CN111163138A - Method, device and server for reducing network load during game - Google Patents
Method, device and server for reducing network load during game Download PDFInfo
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- CN111163138A CN111163138A CN201911313180.8A CN201911313180A CN111163138A CN 111163138 A CN111163138 A CN 111163138A CN 201911313180 A CN201911313180 A CN 201911313180A CN 111163138 A CN111163138 A CN 111163138A
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/10—Protocols in which an application is distributed across nodes in the network
- H04L67/1001—Protocols in which an application is distributed across nodes in the network for accessing one among a plurality of replicated servers
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L43/00—Arrangements for monitoring or testing data switching networks
- H04L43/08—Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
- H04L43/0823—Errors, e.g. transmission errors
- H04L43/0829—Packet loss
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L43/00—Arrangements for monitoring or testing data switching networks
- H04L43/08—Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
- H04L43/0852—Delays
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L43/00—Arrangements for monitoring or testing data switching networks
- H04L43/08—Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
- H04L43/0876—Network utilisation, e.g. volume of load or congestion level
- H04L43/0894—Packet rate
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L43/00—Arrangements for monitoring or testing data switching networks
- H04L43/16—Threshold monitoring
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- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- Environmental & Geological Engineering (AREA)
- Information Transfer Between Computers (AREA)
Abstract
The invention relates to the technical field of mobile phone games, in particular to a method, a device and a server for reducing network load during a game. The method comprises the following steps: acquiring first picture data to be sent to a first mobile terminal, wherein the game picture data comprises image data of a plurality of display elements; when the plurality of display elements comprise a first type display element, replacing image data of the first type display element in the game picture data with identification information of the first type display element to obtain second picture data, wherein the server sends the image data of the first type display element to the first mobile terminal; and sending the second picture data to the first mobile terminal.
Description
Technical Field
The invention relates to the technical field of mobile phone games, in particular to a method, a device and a server for reducing network load during a game.
Background
The mobile phone game refers to game software running on a mobile phone, and comprises a stand-alone game and an online game. With the development of science and technology, the functions of the mobile phone game are more and more powerful, which is comparable to the web game of the computer game.
With the increasing powerful functions of mobile phone games, the mobile phone game server transfers more and more game data to the mobile terminal during the game, and the requirement on network performance is higher. The mobile terminal accesses the internet through a wireless network or a mobile communication network, and the network performance is often inferior to that of a wired network. Therefore, how to reduce the network load during the game is an urgent problem to be solved.
Disclosure of Invention
The invention aims to provide a method, a device and a server for reducing network load during a game, wherein for the display elements of which image data are sent, the server only needs to send identification information of the display elements, so that network overhead can be reduced.
In a first aspect of the present invention, there is provided a method for reducing network load during a game, applied to a server, the method comprising: acquiring first picture data to be sent to a first mobile terminal, wherein the game picture data comprises image data of a plurality of display elements; when the plurality of display elements comprise a first type display element, replacing image data of the first type display element in the game picture data with identification information of the first type display element to obtain second picture data, wherein the server sends the image data of the first type display element to the first mobile terminal; and sending the second picture data to the first mobile terminal.
In one possible implementation, the method further includes: receiving identification information of a first display element from the first mobile terminal; and sending the image data of the first display element to the first mobile terminal according to the identification information of the first display element.
In one possible implementation, the method further includes: measuring a network speed between the server and the first mobile terminal; replacing the image data of the first type display element in the game picture data with the identification information of the first type display element to obtain second picture data comprises: and when the network speed is less than a preset threshold value, replacing the image data of the first type display elements in the game picture data with the identification information of the first type display elements to obtain second picture data.
In one possible implementation, the method further includes: when the second screen data includes image data of at least one display element, recording the at least one display element as a first type of display element.
In one possible implementation, the method further includes: and when the second picture data comprises image data of at least one display element, sending the storage duration of the at least one display element to the first mobile terminal so as to instruct the first mobile terminal to temporarily store the at least one display element according to the storage duration.
In a possible implementation manner, the image data of the first type display element that the server has sent to the first mobile terminal is specifically the image data of the first type element that the server has sent to the first mobile terminal at a first time, and a time interval between the first time and a time when the server sends the second image data to the first mobile terminal is less than the saving time length.
In one possible implementation, the method further includes: receiving performance information from the first mobile terminal; and determining the storage duration according to the performance information.
In one possible implementation, the method further includes:
measuring a network speed between the server and the first mobile terminal; and determining the storage time length according to the network speed.
In a second aspect of the present invention, there is provided an apparatus for reducing network load during a game, the apparatus being provided in a server, the apparatus comprising:
the game system comprises an acquisition unit, a display unit and a processing unit, wherein the acquisition unit is used for acquiring first picture data to be sent to a first mobile terminal, and the game picture data comprises image data of a plurality of display elements;
a replacing unit configured to, when a first type display element is included in the plurality of display elements, replace image data of the first type display element in the game screen data with identification information of the first type display element to obtain second screen data, where the server has transmitted the image data of the first type display element to the first mobile terminal;
and the sending unit is used for sending the second picture data to the first mobile terminal.
In a third aspect of the present invention, a server is provided, which includes a processor, a memory, and a transceiver; wherein the memory has stored therein executable code, which when executed by the processor, implements the method of the first aspect.
The invention has the following advantages: when the server sends the picture data to the mobile terminal, only the identification information of the display element of the sent image data is sent to the display element, so that network resources can be saved.
Drawings
Fig. 1 is an application architecture diagram of a method for reducing network load during a game according to an embodiment of the present invention.
Fig. 2 is a flowchart of a method for reducing network load during a game according to an embodiment of the present invention.
Fig. 3 is a schematic structural diagram of an apparatus for reducing network load during a game according to an embodiment of the present invention.
Fig. 4 is a schematic structural diagram of a server according to an embodiment of the present invention.
Detailed Description
The following examples are intended to illustrate the invention but are not intended to limit the scope of the invention.
As shown in fig. 1, an application architecture diagram of the method for reducing network load during a game according to the embodiment of the present invention includes a plurality of mobile terminals and a mobile game server. The mobile terminal can be a mobile phone, an IPAD and other terminals; the mobile terminal is provided with a client of the mobile game.
The mobile terminal and the mobile game server are connected through a network. The mobile game client installed on the mobile terminal can perform information interaction with the mobile game server to acquire the relevant data of the mobile game. And the mobile phone game client draws a rendered picture image according to the related data by utilizing the computing resources provided by the mobile phone, so that the screen of the mobile terminal can be refreshed and displayed.
The related data includes identification information of a first type display element, which is a display element for which the server has transmitted the image data to the mobile terminal. The data amount of the identification information is small compared to the image data. The server replaces the image data of the display elements with the identification information of the display elements to the mobile terminal, so that the network overhead of information interaction between the server and the mobile terminal can be reduced.
And in the process of drawing and rendering the picture image by the mobile terminal according to the related data, if the related data comprises the identification information of the display element, the mobile terminal locally inquires and acquires the image data of the display element according to the identification information of the display element so as to draw and render the image.
Next, a method for reducing network load during a game according to an embodiment of the present invention will be described in detail.
Example 1
In this embodiment, a method for reducing network load during a game according to the present invention is specifically described with reference to fig. 2.
The execution subject of the method is a server. As shown in fig. 2, the method includes the following steps.
A plurality of display elements, such as game characters, trees, mountains, rivers, buildings, and the like, are included in one game screen. When designing a game, a mobile phone game developer can set an object in a game picture as a display element and add identification information to each display element, namely each display element has unique identification information, and one display element can be uniquely determined through the identification information of the display element.
The first screen data may include image data of display elements in the first screen. The first picture data is picture data to be transmitted to the first mobile terminal. Before the server sends the first picture data to the first mobile terminal, the first picture data may be acquired to analyze the first picture data.
And 204, when the plurality of display elements include a first type display element, replacing image data of the first type display element in the game picture data with identification information of the first type display element to obtain second picture data, wherein the server has sent the image data of the first type display element to the first mobile terminal.
The first type display element is a display element in which image data has been sent to the first mobile terminal in a previous information interaction between the server and the first mobile terminal.
Specifically, when the server sends the screen data to the first mobile terminal for the first time, the screen data sent for the first time includes image data of each display element in a screen corresponding to the screen data. For picture data that is not transmitted for the first time, when the picture data includes image data of a display element of which the image data has been transmitted before, that is, when the picture data includes image data of a display element of the first type, the image data of the display element of the first type in the picture data may be replaced with identification information of the display element of the first type, and the replaced picture data may be used as picture data transmitted to the first mobile terminal. For example, for the screen data transmitted at a certain time, it is possible to set that the screen data includes the game character a and the building B. If the image data of the game character A is sent to the first mobile terminal by the server in the game, namely the game character A is a first type display element, the server replaces the image data of the game character A with the identification information of the game character A and sends the image data of the game character A to the first mobile terminal. If the image data of the building B is not sent to the first mobile terminal by the server in the game, namely the building B is a second type display element, the server sends the image data of the building B to the first mobile terminal.
The identification information of the display elements may be a unique identification set by the game developer for each display element, and may be, for example, a number or the like.
Step 206, sending the second picture data to the first mobile terminal.
In one illustrative example, the method further comprises: receiving identification information of a first display element from the first mobile terminal; and sending the image data of the first display element to the first mobile terminal according to the identification information of the first display element.
If the first mobile terminal cannot locally inquire the image data of the first display element according to the identification information of the first display element, the identification information of the first display element can be sent to the server, so that the server sends the image data of the first display element to the first mobile terminal.
In one illustrative example, the method further comprises: measuring a network speed between the server and the first mobile terminal; replacing the image data of the first type display element in the game picture data with the identification information of the first type display element to obtain second picture data comprises: and when the network speed is less than a preset threshold value, replacing the image data of the first type display elements in the game picture data with the identification information of the first type display elements to obtain second picture data.
In one example of this example, packet loss rate and latency may be detected to measure network rate. The preset threshold may be a packet loss rate threshold and a delay threshold preset according to the experience of the developer. For example, the packet loss rate threshold may be 2% and the delay threshold may be 100 ms. For another example, the packet loss rate threshold may be 3% and the delay threshold may be 200 ms. For another example, the packet loss rate threshold may be 5% and the delay threshold may be 500 ms. Etc., which are not listed here.
In this example, if the network condition between the server and the first mobile terminal is good, it is not necessary to replace the image data of the display element of the first type in the screen data transmitted to the first mobile terminal with the identification information. If the network condition between the server and the first mobile terminal is poor, image data of a first type of display element in the picture data sent to the first mobile terminal needs to be replaced by identification information.
In one illustrative example, the method further comprises: when the second screen data includes image data of at least one display element, recording the at least one display element as a first type of display element.
In one illustrative example, the method further comprises: and when the second picture data comprises image data of at least one display element, sending the storage duration of the at least one display element to the first mobile terminal so as to instruct the first mobile terminal to temporarily store the at least one display element according to the storage duration.
In an example of this example, the image data of the first type display element that the server has sent to the first mobile terminal is specifically the image data of the first type element that the server has sent to the first mobile terminal at a first time, and a time interval between the first time and a time when the server sends the second screen data to the first mobile terminal is smaller than the saving time length.
In one example of this example, the method further comprises: receiving performance information from the first mobile terminal; and determining the storage duration according to the performance information.
Specifically, the performance of the first mobile terminal is determined according to the performance information of the first mobile terminal. If the performance of the first mobile terminal is higher, the storage time length is longer. The lower the performance of the first mobile terminal, the shorter the saving time.
In one example of this example, the method further comprises: measuring a network speed between the server and the first mobile terminal; and determining the storage time length according to the network speed.
Specifically, the lower the network speed, the longer the storage time. If the network speed is higher, the storage time is shorter.
The method provided by the embodiment has the following advantages: when the server sends the picture data to the mobile terminal, only the identification information of the display element of the sent image data is sent to the display element, so that network resources can be saved.
Example 2
The present embodiment provides an apparatus for reducing network load during a game. The apparatus is described in detail with reference to fig. 3.
As shown in fig. 3, the apparatus includes:
an acquisition unit 310 configured to acquire first picture data to be transmitted to a first mobile terminal, the game picture data including image data of a plurality of display elements;
a replacing unit 320, configured to, when a first type display element is included in the plurality of display elements, replace image data of the first type display element in the game screen data with identification information of the first type display element to obtain second screen data, where the server has sent the image data of the first type display element to the first mobile terminal;
a sending unit 330, configured to send the second picture data to the first mobile terminal.
The apparatus provided in this embodiment can be implemented by referring to the contents described in embodiment 1, and details are not described here.
The device provided by the embodiment has the following advantages: when the server sends the picture data to the mobile terminal, only the identification information of the display element of the sent image data is sent to the display element, so that network resources can be saved.
Example 3
The present embodiment provides a server, as shown in fig. 4, including a processor 41, a memory 42, and a transceiver 43; wherein the content of the first and second substances,
the memory 42 stores executable code, and the processor 41 implements the method of embodiment 1 when executing the executable code.
The server provided by the embodiment has the following advantages: when the server sends the picture data to the mobile terminal, only the identification information of the display element of the sent image data is sent to the display element, so that network resources can be saved.
Although the invention has been described in detail above with reference to a general description and specific examples, it will be apparent to one skilled in the art that modifications or improvements may be made thereto based on the invention. Accordingly, such modifications and improvements are intended to be within the scope of the invention as claimed.
Claims (10)
1. A method for reducing network load during a game, applied to a server, the method comprising:
acquiring first picture data to be sent to a first mobile terminal, wherein the game picture data comprises image data of a plurality of display elements;
when the plurality of display elements comprise a first type display element, replacing image data of the first type display element in the game picture data with identification information of the first type display element to obtain second picture data, wherein the server sends the image data of the first type display element to the first mobile terminal;
and sending the second picture data to the first mobile terminal.
2. The method of claim 1, further comprising:
receiving identification information of a first display element from the first mobile terminal;
and sending the image data of the first display element to the first mobile terminal according to the identification information of the first display element.
3. The method of claim 1, further comprising:
measuring a network speed between the server and the first mobile terminal;
replacing the image data of the first type display element in the game picture data with the identification information of the first type display element to obtain second picture data comprises:
and when the network speed is less than a preset threshold value, replacing the image data of the first type display elements in the game picture data with the identification information of the first type display elements to obtain second picture data.
4. The method of claim 1, further comprising: when the second screen data includes image data of at least one display element, recording the at least one display element as a first type of display element.
5. The method of claim 1, further comprising: and when the second picture data comprises image data of at least one display element, sending the storage duration of the at least one display element to the first mobile terminal so as to instruct the first mobile terminal to temporarily store the at least one display element according to the storage duration.
6. The method according to claim 5, wherein the server has sent the image data of the first type display element to the first mobile terminal is specifically the server has sent the image data of the first type element to the first mobile terminal at a first time, and a time interval between the first time and a time when the server sends the second picture data to the first mobile terminal is smaller than the saving time length.
7. The method of claim 5, further comprising:
receiving performance information from the first mobile terminal;
and determining the storage duration according to the performance information.
8. The method of claim 5, further comprising:
measuring a network speed between the server and the first mobile terminal;
and determining the storage time length according to the network speed.
9. An apparatus for reducing network load during a game, provided in a server, the apparatus comprising:
the game system comprises an acquisition unit, a display unit and a processing unit, wherein the acquisition unit is used for acquiring first picture data to be sent to a first mobile terminal, and the game picture data comprises image data of a plurality of display elements;
a replacing unit configured to, when a first type display element is included in the plurality of display elements, replace image data of the first type display element in the game screen data with identification information of the first type display element to obtain second screen data, where the server has transmitted the image data of the first type display element to the first mobile terminal;
and the sending unit is used for sending the second picture data to the first mobile terminal.
10. A server comprising a processor, a memory, and a transceiver; wherein the content of the first and second substances,
the memory has stored therein executable code that when executed by the processor implements the method of any of claims 1-8.
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