Game real-time information high-speed transmission system based on multi-channel self-adaption

Through a multi-channel adaptive high-speed transmission system for real-time game information, delays are detected and transmission parameters are corrected in real time, solving network interference and delay problems in games and improving data transmission efficiency and game smoothness.

CN120658781AActive Publication Date: 2025-09-16GUANGDONG TEAMTOP INFORMATION TECH

Patent Information

Application Number
CN202510743825.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-05
Publication Date
2025-09-16
Estimated Expiration
2045-06-05

AI Technical Summary

Technical Problem

Existing technologies fail to take targeted measures to correct data transmission parameters based on the detected client delay, which affects the transmission efficiency of real-time game information and leads to network interference, delay, packet loss and disorder.

Method used

A multi-channel adaptive high-speed transmission system for real-time game information is adopted. By connecting the construction unit, data encapsulation unit, data transmission unit, verification unit, update unit, broadcast unit, response unit, delay detection unit and analysis unit, it can detect delays in real time and correct transmission parameters, including compression ratio, priority, split transmission and time calibration.

Benefits of technology

It improves the transmission efficiency of real-time game information, reduces delays and packet loss, ensures game smoothness and synchronization, and optimizes network resource utilization.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of communication, in particular to a multi-channel self-adaption-based game real-time information high-speed transmission system, which comprises a connection construction unit, a data encapsulation unit, a data transmission unit, a verification unit, an updating unit, a broadcasting unit, a response unit, a delay detection unit and an analysis unit, and the analysis unit determines whether the transmission of the protocol packet is qualified or not based on the value of the average delay, and corrects the transmission parameters of the protocol packet in time when the transmission of the protocol packet is judged to be abnormal, so that the transmission efficiency of the game real-time information is improved.
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Description

Technical Field

[0001] The present invention relates to the field of communication technology, and in particular to a multi-channel adaptive real-time game information high-speed transmission system. Background Art

[0002] Real-time game information transmission systems face numerous challenges. For one thing, network resource utilization is inefficient. During data transmission in multiplayer online games, multiple players interact simultaneously, and game data is easily interfered with by other network traffic. This increases data transmission latency and can cause some players to experience game lag.

[0003] On the other hand, the network environment is complex, and data packets may be lost or out of order during transmission, which will cause the game status to be updated untimely or inaccurately.

[0004] Chinese Patent Publication No.: CN107371267B discloses a data transmission method and terminal, including: when a terminal UE is scheduled to use a first transmission time interval in a subframe to retransmit uplink data or perform initial uplink data transmission, the UE receives an uplink scheduling for a second transmission time interval for the same subframe; the UE obtains data of an RB transmitted using the second transmission time interval resources for transmission, wherein the first transmission time interval is greater than the second transmission time interval. If the UE cannot use the resources scheduled twice for data transmission at the same time, the above method can be used to ensure that the data of the RB transmitted using the second transmission time interval resources is transmitted first, and the data can be data of a delay-sensitive service, such as voice service data, game service data, etc.; it can be seen that the existing technology has the following problems: it does not take into account the adoption of targeted measures to timely correct the data transmission parameters based on the detected client delay, which affects the transmission efficiency of the real-time game information. Summary of the Invention

[0005] To this end, the present invention provides a high-speed transmission system for real-time game information based on multi-channel adaptation, which is used to overcome the problem in the prior art that targeted measures are not taken according to the detected client delay to timely correct data transmission parameters, thereby affecting the transmission efficiency of real-time game information.

[0006] To achieve the above objectives, the present invention provides a multi-channel adaptive real-time game information high-speed transmission system, comprising: A connection building unit, which is provided in the client and is used to establish a multi-channel connection between the client and the server; A data encapsulation unit, which is provided in the client and connected to the connection establishment unit, is used to encapsulate the data uploaded by the client to generate a protocol packet; a data transmission unit, which is provided in the client and is connected to the connection establishment unit and the data encapsulation unit respectively, and is used to send the protocol packet to the server through multiple channels; a verification unit, which is provided in the server and connected to the data transmission unit, and is used to verify the received protocol packet; An updating unit, which is provided in the server and connected to the verification unit, is used to update the game state according to the verified protocol package and generate an update instruction based on the updated game state; a broadcast unit, which is provided in the server and connected to the data transmission unit and the update unit respectively, and is used to broadcast the update instruction to the client; a response unit, which is provided in the client and connected to the data transmission unit, and is used to update the local game state in the client based on the received update instruction; A delay detection unit is provided in the client and is connected to the connection establishment unit and the data transmission unit respectively, for periodically detecting the delay duration of the client operation; An analysis unit is provided in the client and is respectively connected to the data transmission unit, the verification unit, the data encapsulation unit, the response unit and the delay detection unit, for determining whether the transmission of the protocol packet is qualified based on the value of the average delay, and, when it is determined that the transmission of the protocol packet is abnormal, correcting the transmission parameters of the protocol packet, including real-time calculation of the predicted character's movement trajectory and updating the predicted game status to the local screen through the response unit, controlling the data transmission unit to adjust the compression ratio of the protocol packet to be transmitted to the corresponding value, updating the priority of the protocol packet, using the NTP protocol to calibrate the time of the server and the client, or controlling the data transmission unit to split the protocol packet for transmission.

[0007] Furthermore, under the condition that the running time of the analysis unit reaches an integer multiple of the preset test time, the analysis unit is configured to record the average of the delay time lengths obtained within the preset test time length as the average delay, and determine whether the transmission of the protocol packet is qualified based on the average delay, including: If the average delay is less than or equal to the first preset delay, it is determined that the transmission of the protocol packet is qualified, and each unit is controlled to continue to operate using the current operating parameters; If the average delay is less than or equal to the second preset delay and greater than the first preset delay, determining whether the transmission of the protocol packet is qualified in combination with the average traffic of the client; If the average delay is greater than the second preset delay, it is determined that the transmission of the protocol packet is abnormal, and the transmission parameters of the protocol packet are corrected based on the delay deviation.

[0008] Furthermore, the analyzing unit is used to determine whether the transmission of the protocol packet is qualified in combination with the average traffic of the client, including: To obtain the total amount of data sent and received by the client within the preset test time, and record the ratio of the calculated total amount of data to the preset test time as the average flow; If the average flow rate is less than or equal to the preset average flow rate, the data transmission unit set on the client is controlled based on the current number of processes of the client to adjust the compression ratio of the protocol packet to be transmitted to a corresponding value; If the average flow rate is greater than the preset average flow rate, it is determined that the transmission of the protocol packet is abnormal, and the transmission parameters of the protocol packet are corrected based on the delay deviation.

[0009] Furthermore, the analysis unit is used to control the data transmission unit to adjust the compression ratio of the protocol packet to be transmitted to a corresponding value based on the number of processes, wherein, The compression ratio increases in direct proportion to the number of processes.

[0010] Furthermore, the analyzing unit is configured to correct the transmission parameters of the protocol packet based on the delay deviation, including: Recording the difference between the calculated average delay and the second predetermined delay as a delay deviation; If the delay deviation is less than or equal to the first preset delay deviation, modifying the transmission parameters of the protocol packet based on the bandwidth usage; If the delay deviation is less than or equal to the second predetermined delay deviation and greater than the first predetermined delay deviation, modifying the transmission parameters of the protocol packet based on the delay difference parameter; If the delay deviation is greater than a second preset delay deviation, the data encapsulation unit is controlled to adjust the number of key frames to be encapsulated to a corresponding value based on the ratio of the delay deviation to the second preset delay deviation, and the prediction module included in the analysis unit calculates the movement trajectory of the predicted character in real time and updates the predicted game state to the local screen through the response unit; The analysis unit is used to determine the bandwidth share, monitor the network bandwidth occupied by the data transmission unit within a preset time window when the client and the server interact with each other, calculate the ratio of the network bandwidth to the maximum data transmission capacity that the network environment can provide within the same time window, and obtain the bandwidth share.

[0011] Furthermore, the analysis unit is used to modify the transmission parameters of the protocol packet based on the bandwidth ratio, including: If the bandwidth ratio is less than or equal to the first preset bandwidth ratio, the data transmission unit is controlled based on the number of processes to adjust the compression ratio of the protocol packet to be transmitted to a corresponding value; If the bandwidth ratio is less than or equal to the second preset bandwidth ratio and greater than the first preset bandwidth ratio, the priority of the protocol packet is updated to ensure bandwidth preemption capability; If the bandwidth ratio is greater than the second preset bandwidth ratio, the transmission parameters of the protocol packet are modified based on the delay difference parameter.

[0012] Furthermore, the analyzing unit is used to modify the transmission parameters of the protocol packet based on the delay difference parameter, including: The variance of each delay time obtained within the preset test time is recorded as a delay difference parameter; If the delay difference parameter is less than or equal to the preset delay difference parameter, the NTP protocol is used for calibration; If the delay difference parameter is greater than the preset delay difference parameter, the data transmission unit is controlled to split the protocol packet for transmission, and the number of splits of the protocol packet is adjusted to a corresponding value based on the packet loss rate.

[0013] Furthermore, the analysis unit is used to adjust the number of splits of the protocol packet to a corresponding value based on the packet loss rate, wherein, The increase in the number of protocol packet splits is proportional to the packet loss rate; The data transmission unit sends several test data packets, the verification unit counts the number of test data packets received, and the analysis unit calculates the ratio of the number of lost data packets to the total number of test data packets sent by the data transmission unit to obtain the packet loss rate, where the number of lost data packets is the difference between the number of test data packets sent and the number of test data packets received.

[0014] Furthermore, the number of key frames is adjusted to a corresponding value based on a deviation ratio between the delay deviation and a second preset delay deviation, wherein: The reduction in the number of keyframes is proportional to the deviation ratio.

[0015] Compared with the prior art, the beneficial effect of the present invention lies in that a connection construction unit, a data encapsulation unit, a data transmission unit, a verification unit, an update unit, a broadcast unit, a response unit, a delay detection unit and an analysis unit are set up. The analysis unit determines whether the transmission of the protocol packet is qualified based on the value of the average delay, and when it is determined that the transmission of the protocol packet is abnormal, the transmission parameters of the protocol packet are corrected in time, thereby improving the transmission efficiency of real-time game information.

[0016] Furthermore, the average delay characterizes the delay of the protocol packet. When the average delay is less than or equal to the first preset delay, the delay is low. In this case, the player's operation can be fed back to the game in a timely manner, the game is smooth, and the data transmission meets the requirements. When the average delay is less than or equal to the second preset delay and greater than the first preset delay, the delay will have a certain impact on the game experience, but it does not cause the game to be unable to play normally. In this case, the average traffic of the client is combined to determine whether the transmission of the protocol packet is qualified; when the average traffic is less than or equal to the preset average traffic, the traffic is small. At this time, due to insufficient network bandwidth or network congestion, the data transmission speed is slow at the current traffic level. In this case, the compression ratio of the protocol packet to be transmitted is adjusted to reduce the amount of data transmitted, reduce the occupancy of network bandwidth, improve the efficiency of data transmission, reduce delays, and further improve the transmission efficiency of real-time game information.

[0017] Furthermore, based on the delay deviation, the transmission parameters of the protocol packet are corrected. When the delay deviation is less than or equal to the first preset delay deviation, the transmission parameters of the protocol packet are corrected in combination with the bandwidth ratio. When the bandwidth ratio is less than or equal to the first preset bandwidth ratio, the delay is relatively small, and the network bandwidth occupied by the game process is small. In this case, the game capacity is small. At this time, the protocol packet is compressed to improve bandwidth utilization. When the bandwidth ratio is less than or equal to the second preset bandwidth ratio and greater than the first preset bandwidth ratio, the bandwidth ratio is too large. In this case, the game capacity is large. The priority of the protocol packet is updated to improve the bandwidth preemption capability and ensure smooth game play. Ensure that game data can be transmitted first, reduce delays, and improve the real-time nature of the game. When the bandwidth ratio is greater than the second preset bandwidth ratio, the bandwidth ratio is too high, resulting in network congestion and game freezes. The transmission parameters of the protocol packet are further corrected in combination with the delay difference parameter, further improving the transmission efficiency of real-time game information.

[0018] Furthermore, when the delay deviation is greater than the second preset delay deviation, indicating a large delay and an unstable network environment, the number of key frames is optimized, and the number of key frames transmitted is reduced by analyzing game data and predicting the game character's movements and positions. This reduces network bandwidth usage, improves data transmission efficiency, and ensures smooth gameplay.

[0019] Furthermore, when the delay deviation is less than or equal to the second preset delay deviation and greater than the first preset delay deviation, the delay is relatively large. The transmission parameters of the protocol packet are corrected based on the delay variance parameter. The delay variance parameter represents the fluctuation of the delay. When the delay variance parameter is less than or equal to the preset delay variance parameter, the delay fluctuation is small, and there is a fixed delay deviation. In this case, there is a timing logic error between the server and the client, and the NTP protocol is used for time calibration. When the delay variance parameter is greater than the preset delay variance parameter, the delay fluctuation is large due to packet loss. In this case, the protocol packet is split into multiple small data packets and transmitted separately. This reduces the impact of packet loss on data transmission and further improves the transmission efficiency of real-time game information. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] Figure 1 This is a module block diagram of a multi-channel adaptive high-speed transmission system for real-time game information according to an embodiment of the present invention; Figure 2 This is a logic decision diagram for an analysis unit according to an embodiment of the present invention to determine whether the transmission of a protocol packet is qualified based on the average delay. DETAILED DESCRIPTION

[0021] In order to make the objects and advantages of the present invention more clearly understood, the present invention is further described below in conjunction with embodiments; it should be understood that the specific embodiments described herein are merely used to explain the present invention and are not intended to limit the present invention.

[0022] The preferred embodiments of the present invention are described below with reference to the accompanying drawings. It should be understood by those skilled in the art that these embodiments are only used to explain the technical principles of the present invention and are not intended to limit the scope of protection of the present invention.

[0023] It should be noted that, in the description of the present invention, terms such as "up", "down", "left", "right", "inside", and "outside" indicating directions or positional relationships are based on the directions or positional relationships shown in the accompanying drawings. This is only for the convenience of description and does not indicate or imply that the device or element must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it cannot be understood as a limitation on the present invention.

[0024] Furthermore, it should be noted that, in the description of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; mechanical connections or electrical connections; direct connections or indirect connections through an intermediate medium; and internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on specific circumstances.

[0025] See also Figure 1 and Figure 2 , which are respectively a module block diagram of a multi-channel adaptive high-speed transmission system for real-time game information according to an embodiment of the present invention, and a logic determination diagram for an analysis unit to determine whether the transmission of a protocol packet is qualified based on average delay; a multi-channel adaptive high-speed transmission system for real-time game information according to an embodiment of the present invention comprises: A connection building unit, which is provided in the client and is used to establish a multi-channel connection between the client and the server; A data encapsulation unit, which is provided in the client and connected to the connection establishment unit, is used to encapsulate the data uploaded by the client to generate a protocol packet; a data transmission unit, which is provided in the client and is connected to the connection establishment unit and the data encapsulation unit respectively, and is used to send the protocol packet to the server through multiple channels; a verification unit, which is provided in the server and connected to the data transmission unit, and is used to verify the received protocol packet; An updating unit, which is provided in the server and connected to the verification unit, is used to update the game state according to the verified protocol package and generate an update instruction based on the updated game state; a broadcast unit, which is provided in the server and connected to the data transmission unit and the update unit respectively, and is used to broadcast the update instruction to the client; a response unit, which is provided in the client and connected to the data transmission unit, and is used to update the local game state in the client based on the received update instruction; A delay detection unit is provided in the client and is connected to the connection establishment unit and the data transmission unit respectively, for periodically detecting the delay duration of the client operation; An analysis unit is provided in the client and is respectively connected to the data transmission unit, the verification unit, the data encapsulation unit, the response unit and the delay detection unit, for determining whether the transmission of the protocol packet is qualified based on the value of the average delay, and, when it is determined that the transmission of the protocol packet is abnormal, correcting the transmission parameters of the protocol packet, including real-time calculation of the predicted character's movement trajectory and updating the predicted game status to the local screen through the response unit, controlling the data transmission unit to adjust the compression ratio of the protocol packet to be transmitted to the corresponding value, updating the priority of the protocol packet, using the NTP protocol to calibrate the time of the server and the client, or controlling the data transmission unit to split the protocol packet for transmission.

[0026] Specifically, it can be understood that the connection construction unit in the client can establish a stable connection between the client and the server through a specific protocol to ensure that data can be transmitted normally between the two. The protocol can be a TCP protocol that provides a reliable connection and ensures the integrity of the data, or a UDP protocol with lower latency. This is an existing technology and will not be repeated here.

[0027] Specifically, the verification unit in the server can check the integrity and legality of the protocol packet by means of a check code, data format, etc., so as to verify the received protocol packet and ensure that the received protocol packet has not been tampered with or damaged.

[0028] Specifically, the update unit in the server can update the game state based on the data in the verified protocol packet and generate corresponding update instructions. The update unit calculates the latest game state based on the game rules and the client's operation and encapsulates this update information into update instructions. This is existing technology and will not be further described.

[0029] Specifically, the broadcast unit is used to determine the clients that need to receive update instructions based on the logic of the game, and broadcast the update instructions to the corresponding clients, so that all relevant clients can update the game status in time to ensure that all players can synchronize the game status. This is an existing technology and will not be repeated here.

[0030] Specifically, the delay detection unit periodically sends and receives test data packets to detect the delay between the client and the server by calculating the round-trip time of the data packets, thereby obtaining the delay duration.

[0031] Specifically, the client side consists of a connection establishment unit, a data encapsulation unit, a data transmission unit, a delay detection unit, a response unit, and an analysis unit. The connection establishment unit is connected to the data encapsulation unit, the data transmission unit, and the delay detection unit. The connection establishment unit establishes a connection between the client and the server using a specific protocol. Once the connection is successfully established, it provides a communication foundation for the data encapsulation unit and the data transmission unit. The data encapsulation unit encapsulates the data to be uploaded by the client according to the protocol format followed by the connection, and the data transmission unit uses this connection to send the encapsulated data to the server. The delay detection unit periodically sends and receives test data packets over the connection established by the connection establishment unit to calculate the delay duration. The data encapsulation unit is connected to the connection establishment unit and the data transmission unit. It receives the raw data generated by the client, encapsulates it into protocol packets that comply with the specific protocol, and then passes the protocol packets to the data transmission unit for transmission. The data transmission unit is connected to the connection establishment unit, the data encapsulation unit, and the response unit. Using the connection established by the connection establishment unit, it sends the protocol packets generated by the data encapsulation unit to the server. It is also responsible for receiving update instructions broadcast by the server and passing these instructions to the response unit for processing. The delay detection unit is connected to the connection establishment unit and the analysis unit. It periodically detects the delay between the client and the server through the connection established by the connection establishment unit and transmits the detected delay data to the analysis unit for analysis. The response unit is connected to the data transmission unit. It receives server update instructions transmitted by the data transmission unit and updates the local game status in the client according to these instructions.

[0032] Specifically, the server part includes a verification unit, an update unit, and a broadcast unit. The verification unit is connected to the data transmission unit and the update unit. It receives the protocol packet sent by the client data transmission unit, verifies it, checks the integrity and legitimacy of the data, and after verification, passes the data to the update unit to update the game status. The update unit is connected to the verification unit and the broadcast unit. It updates the game status according to the data passed by the verification unit, generates update instructions based on the updated game status, and then passes these instructions to the broadcast unit for broadcasting. The broadcast unit is connected to the update unit and the client's data transmission unit to receive the update instructions generated by the update unit and broadcast these instructions to the corresponding client's data transmission unit so that the client can update the local game status.

[0033] Specifically, under the condition that the running time of the analysis unit reaches an integer multiple of the preset test time, the analysis unit is used to record the average of the delay time obtained within the preset test time as the average delay, and determine whether the transmission of the protocol packet is qualified based on the average delay, including: If the average delay is less than or equal to the first preset delay, it is determined that the transmission of the protocol packet is qualified, and each unit is controlled to continue to operate using the current operating parameters; If the average delay is less than or equal to the second preset delay and greater than the first preset delay, determining whether the transmission of the protocol packet is qualified in combination with the average traffic of the client; If the average delay is greater than the second preset delay, it is determined that the transmission of the protocol packet is abnormal, and the transmission parameters of the protocol packet are corrected based on the delay deviation.

[0034] Specifically, the first preset delay is selected within the interval [47ms, 55ms], and the second preset delay is selected within the interval [120ms, 150ms].

[0035] Specifically, the analysis unit is used to determine whether the transmission of the protocol packet is qualified in combination with the average traffic of the client, including: To obtain the total amount of data sent and received by the client within the preset test time, and record the ratio of the calculated total amount of data to the preset test time as the average flow; If the average flow rate is less than or equal to the preset average flow rate, the data transmission unit set on the client is controlled based on the current number of processes of the client to adjust the compression ratio of the protocol packet to be transmitted to a corresponding value; If the average flow rate is greater than the preset average flow rate, it is determined that the transmission of the protocol packet is abnormal, and the transmission parameters of the protocol packet are corrected based on the delay deviation.

[0036] Specifically, the preset average traffic is selected within the interval [90 Kbps, 110 Kbps].

[0037] Specifically, the analysis unit includes a counter set at the client, and the counter is used to record the number of data bytes sent and received by the client.

[0038] Specifically, the average delay characterizes the delay of the protocol packet. When the average delay is less than or equal to the first preset delay, the delay is low. In this case, the player's operation can be fed back to the game in a timely manner, the game is smooth, and the data transmission meets the requirements. When the average delay is less than or equal to the second preset delay and greater than the first preset delay, the delay will have a certain impact on the game experience, but it does not cause the game to be unable to play normally. In this case, the average traffic of the client is combined to determine whether the transmission of the protocol packet is qualified; when the average traffic is less than or equal to the preset average traffic, the traffic is small. At this time, due to insufficient network bandwidth or network congestion, the data transmission speed is slow at the current traffic level. In this case, the compression ratio of the protocol packet to be transmitted is adjusted to reduce the amount of data transmission, reduce the occupancy of network bandwidth, improve the efficiency of data transmission, reduce delays, and further improve the transmission efficiency of real-time game information.

[0039] Specifically, the analysis unit is used to control the data transmission unit to adjust the compression ratio of the protocol packet to be transmitted to a corresponding value based on the number of processes, wherein, The compression ratio increases in direct proportion to the number of processes.

[0040] In this embodiment, optionally, The analyzing unit compares the number of processes with a first preset number of processes and a second preset number of processes; If the number of processes is less than or equal to the first preset number of processes, the data transmission unit is controlled to adjust the compression ratio of the protocol packet to be transmitted to 1.13 times the initial compression ratio; If the number of processes is less than or equal to the second preset number of processes and greater than the first preset number of processes, the data transmission unit is controlled to adjust the compression ratio of the protocol packet to be transmitted to 1.25 times the initial compression ratio; If the number of processes is greater than the second preset number of processes, the data transmission unit is controlled to adjust the compression ratio of the protocol packet to be transmitted to 1.5 times the initial compression ratio; The first preset number of processes is 5, and the second preset number of processes is 10.

[0041] Specifically, the analyzing unit may use Windows API to obtain information about processes currently running on the client, and count the number of processes to obtain the number of processes.

[0042] Specifically, the analyzing unit is configured to modify the transmission parameters of the protocol packet based on the delay deviation, including: Recording the difference between the calculated average delay and the second predetermined delay as a delay deviation; If the delay deviation is less than or equal to the first preset delay deviation, modifying the transmission parameters of the protocol packet based on the bandwidth usage; If the delay deviation is less than or equal to the second predetermined delay deviation and greater than the first predetermined delay deviation, modifying the transmission parameters of the protocol packet based on the delay difference parameter; If the delay deviation is greater than a second preset delay deviation, the data encapsulation unit is controlled to adjust the number of key frames to be encapsulated to a corresponding value based on the ratio of the delay deviation to the second preset delay deviation, and the prediction module included in the analysis unit calculates the movement trajectory of the predicted character in real time and updates the predicted game state to the local screen through the response unit; The analysis unit is used to determine the bandwidth share, monitor the network bandwidth occupied by the data transmission unit within a preset time window when the client and the server interact with each other, calculate the ratio of the network bandwidth to the maximum data transmission capacity that the network environment can provide within the same time window, and obtain the bandwidth share.

[0043] Specifically, the first preset delay deviation is selected within the interval [18ms, 20ms], and the second preset delay deviation is selected within the interval [42ms, 49ms].

[0044] Specifically, the analysis unit is used to modify the transmission parameters of the protocol packet based on the bandwidth usage, including: If the bandwidth ratio is less than or equal to the first preset bandwidth ratio, the data transmission unit is controlled based on the number of processes to adjust the compression ratio of the protocol packet to be transmitted to a corresponding value; If the bandwidth ratio is less than or equal to the second preset bandwidth ratio and greater than the first preset bandwidth ratio, the priority of the protocol packet is updated to ensure bandwidth preemption capability; If the bandwidth ratio is greater than the second preset bandwidth ratio, the transmission parameters of the protocol packet are modified based on the delay difference parameter.

[0045] Specifically, the transmission parameters of the protocol packet are corrected based on the delay deviation. When the delay deviation is less than or equal to the first preset delay deviation, the transmission parameters of the protocol packet are corrected in combination with the bandwidth ratio. When the bandwidth ratio is less than or equal to the first preset bandwidth ratio, the delay is relatively small and the network bandwidth occupied by the game process is small. In this case, the game capacity is small. At this time, the protocol packet is compressed to improve bandwidth utilization. When the bandwidth ratio is less than or equal to the second preset bandwidth ratio and greater than the first preset bandwidth ratio, the bandwidth ratio is too large. In this case, the game capacity is large. The priority of the protocol packet is updated to improve the bandwidth preemption capability and ensure smooth game play. Ensure that game data can be transmitted first, reduce delays, and improve the real-time nature of the game. When the bandwidth ratio is greater than the second preset bandwidth ratio, the bandwidth ratio is too high, resulting in network congestion and game freezes. The transmission parameters of the protocol packet are further corrected in combination with the delay difference parameters, further improving the transmission efficiency of real-time game information.

[0046] Specifically, when the delay deviation is greater than the second preset delay deviation, indicating a high delay and an unstable network environment, the system optimizes the number of key frames transmitted and reduces the number of key frames transmitted by analyzing game data to predict the character's movements and positions. This reduces network bandwidth usage, improves data transmission efficiency, and ensures smooth gameplay.

[0047] Specifically, the first preset bandwidth ratio is selected within the interval [0.17, 0.24], and the second preset bandwidth ratio is selected within the interval [0.48, 0.53].

[0048] Specifically, bandwidth usage represents the network resource usage of game data transmission. The maximum data transmission capacity that the network environment can provide within the same time window can be obtained through network device configuration information or parameters provided by the network service provider.

[0049] Specifically, the priority of each protocol packet can be updated by setting a priority field for each protocol packet of the client, and the protocol packet of the client can be set to the highest priority to ensure that the router or network card layer transmits each protocol packet first.

[0050] Specifically, the analyzing unit is configured to modify the transmission parameters of the protocol packet based on the delay difference parameter, including: The variance of each delay time obtained within the preset test time is recorded as a delay difference parameter; If the delay difference parameter is less than or equal to the preset delay difference parameter, the NTP protocol is used for calibration; If the delay difference parameter is greater than the preset delay difference parameter, the data transmission unit is controlled to split the protocol packet for transmission, and the number of splits of the protocol packet is adjusted to a corresponding value based on the packet loss rate.

[0051] Specifically, when the delay deviation is less than or equal to the second preset delay deviation and greater than the first preset delay deviation, the delay is relatively large. The transmission parameters of the protocol packet are corrected based on the delay variance parameter. The delay variance parameter characterizes the fluctuation of the delay. When the delay variance parameter is less than or equal to the preset delay variance parameter, the delay fluctuation is small, and there is a fixed delay deviation. In this case, there is a timing logic error between the server and the client, and the NTP protocol is used for time calibration. When the delay variance parameter is greater than the preset delay variance parameter, the delay fluctuation is large due to packet loss. In this case, the protocol packet is split into multiple small data packets and transmitted separately. This reduces the impact of packet loss on data transmission and further improves the transmission efficiency of real-time game information.

[0052] Specifically, when the delay difference parameter is less than or equal to the preset delay difference parameter and the delay variance is small, there is a timing logic error between the server and the client, resulting in a continuous delay. At this time, the NTP protocol is used to synchronize the client and server time through the network to eliminate the time deviation.

[0053] Specifically, the preset delay difference parameter is selected within the interval [9ms, 12ms].

[0054] Specifically, the analysis unit is used to adjust the number of splits of the protocol packet to a corresponding value based on the packet loss rate, wherein, The increase in the number of protocol packet splits is proportional to the packet loss rate; The data transmission unit sends several test data packets, the verification unit counts the number of test data packets received, and the analysis unit calculates the ratio of the number of lost data packets to the total number of test data packets sent by the data transmission unit to obtain the packet loss rate, where the number of lost data packets is the difference between the number of test data packets sent and the number of test data packets received.

[0055] In this embodiment, optionally, comparing the packet loss rate with a first preset packet loss rate and a second preset packet loss rate; If the packet loss rate is less than or equal to the first preset packet loss rate, the number of splits of the single protocol packet is adjusted to 1.1 times the initial number of splits; If the packet loss rate is less than or equal to the second preset packet loss rate and greater than the first preset packet loss rate, the number of splits of the single protocol packet is adjusted to 1.18 times the initial number of splits; If the packet loss rate is greater than the second preset packet loss rate, the number of splits of the single protocol packet is adjusted to 1.27 times the initial number of splits; The first preset packet loss rate is 0.15, and the second preset packet loss rate is 0.3.

[0056] Specifically, the number of key frames is adjusted to a corresponding value based on the deviation ratio between the delay deviation and the second preset delay deviation, wherein, The reduction in the number of keyframes is proportional to the deviation ratio.

[0057] Specifically, if the corrected number of key frames is a decimal, it is rounded up.

[0058] In this embodiment, optionally, comparing the deviation ratio with a first preset deviation ratio and a second preset deviation ratio; If the deviation ratio is less than or equal to the first preset deviation ratio, the number of key frames is adjusted to 0.92 times the initial number of key frames; If the deviation ratio is less than or equal to the second preset deviation ratio and greater than the first preset deviation ratio, the number of key frames is adjusted to 0.81 times the initial number of key frames; If the deviation ratio is greater than the second preset deviation ratio, the number of key frames is adjusted to 0.7 times the initial number of key frames; The first preset deviation ratio is 1.3, and the second preset deviation ratio is 1.5.

[0059] Specifically, when the delay deviation is greater than the second preset delay deviation, the specific process of the prediction module calculating the predicted character's movement trajectory in real time and updating the predicted game state to the local screen through the response unit is not limited and can be achieved through key frame prediction technology. The key frame prediction technology can predict the behavior and state of the game character and reduce the number of key frame transmissions; when the prediction module receives the instruction pressed by the user, the prediction module calculates the character's movement trajectory and updates it to the local screen. The update unit synchronously corrects the game state based on the key frame in the protocol packet sent by the client. When the prediction of the prediction module is consistent with the calculation result of the update unit, the current state continues to be maintained; when the prediction of the prediction module is inconsistent with the calculation result of the update unit, the update unit sends the correct update instruction to the broadcast unit, and the response unit makes adjustments based on the update instruction.

[0060] Specifically, a key frame is a frame that determines the state (position, action) of a game character in the game.

[0061] Thus far, the technical solutions of the present invention have been described in conjunction with the preferred embodiments shown in the accompanying drawings. However, it will be readily understood by those skilled in the art that the scope of protection of the present invention is obviously not limited to these specific embodiments. Without departing from the principles of the present invention, those skilled in the art may make equivalent changes or substitutions to the relevant technical features, and the technical solutions after such changes or substitutions will fall within the scope of protection of the present invention.

[0062] The foregoing description is merely a preferred embodiment of the present invention and is not intended to limit the present invention. Those skilled in the art will readily appreciate that the present invention is susceptible to various modifications and variations. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of the present invention are intended to be within the scope of protection of the present invention.

Claims

1. A multi-channel adaptive real-time game information high-speed transmission system, characterized by: include: A connection building unit, which is provided in the client and is used to establish a multi-channel connection between the client and the server; A data encapsulation unit, which is provided in the client and connected to the connection establishment unit, is used to encapsulate the data uploaded by the client to generate a protocol packet; a data transmission unit, which is provided in the client and is connected to the connection establishment unit and the data encapsulation unit respectively, and is used to send the protocol packet to the server through multiple channels; a verification unit, which is provided in the server and connected to the data transmission unit, and is used to verify the received protocol packet; An updating unit, which is provided in the server and connected to the verification unit, is used to update the game state according to the verified protocol package and generate an update instruction based on the updated game state; a broadcast unit, which is provided in the server and connected to the data transmission unit and the update unit respectively, and is used to broadcast the update instruction to the client; a response unit, which is provided in the client and connected to the data transmission unit, and is used to update the local game state in the client based on the received update instruction; A delay detection unit is provided in the client and is connected to the connection establishment unit and the data transmission unit respectively, for periodically detecting the delay duration of the client operation; An analysis unit is provided in the client and is respectively connected to the data transmission unit, the verification unit, the data encapsulation unit, the response unit and the delay detection unit, for determining whether the transmission of the protocol packet is qualified based on the value of the average delay, and, when it is determined that the transmission of the protocol packet is abnormal, correcting the transmission parameters of the protocol packet, including real-time calculation of the predicted character's movement trajectory and updating the predicted game status to the local screen through the response unit, controlling the data transmission unit to adjust the compression ratio of the protocol packet to be transmitted to the corresponding value, updating the priority of the protocol packet, calibrating the time between the server and the client using the NTP protocol, or controlling the data transmission unit to split the protocol packet for transmission.

2. The multi-channel adaptive real-time game information high-speed transmission system according to claim 1 is characterized in that: Under the condition that the running time of the analysis unit reaches an integer multiple of the preset inspection time, the analysis unit is configured to record the average of the delay time lengths obtained within the preset inspection time length as the average delay, and determine whether the transmission of the protocol packet is qualified based on the average delay, including: If the average delay is less than or equal to the first preset delay, it is determined that the transmission of the protocol packet is qualified, and each unit is controlled to continue to operate using the current operating parameters; If the average delay is less than or equal to the second preset delay and greater than the first preset delay, determining whether the transmission of the protocol packet is qualified in combination with the average traffic of the client; If the average delay is greater than the second preset delay, it is determined that the transmission of the protocol packet is abnormal, and the transmission parameters of the protocol packet are corrected based on the delay deviation.

3. The multi-channel adaptive real-time game information high-speed transmission system according to claim 2 is characterized in that: The analyzing unit is used to determine whether the transmission of the protocol packet is qualified in combination with the average traffic of the client, including: To obtain the total amount of data sent and received by the client within the preset test time, and record the ratio of the calculated total amount of data to the preset test time as the average flow; If the average flow rate is less than or equal to the preset average flow rate, the data transmission unit set on the client is controlled based on the current number of processes of the client to adjust the compression ratio of the protocol packet to be transmitted to a corresponding value; If the average flow rate is greater than the preset average flow rate, it is determined that the transmission of the protocol packet is abnormal, and the transmission parameters of the protocol packet are corrected based on the delay deviation.

4. The multi-channel adaptive real-time game information high-speed transmission system according to claim 3 is characterized in that: The analyzing unit is used to control the data transmission unit to adjust the compression ratio of the protocol packet to be transmitted to a corresponding value based on the number of processes, wherein, The compression ratio increases in direct proportion to the number of processes.

5. The multi-channel adaptive real-time game information high-speed transmission system according to claim 4 is characterized in that: The analyzing unit is configured to modify the transmission parameters of the protocol packet based on the delay deviation, including: Recording the difference between the calculated average delay and the second predetermined delay as a delay deviation; If the delay deviation is less than or equal to the first preset delay deviation, modifying the transmission parameters of the protocol packet based on the bandwidth usage; If the delay deviation is less than or equal to the second predetermined delay deviation and greater than the first predetermined delay deviation, modifying the transmission parameters of the protocol packet based on the delay difference parameter; If the delay deviation is greater than a second preset delay deviation, the data encapsulation unit is controlled to adjust the number of key frames to be encapsulated to a corresponding value based on the ratio of the delay deviation to the second preset delay deviation, and the prediction module included in the analysis unit calculates the movement trajectory of the predicted character in real time and updates the predicted game state to the local screen through the response unit; The analysis unit is used to determine the bandwidth share, monitor the network bandwidth occupied by the data transmission unit within a preset time window when the client and the server interact with each other, calculate the ratio of the network bandwidth to the maximum data transmission capacity that the network environment can provide within the same time window, and obtain the bandwidth share.

6. The multi-channel adaptive real-time game information high-speed transmission system according to claim 5, characterized in that: The analyzing unit is used to modify the transmission parameters of the protocol packet based on the bandwidth ratio, including: If the bandwidth ratio is less than or equal to the first preset bandwidth ratio, the data transmission unit is controlled based on the number of processes to adjust the compression ratio of the protocol packet to be transmitted to a corresponding value; If the bandwidth ratio is less than or equal to the second preset bandwidth ratio and greater than the first preset bandwidth ratio, the priority of the protocol packet is updated to ensure bandwidth preemption capability; If the bandwidth ratio is greater than the second preset bandwidth ratio, the transmission parameters of the protocol packet are modified based on the delay difference parameter.

7. The multi-channel adaptive real-time game information high-speed transmission system according to claim 6 is characterized in that: The analyzing unit is configured to modify the transmission parameters of the protocol packet based on the delay difference parameter, including: The variance of each delay time obtained within the preset test time is recorded as a delay difference parameter; If the delay difference parameter is less than or equal to the preset delay difference parameter, the NTP protocol is used for calibration; If the delay difference parameter is greater than the preset delay difference parameter, the data transmission unit is controlled to split the protocol packet for transmission, and the number of splits of the protocol packet is adjusted to a corresponding value based on the packet loss rate.

8. The multi-channel adaptive real-time game information high-speed transmission system according to claim 7 is characterized in that: The analyzing unit is used to adjust the number of splits of the protocol packet to a corresponding value based on the packet loss rate, wherein, The increase in the number of protocol packet splits is proportional to the packet loss rate; The data transmission unit sends several test data packets, the verification unit counts the number of test data packets received, and the analysis unit calculates the ratio of the number of lost data packets to the total number of test data packets sent by the data transmission unit to obtain the packet loss rate, where the number of lost data packets is the difference between the number of test data packets sent and the number of test data packets received.

9. The multi-channel adaptive real-time game information high-speed transmission system according to claim 8, characterized in that: The number of key frames is adjusted to a corresponding value based on a deviation ratio between the delay deviation and a second preset delay deviation, wherein: The reduction in the number of keyframes is proportional to the deviation ratio.

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