Third-party service access method and device, equipment and storage medium

By using monitoring nodes to detect the available IP addresses in each region when the game client sends access failure messages, the response lag of DNS resolution solutions is solved, and the rapid access and stability of third-party services is achieved, and the real-time and intelligent needs of global games are met.

CN120416320APending Publication Date: 2025-08-01GUANGZHOU SANQI DREAM NETWORK TECH CO LTD
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Patent Information

Application Number
CN202510440448.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-09
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

The existing DNS resolution solutions have problems such as lagging response and passive waiting for repair in third-party service access, which is difficult to meet the real-time, flexibility and intelligence requirements of global games for third-party service access.

Method used

When the game client sends access failure messages, the monitoring nodes use the monitoring node to detect the available IP addresses in each region, predict the access quality score based on geographical location and performance data, and filter out the optimal IP address for access.

Benefits of technology

It improves the access stability of third-party services, ensures the normal operation of the game business, and meets the real-time, flexibility and intelligence requirements of global games to access third-party services.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a third-party service access method and device, equipment and a storage medium, and relates to the technical field of games. The method comprises the following steps: when an access failure message of a third-party service sent by a game client is received, detecting available IP addresses of the third-party service in each region through monitoring nodes deployed in each region; predicting an access quality score of each available IP address based on the geographic position of the game client and the deployment region and performance data of each available IP address; sorting the available IP addresses in a descending order based on the access quality scores, and selecting at least one available IP address in the top of the sorting as a target IP address; and the target IP address is sent to the game client, so that the game client accesses the third-party service through the target IP address, the optimal IP address is screened out from the available IP addresses in other regions to access the third-party service, and the requirements of the global game for the real-time performance, the flexibility and the intelligence of accessing the third-party service are met.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a third-party service access method, apparatus, device, and storage medium. Background Art

[0002] With the rapid development of online gaming worldwide, third-party services have become an indispensable component of the gaming ecosystem. Players rely on these services for account authorization, cross-platform data synchronization, and virtual goods transactions. Game operators, in turn, rely on integrating third-party services to reduce development costs and enhance user experience. In a globally distributed network environment, regional differences in network infrastructure, regional network control policies, and server stability issues of third-party service providers lead to significant fluctuations in the accessibility of third-party service domain names. Specifically, players in certain regions experience timeouts when attempting to log in or pay due to unresolvable target domain names or excessive latency, directly impacting user retention and game revenue.

[0003] Currently, the industry generally uses DNS (Domain Name System) resolution solutions to address the issue of fluctuating accessibility of third-party services. DNS converts domain names into IP addresses, guiding players to access target servers through IP addresses. However, DNS relies on a caching mechanism to control the refresh cycle of resolution records. When the IP address corresponding to a domain name becomes unavailable due to a network failure, the client must wait for the DNS cache to expire and then re-initiate the query to obtain the updated resolution result. During this period, player requests will continue to be directed to the invalid IP address, causing player requests to continue to fail. Moreover, the DNS solution can only obtain a preset list of IP addresses through recursive queries. If all IP addresses in the list are unavailable, the system will not be able to provide alternative solutions and can only wait for the service provider to fix the problem. Based on this, traditional DNS solutions are subject to response delays and passive waiting for repairs. As the globalization of games accelerates, the demand for high availability of third-party services is increasing day by day. Traditional DNS solutions can no longer meet the requirements of real-time, flexibility, and intelligence. Summary of the Invention

[0004] The present application provides a third-party service access method, apparatus, device, and storage medium. When access to a third-party service fails, the optimal IP address is screened out from available IP addresses in other regions, and the third-party service is quickly accessed through the optimal IP address. This solves the problems of delayed response and passive waiting for repair in the prior art, and meets the real-time, flexible, and intelligent requirements of global games for third-party service access.

[0005] In a first aspect, the present application provides a third-party service access method, which is applied to a game server, comprising:

[0006] When receiving an access failure message of a third-party service sent by a game client, detect the available IP addresses of the third-party service in each region through monitoring nodes deployed in each region;

[0007] Based on the geographical location of the game client and the deployment region and performance data of each available IP address, predict the access quality score of each available IP address;

[0008] Sort the available IP addresses in descending order based on the access quality score, and select at least one available IP address with a higher ranking as the target IP address;

[0009] Send the target IP address to the game client so that the game client can access the third-party service through the target IP address.

[0010] In a second aspect, the present application provides a third-party service access device applied to a game server, including:

[0011] An available IP determination module configured to detect the available IP addresses of the third-party service in each region through monitoring nodes deployed in each region when receiving an access failure message of the third-party service sent by a game client;

[0012] An available IP scoring module configured to predict the access quality score of each available IP address based on the geographical location of the game client and the deployment region and performance data of each available IP address;

[0013] A target IP determination module configured to sort the available IP addresses in descending order based on the access quality score and select at least one available IP address with a higher ranking as the target IP address;

[0014] A service access module configured to send the target IP address to the game client so that the game client can access the third-party service through the target IP address.

[0015] In a third aspect, the present application provides a third-party service access device, including:

[0016] One or more processors;

[0017] A memory storing one or more programs, when the one or more programs are executed by the one or more processors, enabling the one or more processors to implement the third-party service access method as in the first aspect.

[0018] In a fourth aspect, the present application provides a storage medium comprising computer-executable instructions, which, when executed by a computer processor, are used to execute the third-party service access method of the first aspect.

[0019] In this application, when receiving the access failure message of the third-party service sent by the game client, the available IP addresses of the third-party service in each region are detected by the monitoring nodes deployed in each region; based on the geographical location of the game client and the deployment area and performance data of each available IP address, the access quality score of each available IP address is predicted; each available IP address is sorted in descending order based on the access quality score, and at least one available IP address with the highest ranking is selected as the target IP address; the target IP address is sent to the game client so that the game client can access the third-party service through the target IP address. Through the above technical means, the available IP addresses of the third-party service in other regions can be detected by using the monitoring node, and the optimal IP address can be selected from multiple available IP addresses based on the geographical location of the game client and the deployment area and performance data of the available IP address, and the optimal IP address can be sent directly to the game client so that the game client can quickly access the third-party service based on the optimal IP address, ensuring that the third-party service can respond to user requests in a timely manner, improving the access stability of the third-party service, ensuring the normal operation of the game business, and meeting the real-time, flexibility and intelligence requirements of global games for access to third-party services. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] Figure 1 This is a flowchart of a third-party service access method provided by an embodiment of the present application;

[0021] Figure 2 This is a schematic diagram of the detection process of the monitoring node provided in an embodiment of the present application;

[0022] Figure 3 This is a flowchart of determining available IP addresses provided by an embodiment of the present application;

[0023] Figure 4 This is a flowchart of determining an access quality score provided by an embodiment of the present application;

[0024] Figure 5 This is the process of predicting access quality scores through deep learning algorithms adopted in the embodiments of the present application;

[0025] Figure 6 This is a schematic diagram of the process of a game client accessing a third-party service provided by an embodiment of the present application;

[0026] Figure 7 This is a schematic diagram of the structure of a third-party service access device provided in an embodiment of the present application;

[0027] Figure 8 It is a schematic structural diagram of a third-party service access device provided by an embodiment of the present application. Detailed implementation manners

[0028] In order to make the objectives, technical solutions, and advantages of the present application clearer, the following further describes the specific embodiments of the present application in detail with reference to the accompanying drawings. It can be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. Additionally, it should be noted that for the sake of convenience of description, only parts related to the present application are shown in the drawings rather than all the content. Before discussing the exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although the flowcharts describe the operations (or steps) as sequential processes, many of the operations can be implemented in parallel, concurrently, or simultaneously. In addition, the order of the operations can be rearranged. The process can be terminated when its operations are completed, but there can also be additional steps not included in the drawings. The process can correspond to a method, function, procedure, subroutine, subprogram, etc.

[0029] The terms "first", "second", etc. in the specification and claims of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present application can be implemented in an order other than those illustrated or described herein, and the objects distinguished by "first", "second", etc. are generally of the same type and do not limit the number of objects. For example, the first object can be one or multiple. In addition, "and / or" in the specification and claims means at least one of the connected objects, and the character " / ", generally represents an "or" relationship between the associated objects before and after.

[0030] Among the more common existing implementations, the industry generally uses DNS (Domain Name System) resolution to address the issue of fluctuating accessibility of third-party services. DNS converts domain names into IP addresses, guiding players to access target servers via those IP addresses. However, DNS relies on a caching mechanism to control the refresh cycle of resolution records. When the IP address corresponding to a domain name becomes unavailable due to network failure, the client must wait for the DNS cache to expire before re-initiating a query to obtain the updated resolution result. During this period, player requests will continue to be directed to the invalid IP address, causing continued failures. Furthermore, DNS solutions can only retrieve a preset list of IP addresses through recursive queries. If all IP addresses in the list are unavailable, the system cannot provide alternatives and can only wait for the service provider to fix the problem. Due to this, traditional DNS solutions suffer from delayed responses and passive waiting for fixes. With the accelerated globalization of gaming, the demand for high availability of third-party services is increasing, and traditional DNS solutions are no longer able to meet the requirements of real-time, flexibility, and intelligence.

[0031] To address the above issues, this embodiment provides a third-party service access method. When access to a third-party service fails, the method filters out the optimal IP address from available IP addresses in other regions, allowing rapid access to the third-party service through the optimal IP address. This ensures that the third-party service can respond to user requests in a timely manner, improves the access stability of the third-party service, ensures the normal operation of the gaming business, and meets the real-time, flexible, and intelligent requirements of global gaming for access to third-party services.

[0032] The third-party service access method provided in this embodiment can be executed by a third-party service access device, which can be implemented in software and / or hardware. The third-party service access device can be composed of two or more physical entities, or a single physical entity. For example, the third-party service access device can be a game server.

[0033] The third-party service access device is installed with at least one operating system, including but not limited to Android, Linux, and Windows. The third-party service access device can install at least one application based on the operating system. The application can be a native application of the operating system or an application downloaded from a third-party device or server. In this embodiment, the third-party service access device has at least one application that can execute the third-party service access method.

[0034] For ease of understanding, this embodiment is described by taking a game server as an example of the subject that executes the third-party service access method.

[0035] Figure 1 A flowchart of a third-party service access method provided by an embodiment of the present application is given.Figure 1 , the third-party service access method specifically includes:

[0036] S110. When receiving an access failure message of a third-party service sent by a game client, detect the available IP addresses of the third-party service in each region through monitoring nodes deployed in each region.

[0037] Exemplarily, when a player uses a third-party service to perform operations such as game login or payment on the game client, the game client looks up the local DNS cache according to the domain name of the third-party service to confirm whether the local DNS cache stores the IP address corresponding to the domain name. If so, access the resources of the third-party service through this IP address. If the local DNS cache does not store the IP address corresponding to the domain name, send a domain name resolution request to the local DNS server. The local DNS server resolves the local IP address of the domain name and feeds back the resolved local IP address to the game client. The game client accesses the resources of the third-party service through the received local IP address. When the game client fails to access the third-party service based on the local IP address sent by the local DNS server, re-access based on this local IP address. When the number of accesses to this local IP address reaches a preset number, generate an access failure message and send the access failure message to the game server. Among them, the access failure message is a message used by the game client to notify the game server that it cannot normally access the third-party service currently.

[0038] Optionally, the domain name configured by the third-party service in the local DNS server corresponds to multiple local IP addresses, that is, the local DNS server will determine multiple local IP addresses when resolving the domain name and send all the multiple local IP addresses to the game client. The game client accesses the third-party service through these local IP addresses in turn. When the number of accesses to each local IP address reaches the upper limit and the third-party service has not been successfully accessed yet, generate an access failure message and send the access failure message to the game server. Of course, in order to speed up the access to the third-party service, a preset duration can be set. Once the game client has not successfully accessed the third-party service through the local IP address resolved by the domain name after exceeding the preset duration, generate an access failure message and send the access failure message to the game server.

[0039] It should be noted that the reason for setting the game client to send an access failure message to the game server only after accessing the third-party service multiple times in this embodiment is that the access failure of the game client may be caused by temporary network fluctuations, and the access failure caused by network fluctuations can be resolved by multiple reconnections, so as to avoid each game client sending an access failure message to the game server when accessing fails once, reducing the load of the game server.

[0040] In this embodiment, as a global service, the third-party service deploys IP addresses corresponding to domain names in each region. For example, the IP addresses deployed in region A are A1, A2, and A3, and the IP addresses deployed in region B are B1 and B2. The DNS server in region A resolves the IP addresses A1, A2, and A3 from the domain name of the third-party service, and the DNS server in region B resolves the IP addresses B1 and B2 from the domain name of the third-party service. The game operator can deploy monitoring nodes in each region where the third-party service deploys IP addresses. The monitoring nodes can be regarded as monitoring devices set by the game operator in the corresponding regions. They can send access requests to the third-party service based on the local IP addresses of the third-party service, and analyze the availability of the local IP addresses according to the access responses, so as to detect the available IP addresses locally.

[0041] Exemplarily, Figure 2 is a schematic diagram of the detection process of the monitoring node provided by the embodiment of the present application. As Figure 2 shown, when the game client deployed in region D cannot access the third-party service through the IP address deployed by the third-party service in region D, it sends an access failure message to the game server. The game server resolves the deployment region of the game client from the access failure message, and determines the monitoring nodes deployed in other regions according to the deployment region. For example, the third-party service deploys corresponding IP addresses in regions A, B, C, and D, and the game client is located in region D, then it sends detection instructions to the monitoring node A, monitoring node B, and monitoring node C deployed in regions A, B, and C respectively. After receiving the detection instructions, the monitoring node A, monitoring node B, and monitoring node C request the DNS server in the corresponding region to resolve the domain name of the third-party service to obtain the IP addresses in the corresponding region, and access the third-party service one by one according to the IP addresses sent by the DNS server in the corresponding region. If the IP addresses resolved by the DNS server in region A from the domain name of the third-party service are A1, A2, and A3, the monitoring node A accesses the third-party service in sequence according to these three IP addresses. If it receives an access response returned by the third-party service, it confirms that the access to the third-party service is successful. The monitoring node can send the IP addresses used to access the third-party service to the game server as available IP addresses. For example, if the monitoring node A successfully accesses the third-party service through both the IP address A1 and the IP address A2, it sends the IP addresses A1 and A2 to the game server as available IP addresses. And so on, the game server can obtain the available IP addresses in regions B and C.

[0042] In addition, the monitoring node can also generate regional monitoring data according to the access response returned by the third-party service, return the regional monitoring data to the game server, and the game server filters the available IP addresses in the corresponding region according to the regional monitoring data. Specifically, Figure 3It is a flowchart for determining available IP addresses provided by an embodiment of the present application. As Figure 3 shown, the steps for determining available IP addresses specifically include S1101 - S1103:

[0043] S1101. Obtain the regional monitoring data sent by the monitoring nodes deployed in each region. The regional monitoring data includes the monitoring data of the IP addresses deployed by the third - party service in the corresponding region. The monitoring data is generated by the monitoring node based on the response of the third - party service when sending a simulated request to the third - party service based on the corresponding IP address.

[0044] Among them, the simulated request is an access request sent by the monitoring node simulating the client of the third - party service to the third - party service. Exemplarily, the monitoring node sends an access request to the third - party service through the IP address of the corresponding region, and the third - party service sends an access response to the monitoring node according to the access request. The monitoring node calculates the request failure rate based on the number of times the access request is sent, calculates the response delay based on the time difference between the access request and the access response, calculates the packet loss rate based on the number of sent and received data packets, packs the request failure rate, response delay, and packet loss rate to generate the monitoring data of the corresponding IP address, packs the monitoring data of all IP addresses in the region to generate the regional monitoring data, and sends the regional monitoring data to the game server. The game server can parse the monitoring data of each IP address deployed by the third - party service in this region from the regional monitoring data.

[0045] S1102. Determine the availability score of the IP address according to the key indicators in the monitoring data of the IP address; among them, the key indicators include the request failure rate, response delay, and packet loss rate.

[0046] Exemplarily, the request failure rate, response delay, and packet loss rate are normalized to convert them to a unified numerical range. The normalized request failure rate, response delay, and packet loss rate are weighted and summed to obtain the availability score of the corresponding IP address.

[0047] S1103. When the availability score is higher than the preset score threshold, determine the IP address as an available IP address.

[0048] Exemplarily, when the availability score of the IP address is higher than the preset score threshold, it indicates that the reliability and stability of the IP address for normal access to the third - party service are relatively high, and then the IP address is determined as an available IP address.

[0049] In this embodiment, the availability score of the IP address in the corresponding region is evaluated from the three key indicators of the request failure rate, response latency, and packet loss rate for the region monitoring data fed back by the monitoring node. Then, the IP addresses with high reliability and high stability are screened out as the available IP addresses according to the availability score, improving the reliability and stability of accessing the third-party service using the available IP addresses subsequently. Moreover, the screening of the available IP addresses can filter out some low-quality IP addresses to avoid re-evaluating the quality of these low-quality IP addresses later, which is beneficial to improving the screening efficiency of the optimal IP addresses and thus improving the access efficiency of the third-party service. That is to say, in this embodiment, the key indicators of the IP address collected by the monitoring node are first used to roughly screen the IP addresses to obtain the available IP addresses, and then the deployment region and performance data of the available IP addresses and the geographical location of the game client are used to finely screen the available IP addresses to obtain the optimal IP addresses.

[0050] S120. Predict the access quality score of each available IP address based on the geographical location of the game client and the deployment region and performance data of each available IP address.

[0051] Exemplarily, the distance score between the game client and the deployment region is evaluated according to the geographical location of the game client and the deployment region of the available IP address, the performance score of the available IP address is determined according to the performance data, and the weighted sum of the distance score and the performance score is obtained as the access quality score of the available IP address. Among them, the higher the access quality score, the higher the reliability, stability, and response real-time performance of the corresponding available IP address.

[0052] Optionally, Figure 4 is the flowchart for determining the access quality score provided by the embodiment of the present application. As Figure 4 shown, the steps for determining the access quality score specifically include S1201 - S1203:

[0053] S1201. Determine the geographical distance between the game client and the deployment region according to the geographical location of the game client and the deployment region of the available IP address.

[0054] Among them, the geographical location of the game client can be the geographical location of the region where it is located. For example, if the game client is located in Area D, then the geographical location of Area D is determined as the geographical location of the game client. Or, the geographical location of the game client can be the geographical location located through the positioning system. The game client adds the geographical location to the access failure message and sends it to the game server, and the game server parses the geographical location of the game client from the access failure message.

[0055] After that, the game server calculates the geographical distance between the game client and the deployment area of each available IP address based on the geographical location of the game client and the deployment area of each available IP address. It can be understood that the farther the game client is from the deployment area, the worse the reliability, stability, and real-time performance of the game client accessing the third-party service through the available IP address in that deployment area. Therefore, the geographical distance between the game client and the deployment area is one of the influencing factors for the access quality of the available IP address, and the access quality score of the available IP address can be accurately evaluated through the geographical distance between the game client and the deployment area.

[0056] S1202. Determine the time zone of the deployment area according to the deployment area of the available IP address, and determine each load fluctuation period of the available IP address according to the time zone of the deployment area and the time zone where the game client is located. The load fluctuation period includes a peak period, a trough period, and a normal period.

[0057] Exemplarily, for a global third-party service, the areas where its deployment IP addresses are located may be distributed across countries and continents, and the longitude spans of each area are relatively large, resulting in differences in time zones in each area. Generally speaking, the access to the third-party service is in the peak period at night and in the trough period in the late night, and the time zone differences in different areas cause differences in the access peak periods and access trough periods in each area. That is, at the same moment, area A is in the access peak period while area B is in the access trough period. When area A is in the peak period, more clients access the third-party service through the corresponding deployed IP address, and the load of the IP address is relatively large, resulting in lower reliability, stability, and real-time performance of the IP address.

[0058] In this embodiment, the load fluctuation situation of the IP address within a day is divided into a peak period, a trough period, and a normal period. The load of the IP address is relatively large during the peak period, normal during the normal period, and relatively low during the trough period. Since there is a time zone difference between the area where the game client is located and the deployment area, the time zone difference can be determined according to the time zone of the deployment area of the available IP address and the time zone of the game client. Each load fluctuation period of the available IP address is converted to the time zone where the game client is located according to the time zone difference, and each load fluctuation period of the available IP address in the time zone where the game client is located is obtained. For example, the peak period of the available IP address in area A is T1 to T2, the time zone of area A is the ninth time zone east, and the time zone of the game client is the eighth time zone east. The time zone where the game client is located differs from the time zone of area A by one hour. If the peak period of the available IP address in area A is converted to the time zone where the game client is located, the obtained peak period is T1 + 1 to T2 + 1. The time zone conversion of other load fluctuation periods is the same.

[0059] It is understandable that in this embodiment, the available IP addresses in each region are converted to the time zone where the game client is located, so as to ensure that the load fluctuation period of each available IP address and the request access time of the game client are under the same time reference, thereby improving the accuracy of the subsequent quality evaluation of the available IP addresses.

[0060] S1203. Predict the access quality score of the available IP address based on the geographical distance, load fluctuation period, and performance data of the available IP address.

[0061] Exemplarily, evaluate the distance score between the game client and the deployment region according to the geographical distance, determine the performance score of the available IP address according to the performance data, evaluate the time score of the available IP address according to the load fluctuation period of the available IP address and the current moment, and perform a weighted sum of the distance score, performance score, and time score to obtain the access quality score of the available IP address.

[0062] In this embodiment, the access quality score is evaluated from three dimensions of transmission delay caused by distance, node pressure caused by load fluctuation sections, and access restrictions caused by performance data through geographical distance, load fluctuation period, and performance data, improving the evaluation accuracy of the access quality score.

[0063] Optionally, a deep learning algorithm can be used to predict the access quality score of the available IP address based on the geographical distance, load fluctuation period, and performance data of the available IP address. Specifically, Figure 5 is the flowchart of predicting the access quality score through the deep learning algorithm adopted in the embodiment of the present application. As Figure 5 shown, the steps of predicting the access quality score through the deep learning algorithm specifically include S12031 - S12034:

[0064] S12031. Determine the spatial features according to the geographical distance.

[0065] Exemplarily, perform Z-score or Min-Max normalization processing on the geographical distances corresponding to each available IP address to obtain the spatial features corresponding to the available IP addresses.

[0066] S12032. Determine the time features according to the load fluctuation period and the current moment.

[0067] Among them, the current moment is the current time point corresponding to the time zone where the game client is located. Exemplarily, compare the load fluctuation period with the current moment to confirm whether the current moment is in a peak period, a trough period, or a normal period. Determine the corresponding time features according to the load fluctuation period in which the current moment is located.

[0068] S12033. Determine performance metric features based on performance data, where the performance data includes latency, bandwidth, packet loss rate, jitter, server load, and historical connection success rate.

[0069] Exemplarily, the performance data is collected by a monitoring node when detecting available IP addresses, and each performance metric in the performance data can characterize the reliability, stability, and real-time nature of the corresponding IP address. The performance metrics of the same type corresponding to each available IP address are processed through Z-score or Min-Max normalization to obtain the performance metric features of the corresponding type. For example, the latency of each available IP address is processed through Z-score or Min-Max normalization to obtain the latency features of each available IP address.

[0070] [[ID=�]]S12034. Input the spatial features, temporal features, and performance metric features into a pre-trained score prediction model to obtain the access quality score output by the score prediction model.

[0071] Exemplarily, the spatial features, temporal features, and performance metric features are concatenated and then input into a pre-trained score prediction model to obtain the access quality score output by the score prediction model. Among them, the score prediction model is pre-trained through a reinforcement learning algorithm. Specifically, the score prediction model can predict the access quality score of a corresponding sample IP address according to the sample features of the sample IP address, and the staff gives corresponding rewards to the prediction results based on the access results of the monitoring node accessing a third-party service through the sample IP address, so as to adjust the model parameters of the score prediction model according to the rewards.

[0072] In this embodiment, by performing multi-modal fusion on the features corresponding to the geographical distance, load fluctuation period, and performance metrics, and using the score prediction model to deeply mine the mapping relationship between the multi-modal fusion features and the reliability, stability, and real-time nature of the corresponding available IP addresses, the access quality score of the available IP addresses is accurately evaluated, improving the evaluation accuracy of the access quality score.

[0073] Optionally, the score prediction model includes an attention network and a fully connected network. The spatial features, temporal features, and performance metric features can be fused through the attention network to obtain multi-modal features; the multi-modal features are input into the fully connected network to obtain the access quality score output by the fully connected network. Exemplarily, the attention network performs weighted fusion on the spatial features, temporal features, and performance metric features and outputs multi-modal features, and the fully connected network performs convolution on the multi-modal features and then outputs the access quality score of the available IP address. In this embodiment, the attention network deeply mines the key features that affect the reliability, stability, and real-time nature of the available IP addresses, increases the weight ratio of the key features in the multi-modal features, significantly enhances the sensitivity of the model to high-value features, and improves the accuracy of the access quality score output by the fully connected network.

[0074] In this embodiment, since geographical distance and load fluctuation period are among the factors affecting the performance metrics of available IP addresses. For example, geographical distance affects the latency of available IP addresses, and the load fluctuation period affects the server load and historical connection success rate of available IP addresses. In this regard, the multi-head attention model can be used to mine the correlation relationships between spatial features, temporal features, and performance metric features. And the performance metric features directly reflect the performance of available IP addresses, and the self-attention model can be used to mine the key features affecting the performance of available IP addresses. Then, the outputs of the multi-head attention model and the self-attention model are combined to generate multi-modal features, so that the multi-modal features can more accurately express the reliability, stability, and real-time nature of available IP addresses. Specifically, the attention network includes a self-attention model and a multi-head attention model. The self-attention model can be used to fuse the performance metric features to obtain a first fused feature; the multi-head attention model can be used to fuse the spatial features, temporal features, and performance metric features to obtain a second fused feature; the first fused feature and the second fused feature are concatenated to obtain multi-modal features. For example, the metric features corresponding to latency, bandwidth, packet loss rate, jitter, server load, and historical connection success rate are input into the self-attention model, and the self-attention model performs weighted summation on these performance metric features according to the pre-trained feature weights to obtain a first fused feature. The spatial features, temporal features, and performance metric features are input into the multi-head attention model to obtain the features corresponding to the multi-head outputs of the multi-head attention model, and the features of the multi-head outputs are concatenated to obtain a second fused feature. Then, the first fused feature and the second fused feature are concatenated to obtain multi-modal features.

[0075] Furthermore, the performance requirements for available IP addresses vary in different business scenarios. For example, in the payment scenario, higher reliability and stability are required for available IP addresses, while in the login scenario, higher real-time performance is required. In this regard, when fusing performance metric features through the self-attention model, the feature weights of the self-attention model can be dynamically adjusted according to the business scenario of the game client; the performance metric features and the feature weights are weighted and summed through the self-attention model to obtain the first fused feature. For example, when the current game client accesses a third-party service for payment, the feature weights of performance metric features such as packet loss rate, jitter, server load, and historical connection success rate, which affect access reliability and stability, can be increased. When the current game client accesses a third-party service for login, the feature weights of performance metric features such as latency and bandwidth, which affect access real-time performance, can be increased. After adjusting the feature weights of the self-attention model, the performance metric features are input into the adjusted self-attention model, and the self-attention model performs weighted summation on the corresponding performance metric features based on the adjusted feature weights to obtain the first fused feature. In this embodiment, the feature weights of the self-attention model are adaptively adjusted according to the business scenario of the game client, so that when evaluating the access quality score of available IP addresses subsequently, the reliability, stability, or real-time performance of available IP addresses is given more consideration, which is more in line with the actual business scenario and improves the user experience.

[0076] S130. Sort all available IP addresses in descending order based on the access quality score, and select at least one available IP address with a higher ranking as the target IP address.

[0077] Exemplarily, after predicting the access quality scores of all available IP addresses, all available IP addresses are sorted in descending order according to the access quality score. The higher the ranking of the available IP address, the higher its reliability, stability, and real-time performance. One or more available IP addresses with a higher ranking can be selected as the target IP address. Among them, the target IP address is the IP address used by the game client to access the third-party service subsequently.

[0078] S140. Send the target IP address to the game client so that the game client can access the third-party service through the target IP address.

[0079] Exemplarily, after the game server determines the target IP address, it sends the target IP address to the game client. The game client sends an access request to the third-party service according to the target IP address to request the third-party service to authorize login or payment. When the game server sends multiple target IP addresses to the game client, the game client can access multiple target IP addresses in sequence until it successfully accesses the third-party service.

[0080] In order to more intuitively understand the process of the game client accessing the third-party service in this embodiment, this embodiment uses Figure 6 The process diagram of the game client accessing the third-party service is described as an example. Figure 6 As shown in the figure, the game client first accesses the third-party service through the local IP address provided by the DNS service. If the third-party service access fails, the game server is requested to search for an available IP address in another region and select a target IP address with high reliability, high stability, and high real-time performance from the available IP addresses. The game client then accesses the third-party service based on the target IP address.

[0081] In summary, the third-party service access method provided by the embodiment of the present application detects the available IP addresses of the third-party service in various regions through the monitoring nodes deployed in various regions when receiving the access failure message of the third-party service sent by the game client; predicts the access quality score of each available IP address based on the geographical location of the game client and the deployment area and performance data of each available IP address; sorts each available IP address in descending order based on the access quality score, and selects at least one available IP address with the highest ranking as the target IP address; sends the target IP address to the game client so that the game client accesses the third-party service through the target IP address. Through the above technical means, the available IP addresses of the third-party service in other regions can be detected by using the monitoring node, and the optimal IP address can be selected from multiple available IP addresses based on the geographical location of the game client and the deployment area and performance data of the available IP address, and the optimal IP address can be sent directly to the game client so that the game client can quickly access the third-party service based on the optimal IP address, ensuring that the third-party service can respond to user requests in a timely manner, improving the access stability of the third-party service, ensuring the normal operation of the game business, and meeting the real-time, flexibility and intelligence requirements of global games for third-party service access.

[0082] Based on the above embodiments, Figure 7 This is a schematic diagram of the structure of a third-party service access device provided in an embodiment of the present application. Figure 7 The third-party service access device provided in this embodiment specifically includes: an available IP determination module 21, an available IP scoring module 22, a target IP determination module 23 and a service access module 24.

[0083] The available IP determination module 21 is configured to detect the available IP addresses of the third-party service in various regions through the monitoring nodes deployed in various regions upon receiving the access failure message of the third-party service sent by the game client;

[0084] The available IP scoring module 22 is configured to predict the access quality score of each available IP address based on the geographical location of the game client and the deployment area and performance data of each available IP address;

[0085] The target IP determination module 23 is configured to sort the available IP addresses in descending order based on the access quality score, and select at least one available IP address with a higher ranking as the target IP address;

[0086] The service access module 24 is configured to send the target IP address to the game client so that the game client can access the third-party service through the target IP address.

[0087] Based on the above embodiments, the available IP determination module 21 includes: a monitoring data acquisition sub-module configured to acquire the regional monitoring data sent by the monitoring nodes deployed in each region, where the regional monitoring data includes the monitoring data of the IP addresses deployed by the third-party service in the corresponding region, and the monitoring data is generated by the monitoring nodes based on the responses of the third-party service when sending simulated requests to the corresponding IP addresses; an availability scoring sub-module configured to determine the availability score of the IP address according to the key metrics in the monitoring data of the IP address; where the key metrics include the request failure rate, response latency, and packet loss rate; an available IP determination sub-module configured to determine the IP address as an available IP address when the availability score is higher than the preset score threshold.

[0088] Based on the above embodiments, the available IP scoring module 22 includes: a geographical distance determination sub-module configured to determine the geographical distance between the game client and the deployment area according to the geographical location of the game client and the deployment area of the available IP address; a load fluctuation period determination sub-module configured to determine the time zone of the deployment area according to the deployment area of the available IP address, and determine each load fluctuation period of the available IP address according to the time zone of the deployment area and the time zone where the game client is located, and the load fluctuation periods include peak periods, valley periods, and normal periods; a quality scoring sub-module configured to predict the access quality score of the available IP address based on the geographical distance, load fluctuation periods, and performance data of the available IP address.

[0089] Based on the above embodiments, the quality evaluation sub-module includes: a spatial feature determination unit configured to determine spatial features according to geographical distances; a temporal feature determination unit configured to determine temporal features according to the load fluctuation period and the current moment; a performance index feature determination unit configured to determine performance index features according to performance data, where the performance data includes latency, bandwidth, packet loss rate, jitter, server load, and historical connection success rate; and a quality score prediction unit configured to input the spatial features, temporal features, and performance index features into a pre-trained score prediction model to obtain the access quality score output by the score prediction model.

[0090] Based on the above embodiments, the score prediction model includes an attention network and a fully-connected network; correspondingly, the quality score prediction unit includes: a feature fusion sub-unit configured to fuse the spatial features, temporal features, and performance index features through the attention network to obtain multi-modal features; and a quality score prediction sub-unit configured to input the multi-modal features into the fully-connected network to obtain the access quality score output by the fully-connected network.

[0091] Based on the above embodiments, the attention network includes a self-attention model and a multi-head attention model; correspondingly, the feature fusion sub-unit is configured to fuse the performance index features through the self-attention model to obtain a first fusion feature; fuse the spatial features, temporal features, and performance index features through the multi-head attention model to obtain a second fusion feature; and splice the first fusion feature and the second fusion feature to obtain multi-modal features.

[0092] Based on the above embodiments, the feature fusion sub-unit is configured to dynamically adjust the feature weights of the self-attention model according to the business scenario of the game client; and perform weighted summation of the performance index features and the feature weights through the self-attention model to obtain a first fusion feature.

[0093] As described above, when the third-party service access device provided by the embodiment of the present application receives an access failure message of a third-party service sent by a game client, it detects the available IP addresses of the third-party service in each region through monitoring nodes deployed in each region; based on the geographical location of the game client and the deployment region and performance data of each available IP address, it predicts the access quality score of each available IP address; sorts the available IP addresses in descending order based on the access quality score, and selects at least one available IP address with a higher ranking as the target IP address; sends the target IP address to the game client so that the game client can access the third-party service through the target IP address. Through the above technical means, it is possible to detect the available IP addresses of the third-party service in other regions by using monitoring nodes, screen out the optimal IP address from multiple available IP addresses according to the geographical location of the game client and the deployment region and performance data of the available IP address, and directly send the optimal IP address to the game client, so that the game client can quickly access the third-party service based on the optimal IP address, ensure that the third-party service can respond to user requests in a timely manner, improve the access stability of the third-party service, ensure the normal operation of the game service, and meet the requirements of real-time, flexibility and intelligence for third-party service access in global games.

[0094] The third-party service access device provided by the embodiment of the present application can be used to execute the third-party service access method provided by the above embodiment, and has corresponding functions and beneficial effects.

[0095] Figure 8 It is a schematic structural diagram of a third-party service access device provided by an embodiment of the present application. Refer to Figure 8 , the third-party service access device includes: a processor 31, a memory 32, a communication device 33, an input device 34, and an output device 35. The number of processors 31 in the third-party service access device can be one or more, and the number of memories 32 in the third-party service access device can be one or more. The processor 31, memory 32, communication device 33, input device 34, and output device 35 of the third-party service access device can be connected through a bus or other means.

[0096] The memory 32 is a computer-readable storage medium that can be used to store software programs, computer executable programs, and modules, such as the program instructions / modules corresponding to the third-party service access method of any embodiment of the present application (for example, the available IP determination module 21, the available IP scoring module 22, the target IP determination module 23, and the service access module 24 in the third-party service access device). The memory 32 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system and at least one application required for a function; the data storage area may store data created based on the use of the device, etc. In addition, the memory 32 may include a high-speed random access memory and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other non-volatile solid-state storage device. In some instances, the memory may further include a memory remotely located relative to the processor, and these remote memories may be connected to the device via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0097] The communication device 33 is used for data transmission.

[0098] The processor 31 executes various functional applications and data processing of the device by running software programs, instructions and modules stored in the memory 32, that is, implements the above-mentioned third-party service access method.

[0099] The input device 34 may be used to receive input digital or character information and generate key signal input related to user settings and function control of the device. The output device 35 may include a display device such as a display screen.

[0100] The third-party service access device provided above can be used to execute the third-party service access method provided in the above embodiment, and has corresponding functions and beneficial effects.

[0101] An embodiment of the present application also provides a storage medium containing computer-executable instructions, which, when executed by a computer processor, are used to execute a third-party service access method. The third-party service access method includes: upon receiving an access failure message of the third-party service sent by a game client, detecting the available IP addresses of the third-party service in various regions through monitoring nodes deployed in various regions; predicting the access quality score of each available IP address based on the geographical location of the game client and the deployment area and performance data of each available IP address; sorting the available IP addresses in descending order based on the access quality score, and selecting at least one available IP address with the highest ranking as the target IP address; and sending the target IP address to the game client so that the game client can access the third-party service through the target IP address.

[0102] Storage medium - Any of various types of memory devices or storage devices. The term "storage medium" is intended to include: installation media such as CD-ROMs, floppy disks or tape drives; computer system memory or random access memory such as DRAM, DDR RAM, SRAM, EDO RAM, Rambus RAM, etc.; non-volatile memory such as flash memory, magnetic media (such as hard disks or optical storage); registers or other similar types of memory elements, etc. The storage medium may also include other types of memory or combinations thereof. Additionally, the storage medium may be located in a first computer system in which the program is executed, or may be located in a different second computer system that is connected to the first computer system via a network (such as the Internet). The second computer system may provide program instructions to the first computer for execution. The term "storage medium" may include two or more storage media residing in different locations (such as in different computer systems connected via a network). The storage medium may store program instructions executable by one or more processors (e.g., embodied as a computer program).

[0103] Of course, for a storage medium containing computer-executable instructions provided by an embodiment of the present application, the computer-executable instructions are not limited to the above third-party service access method, and can also perform related operations in the third-party service access method provided by any embodiment of the present application.

[0104] The third-party service access device, storage medium, and third-party service access equipment provided in the above embodiments can execute the third-party service access method provided by any embodiment of the present application. For technical details not described in detail in the above embodiments, reference can be made to the third-party service access method provided by any embodiment of the present application.

[0105] The above is only the preferred embodiment of the present application and the technical principles applied. The present application is not limited to the specific embodiments here. Various obvious changes, re-adjustments, and substitutions that can be made by those skilled in the art will not depart from the protection scope of the present application. Therefore, although the present application has been described in more detail through the above embodiments, the present application is not limited to the above embodiments. Without departing from the concept of the present application, it may also include more other equivalent embodiments, and the scope of the present application is determined by the scope of the claims.

Claims

1. A third-party service access method, characterized in that, Applied to a game server, including: When receiving an access failure message of a third-party service sent by a game client, detecting available IP addresses of the third-party service in each region through monitoring nodes deployed in each region; Based on the geographical location of the game client and the deployment region and performance data of each available IP address, predicting the access quality score of each available IP address; Sorting each of the available IP addresses in descending order based on the access quality score, and selecting at least one available IP address with a higher ranking as the target IP address; Sending the target IP address to the game client so that the game client accesses the third-party service through the target IP address.

2. The third-party service access method according to claim 1, wherein The detecting available IP addresses of the third-party service in each region through monitoring nodes deployed in each region includes: Obtaining regional monitoring data sent by monitoring nodes deployed in each region, where the regional monitoring data includes monitoring data of IP addresses deployed by the third-party service in the corresponding region, and the monitoring data is generated by the monitoring node based on the response of the third-party service when sending a simulated request to the corresponding IP address; Determining the availability score of the IP address according to key indicators in the monitoring data of the IP address; where the key indicators include request failure rate, response latency, and packet loss rate; When the availability score is higher than a preset score threshold, determining the IP address as an available IP address.

3. The third-party service access method according to claim 1, wherein The predicting the access quality score of each available IP address based on the geographical location of the game client and the deployment region and performance data of each available IP address includes: Determining the geographical distance between the game client and the deployment region according to the geographical location of the game client and the deployment region of the available IP address; Determining the time zone of the deployment region according to the deployment region of the available IP address, and determining each load fluctuation period of the available IP address according to the time zone of the deployment region and the time zone where the game client is located, where the load fluctuation period includes peak period, trough period, and normal period; Predicting the access quality score of the available IP address based on the geographical distance, the load fluctuation period, and the performance data of the available IP address.

4. The third-party service access method according to claim 3, characterized in that, The predicting the access quality score of the available IP address based on the geographical distance, the load fluctuation period, and the performance data of the available IP address includes: Determining a spatial feature according to the geographical distance; Determining a time feature according to the load fluctuation period and the current time; Determining a performance metric feature according to the performance data, where the performance data includes latency, bandwidth, packet loss rate, jitter, server load, and historical connection success rate; Inputting the spatial feature, the time feature, and the performance metric feature into a pre-trained score prediction model to obtain the access quality score output by the score prediction model.

5. The third-party service access method according to claim 4, wherein The score prediction model includes an attention network and a fully connected network; Correspondingly, inputting the spatial feature, the temporal feature, and the performance metric feature into a pre-trained score prediction model to obtain the access quality score output by the score prediction model includes: Fusing the spatial feature, the temporal feature, and the performance metric feature through the attention network to obtain a multimodal feature; Inputting the multimodal feature into the fully connected network to obtain the access quality score output by the fully connected network.

6. The third-party service access method according to claim 5, wherein The attention network includes a self-attention model and a multi-head attention model; Correspondingly, the fusing the spatial feature, the temporal feature, and the performance metric feature through the attention network to obtain a multimodal feature includes: Fusing the performance metric feature through the self-attention model to obtain a first fused feature; Fusing the spatial feature, the temporal feature, and the performance metric feature through the multi-head attention model to obtain a second fused feature; Concatenating the first fused feature and the second fused feature to obtain a multimodal feature.

7. The third-party service access method according to claim 6, wherein The fusing the performance metric feature through the self-attention model to obtain a first fused feature includes: Dynamically adjusting the feature weights of the self-attention model according to the business scenario of the game client; Performing weighted summation of the performance metric feature and the feature weights through the self-attention model to obtain a first fused feature.

8. A third-party service access device, characterized in that, Applied to a game server, it includes: An available IP determination module, configured to detect the available IP addresses of the third-party service in each region through monitoring nodes deployed in each region when receiving an access failure message of the third-party service sent by the game client; An available IP scoring module, configured to predict the access quality scores of each of the available IP addresses based on the geographical location of the game client and the deployment region and performance data of each of the available IP addresses; A target IP determination module, configured to sort each of the available IP addresses in descending order based on the access quality scores, and select at least one available IP address with a higher ranking as the target IP address; A service access module, configured to send the target IP address to the game client, so that the game client accesses the third-party service through the target IP address.

9. A third-party service access device, characterized in that, It includes: One or more processors; A memory storing one or more programs, when the one or more programs are executed by the one or more processors, enabling the one or more processors to implement the third-party service access method according to any one of claims 1-7.

10. A storage medium containing computer-executable instructions, characterized in that, The computer-executable instructions are used to execute the third-party service access method according to any one of claims 1-7 when executed by a computer processor.