Multi-rendering instance management method and device based on unreal engine service
By intelligently evaluating and allocating server-side resources and dynamically adjusting the number of rendered instances, the performance bottleneck problem of PixelStreaming service when managing multiple rendered instances is solved, and efficient and stable service management and improved user experience is achieved.
Patent Information
- Application Number
- CN202411877640.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-19
- Publication Date
- 2025-03-25
AI Technical Summary
The PixelStreaming service cannot efficiently manage and schedule multiple rendering instances to adapt to hardware and network conditions on different server-sides, resulting in performance bottlenecks and inconsistent user experience.
By evaluating the server-side resource situation and the resource usage ratio of rendering instances, configuring the number and environment of pixel streaming services, setting resource thresholds, and initializing the rendering instance status table. Start the rendering program based on the rendering startup instruction, monitor the resource situation in real time, and dynamically adjust the number of rendering instances to ensure that the system runs without exceeding the resource threshold.
It realizes the optimization of resources and costs, efficient and stable service management, real-time performance feedback and hardware usage updates, quickly respond to user requests, and improves user experience.
Smart Images

Figure CN119690626A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the fields of computer software and network communication technology, and in particular to a multi-rendering instance management method and device based on Unreal Engine service. Background Art
[0002] In the field of modern computer graphics and network communications, with the development of cloud computing and Web technology, more and more graphics-intensive applications are migrating to the cloud to achieve centralized management and optimized utilization of resources. However, traditional graphics rendering technology faces performance bottlenecks and inconsistent user experience when dealing with large-scale user access and diverse hardware configurations.
[0003] Unreal Engine is a high-performance graphics engine widely used in game development, film and television production, and interactive applications. It provides powerful rendering capabilities and physical simulation functions, but traditional application scenarios are usually limited to local client computing and cannot distribute the rendering process to the server to reduce client computing pressure.
[0004] PixelStreaming service is an innovative feature of Unreal Engine, which allows rendering tasks to be distributed to the server side, and the rendering results are sent to the user's web browser or other client device in real time through streaming technology. However, in actual applications, PixelStreaming service cannot efficiently manage and schedule multiple rendering instances to adapt to different server-side hardware and network conditions, which is still a technical challenge. Summary of the invention
[0005] The embodiments of the present application provide a multi-rendering instance management method and device based on Unreal Engine service, which solves the technical problem in the prior art that the PixelStreaming service cannot efficiently manage and schedule multiple rendering instances to adapt to the hardware and network conditions of different server ends, and realizes resource and cost optimization, efficient and stable service management in the process of multi-rendering instance management, as well as the technical effects of realizing real-time performance feedback, real-time updating of hardware usage, and rapid response to user requests in the management process.
[0006] In a first aspect, an embodiment of the present application provides a multi-rendering instance management method based on an Unreal Engine service, including: evaluating the resource situation on the server side and the resource occupancy ratio of the rendering instance, obtaining the maximum number of rendering instances that can be carried, and configuring the number and environment of pixel stream services; setting a resource threshold and initializing a rendering instance status table; based on a rendering start instruction, querying the rendering instance status table, obtaining the port of the available rendering instance, and starting the rendering program corresponding to the port for rendering; recording the usage of the ports of all rendering instances, and updating the current resource situation and the rendering instance status table in real time to prevent repeated startup of the rendering instance; monitoring the current resource situation on the server side in real time, and if the current resource situation exceeds the resource threshold, closing the rendering instance that was recently started and being rendered, and prohibiting the startup of other available rendering instances in the rendering instance status table until the current resource situation is lower than the resource threshold; based on a rendering end instruction, closing the rendering instance, releasing the port occupied by the rendering instance, and updating the rendering instance status table.
[0007] In combination with the first aspect, in a possible implementation, the resource conditions include hardware performance of the server, size of hardware space resources, and energy consumption.
[0008] In combination with the first aspect, in a second possible implementation method, the resource situation on the server side and the resource occupancy ratio of the rendering instance are evaluated to obtain the maximum number of rendering instances that can be carried, and the number and environment of pixel stream services are configured, including: the server side starts a test rendering instance and executes a rendering instance test process; monitors the resource situation on the server side in real time and records the maximum resource occupancy on the server side; based on the maximum resource occupancy and the resource occupancy ratio of the rendering instance, the maximum number of rendering instances that can be carried is obtained; according to the maximum number of rendering instances that can be carried, the pairing device and signaling server on the server side are configured, and the rendering start item and rendering end item are configured.
[0009] In combination with the first aspect, in a third possible implementation method, based on the rendering start instruction, querying the rendering instance status table, obtaining the port of the available rendering instance, and starting the rendering program corresponding to the port to perform rendering, including: the browser side responds to the user operation and issues a rendering start instruction based on the HTTP protocol; the server side receives the rendering start instruction and verifies the resource status of the server side; queries and updates the rendering instance status table to obtain the port of the available rendering instance; based on the port of the available rendering instance, starts the rendering program to render the available rendering instance.
[0010] In combination with the third possible implementation method of the first aspect, in a fourth possible implementation method, after starting the rendering program and rendering the available rendering instance, it also includes: connecting to the pixel stream service, returning the rendering viewing address of the pixel stream service and the port of the rendering instance to the browser side to display the rendering process to the user.
[0011] In combination with the first aspect, in a fifth possible implementation, the real-time monitoring of the current resource status of the server side also includes feeding back the current resource status to the browser side to display the current resource status to the user.
[0012] In combination with the first aspect, in a sixth possible implementation method, the method of closing the rendering instance based on the rendering end instruction, releasing the port occupied by the rendering instance, and updating the rendering instance status table includes: issuing a rendering end instruction based on the browser side's response to the user operation, and specifying the port of the rendering instance to be closed; receiving the rendering end instruction through the server side, closing the specified rendering instance, releasing the port occupied by the rendering instance, and updating the status of the corresponding port in the rendering instance status table to a closed state.
[0013] In a second aspect, an embodiment of the present application provides a multi-rendering instance management device based on Unreal Engine services, the device being used to apply a multi-rendering instance management method based on Unreal Engine services, the device comprising: a server side and a browser side; the server side comprising: an evaluation unit for evaluating the resource situation of the server side and the resource occupancy ratio of the rendering instance; an environment configuration unit for configuring the number and environment of pixel stream services according to the evaluation results, setting resource thresholds, and initializing a rendering instance status table; a monitoring unit for recording the usage of ports of all rendering instances to prevent repeated startup of rendering instances, and for real-time monitoring of the current resource situation of the server side to prevent the current resource situation from exceeding the resource threshold; a rendering unit for starting / ending rendering of available rendering instances based on rendering start instructions / rendering end instructions; a browser side for responding to user operations, issuing rendering start instructions and rendering end instructions to the server side, and displaying the rendering process of the rendering instance to the user.
[0014] In a third aspect, an embodiment of the present application provides a device for executing a multi-rendering instance management method based on an Unreal Engine service, the device comprising: a processor; a memory for storing processor executable instructions; when the processor executes the executable instructions, the multi-rendering instance management method based on an Unreal Engine service as described in the first aspect or any possible implementation method of the first aspect is implemented.
[0015] In a fourth aspect, an embodiment of the present application provides a non-volatile computer-readable storage medium, wherein the non-volatile computer-readable storage medium includes a device for storing a computer program or instruction. When the computer program or instruction is executed, the multi-rendering instance management method based on the Unreal Engine service as described in the first aspect or any possible implementation method of the first aspect is implemented.
[0016] One or more technical solutions provided in the embodiments of the present application have at least the following technical effects or advantages:
[0017] (1) The embodiments of the present application improve the resource utilization efficiency of the server side and reduce the operating cost by intelligently evaluating and allocating the resources on the server side.
[0018] (2) The embodiment of the present application dynamically adjusts the number of rendering instances being rendered based on real-time monitoring data, ensuring that the system runs at the maximum number of rendering instances that can be supported without exceeding the resource threshold, ensuring that the system flexibly responds to user operations.
[0019] (3) The embodiments of the present application provide rendering services based on the hardware configuration and network conditions of the server used by the user, ensuring that all users can obtain a consistent high-quality rendering experience.
[0020] The embodiment of the present application achieves the technical effect of dynamically managing rendering instances by adopting the technical means of monitoring hardware performance and network status to decide whether to start a new rendering instance to adapt to the ever-changing resource requirements and network conditions of different users. The technical means of optimizing resource allocation and rapid response mechanism achieves the technical effect of quickly improving user experience in the application of server-side rendering technology. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments of the present application or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0022] Figure 1 A flowchart of a multi-rendering instance management method based on Unreal Engine services provided in an embodiment of the present application;
[0023] Figure 2 A flowchart for evaluating the resource status of a server provided in an embodiment of the present application;
[0024] Figure 3 A flowchart of rendering available rendering instances based on a rendering start instruction provided in an embodiment of the present application;
[0025] Figure 4 A structural diagram of a device for managing multiple rendering instances based on Unreal Engine services provided in an embodiment of the present application. DETAILED DESCRIPTION
[0026] The technical solutions in the embodiments of the present application will be described clearly and completely below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this application.
[0027] The embodiment of the present application provides a multi-rendering instance management method based on the Unreal Engine PixelStreaming service, which realizes efficient startup, management, resource allocation and rendering process control of rendering instances by intelligently monitoring and scheduling the memory, GPU (Graphics Processing Unit) and CPU (Central Processing Unit) resources of the local server. It improves the rendering efficiency and quality of graphics on the browser side, and is suitable for online application scenarios that require high-performance graphics processing and real-time interaction, such as 3D simulation training and digital twin online rendering.
[0028] This application provides a multi-rendering instance management method based on Unreal Engine service, such as Figure 1 As shown, Figure 1 It is a flowchart of a method for managing multiple rendering instances based on Unreal Engine services provided in an embodiment of the present application, including steps S1 to S6.
[0029] S1: Evaluate the server-side resource situation and the resource usage ratio of the rendering instance, obtain the maximum number of rendering instances that can be carried, and configure the number and environment of pixel stream services.
[0030] S2: Set resource thresholds and initialize the rendering instance state table.
[0031] S3: Based on the rendering start instruction, query the rendering instance state table to obtain the port of the available rendering instance, and start the rendering program corresponding to the port to perform rendering.
[0032] S4: Record the port usage of all rendering instances, and update the current resource situation and rendering instance status table in real time to prevent repeated startup of rendering instances.
[0033] S5: Monitor the current resource situation on the server side in real time. If the current resource situation exceeds the resource threshold, close the rendering instance that was recently started and is rendering, and prohibit starting other available rendering instances in the rendering instance status table until the current resource situation is lower than the resource threshold.
[0034] S6: Based on the rendering end instruction, close the rendering instance, release the port occupied by the rendering instance, and update the rendering instance status table.
[0035] The embodiment of the present application evaluates the resource situation of the server and the resource occupancy ratio of the rendering instance to obtain the maximum number of rendering instances that the server can carry, and configures the number and environment of pixel stream services based on the resource situation and the number of rendering instances, and sets the resource threshold, so that the server can operate with the highest resource utilization efficiency, thereby reducing the operating cost of the server-side rendering process. At the same time, the embodiment of the present application provides a rendering instance status table and a method for implementing multi-rendering instance management based on the rendering instance status table, which realizes dynamic adjustment of the number of rendering instances based on real-time monitoring data, can improve the flexible responsiveness of the server without exceeding the resource threshold, and solves the problem that the traditional cloud server cannot efficiently manage and schedule multiple rendering instances to adapt to the hardware and network conditions of different servers.
[0036] It should be noted that before executing the multi-rendering instance management method based on Unreal Engine service proposed in the embodiment of the present application, minimum hardware requirements and necessary file checks are required.
[0037] Taking Windows as an example, first you need to ensure that the GPU, memory, and processor on the server meet the minimum standards for starting the PixelStreaming service. You also need to check whether the Node.js environment is installed on the server and confirm whether the PixelStreaming service program and rendering executable program exist.
[0038] In the embodiment of the present application, the resource conditions mentioned in step S1 include the hardware performance of the server, the size of the hardware space resources and the energy consumption.
[0039] Specifically, these include parameters such as the server's central processing unit (CPU), graphics processing unit (GPU), memory, disk, and network bandwidth.
[0040] In the embodiment of the present application, step S1 evaluates the resource situation of the server and the resource occupancy ratio of the rendering instance, obtains the maximum number of rendering instances that can be carried, and configures the number and environment of the pixel stream service such as Figure 2 shown. Figure 2The flowchart for evaluating the resource status of the server provided in the embodiment of the present application includes steps 101 to 104.
[0041] Step 101: The server starts a test rendering instance and executes a rendering instance test process.
[0042] Step 102: Monitor the resource situation of the server in real time and record the highest resource occupancy of the server.
[0043] Step 103: Based on the highest resource occupancy and the resource occupancy ratio of the rendering instance, the maximum number of rendering instances that can be carried is obtained.
[0044] Step 104: configure the server-side pairing device and signaling server according to the maximum number of rendering instances that can be hosted, and configure the rendering start item and the rendering end item.
[0045] Exemplarily, the server side obtains the maximum number of rendering instances that the current server side can carry by determining the usage and consumption of the server side's CPU, GPU, memory, disk, and network bandwidth by the test rendering instance in the rendering instance test process.
[0046] At the same time, the server hardware and the bandwidth performance of the server network are evaluated. Specifically, the server CPU speed, memory capacity, hard disk type (mechanical hard disk or solid-state hard disk) and network bandwidth are analyzed. By monitoring the server response time, throughput, number of concurrent connections, CPU utilization and memory utilization, as well as real-time monitoring of bandwidth usage, the overall performance of the server is quantified, thereby identifying potential performance bottlenecks and optimizing resource allocation.
[0047] Specifically, in step 104, the matchmaker and signaling server of the Unreal Engine PixelStreaming service are automatically configured and started. The rendering start item and rendering end item of the rendering instance are automatically configured, and the rendering start item / rendering end item is used to start / end the rendering program in conjunction with the rendering start instruction / rendering end instruction issued by the browser.
[0048] It should be noted that in step S2, the server automatically configures the resource threshold of the server and initializes the rendering instance status table according to the maximum number of rendering instances, the number of pixel stream services and the environment evaluated in step S1.
[0049] Specifically, the rendering instance status table is used to record the usage of ports of all rendering instances, and to determine whether the rendering instance is enabled, that is, whether the rendering instance is running, based on the port usage. At the same time, the rendering instance status table is also used to allocate ports for newly started rendering instances and release ports for closed rendering instances.
[0050] In the embodiment of the present application, the specific process of performing rendering is as follows: based on the rendering start instruction, the rendering instance state table is queried to obtain the port of the available rendering instance, and the rendering program corresponding to the port is started. Figure 3 As shown, it includes steps 301 to 304.
[0051] Step 301: The browser responds to the user operation and issues a rendering start instruction based on the HTTP protocol.
[0052] Step 302: The server receives the rendering start instruction and verifies the resource status of the server.
[0053] Step 303: query and update the rendering instance status table to obtain the port of the available rendering instance.
[0054] Step 304: Based on the port of the available rendering instance, start the rendering program to render the available rendering instance.
[0055] Exemplarily, in step 304, the server side starts the rendering program using the automatically configured batch processing program.
[0056] In an embodiment of the present application, the starting rendering program mentioned in step 304, after rendering the available rendering instance, also includes connecting to the PixelStreaming pixel streaming service, returning the rendering viewing address of the PixelStreaming pixel streaming service and the port of the rendering instance to the browser side, so as to display the rendering process to the user.
[0057] In an embodiment of the present application, the real-time monitoring of the current resource status of the server mentioned in step S5 also includes feeding back the current resource status to the browser to display the current resource status to the user.
[0058] Exemplarily, after the rendering instance is started, the server side continuously monitors the network status and hardware resource situation of the server side, and updates and records the resource usage in real time. Specifically, the CPU, GPU, memory, and network bandwidth are monitored to prevent memory leaks and insufficient resources. Observe the input and output operations of the disk to ensure the health and response speed of the storage device. At the same time, based on the built-in sensors, the temperature problems of key hardware such as the CPU and GPU are detected to prevent hardware overheating from causing system instability or hardware damage. When the resource usage rate exceeds the resource threshold, the user is reminded that the resources in the current hardware are overloaded, and a suggestion to close the rendering instance is issued.
[0059] It should be noted that when a new rendering request is received, the server will verify whether the remaining resources meet the conditions for starting a new rendering instance. If the resources are sufficient, the server will query the rendering instance status table and start a new rendering instance port. Based on the port of the new rendering instance, the server will start the rendering program and render the available rendering instance.
[0060] Specifically, when a user requests to start a new rendering instance through the HTTP protocol, the server will first check whether the remaining resources meet the requirements for starting a new rendering instance. If so, it will apply for a port from the rendering instance status table and call the rendering startup item corresponding to the port. The browser will jump to "Server IP: Rendering Instance Port" based on the rendering startup item to make a request, and the pixel stream service will send the pixel stream to the browser after receiving the request.
[0061] In the embodiment of the present application, the step S6 mentioned in closing the rendering instance based on the rendering end instruction, releasing the port occupied by the rendering instance, and updating the rendering instance status table includes:
[0062] Based on the browser's response to the user's operation, a rendering end instruction is issued, and the port of the rendering instance to be closed is specified.
[0063] The server receives a rendering end instruction, closes the specified rendering instance, releases the port occupied by the rendering instance, and updates the status of the corresponding port in the rendering instance status table to a closed state.
[0064] Specifically, the user chooses to end one or more rendering instances, sends a rendering close request to the browser, and specifies the port of the rendering instance to be closed. The browser converts the rendering close request into a rendering end instruction (computer instruction), and sends the rendering end instruction to the server. After receiving the rendering end instruction, the server closes the rendering instance specified by the user and updates the status of the corresponding rendering instance in the rendering instance status table to the closed state.
[0065] When the user closes the web page, the browser also disconnects the long connection status of the pixel stream service. After receiving the disconnection information, the server will call the rendering shutdown item according to the port number of the disconnected object, release the corresponding port number, and update the rendering instance status table in real time.
[0066] Although the present application provides method operation steps as described in the embodiments or flowcharts, more or fewer operation steps may be included based on conventional or non-creative labor. The order of steps listed in this embodiment is only one way of executing the order of many steps and does not represent the only execution order. When the actual device or client product is executed, it can be executed in sequence or in parallel according to the method shown in this embodiment or the accompanying drawings (for example, in a parallel processor or multi-threaded processing environment).
[0067] like Figure 4 As shown, the embodiment of the present application also provides a multi-rendering instance management device 500 based on Unreal Engine service. The device includes a server end 510 and a browser end 520.
[0068] The server side 510 includes:
[0069] The evaluation unit 511 is used to evaluate the resource situation of the server side 510 and the resource occupancy ratio of the rendering instance.
[0070] The environment configuration unit 512 is used to configure the number and environment of pixel stream services according to the evaluation result, set resource thresholds, and initialize the rendering instance state table.
[0071] The monitoring unit 513 is used to record the usage of the ports of all rendering instances to prevent repeated startup of rendering instances, and to monitor the current resource situation of the server side 510 in real time to prevent the current resource situation from exceeding the resource threshold.
[0072] The rendering unit 514 is used to start / end rendering of the available rendering instance based on the rendering start instruction / rendering end instruction.
[0073] The browser side 520 is used to respond to user operations, send rendering start instructions and rendering end instructions to the server side 510, and display the rendering process of the rendering instance to the user.
[0074] Some modules in the apparatus described in the present application can be described in the general context of computer executable instructions executed by a computer, such as program modules. Generally, program modules include routines, programs, objects, components, data structures, classes, etc. that perform specific tasks or implement specific abstract data types. The present application can also be practiced in distributed computing environments, in which tasks are performed by remote processing devices connected through a communication network. In a distributed computing environment, program modules can be located in local and remote computer storage media including storage devices.
[0075] The devices or modules described in the above application embodiments can be implemented by computer chips or entities, or by products with certain functions. For the convenience of description, the above devices are described in various modules according to their functions. When implementing the embodiments of the present application, the functions of each module can be implemented in the same or multiple software and / or hardware. Of course, the module that implements a certain function can also be implemented by combining multiple sub-modules or sub-units.
[0076] The methods, devices or modules described in this application can be implemented in the form of computer-readable program codes. The controller can be implemented in any appropriate manner. For example, the controller can take the form of a microprocessor or processor and a computer-readable medium storing computer-readable program codes (such as software or firmware) that can be executed by the (micro) processor, logic gates, switches, application-specific integrated circuits (English: Application Specific Integrated Circuit; Abbreviation: ASIC), programmable logic controllers and embedded microcontrollers. Examples of controllers include but are not limited to the following microcontrollers: ARC 625D, Atmel AT91SAM, Microchip PIC18F26K20 and Silicone Labs C8051F320. The memory controller can also be implemented as part of the control logic of the memory. Those skilled in the art also know that in addition to implementing the controller in a purely computer-readable program code, the controller can be implemented in the form of logic gates, switches, application-specific integrated circuits, programmable logic controllers and embedded microcontrollers by logically programming the method steps. Therefore, this controller can be considered as a hardware component, and the devices included in it for implementing various functions can also be regarded as structures within the hardware component. Or even, the means for realizing various functions may be regarded as both a software module for realizing the method and a structure within a hardware component.
[0077] An embodiment of the present application also provides a device for executing a multi-rendering instance management method based on an Unreal Engine service, the device comprising: a processor; a memory for storing processor executable instructions; when the processor executes the executable instructions, the multi-rendering instance management method based on an Unreal Engine service as described in the embodiment of the present application is implemented.
[0078] The embodiment of the present application also provides a non-volatile computer-readable storage medium having a computer program or instruction stored thereon. When the computer program or instruction is executed, the multi-rendering instance management method based on the Unreal Engine service as described in the embodiment of the present application is implemented.
[0079] In addition, each functional module in each embodiment of the present application may be integrated into one processing module, or each module may exist independently, or two or more modules may be integrated into one module.
[0080] The above storage media include but are not limited to random access memory (RAM), read-only memory (ROM), cache, hard disk (HDD) or memory card. The memory can be used to store computer program instructions.
[0081] It can be known from the description of the above implementation methods that those skilled in the art can clearly understand that the present application can be implemented by means of software plus necessary hardware. Based on such an understanding, the technical solution of the present application can be essentially or partly contributed to the prior art in the form of a software product, or it can be reflected in the implementation process of data migration. The computer software product can be stored in a storage medium, such as ROM / RAM, a magnetic disk, an optical disk, etc., including a number of instructions for a computer device (which can be a personal computer, a mobile terminal, a server, or a network device, etc.) to execute the methods described in the various embodiments of the present application or certain parts of the embodiments.
[0082] The various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. All or part of this application can be used in many general or special computer system environments or configurations. For example: personal computers, server computers, handheld devices or portable devices, tablet devices, mobile communication terminals, multi-processor systems, microprocessor-based systems, programmable electronic devices, network PCs, minicomputers, mainframe computers, distributed computing environments including any of the above systems or devices, etc.
[0083] The above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit the present application. Although the present application has been described in detail with reference to the aforementioned embodiments, a person of ordinary skill in the art should understand that the technical solutions described in the aforementioned embodiments may still be modified, or some or all of the technical features thereof may be replaced by equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the present application.
Claims
1. A multi-rendering instance management method based on Unreal Engine service, characterized in that: include: Evaluate the server-side resource situation and the resource usage ratio of the rendering instance, obtain the maximum number of rendering instances that can be carried, and configure the number and environment of pixel streaming services; Set resource thresholds and initialize the rendering instance status table; Based on the rendering start instruction, query the rendering instance status table, obtain the port of the available rendering instance, and start the rendering program corresponding to the port to perform rendering; Record the port usage of all rendering instances, and update the current resource status and rendering instance status table in real time to prevent repeated startup of rendering instances; Monitor the current resource situation on the server side in real time. If the current resource situation exceeds the resource threshold, close the most recently started rendering instance that is rendering, and prohibit starting other available rendering instances in the rendering instance status table until the current resource situation is lower than the resource threshold. Based on the rendering end instruction, the rendering instance is closed, the port occupied by the rendering instance is released, and the rendering instance status table is updated.
2. The method according to claim 1, characterized in that The resource conditions include the hardware performance of the server, the size of the hardware space resources and the energy consumption.
3. The method according to claim 1, characterized in that The evaluation of the resource situation of the server and the resource occupancy ratio of the rendering instance, obtaining the maximum number of rendering instances that can be carried, and configuring the number and environment of pixel stream services include: The server starts the test rendering instance and executes the rendering instance test process; Monitor the server's resource status in real time and record the highest resource usage on the server; Based on the highest resource usage and the resource usage ratio of the rendering instances, the maximum number of rendering instances that can be hosted is obtained; Configure the server-side pairing device and signaling server according to the maximum number of rendering instances that can be hosted, and configure the rendering start and end items.
4. The method according to claim 1, characterized in that: The method of querying the rendering instance state table based on the rendering start instruction, obtaining the port of the available rendering instance, and starting the rendering program corresponding to the port to perform rendering includes: The browser responds to user operations and issues rendering start instructions based on the HTTP protocol; The server receives the rendering start instruction and verifies the resource status of the server; Query and update the rendering instance status table to obtain the ports of available rendering instances; Based on the port of the available rendering instance, the rendering program is started to render the available rendering instance.
5. The method according to claim 4, characterized in that After starting the rendering program and rendering the available rendering instance, the method further includes: Connect to the pixel streaming service and return the rendering viewing address of the pixel streaming service and the port of the rendering instance to the browser to display the rendering process to the user.
6. The method according to claim 1, characterized in that The real-time monitoring of the current resource situation on the server side also includes feeding back the current resource situation to the browser side to display the current resource situation to the user.
7. The method according to claim 1, characterized in that The method of closing the rendering instance based on the rendering end instruction, releasing the port occupied by the rendering instance, and updating the rendering instance state table includes: Based on the browser's response to the user's operation, a rendering end instruction is issued, and the port of the rendering instance to be closed is specified; The server receives a rendering end instruction, closes the specified rendering instance, releases the port occupied by the rendering instance, and updates the status of the corresponding port in the rendering instance status table to a closed state.
8. A multi-rendering instance management device based on Unreal Engine service, the device is used to apply a multi-rendering instance management method based on Unreal Engine service, characterized in that: Including server side and browser side; The server side includes: Evaluation unit, used to evaluate the resource situation on the server side and the resource usage ratio of the rendering instance; An environment configuration unit, used to configure the number and environment of pixel stream services according to the evaluation results, set resource thresholds, and initialize the rendering instance state table; The monitoring unit is used to record the usage of the ports of all rendering instances to prevent repeated startup of rendering instances, and to monitor the current resource situation of the server in real time to prevent the current resource situation from exceeding the resource threshold; A rendering unit, used to start / end rendering of an available rendering instance based on a rendering start instruction / rendering end instruction; The browser side is used to respond to user operations, send rendering start instructions and rendering end instructions to the server side, and display the rendering process of the rendering instance to the user.
9. A device for executing a multi-rendering instance management method based on Unreal Engine service, characterized in that: include: processor; a memory for storing processor-executable instructions; When the processor executes the executable instructions, the multi-rendering instance management method based on Unreal Engine service as described in any one of claims 1 to 7 is implemented.
10. A non-volatile computer-readable storage medium, characterized in that: The device comprises a computer program or an instruction for storing the computer program or the instruction. When the computer program or the instruction is executed, the multi-rendering instance management method based on the Unreal Engine service as claimed in any one of claims 1 to 7 is implemented.