CN113332706B - Method and device for processing game handle instruction under WiFi network - Google Patents

Method and device for processing game handle instruction under WiFi network Download PDF

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Publication number
CN113332706B
CN113332706B CN202110680108.XA CN202110680108A CN113332706B CN 113332706 B CN113332706 B CN 113332706B CN 202110680108 A CN202110680108 A CN 202110680108A CN 113332706 B CN113332706 B CN 113332706B
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instruction
memory
game
association degree
association
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CN113332706A (en
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郭东奇
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Shenzhen Jingchuang Technology Electronics Co ltd
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Shenzhen Jingchuang Technology Electronics Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/327Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/404Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection
    • A63F2300/405Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection being a wireless ad hoc network, e.g. Bluetooth, Wi-Fi, Pico net

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The application provides a method for processing a game handle instruction under a WiFi network, which comprises the following steps: the game host receives a first instruction from the game handle through the WiFi network; acquiring a third instruction and a fourth instruction corresponding to the first instruction; storing third game data corresponding to the third instruction in a first memory; storing fourth game data corresponding to the fourth instruction in a second memory; reading and processing the third game data from the first memory if an instruction identical to the third instruction is received from the game handle; and if the instruction which is the same as the fourth instruction is received from the game handle, reading and processing the fourth game data from the second memory. The method and the device can realize the rapid execution of the instruction of the game handle under the WiFi network, and improve the instruction processing efficiency.

Description

Method and device for processing game handle instruction under WiFi network
Technical Field
The invention relates to the field of gamepads, in particular to a method and a device for processing instructions of a gamepad under a WiFi network.
Background
With the development of computer technology, the data volume of man-machine interaction becomes larger and larger, which results in higher and higher requirements of users on the speed of man-machine data interaction. In the field of games, there is a more urgent need to increase the data interaction rate.
As communication technologies evolve, in the visible future, the rate of wireless fidelity WiFi technologies will be faster and faster, e.g., the rate of generation 6 WiFi has been as high as 1228.8 MB/sec. The use of WiFi technology for communication between a gamepad and a game host becomes a possible trend, and how to debug the data interaction rate and the data processing rate of the game host becomes a problem to be solved urgently.
Disclosure of Invention
The method and the device for processing the game handle instruction under the WiFi network can realize timely response of the game host under the WiFi network with a high communication rate.
In one aspect, the present application proposes a method for processing a game pad instruction under a WiFi network, applied to a game host, including:
the game host receives a first instruction from the game handle through a WiFi network;
acquiring a first association degree between a first instruction and at least one second instruction, wherein the first association degree represents the probability that the first instruction and the at least one second instruction appear concomitantly within a first time interval;
if the first association degree exceeds a first threshold value and the first game data corresponding to the at least one second instruction is located in a third memory or a second memory, the first game data is transferred to the first memory; wherein the performance of the first memory is greater than the performance of the second memory, and the performance of the second memory is greater than or equal to the performance of the third memory; the first memory or the second memory comprises at least one of a register, a cache, a main memory RAM and a virtual memory, and the third memory comprises a nonvolatile memory;
if the first association degree exceeds a second threshold value and is smaller than a first threshold value, and the first game data is located in the third memory, the first game data is transferred to a second memory;
and within a second time interval of receiving the first instruction, if the instruction which is the same as the at least one second instruction is received from the game handle, reading and processing the first game data from the first memory or the second memory.
Further, within a second time interval when the first instruction is received, if the instruction which is the same as the at least one second instruction is not received from the game handle, the first game data in the first memory is transferred to a second memory or a third memory; or, the first game data in the second memory is transferred to the third memory.
In another aspect, the present application proposes a method for processing a game pad instruction under a WiFi network, applied to a game host, where the game host includes a first memory and a second memory, the performance of the first memory is greater than that of the second memory, and the first memory or the second memory includes one of a register, a cache, a main RAM, and a virtual memory, and the method includes:
the game host receives a first instruction from the game handle through a WiFi network;
acquiring a third instruction and a fourth instruction corresponding to the first instruction, wherein a third association degree between the third instruction and the first instruction exceeds a third threshold value, and the third association degree represents the probability of the first instruction and the third instruction occurring concomitantly within a first time interval; a fourth degree of association between the fourth instruction and the first instruction is less than the third degree of association, the fourth degree of association representing a probability that the first instruction and the fourth instruction concomitantly occur within a first time interval;
storing third game data corresponding to the third instruction in a first memory;
storing fourth game data corresponding to the fourth instruction in a second memory;
reading and processing the third game data from the first memory if the same instruction as the third instruction is received from the game handle within a second time interval of receiving the first instruction; and if the instruction which is the same as the fourth instruction is received from the game handle, reading and processing the fourth game data from the second memory.
Further, in a second time interval when the first instruction is received, if the third instruction is not received, game data corresponding to the third instruction is stored in the second memory or the hard disk, so that the space of the first memory is saved; and in a second time interval when the first instruction is received, if the fourth instruction is not received, storing game data corresponding to the fourth instruction into the hard disk so as to save the space of the second memory. The third instruction or the fourth instruction is not received in the second time interval, which indicates that the third instruction or the fourth instruction has low possibility of appearing in the current game scene to a certain extent, and at this time, game data corresponding to the two instructions can be stored in a lower-speed memory to save the space of the high-performance memory.
Further, by associating the instruction of the game handle with the user identifier, the operation habit of each user can be identified, and the association degree between the operation instructions corresponding to each user can be obtained, so that the rate of identifying the association instruction can be increased, and game data can be obtained more quickly.
According to the scheme, the user identity can be identified, the operation habit data (such as a plurality of operation instructions) of the user can be matched according to the user identity, the operation instructions possibly sent by the user through the game handle can be predicted according to the user operation habit data, the game data corresponding to the operation instructions are prefetched into memories with different performance levels, the processor can quickly acquire the game data when executing the next game handle instructions, and therefore the instructions of the game handle can be quickly executed under the WiFi network, and the game experience of the user is improved.
Drawings
In order to more clearly describe the technical solutions in the embodiments or the background of the present application, the following description will describe the drawings that are required to be used in the embodiments or the background of the present application.
FIG. 1 is a schematic illustration of interaction of a gamepad and a game host as set forth in the present application;
FIG. 2 is a schematic diagram of a method for handling gamepad commands under a WiFi network as proposed in the present application;
fig. 3 is a schematic diagram of a game host according to the present application.
Detailed Description
The terms first, second and the like in the description and in the claims of the present application and in the above-described figures, are used for distinguishing between different objects and not for describing a particular sequential order. Furthermore, the terms "comprise" and "have," as well as any variations thereof, are intended to cover a non-exclusive inclusion. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those listed steps or elements but may include other steps or elements not listed or inherent to such process, method, or apparatus.
Fig. 1 is a schematic interaction diagram of a game console and a game host according to the present application, where a game console 101 interacts with a game host 102 using a wireless communication WiFi network, and the game host and the game console may be respectively coupled with a router 103. The game console comprises a WiFi signal receiving and processing module, and the game host comprises a WiFi signal receiving and processing module, and the communication of the WiFi signal receiving and processing module and the game host can adopt various WiFi protocols, such as 802.11a protocols or 802.11ax protocols. After the game host receives the signals of the game handle through the WiFi network, game data are loaded and displayed according to the game handle, so that the aim of real-time interaction is fulfilled.
When the game host computer processes the instruction of the game handle in real time, relevant game data are needed to be loaded and processed, game pictures are rendered, and under the WiFi network with larger transmission rate, more game instructions need to be processed, so that the rate requirement on the host computer is larger.
For a general host, the operation speed of the processor is far greater than the access speed of memories such as a hard disk, a RAM and the like, namely, the access speed of the memories is the largest factor for limiting the instruction speed of a processing game handle. The method and the device adopt a data multi-stage preloading mode to maximize the reading rate of the data, and essentially achieve the effect of timely reading the game data at the cost of consuming a part of computing power of the processor.
Fig. 2 is a schematic diagram of a method for processing game pad commands under a WiFi network according to the present application.
201. The game host recognizes the network type between the game pad and the game host, and determines whether the network type is a WiFi network. When the network type is a WiFi network, the host may switch to a faster game data processing mode to accommodate a large amount of data interaction under the WiFi network.
The gamepad controls the game host via instructions, and the user typically presents a concomitant relationship in part or in whole between the plurality of game instructions. Taking a shooting-type game as an example, a user may be used to control turning on a scope after controlling a game piece to squat down, or to control starting shooting after controlling a game piece to jump. The concomitance and the association degree between game instructions are researched, so that the game progress can be optimized, and the instruction processing rate can be improved.
202. After receiving a first instruction from the game handle through the WiFi network, the game host determines a first association degree between the first instruction and at least one second instruction. The first association degree indicates the concomitance of different instructions in a preset time interval, and when the concomitance between two instructions is higher, the association degree of the two instructions is higher.
In one possible implementation, the degree of association may be calculated by calculating the probability of concomitant occurrence between two instructions within a preset time interval. The game host can collect historical operation instructions at idle time or in real time, and learn the game instructions to determine the relevance. The historical operation instructions are operation instructions prestored in the game host, and comprise a plurality of first instructions and second instructions.
The game host may calculate the number of times the first instruction appears concomitantly with the second instruction, and calculate the total number of times the first instruction appears, and divide the number of times by the total number of times to determine the degree of association of the first instruction with the second instruction.
When the first instruction is identified from the historical operation instructions, extracting the next instructions corresponding to all the first instructions, and calculating the probability of paired occurrence of the first instructions and other instructions within a preset time interval.
Referring to the above table, assuming that the above table is a statistical set of historical operation instructions, when the preset time interval is within 2 seconds, the number of concomitant occurrences of the instruction 1 and the instruction 2 is 3, and the total number of the instruction 1 is 6, the association degree between the instruction 1 and the instruction 2 is 50%. When the preset time interval is within 4 seconds, the association degree between the instruction 1 and the instruction 2 is 66.7%.
Further, the game host may calculate the degree of association between the first instruction and the second instruction, and the third instruction, which is not limited in number.
In one possible implementation manner, different users correspond to different historical operation instruction sets, the first instruction and the at least one second instruction are operation instructions of the first user, and the association degree between the first instruction and the at least one second instruction is the operation association degree of the first user.
After the above-mentioned association degree is obtained, the mapping relationship information among the user identification, the plurality of instructions and the association degree may be stored so as to be rapidly extracted. For example, mapping relationship information of the first user identification, the first instruction, the at least one second instruction and the first association degree is stored.
Through associating the instruction of the game handle with the user identifier, the operation habit of each user can be identified, and the association degree between the operation instructions corresponding to each user is obtained, so that the rate of identifying the association instructions can be improved, and game data can be obtained more quickly; as shown in the table below.
User identification (Account) Preceding instruction Post instruction Correlation degree
qweasd Instruction 1 Instruction 2 80%
qweasd Instruction 1 Instruction 3 70%
qweasd Instruction 1 Instruction 4 60%
In one possible implementation, the degree of association between the first instruction corresponding to the first user identifier and the at least one second instruction is ordered by size.
In one possible implementation, a first user identification is obtained; reading a first instruction and at least one second instruction which are stored in a game host and correspond to the first user identification, calculating a first association degree, generating a mapping relation among the first instruction, the at least one second instruction, the first association degree and the first user identification, and storing the mapping relation;
before the game host receives a first instruction from the game handle through the WiFi network, identifying the identity of the player, and determining whether the identity is matched with the first user identification; if the identity is matched with the first user identification, inquiring a first association degree from the second mapping relation according to the first instruction and the identity.
203. If the first association degree exceeds a first threshold value and the first game data corresponding to the at least one second instruction is located in a third memory or a second memory, the first game data is transferred to the first memory; wherein the performance of the first memory is greater than the performance of the second memory, and the performance of the second memory is greater than or equal to the performance of the third memory; the first memory or the second memory comprises at least one of a register, a cache, a main memory RAM and a virtual memory, and the third memory comprises a nonvolatile memory; and if the first association degree exceeds a second threshold value and is smaller than the first threshold value and the first game data is positioned in the third memory, transferring the first game data to a second memory.
In one possible implementation manner, the at least one second instruction includes a third instruction and a fourth instruction, the first degree of association between the first instruction and the at least one second instruction includes a third degree of association and a fourth degree of association, the third degree of association represents a degree of association between the first instruction and the third instruction, and the fourth degree of association represents a degree of association between the first instruction and the fourth instruction, wherein the third degree of association is greater than the fourth degree of association. When the first instruction is received and game data corresponding to the first instruction are processed, the game host reads game data corresponding to the third instruction from a nonvolatile memory such as a hard disk or a second memory, and stores the game data in the first memory; game data corresponding to the fourth command is read from a nonvolatile memory such as a hard disk, and the game data is stored in the second memory.
The first memory and the second memory comprise two kinds of registers, cache, main memory RAM and virtual memory. Wherein the access rate of the first memory is greater than the access rate of the second memory.
In one possible implementation, the first memory is a cache and the second memory is a main memory RAM. In one possible implementation, the first memory is a register and the second memory is a cache. In one possible implementation, the first memory is a main memory RAM and the second memory is a virtual memory. The nonvolatile memory comprises a mechanical hard disk, a solid state disk, a Flash memory or the like. The access rates of the register, the cache, the RAM and the nonvolatile memory are sequentially reduced, namely the register or the cache is a scarce memory with high performance, and the nonvolatile memory is a memory with large capacity and poor performance.
In one possible implementation manner, the game host may query a degree of association between the first instruction and at least one second instruction, determine the degree of association, and determine the third instruction and the fourth instruction.
In one possible implementation manner, the third association degree corresponding to the third instruction is greater than a first threshold, for example, greater than 70%, the fourth association degree is greater than a second threshold, for example, greater than 50% and less than 70%, and the first threshold is greater than the second threshold.
In one possible implementation manner, the third degree of association is a maximum degree of association between the first instruction and at least one second instruction, and the fourth degree of association is a second maximum degree of association.
In one possible implementation, before receiving the first instruction, the operating user is identified, and an identity of the operating user is obtained. The operating user is a user who is using the game pad. And matching the identity with the first user identification. If the matching is successful, inquiring the association degree between the first instruction and at least one second instruction, judging the association degree, and determining a third instruction and a fourth instruction.
In the present application, a large degree of association of the third instruction with the first instruction means that the game host has a high probability of receiving the third instruction of the game pad within a subsequent period of time after receiving the first instruction, which is also closely associated with the operation habit of the user. Because the probability of occurrence of the third instruction is high, the game data of the third instruction is extracted into the first memory (such as a cache) with high access speed in advance. The fourth instruction has a lower probability of accompanying occurrence than the third instruction, but still reaches a certain value, and the game data of the third instruction is extracted into a second memory (e.g. RAM) with access speed slightly lower than that of the first memory in advance. The most scarce and highest performance memory is used for storing game data which appears most probable, the less scarce and second highest performance memory is used for storing game data which appears next most probable, the game data is prefetched, and multilevel management is adopted, so that the processing mode can maximally balance the relation between the rarity of the high performance memory and the large storage capacity of the game data and the high speed of the game handle transmission instruction.
204. In a preset time interval of receiving the first instruction, if the third instruction is received, game data corresponding to the third instruction are read from the first memory, and the game data are processed by the processor; and if the fourth instruction is received, reading game data corresponding to the fourth instruction from the second memory, and processing the game data through a processor.
The game data comprises at least one of a game image to be rendered, configuration information and a rendering instruction associated with the game image, wherein the game image comprises a static image and a dynamic image, the configuration information comprises configuration information required by image rendering and man-machine interaction, and the rendering instruction associated with the game image comprises instructions corresponding to operations such as image compression, image filtering, image merging and image shading.
205. In a second time interval of receiving the first instruction, if the third instruction is not received, storing game data corresponding to the third instruction into a second memory or a hard disk so as to save the space of the first memory; and in a second time interval when the first instruction is received, if the fourth instruction is not received, storing game data corresponding to the fourth instruction into the hard disk so as to save the space of the second memory. The third instruction or the fourth instruction is not received in the second time interval, which indicates that the third instruction or the fourth instruction has low possibility of appearing in the current game scene to a certain extent, and at this time, game data corresponding to the two instructions can be stored in a lower-speed memory to save the space of the high-performance memory.
According to the scheme, the user identity can be identified, the operation habit data (such as a plurality of operation instructions) of the user can be matched according to the user identity, the operation instructions possibly sent by the user through the game handle can be predicted according to the user operation habit data, the game data corresponding to the operation instructions are prefetched into memories with different performance levels, the processor can quickly acquire the game data when executing the next game handle instructions, and therefore the instructions of the game handle can be quickly executed under the WiFi network, and the game experience of the user is improved.
Fig. 3 is a schematic structural diagram of a game host according to an embodiment of the present application. The device comprises: at least one processor 301, such as a central processing unit (central processing unit, CPU), at least one memory 302, and at least one bus 303.
The memory 302 may store program instructions, and the processor 301 may be configured to invoke the program instructions to perform a method of processing game pad instructions under a WiFi network.
Those of ordinary skill in the art will appreciate that all or part of the steps of the various methods of the above embodiments may be implemented by hardware associated with a program that may be stored in a computer-readable storage medium, including Read Only Memory (ROM), random access memory (random access memory, RAM), programmable read only memory (programmable read only memory, PROM), erasable programmable read only memory (erasable programmable read only memory, EPROM), one-time programmable read only memory (OTPROM), electrically Erasable Programmable Read Only Memory (EEPROM), compact disc read only memory (compact disc read-only memory, CD-ROM), solid State Disk (SSD), or other optical disk memory, magnetic disk memory, tape memory, or any other medium that can be used to carry or store data that is readable by a computer.

Claims (10)

1. A method for processing instructions of a game handle under a WiFi network, applied to a game host, comprising:
the game host receives a first instruction from the game handle through a WiFi network;
acquiring a first association degree between a first instruction and at least one second instruction, wherein the first association degree represents the probability that the first instruction and the at least one second instruction appear concomitantly within a first time interval;
if the first association degree exceeds a first threshold value and the first game data corresponding to the at least one second instruction is located in a third memory or a second memory, the first game data is transferred to the first memory; wherein the performance of the first memory is greater than the performance of the second memory, and the performance of the second memory is greater than or equal to the performance of the third memory; the first memory or the second memory comprises at least one of a register, a cache, a main memory RAM and a virtual memory, and the third memory comprises a nonvolatile memory;
if the first association degree exceeds a second threshold value and is smaller than a first threshold value, and the first game data is located in the third memory, the first game data is transferred to a second memory;
and within a second time interval of receiving the first instruction, if the instruction which is the same as the at least one second instruction is received from the game handle, reading and processing the first game data from the first memory or the second memory.
2. The method of claim 1, wherein the first memory is a cache and the second memory is a main RAM; or the first memory is a register, and the second memory is a cache; or the first memory is a main memory RAM, and the second memory is a virtual memory; or the first memory is a cache, and the second memory is a virtual memory.
3. The method of claim 2, wherein the third memory comprises a mechanical hard disk, a solid state disk, or a Flash memory.
4. The method of claim 1, further comprising, prior to the game host receiving the first instruction from the gamepad via the WiFi network:
reading a first instruction and at least one second instruction stored in the game host, calculating the first association degree, generating a first mapping relation among the first instruction, the at least one second instruction and the first association degree, and storing the first mapping relation;
the obtaining a first association degree between the first instruction and at least one second instruction comprises: and inquiring the first association degree from the first mapping relation according to the first instruction.
5. The method of claim 1, further comprising, prior to the game host receiving the first instruction from the gamepad via the WiFi network:
acquiring a first user identifier; reading a first instruction and at least one second instruction which are stored in a game host and correspond to the first user identifier, calculating a first association degree, generating a second mapping relation among the first instruction, the at least one second instruction, the first association degree and the first user identifier, and storing the second mapping relation;
before the game host receives the first instruction from the game handle through the WiFi network, the method further comprises the following steps: identifying an identity of a player, and determining whether the identity is matched with the first user identity;
the obtaining a first association degree between the first instruction and at least one second instruction comprises: and if the identity is matched with the first user identification, inquiring the first association degree from the second mapping relation according to the first instruction.
6. The method according to claims 4 and 5, wherein said calculating said first degree of association comprises:
the total number of the first instructions within a first time interval is obtained, the number of times that the first instructions and at least one second instruction appear along with each other within the first time interval is obtained, and the first association degree is calculated according to the total number of the first instructions and the number of times that the first instructions and at least one second instruction appear along with each other.
7. A method for processing game handle instructions under a WiFi network, applied to a game host, the game host includes a first memory and a second memory, the performance of the first memory is greater than that of the second memory, and the first memory or the second memory includes one of a register, a cache, a main RAM and a virtual memory, and the method is characterized by comprising:
the game host receives a first instruction from the game handle through a WiFi network;
acquiring a third instruction and a fourth instruction corresponding to the first instruction, wherein a third association degree between the third instruction and the first instruction exceeds a third threshold value, and the third association degree represents the probability of the first instruction and the third instruction occurring concomitantly within a first time interval; a fourth degree of association between the fourth instruction and the first instruction is less than the third degree of association, the fourth degree of association representing a probability that the first instruction and the fourth instruction concomitantly occur within a first time interval;
storing third game data corresponding to the third instruction in a first memory;
storing fourth game data corresponding to the fourth instruction in a second memory;
reading and processing the third game data from the first memory if the same instruction as the third instruction is received from the game handle within a second time interval of receiving the first instruction; and if the instruction which is the same as the fourth instruction is received from the game handle, reading and processing the fourth game data from the second memory.
8. The method of claim 7, further comprising, prior to the game host receiving the first instruction from the gamepad via the WiFi network:
acquiring a first user identifier; reading a first instruction and at least one second instruction which are stored by a game host and correspond to the first user identifier, calculating at least one first association degree between the first instruction and the at least one second instruction, generating a third mapping relation among the first instruction, the at least one second instruction, the at least one first association degree and the first user identifier, and storing the third mapping relation;
before the third instruction and the fourth instruction corresponding to the first instruction are acquired, the method further comprises: identifying an identity of a player, and determining whether the identity is matched with the first user identity;
the obtaining the third instruction and the fourth instruction corresponding to the first instruction includes: if the identity is matched with the first user identification, inquiring a third instruction and a fourth instruction from the third mapping relation according to a first instruction; the third association degree corresponding to the third instruction is the largest association degree in the at least one first association degree, and the fourth association degree corresponding to the fourth instruction is the second largest association degree in the at least one first association degree.
9. A gaming system comprising a game console and a joystick, the game console and the joystick being data interactive under a WiFi network, the game console comprising a memory and a processor configured to perform the method of any of claims 1-8.
10. A computer readable storage medium, characterized in that the computer readable storage medium stores a computer program comprising program instructions which, when executed by a processor, cause the processor to implement the method of any one of claims 1 to 8.
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