quantity of limitA1 is 200. Therefore, on resource pool rset0, the allocatable number of cloud game instance images = 300-50 = 250, and the allocatable number of restricted images = 100-50 = 50; on resource pool rset1, the allocatable number of cloud game instance images = 300-50 = 250, and the allocatable number of restricted images = 200-50 = 150; on resource pool rset0 and resource pool rset1, the allocatable number of restricted images is smaller; therefore, the number of available cloud game instances of resource pool rset0 is 50, and the number of available cloud game instances of resource pool rset0 is 150, which are returned to the cloud server. In the case where the calling image belongs to multiple resource pools, the availability of instance images on each resource pool can be fed back to the cloud server to facilitate the cloud server to reasonably allocate resources.
[0055] total Occupancy Restricted container xMirror 300 50 limitA, limitA1
[0056] Table 7 Mirror quantity table for the fourth example
[0057] Limit quantity Scheduling mirroring limitA 100 x limitA1 200 x
[0058] Table 8 Table of Restricted Quantities of the Fourth Restricted Container
[0059] The embodiment is only a specific example and does not represent only one implementation mode of the present invention.
[0060] Embodiment 2:
[0061] Those skilled in the art can understand that all or part of the features / steps of the above-mentioned method embodiments can be implemented by methods, data processing systems or computer programs, and these features can be implemented without hardware, entirely by software, or by a combination of hardware and software. The aforementioned computer program can be stored in one or more computer-readable storage media, and the storage medium stores the computer program. When the computer program is executed (such as by a processor), the steps of the above-mentioned method embodiment for obtaining an available instance of a cloud game are executed.
[0062] The aforementioned storage media that can store program codes include: static hard disks, solid-state hard disks, random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), optical storage devices, magnetic storage devices, flash memory, magnetic disks or optical disks and / or combinations of the above devices, that is, it can be implemented by any type of volatile or non-volatile storage device or a combination thereof.
[0063] Embodiment three:
[0064] The present invention also provides an embodiment of a device for obtaining available instances of cloud games, comprising one or more processors and a memory; wherein the memory is used to store one or more computer programs, and the one or more processors are used to execute one or more computer programs stored in the memory, so that the processor performs the features / steps of the above-mentioned embodiment of a method for obtaining available instances of cloud games.
[0065] The above description is only the preferred embodiment of the present invention. It is known to those skilled in the art that various changes or equivalent substitutions may be made to these features and embodiments without departing from the spirit and scope of the present invention. In addition, under the teachings of the present invention, these features and embodiments may be modified to adapt to specific circumstances and materials without departing from the spirit and scope of the present invention. Therefore, the present invention is not limited to the specific embodiments disclosed herein, and all embodiments falling within the scope of the claims of this application belong to the protection scope of the present invention.
Claims
1. A method for obtaining available instances of cloud games, characterized in that: The following steps are involved: Calculate the allocatable number of cloud game instance images in a resource pool; wherein the resource pool is a collection of resources deployed on a cloud server; Calculate the allocatable number of restricted images in the resource pool; wherein the restricted images are the maximum number of instance images allowed to be accessed in the resource pool; Determine whether the allocatable number of the cloud game instance image is less than the allocatable number of the restricted image; If the allocatable number of the cloud game instance image is less than the allocatable number of the restricted image, the allocatable number of the cloud game instance image is returned to the cloud server as the number of available instances of the cloud game; If the allocatable number of the cloud game instance image is not less than the allocatable number of the restricted image, the allocatable number of the restricted image is returned to the cloud server as the number of available instances of the cloud game.
2. A method for obtaining available cloud game instances according to claim 1, characterized in that: Among the allocatable number of cloud game instance images in the computing resource pool, the allocatable number of cloud game instance images = the total number of cloud game instance images - the total number of occupied cloud game instance images.
3. A method for obtaining available instances of cloud games according to claim 2, characterized in that: In the calculating the allocatable number of restricted images in the resource pool, the allocatable number of restricted images=the total number of restricted images-the total number of occupied restricted images.
4. The method for obtaining available instances of cloud games according to claim 1, characterized in that: If the cloud game only schedules one type of cloud game instance image on the resource pool, and all instance images on the resource pool share a restricted container, then the allocatable number of the cloud game instance images = the total number of the cloud game instance images - the number of occupied cloud game instance images; the allocatable number of restricted images = the restricted number of restricted containers - the number of occupied cloud game instance images - the number of occupied other instance images; wherein other instance images are other instance images on the same resource pool except the cloud game instance image.
5. The method for obtaining available instances of cloud games according to claim 1, characterized in that: If a cloud game schedules multiple cloud game instance images on one resource pool, and the multiple cloud game instance images on the resource pool use different restriction containers, then the allocatable number of the cloud game instance images = the total number of the multiple cloud game instance images - the total number of the multiple cloud game instances occupied; the allocatable number of the restricted images = the total restricted number of different restriction containers - the total number of the multiple cloud game instances occupied - the number of other instance images occupied; wherein other instance images are other instance images on the same resource pool except the cloud game instance image.
6. A method for obtaining available cloud game instances according to claim 1, characterized in that: If a cloud game schedules multiple cloud game instance images on one resource pool, and all instance images on the resource pool share a restricted container, then the allocatable number of the cloud game instance images = the total number of the multiple cloud game instance images - the number of the multiple cloud game instance images occupied; the allocatable number of the restricted images = the restricted number of the restricted container - the number of the multiple cloud game instance images occupied - the number of other instance images occupied; wherein other instance images are other instance images on the same resource pool except the cloud game instance image.
7. A method for obtaining available instances of cloud games according to claim 1, characterized in that: If the cloud game schedules one cloud game instance image on multiple resource pools, and the restriction containers on the multiple resource pools are also different, then the allocatable number of cloud game instance images and the allocatable number of restriction images in each resource pool are calculated respectively; wherein, the allocatable number of cloud game instance images in each resource pool = the total number of cloud game instance images - the number of occupied cloud game instance images; the allocatable number of restriction images in each resource pool = the restricted number of restriction containers - the number of occupied cloud game instance images - the number of occupied other instance images; wherein other instance images are other instance images except the cloud game instance image on the same resource pool.
8. A method for obtaining available cloud game instances according to claim 7, characterized in that: include: If the cloud game schedules the cloud game instance images on multiple resource pools, the number of available instances of the cloud game on each resource pool is returned to the cloud server.
9. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, which, when executed, implements a method for obtaining an available instance of a cloud game as described in any one of claims 1-8.
10. A device for obtaining available instances of cloud games, characterized in that: include: one or more processors; A memory for storing one or more computer programs, and one or more processors for executing one or more computer programs stored in the memory, so that one or more processors execute a method for obtaining an available instance of a cloud game as described in any one of claims 1-8.