Real-time information high-speed transmission system for games based on multi-channel adaptation

By using a multi-channel adaptive high-speed real-time game information transmission system, the transmission parameters of protocol packets are corrected in real time, solving the problems of network latency and packet loss in the game and improving the real-time performance and smoothness of the game.

CN120658781BActive Publication Date: 2026-03-31GUANGDONG TEAMTOP INFORMATION TECH
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-06-05
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

Existing technologies fail to take targeted measures to correct data transmission parameters based on detected client latency, affecting the transmission efficiency of real-time game information and causing network latency, packet loss, and game lag.

Method used

A multi-channel adaptive high-speed real-time game information transmission system is adopted. Through connection construction, data encapsulation, data transmission, verification, update, broadcast, response and latency detection units, combined with latency detection and analysis units, the transmission parameters of protocol packets are corrected in real time, including compression ratio, priority, split transmission and time calibration, etc., to optimize data transmission.

Benefits of technology

It improves the efficiency of real-time game information transmission, reduces latency and packet loss, ensures smooth and real-time gameplay, and adapts to changes in the network environment.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application relates to the technical field of communication, in particular to a multi-channel adaptive 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. The analysis unit determines whether the transmission of a protocol package is qualified based on the value of average delay, and timely corrects the transmission parameters of the protocol package when determining that the transmission of the protocol package is abnormal, so that the transmission efficiency of game real-time information is improved.
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Description

Technical Field

[0001] This invention relates to the field of communication technology, and in particular to a high-speed transmission system for real-time game information based on multi-channel adaptive transmission. Background Technology

[0002] Real-time information transmission systems for games face numerous challenges. On one hand, network resource utilization efficiency is low. During data transmission in multiplayer online games, multiple players interact simultaneously, making game data susceptible to interference from other network traffic, increasing transmission latency and causing lag for some players.

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

[0004] Chinese Patent Publication No. CN107371267B discloses a data transmission method and terminal, comprising: when a terminal UE is scheduled to perform uplink data retransmission or initial uplink data transmission in a subframe using a first transmission time interval, the UE receives uplink scheduling for a second transmission time interval for the same subframe; the UE acquires data from an RB (Relay Load Bank) that is transmitted using the second transmission time interval resource and transmits it, wherein the first transmission time interval is greater than the second transmission time interval. If the UE cannot simultaneously use the resources scheduled twice for data transmission, the above method can be used to ensure that data from an RB that is transmitted using the second transmission time interval resource is transmitted with priority. This data can be data from latency-sensitive services, such as voice service data, game service data, etc. Therefore, the prior art has the following problem: it does not consider taking targeted measures to promptly correct data transmission parameters based on the detected client latency, affecting the transmission efficiency of real-time game information. Summary of the Invention

[0005] To address this issue, the present invention provides a high-speed real-time game information transmission system based on multi-channel adaptive technology, which overcomes the problem in the prior art that it does not take into account the latency of the detected client and take targeted measures to correct the data transmission parameters in a timely manner, thus affecting the transmission efficiency of real-time game information.

[0006] To achieve the above objectives, the present invention provides a high-speed real-time game information transmission system based on multi-channel adaptive transmission, comprising:

[0007] A connection building block, set within the client, is used to establish multi-channel connections between the client and the server;

[0008] A data encapsulation unit, located within the client and connected to the connection building unit, is used to encapsulate and process the data uploaded by the client to generate protocol packets.

[0009] A data transmission unit, which is located in the client, is connected to the connection building unit and the data encapsulation unit respectively, and is used to send protocol packets to the server through multiple channels;

[0010] A verification unit, located within the server and connected to the data transmission unit, is used to verify the received protocol packets.

[0011] An update unit, located within the server and connected to the verification unit, is used to update the game state based on the verified protocol packet and generate an update command based on the updated game state.

[0012] A broadcast unit, located within the server, is connected to both the data transmission unit and the update unit, and is used to broadcast update instructions to the client.

[0013] A response unit, located within the client and connected to the data transmission unit, is used to update the local game state in the client based on the received update command.

[0014] A latency detection unit is installed within the client and is connected to both the connection building unit and the data transmission unit, respectively, to periodically detect the latency duration of the client operation;

[0015] An analysis unit, located within the client, is connected to the data transmission unit, the verification unit, the data encapsulation unit, the response unit, and the latency detection unit. It determines whether the transmission of the protocol packet is qualified based on the average latency value, and, when an abnormal transmission of the protocol packet is determined, corrects the transmission parameters of the protocol packet. This includes real-time calculation of the predicted character's movement trajectory and updating the predicted game state to the local screen via 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.

[0016] Furthermore, when the runtime of the analysis unit reaches an integer multiple of the preset verification duration, the analysis unit records the average value of each delay duration obtained within the preset verification duration as the average delay, and determines whether the transmission of the protocol packet is qualified based on the average delay, including:

[0017] If the average delay is less than or equal to the first preset delay, the transmission of the protocol packet is deemed qualified, and each unit is controlled to continue operating using the current operating parameters.

[0018] If the average delay is less than or equal to the second preset delay and greater than the first preset delay, then the transmission of the protocol packet is deemed qualified based on the client's average traffic.

[0019] If the average delay is greater than the second preset delay, the transmission of the protocol packet is determined to be abnormal, and the transmission parameters of the protocol packet are corrected based on the delay deviation.

[0020] Furthermore, the analysis unit is used to determine whether the transmission of protocol packets is qualified by combining the average traffic of the client, including:

[0021] This is used to obtain the total amount of data sent and received by the client within a preset inspection period, and the ratio of the calculated total amount of data to the preset inspection period is recorded as the average traffic.

[0022] If the average traffic is less than or equal to the preset average traffic, the compression ratio of the protocol packets to be transmitted will be adjusted to the corresponding value in the data transmission unit of the client based on the current number of processes of the client.

[0023] If the average traffic is greater than the preset average traffic, the transmission of the protocol packets is determined to be abnormal, and the transmission parameters of the protocol packets are corrected based on the delay deviation.

[0024] Furthermore, the analysis unit is used to control the data transmission unit to adjust the compression ratio of the protocol packets to be transmitted to a corresponding value based on the number of processes, wherein,

[0025] The increase in compression ratio is directly proportional to the number of processes.

[0026] Furthermore, the analysis unit is used to correct the transmission parameters of the protocol packet based on the delay deviation, including:

[0027] The difference between the calculated average delay and the second preset delay is recorded as the delay deviation.

[0028] If the delay deviation is less than or equal to the first preset delay deviation, the transmission parameters of the protocol packet are corrected based on the bandwidth ratio.

[0029] If the delay deviation is less than or equal to the second preset delay deviation and greater than the first preset delay deviation, then the transmission parameters of the protocol packet are corrected based on the delay difference parameter.

[0030] If the delay deviation is greater than the second preset delay deviation, the data encapsulation unit will adjust the number of key frames to be encapsulated to the corresponding value based on the ratio of the delay deviation to the second preset delay deviation. The prediction module included in the analysis unit will calculate the predicted movement trajectory of the character in real time and update the predicted game state to the local screen through the response unit.

[0031] The analysis unit is used to determine the bandwidth ratio, monitor the network bandwidth occupied by the data transmission unit within a preset time window when the client and server are interacting 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 ratio.

[0032] Furthermore, the analysis unit is used to correct the transmission parameters of the protocol packet based on the bandwidth ratio, including:

[0033] If the bandwidth percentage is less than or equal to the first preset bandwidth percentage, the data transmission unit will adjust the compression ratio of the protocol packets to be transmitted to the corresponding value based on the number of processes.

[0034] If the bandwidth percentage is less than or equal to the second preset bandwidth percentage but greater than the first preset bandwidth percentage, the priority of the protocol packet is updated to ensure bandwidth preemption capability.

[0035] If the bandwidth percentage is greater than the second preset bandwidth percentage, the transmission parameters of the protocol packet are corrected based on the delay difference parameter.

[0036] Furthermore, the analysis unit is used to correct the transmission parameters of the protocol packet based on the delay difference parameter, including:

[0037] The variance of each delay duration obtained within the preset test duration is recorded as the delay difference parameter;

[0038] If the delay difference parameter is less than or equal to the preset delay difference parameter, then the NTP protocol is used for calibration.

[0039] If the delay difference parameter is greater than the preset delay difference parameter, the control data transmission unit will split the protocol packet for transmission and adjust the number of protocol packet splits to the corresponding value based on the packet loss rate.

[0040] Furthermore, the analysis unit is used to adjust the number of protocol packets to a corresponding value based on the packet loss rate, wherein,

[0041] The increase in the number of protocol packet fragments is directly proportional to the packet loss rate;

[0042] The data transmission unit sends several test data packets, the verification unit counts the number of received test data packets, 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. The number of lost data packets is the difference between the number of sent test data packets and the number of received test data packets.

[0043] Furthermore, based on the ratio of the delay deviation to the second preset delay deviation, the number of keyframes is adjusted to a corresponding value, wherein,

[0044] The reduction in the number of keyframes is proportional to the ratio of the deviation.

[0045] Compared with the prior art, the beneficial effects of the present invention are that it sets up 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 latency detection unit, and an analysis unit. The analysis unit determines whether the transmission of the protocol packet is qualified based on the value of the average latency, and when the transmission of the protocol packet is determined to be abnormal, it corrects the transmission parameters of the protocol packet in a timely manner, thereby improving the transmission efficiency of real-time game information.

[0046] Furthermore, the average latency characterizes the latency of the protocol packets. When the average latency is less than or equal to the first preset latency, the latency is low. In this case, player actions can be reflected in the game in a timely manner, the game is smooth, and the data transmission meets the requirements. When the average latency is less than or equal to the second preset latency but greater than the first preset latency, the latency will have some impact on the game experience, but it will not prevent the game from running normally. In this case, the transmission of protocol packets is determined in conjunction with the average traffic of the client. When the average traffic is less than or equal to the preset average traffic, the traffic is low. 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 packets to be transmitted is adjusted to reduce the amount of data transmitted, reduce the network bandwidth occupation, improve the data transmission efficiency, reduce latency, and further improve the transmission efficiency of real-time game information.

[0047] Furthermore, the transmission parameters of the protocol packets are corrected based on the latency deviation. When the latency deviation is less than or equal to the first preset latency deviation, the transmission parameters of the protocol packets are corrected in conjunction with the bandwidth ratio. When the bandwidth ratio is less than or equal to the first preset bandwidth ratio, the latency is relatively low, and the network bandwidth occupied by the game process is less. In this case, the game size is small, and the protocol packets are compressed to improve bandwidth utilization. When the bandwidth ratio is less than or equal to the second preset bandwidth ratio but greater than the first preset bandwidth ratio, the bandwidth ratio is too high. In this case, the game size is large, and the priority of the protocol packets is updated to improve bandwidth contention and ensure smooth gameplay. This ensures that game data can be transmitted first, reducing latency and improving the real-time performance of the game. When the bandwidth ratio is greater than the second preset bandwidth ratio, the bandwidth ratio is too high, leading to network congestion and game lag. The transmission parameters of the protocol packets are further corrected in conjunction with the latency difference parameter, further improving the transmission efficiency of real-time game information.

[0048] Furthermore, when the latency deviation exceeds the second preset latency deviation, the latency is significant, and the network environment is unstable. In this case, the number of keyframes is optimized, and by analyzing game data and predicting the actions and positions of game characters, the number of keyframes transmitted is reduced. This reduces network bandwidth usage, improves data transmission efficiency, and ensures smooth gameplay.

[0049] Furthermore, when the delay deviation is less than or equal to the second preset delay deviation but 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 difference parameter, which characterizes the delay fluctuation. When the delay difference parameter is less than or equal to the preset delay difference parameter, the delay fluctuation is small, and a fixed delay deviation exists. 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 difference parameter is greater than the preset delay difference parameter, the delay fluctuation is large due to data packet loss. In this case, the protocol packet is split into multiple smaller data packets for separate transmission, reducing the impact of packet loss on data transmission and further improving the transmission efficiency of real-time game information. Attached Figure Description

[0050] Figure 1 This is a block diagram of a multi-channel adaptive high-speed game real-time information transmission system according to an embodiment of the present invention.

[0051] Figure 2 This is a logic diagram of the analysis unit in an embodiment of the present invention, which determines whether the transmission of a protocol packet is qualified based on the average delay. Detailed Implementation

[0052] To make the objectives and advantages of the present invention clearer, the present invention will be further described below with reference to embodiments; it should be understood that the specific embodiments described herein are merely for explaining the present invention and are not intended to limit the present invention.

[0053] Preferred embodiments of the present invention will now be described with reference to the accompanying drawings. Those skilled in the art should understand that these embodiments are merely illustrative of the technical principles of the present invention and are not intended to limit the scope of protection of the present invention.

[0054] It should be noted that in the description of this invention, the terms "upper", "lower", "left", "right", "inner", "outer", etc., which indicate 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 is not intended to indicate or imply that the device or element must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation of this invention.

[0055] Furthermore, it should be noted that, in the description of this invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this invention according to the specific circumstances.

[0056] Please see Figure 1 and Figure 2 The diagrams shown are, respectively, a block diagram of a high-speed real-time game information transmission system based on multi-channel adaptive ...

[0057] A connection building block, set within the client, is used to establish multi-channel connections between the client and the server;

[0058] A data encapsulation unit, located within the client and connected to the connection building unit, is used to encapsulate and process the data uploaded by the client to generate protocol packets.

[0059] A data transmission unit, which is located in the client, is connected to the connection building unit and the data encapsulation unit respectively, and is used to send protocol packets to the server through multiple channels;

[0060] A verification unit, located within the server and connected to the data transmission unit, is used to verify the received protocol packets.

[0061] An update unit, located within the server and connected to the verification unit, is used to update the game state based on the verified protocol packet and generate an update command based on the updated game state.

[0062] A broadcast unit, located within the server, is connected to both the data transmission unit and the update unit, and is used to broadcast update instructions to the client.

[0063] A response unit, located within the client and connected to the data transmission unit, is used to update the local game state in the client based on the received update command.

[0064] A latency detection unit is installed within the client and is connected to both the connection building unit and the data transmission unit, respectively, to periodically detect the latency duration of the client operation;

[0065] An analysis unit, located within the client, is connected to the data transmission unit, the verification unit, the data encapsulation unit, the response unit, and the latency detection unit. It determines whether the transmission of the protocol packet is qualified based on the average latency value, and, when an abnormal transmission of the protocol packet is determined, corrects the transmission parameters of the protocol packet. This includes real-time calculation of the predicted character's movement trajectory and updating the predicted game state to the local screen via 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.

[0066] Specifically, it can be understood that the connection building unit in the client can establish a stable connection between the client and the server through a specific protocol, ensuring that data can be transmitted normally between the two. The protocol can be TCP, which provides a reliable connection and guarantees the integrity of data, or UDP, which has low latency. These are existing technologies and will not be elaborated further.

[0067] Specifically, the verification unit in the server can check the integrity and legality of the protocol packet through methods such as check codes and data formats to verify the received protocol packet and ensure that the received protocol packet has not been tampered with or damaged.

[0068] Specifically, the update unit in the server can update the game state and generate corresponding update instructions based on the data from the verified protocol packets. The update unit calculates the latest game state based on the game rules and client operations, and encapsulates this update information into update instructions; this is existing technology and will not be elaborated further.

[0069] Specifically, the broadcast unit is used to determine the clients that need to receive update instructions based on the game logic, and broadcast the update instructions to the corresponding clients so that all relevant clients can update the game state in a timely manner, ensuring that all players can synchronize the game state. This is existing technology and will not be elaborated further.

[0070] Specifically, the latency detection unit periodically sends and receives test data packets to detect the latency between the client and the server by calculating the round-trip time of the data packets, thereby obtaining the latency duration.

[0071] Specifically, the client-side component includes a connection establishment unit, a data encapsulation unit, a data transmission unit, a latency detection unit, a response unit, and an analysis unit. The connection establishment unit, connected to the data encapsulation unit, data transmission unit, and latency detection unit, establishes a connection between the client and server using a specific protocol. Once the connection is successfully established, it provides the communication foundation for the data encapsulation and data transmission units. The data encapsulation unit encapsulates the data to be uploaded by the client according to the protocol format followed by the connection, while the data transmission unit uses this connection to send the encapsulated data to the server. The latency detection unit periodically sends and receives test data packets through the connection established by the connection establishment unit to calculate latency. The data encapsulation unit, connected to the connection establishment unit and data transmission unit, receives raw data generated by the client, encapsulates it into protocol packets conforming to a specific protocol, and then passes the protocol packets to the data transmission unit for transmission. The data transmission unit, connected to the connection establishment unit, data encapsulation unit, and response unit, uses the connection established by the connection establishment unit to send 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 latency detection unit, connected to the connection establishment unit and the analysis unit, periodically detects the latency between the client and the server through the connection established by the connection establishment unit, and transmits the detected latency data to the analysis unit for analysis. The response unit, connected to the data transmission unit, receives server update commands from the data transmission unit and updates the local game state on the client according to these commands.

[0072] Specifically, the server component includes a verification unit, an update unit, and a broadcast unit. The verification unit, connected to the data transmission unit and the update unit, receives protocol packets from the client's data transmission unit, verifies them, checks the integrity and validity of the data, and, upon successful verification, transmits the data to the update unit to update the game state. The update unit, connected to the verification unit and the broadcast unit, updates the game state based on the data transmitted by the verification unit, generates update commands based on the updated game state, and then transmits these commands to the broadcast unit for broadcast. The broadcast unit, connected to the update unit and the client's data transmission unit, receives the update commands generated by the update unit and broadcasts these commands to the corresponding client's data transmission unit so that the client can update its local game state.

[0073] Specifically, when the runtime of the analysis unit reaches an integer multiple of the preset verification duration, the analysis unit records the average value of each delay duration obtained within the preset verification duration as the average delay, and determines whether the transmission of the protocol packet is qualified based on the average delay, including:

[0074] If the average delay is less than or equal to the first preset delay, the transmission of the protocol packet is deemed qualified, and each unit is controlled to continue operating using the current operating parameters.

[0075] If the average delay is less than or equal to the second preset delay and greater than the first preset delay, then the transmission of the protocol packet is deemed qualified based on the client's average traffic.

[0076] If the average delay is greater than the second preset delay, the transmission of the protocol packet is determined to be abnormal, and the transmission parameters of the protocol packet are corrected based on the delay deviation.

[0077] Specifically, the first preset delay is selected within the range [47ms, 55ms], and the second preset delay is selected within the range [120ms, 150ms].

[0078] Specifically, the analysis unit is used to determine whether the transmission of protocol packets is qualified by combining the average traffic of the client, including:

[0079] This is used to obtain the total amount of data sent and received by the client within a preset inspection period, and the ratio of the calculated total amount of data to the preset inspection period is recorded as the average traffic.

[0080] If the average traffic is less than or equal to the preset average traffic, the compression ratio of the protocol packets to be transmitted will be adjusted to the corresponding value in the data transmission unit of the client based on the current number of processes of the client.

[0081] If the average traffic is greater than the preset average traffic, the transmission of the protocol packets is determined to be abnormal, and the transmission parameters of the protocol packets are corrected based on the delay deviation.

[0082] Specifically, the preset average flow rate is selected within the range of [90 Kbps, 110 Kbps].

[0083] Specifically, the analysis unit includes a counter set on the client side, which is used to record the number of data bytes sent and received by the client.

[0084] Specifically, average latency characterizes the latency of protocol packets. When the average latency is less than or equal to a first preset latency, the latency is low. In this case, player actions are reflected in the game promptly, the game runs smoothly, and data transmission meets requirements. When the average latency is less than or equal to a second preset latency but greater than the first preset latency, the latency will have some impact on the game experience, but it does not prevent normal gameplay. In this case, the transmission of protocol packets is determined in conjunction with the client's average traffic. When the average traffic is less than or equal to a preset average traffic, the traffic is low. At this time, due to insufficient network bandwidth or network congestion, the data transmission speed is slow under the current traffic level. In this case, the compression ratio of the protocol packets to be transmitted is adjusted to reduce the amount of data transmitted, reduce network bandwidth usage, improve data transmission efficiency, reduce latency, and further improve the transmission efficiency of real-time game information.

[0085] Specifically, the analysis unit is used to control the data transmission unit to adjust the compression ratio of the protocol packets to be transmitted to a corresponding value based on the number of processes.

[0086] The increase in compression ratio is directly proportional to the number of processes.

[0087] In this embodiment, optionally,

[0088] The analysis unit compares the number of processes with a first preset number of processes and a second preset number of processes.

[0089] If the number of processes is less than or equal to the first preset number of processes, the data transmission unit will adjust the compression ratio of the protocol packet to be transmitted to 1.13 times the initial compression ratio.

[0090] 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 will adjust the compression ratio of the protocol packet to be transmitted to 1.25 times the initial compression ratio.

[0091] If the number of processes is greater than the second preset number of processes, the data transmission unit will adjust the compression ratio of the protocol packets to be transmitted to 1.5 times the initial compression ratio.

[0092] The first preset number of processes is 5, and the second preset number of processes is 10.

[0093] Specifically, the analysis unit can use the Windows API to obtain information about the processes currently running on the client and count their number to obtain the total number of processes.

[0094] Specifically, the analysis unit is used to correct the transmission parameters of the protocol packet based on the delay deviation, including:

[0095] The difference between the calculated average delay and the second preset delay is recorded as the delay deviation.

[0096] If the delay deviation is less than or equal to the first preset delay deviation, the transmission parameters of the protocol packet are corrected based on the bandwidth ratio.

[0097] If the delay deviation is less than or equal to the second preset delay deviation and greater than the first preset delay deviation, then the transmission parameters of the protocol packet are corrected based on the delay difference parameter.

[0098] If the delay deviation is greater than the second preset delay deviation, the data encapsulation unit will adjust the number of key frames to be encapsulated to the corresponding value based on the ratio of the delay deviation to the second preset delay deviation. The prediction module included in the analysis unit will calculate the predicted movement trajectory of the character in real time and update the predicted game state to the local screen through the response unit.

[0099] The analysis unit is used to determine the bandwidth ratio, monitor the network bandwidth occupied by the data transmission unit within a preset time window when the client and server are interacting 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 ratio.

[0100] Specifically, the first preset delay deviation is selected within the range [18ms, 20ms], and the second preset delay deviation is selected within the range [42ms, 49ms].

[0101] Specifically, the analysis unit is used to correct the transmission parameters of the protocol packet based on the bandwidth ratio, including:

[0102] If the bandwidth percentage is less than or equal to the first preset bandwidth percentage, the data transmission unit will adjust the compression ratio of the protocol packets to be transmitted to the corresponding value based on the number of processes.

[0103] If the bandwidth percentage is less than or equal to the second preset bandwidth percentage but greater than the first preset bandwidth percentage, the priority of the protocol packet is updated to ensure bandwidth preemption capability.

[0104] If the bandwidth percentage is greater than the second preset bandwidth percentage, the transmission parameters of the protocol packet are corrected based on the delay difference parameter.

[0105] Specifically, the transmission parameters of the protocol packets are corrected based on the latency deviation. When the latency deviation is less than or equal to a first preset latency deviation, the transmission parameters of the protocol packets are corrected in conjunction with the bandwidth ratio. When the bandwidth ratio is less than or equal to the first preset bandwidth ratio, the latency is relatively low, and the network bandwidth used by the game process is less. In this case, the game size is small, and the protocol packets are compressed to improve bandwidth utilization. When the bandwidth ratio is less than or equal to a second preset bandwidth ratio but greater than the first preset bandwidth ratio, the bandwidth ratio is too high. In this case, the game size is large, and the priority of the protocol packets is updated to improve bandwidth contention and ensure smooth gameplay. This ensures that game data can be transmitted first, reducing latency and improving the real-time performance of the game. When the bandwidth ratio is greater than the second preset bandwidth ratio, the bandwidth ratio is too high, leading to network congestion and game lag. The transmission parameters of the protocol packets are further corrected in conjunction with the latency difference parameter, further improving the transmission efficiency of real-time game information.

[0106] Specifically, when the latency deviation exceeds the second preset latency deviation, the latency is significant, indicating an unstable network environment. In this case, the number of keyframes is optimized, and by analyzing game data and predicting the actions and positions of game characters, the number of keyframes transmitted is reduced. This reduces network bandwidth usage, improves data transmission efficiency, and ensures smooth gameplay.

[0107] Specifically, the first preset bandwidth ratio is selected within the range [0.17, 0.24], and the second preset bandwidth ratio is selected within the range [0.48, 0.53].

[0108] Specifically, bandwidth utilization reflects the network resource usage for game data transmission. The maximum data transmission capacity that the network environment can provide within the same time window can be obtained from network device configuration information or parameters provided by the network service provider.

[0109] Specifically, the priority of each protocol packet can be updated by setting a priority field for each protocol packet on the client, setting the client's protocol packets to the highest priority, so as to ensure that the router or network card layer transmits each protocol packet first.

[0110] Specifically, the analysis unit is used to correct the transmission parameters of the protocol packet based on the delay difference parameter, including:

[0111] The variance of each delay duration obtained within the preset test duration is recorded as the delay difference parameter;

[0112] If the delay difference parameter is less than or equal to the preset delay difference parameter, then the NTP protocol is used for calibration.

[0113] If the delay difference parameter is greater than the preset delay difference parameter, the control data transmission unit will split the protocol packet for transmission and adjust the number of protocol packet splits to the corresponding value based on the packet loss rate.

[0114] Specifically, when the delay deviation is less than or equal to the second preset delay deviation but 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 difference parameter, which characterizes the delay fluctuation. When the delay difference parameter is less than or equal to the preset delay difference parameter, the delay fluctuation is small, and a fixed delay deviation exists. 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 difference parameter is greater than the preset delay difference parameter, the delay fluctuation is large due to packet loss. In this case, the protocol packet is split into multiple smaller data packets for separate transmission, reducing the impact of packet loss on data transmission and further improving the transmission efficiency of real-time game information.

[0115] 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 continuous delay due to timing logic errors between the server and the client. In this case, the NTP protocol is used to synchronize the time of the client and the server over the network to eliminate the time deviation.

[0116] Specifically, the preset delay difference parameter is selected within the range [9ms, 12ms].

[0117] Specifically, the analysis unit is used to adjust the number of protocol packets to a corresponding value based on the packet loss rate, wherein,

[0118] The increase in the number of protocol packet fragments is directly proportional to the packet loss rate;

[0119] The data transmission unit sends several test data packets, the verification unit counts the number of received test data packets, 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. The number of lost data packets is the difference between the number of sent test data packets and the number of received test data packets.

[0120] In this embodiment, optionally,

[0121] Compare the packet loss rate with the first preset packet loss rate and the second preset packet loss rate;

[0122] If the packet loss rate is less than or equal to the first preset packet loss rate, the number of segments for a single protocol packet will be adjusted to 1.1 times the initial number of segments.

[0123] If the packet loss rate is less than or equal to the second preset packet loss rate but greater than the first preset packet loss rate, then the number of packets to be split into individual protocol packets will be adjusted to 1.18 times the initial number of packets to be split.

[0124] If the packet loss rate is greater than the second preset packet loss rate, the number of packets to be split into individual protocol packets will be adjusted to 1.27 times the initial number of packets to be split.

[0125] The first preset packet loss rate is 0.15, and the second preset packet loss rate is 0.3.

[0126] Specifically, the number of keyframes is adjusted to a corresponding value based on the ratio of the delay deviation to a second preset delay deviation.

[0127] The reduction in the number of keyframes is proportional to the ratio of the deviation.

[0128] Specifically, if the number of corrected keyframes is a decimal, it is rounded up.

[0129] In this embodiment, optionally,

[0130] Compare the deviation ratio with the first preset deviation ratio and the second preset deviation ratio;

[0131] If the deviation ratio is less than or equal to the first preset deviation ratio, the number of keyframes will be adjusted to 0.92 times the initial number of keyframes.

[0132] If the deviation ratio is less than or equal to the second preset deviation ratio and greater than the first preset deviation ratio, then the number of keyframes will be adjusted to 0.81 times the initial number of keyframes.

[0133] If the deviation ratio is greater than the second preset deviation ratio, the number of keyframes will be adjusted to 0.7 times the initial number of keyframes.

[0134] The first preset deviation ratio is set to 1.3, and the second preset deviation ratio is set to 1.5.

[0135] Specifically, the process by which the prediction module calculates the predicted character's movement trajectory in real time and updates the predicted game state to the local screen via the response unit when the delay deviation exceeds the second preset delay deviation is not limited. This can be achieved using keyframe prediction technology, which can predict the behavior and state of the game character, reducing the number of keyframes transmitted. When the prediction module receives a user-pressed command, it calculates the character's movement trajectory and updates it to the local screen. The update unit synchronously corrects the game state based on the keyframes in the protocol packets sent by the client. When the prediction module's prediction matches the update unit's calculation, the current state is maintained. When the prediction module's prediction and the update unit's calculation are inconsistent, the update unit sends the correct update command to the broadcast unit, and the response unit then adjusts according to the update command.

[0136] Specifically, a keyframe is a frame in a game that determines the state (position, action) of a game character.

[0137] The technical solution of the present invention has been described above with reference to 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 can make equivalent changes or substitutions to the relevant technical features, and the technical solutions after these changes or substitutions will all fall within the scope of protection of the present invention.

[0138] The above description is merely a preferred embodiment of the present invention and is not intended to limit the invention. Various modifications and variations can be made to the present invention by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the scope of protection of the present invention.

Claims

1. A multi-channel adaptive based real-time information high-speed transmission system for games, characterized in that, The application comprises: a connection building unit arranged in the client to establish a multi-channel connection between the client and the server; a data packaging unit arranged in the client and connected to the connection building unit to package the data uploaded by the client to generate a protocol package; a data transmission unit arranged in the client and connected to the connection building unit and the data packaging unit to send the protocol package to the server through multiple channels; a verification unit arranged in the server and connected to the data transmission unit to verify the received protocol package; an update unit arranged in the server and connected to the verification unit 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 arranged in the server and connected to the data transmission unit and the update unit to broadcast the update instruction to the client; a response unit arranged in the client and connected to the data transmission unit to update the local game state in the client based on the received update instruction; a delay detection unit arranged in the client and connected to the connection building unit and the data transmission unit to periodically detect the delay duration of the client; an analysis unit arranged in the client and connected to the data transmission unit, the verification unit, the data packaging unit, the response unit and the delay detection unit to determine whether the transmission of the protocol package is qualified based on the average delay value, and when the transmission of the protocol package is determined to be abnormal, to correct the transmission parameters of the protocol package, including calculating the predicted movement trajectory of the role in real time and updating the predicted game state to the local picture through the response unit, adjusting the compression ratio of the protocol package to be transmitted to the corresponding value by controlling the data transmission unit, updating the priority of the protocol package, using the NTP protocol to calibrate the time of the server and the client, or splitting and transmitting the protocol package by controlling the data transmission unit; when the running duration of the analysis unit reaches an integer multiple of the preset verification duration, the analysis unit records the average value of each delay duration obtained within the preset verification duration as the average delay, and determines whether the transmission of the protocol package 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 package is qualified, and each unit is controlled to continue running using the current running parameters; if the average delay is less than the second preset delay and greater than the first preset delay, it is determined whether the transmission of the protocol package is qualified in combination with the average flow of the client; if the average delay is greater than the second preset delay, it is determined that the transmission of the protocol package is abnormal, and the transmission parameters of the protocol package are corrected based on the delay deviation amount.

2. The multi-lane adaptive based real-time information high-speed transmission system for games according to claim 1, wherein, The analysis unit determines whether the transmission of the protocol package is qualified in combination with the average flow of the client, including: calculating the total amount of data sent and received by the client within the preset verification duration, and recording the ratio of the calculated total amount of data to the preset verification duration as the average flow; If the average flow is less than or equal to the preset average flow, the analysis unit adjusts the compression ratio of the protocol packet to be transmitted by the data transmission unit of the client to a corresponding value based on the acquired current process quantity of the client; If the average flow is greater than the preset average flow, 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 amount.

3. The multi-lane adaptive based real-time information high-speed transmission system for games according to claim 2, wherein, The analysis unit adjusts the compression ratio of the protocol packet to be transmitted by the data transmission unit to a corresponding value based on the process quantity. The increase range of the compression ratio is proportional to the process quantity.

4. The multi-lane adaptive based real-time information high-speed transmission system for games according to claim 3, wherein, The analysis unit corrects the transmission parameters of the protocol packet based on the delay deviation amount, including: The difference between the calculated average delay and the second preset delay is recorded as the delay deviation amount; If the delay deviation amount is less than or equal to the first preset delay deviation amount, the transmission parameters of the protocol packet are corrected based on the bandwidth occupation ratio; If the delay deviation amount is less than or equal to the second preset delay deviation amount and greater than the first preset delay deviation amount, the transmission parameters of the protocol packet are corrected based on the delay difference parameter; If the delay deviation amount is greater than the second preset delay deviation amount, the analysis unit controls the data encapsulation unit to adjust the number of key frames encapsulated to a corresponding value based on the ratio of the delay deviation amount to the second preset delay deviation amount, and the prediction module included in the analysis unit calculates the moving track of the predicted role in real time and updates the predicted game state to the local picture through the response unit; The analysis unit is used to determine the bandwidth occupation ratio, monitor the network bandwidth occupied by the data transmission unit within a preset time window when the client and the server interact with data, 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 occupation ratio.

5. The multi-lane adaptive based real-time information high-speed transmission system for games according to claim 4, wherein, The analysis unit corrects the transmission parameters of the protocol packet based on the bandwidth occupation ratio, including: If the bandwidth occupation ratio is less than or equal to the first preset bandwidth occupation ratio, the analysis unit adjusts the compression ratio of the protocol packet to be transmitted by the data transmission unit to a corresponding value based on the process quantity; If the bandwidth occupation ratio is less than or equal to the second preset bandwidth occupation ratio and greater than the first preset bandwidth occupation ratio, the priority of the protocol packet is updated to ensure the bandwidth preemption capability; If the bandwidth occupation ratio is greater than the second preset bandwidth occupation ratio, the analysis unit corrects the transmission parameters of the protocol packet based on the delay difference parameter.

6. The multi-lane adaptive based real-time information high-speed transmission system for games according to claim 5, wherein, The analysis unit corrects the transmission parameters of the protocol packet based on the delay difference parameter, including: The variance of each delay length obtained within the preset inspection time is recorded as the 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 analysis unit controls the data transmission unit to split and transmit the protocol packet, and adjusts the split number of the protocol packet to a corresponding value based on the packet loss rate.

7. The multi-lane adaptive based real-time information high-speed transmission system for games according to claim 6, wherein, The analysis unit adjusts the split number of the protocol packet to a corresponding value based on the packet loss rate, wherein The increase range of the split number of the protocol packet is proportional to the packet loss rate. The data transmission unit sends a plurality of test data packets, the verification unit counts the number of received test data packets, 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, obtains the packet loss rate, and the number of lost data packets is the difference between the number of sent test data packets and the number of received test data packets.

8. The multi-lane adaptive based real-time information high-speed transmission system for games according to claim 7, wherein, The number of key frames is adjusted to a corresponding value based on a ratio of the delay deviation amount to a second preset delay deviation amount, wherein The reduction amplitude of the number of key frames is proportional to the ratio of the deviation amount.

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