CN108654092A - A kind of method and apparatus of synchronous cloud game archives - Google Patents
A kind of method and apparatus of synchronous cloud game archives Download PDFInfo
- Publication number
- CN108654092A CN108654092A CN201810343827.0A CN201810343827A CN108654092A CN 108654092 A CN108654092 A CN 108654092A CN 201810343827 A CN201810343827 A CN 201810343827A CN 108654092 A CN108654092 A CN 108654092A
- Authority
- CN
- China
- Prior art keywords
- historical log
- node
- server
- central server
- game account
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Granted
Links
- 230000001360 synchronised effect Effects 0.000 title claims abstract description 45
- 238000000034 method Methods 0.000 title claims abstract description 30
- 238000005259 measurement Methods 0.000 claims description 33
- 238000003860 storage Methods 0.000 claims description 22
- 238000012545 processing Methods 0.000 description 12
- 238000010586 diagram Methods 0.000 description 6
- 230000008569 process Effects 0.000 description 5
- 230000006870 function Effects 0.000 description 4
- 230000006399 behavior Effects 0.000 description 3
- 230000015572 biosynthetic process Effects 0.000 description 1
- 238000013461 design Methods 0.000 description 1
- 235000013399 edible fruits Nutrition 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 230000006872 improvement Effects 0.000 description 1
- 230000014759 maintenance of location Effects 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000002085 persistent effect Effects 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- 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
- H04L67/1095—Replication or mirroring of data, e.g. scheduling or transport for data synchronisation between network nodes
-
- 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
- H04L67/131—Protocols for games, networked simulations or virtual reality
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/531—Server assignment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
Landscapes
- Engineering & Computer Science (AREA)
- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Information Transfer Between Computers (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
The invention discloses a kind of method and apparatus of synchronous cloud game archives, belong to cloud game technical field.The method includes:When receiving the most recent games archives of target game account, central server obtains the historical log information of the target game account, wherein, the historical log information includes at least historical log node and the corresponding game duration of the historical log node and/or historical log time;The central server predicts the destination node server of login target game account next time according to the historical log information;The most recent games archives are synchronized to the destination node server by the central server.Using the present invention, the quality of cloud game service can be promoted.
Description
Technical field
The present invention relates to cloud game technical field more particularly to a kind of method and apparatus of synchronous cloud game archives.
Background technology
Cloud game is a kind of game on line based on cloud computing, and cloud game can be deployed in by cloud game service quotient
In CDN clusters, cloud game program can have been run on the node server of CDN clusters.User can be by terminal access at it
The corresponding node server in location logs in cloud game, and game operation is carried out in terminal, to which terminal can will be corresponding
Operational order upload to node server.Later, node server can be based on the execution logic of cloud game program, in conjunction with behaviour
Make instruction to calculate and generate game picture, game picture, which is then fed back to terminal, shows.
After user exits the game account of cloud game, node server can be corresponding most by the game account of generation
New game archives are uploaded to central server.User's next time certain node server log in identical game account when, the node
Whether server can detect first is locally stored with the corresponding most recent games archives of the game account, if being stored with newest trip
Play archives, the node server can then be based on most recent games archives and provide game services;If not storing most recent games shelves
Case, the node server then can synchronize most recent games archives from central server, be then based on most recent games archives and provide cloud
Game services.
In the implementation of the present invention, the inventor finds that the existing technology has at least the following problems:
If the login node server of game account converts frequent occurrence, after login, node server institute is logged in
In area, corresponding node server is often required for synchronizing the corresponding most recent games shelves of the game account at central server
Case, in this way, user is frequently necessary to start to play by falling into a long wait, the quality of cloud game service will be by larger shadow
It rings.
Invention content
In order to solve problems in the prior art, an embodiment of the present invention provides a kind of methods and dress of synchronous cloud game archives
It sets.The technical solution is as follows:
In a first aspect, a kind of method of synchronous cloud game archives is provided, the method includes:
When receiving the most recent games archives of target game account, central server obtains the target game account
Historical log information, wherein the historical log information includes at least historical log node and the historical log node pair
The game duration answered and/or historical log time;
The central server predicts the target of login target game account next time according to the historical log information
Node server;
The most recent games archives are synchronized to the destination node server by the central server.
Further, the central server predicts the target game account next time according to the historical log information
The destination node server of login, including:
The central server determines institute according to the historical log information of the target game account in default history duration
State in default history duration the corresponding game total duration of all node servers in each measurement period;
The central server is according to all corresponding game total durations of node server and each measurement period
Corresponding preset duration weights predict the weights of all node servers;
The central server predicts that the target game account is stepped on next time according to the weights of all node servers
The destination node server of record.
Further, the central server predicts the target game account next time according to the historical log information
The destination node server of login, including:
The central server determines institute according to the historical log information of the target game account in default history duration
State in default history duration the corresponding historical log time of all node servers in each measurement period;
The central server predicts the target trip according to all node servers corresponding historical log time
Objective time interval belonging to the next login time for account of playing;
The central server is gone through according to objective time interval is corresponding described in each measurement period in the default history duration
History logs in node, predicts the destination node server of login target game account next time.
Further, after the central server obtains the historical log information of the target game account, further include:
The central server obtains multiple candidate login nodes of the target game account;
The central server predicts the target of login target game account next time according to the historical log information
Node server, including:
The central server predicts the mesh according to the historical log information in the multiple candidate login node
Mark the destination node server of game account login next time.
Further, the most recent games archives are synchronized to the destination node server by the central server, packet
It includes:
The central server determines the game dossier of the destination node server storage and the most recent games archives
Data difference information;
The most recent games archives are synchronized to the target section by central server different information based on the data
Point server.
Second aspect, provides a kind of device of synchronous cloud game archives, and described device includes:
Acquisition module, for when receiving the most recent games archives of target game account, obtaining the target game account
The historical log information at family, wherein the historical log information includes at least historical log node and the historical log section
The corresponding game duration of point and/or historical log time;
Prediction module, the target logged in for according to the historical log information, predicting the target game account next time
Node server;
Synchronization module, for the most recent games archives to be synchronized to the destination node server.
Further, the prediction module, is specifically used for:
According to the historical log information of the target game account in default history duration, the default history duration is determined
The corresponding game total duration of all node servers in interior each measurement period;
According to all corresponding game total durations of node server and the corresponding preset duration of each measurement period
Weights predict the weights of all node servers;
Predict that the destination node that the target game account next time logs in takes according to the weights of all node servers
Business device.
Further, the prediction module, is specifically used for:
According to the historical log information of the target game account in default history duration, the default history duration is determined
All node servers corresponding historical log time in interior each measurement period;
According to all node servers corresponding historical log time, predict that the next time of the target game account steps on
Record the objective time interval belonging to the time;
According to the corresponding historical log node of objective time interval described in each measurement period in the default history duration, prediction
The destination node server that the target game account next time logs in.
Further, the acquisition module, is specifically used for:
Obtain multiple candidate login nodes of the target game account;
The prediction module, is additionally operable to:
According to the historical log information, the target game account next time is predicted in the multiple candidate login node
The destination node server of login.
Further, the synchronization module, is specifically used for:
Determine the data difference information of the game dossier and the most recent games archives of the destination node server storage;
The most recent games archives are synchronized to the destination node server by different information based on the data.
The third aspect, provides a kind of central server, and the central server includes processor and memory, described to deposit
Be stored at least one instruction, at least one section of program, code set or instruction set in reservoir, at least one instruction, it is described extremely
Few one section of program, the code set or instruction set are loaded by the processor and are executed to realize synchronization as described in relation to the first aspect
The method of cloud game archives.
Fourth aspect provides a kind of computer readable storage medium, at least one finger is stored in the storage medium
Enable, at least one section of program, code set or instruction set, at least one instruction, at least one section of program, the code set or
Instruction set is loaded by processor and is executed the method to realize synchronization cloud game archives as described in relation to the first aspect.
The advantageous effect that technical solution provided in an embodiment of the present invention is brought is:
In the embodiment of the present invention, when receiving the most recent games archives of target game account, central server obtains mesh
Mark the historical log information of game account, wherein historical log information includes at least historical log node and historical log section
The corresponding game duration of point and/or historical log time;Central server predicts target game account according to historical log information
The destination node server that next time logs in;Most recent games archives are synchronized to destination node server by central server.In this way, logical
It crosses historical log information prediction and goes out the node server of game account login next time, and synchronize most recent games archives in advance, so
When user logs on game account, there is very that maximum probability can be logged in by the node server of prediction, since the node takes
Business device has synchronized corresponding most recent games archives in advance, is not necessarily to again synchronize most recent games archives at therefrom central server, greatly
The big time for reducing user and waiting for game, so as to promote the quality of cloud game service.
Description of the drawings
To describe the technical solutions in the embodiments of the present invention more clearly, make required in being described below to embodiment
Attached drawing is briefly described, it should be apparent that, drawings in the following description are only some embodiments of the invention, for
For those of ordinary skill in the art, without creative efforts, other are can also be obtained according to these attached drawings
Attached drawing.
Fig. 1 is a kind of schematic diagram of a scenario of synchronous cloud game archives provided in an embodiment of the present invention;
Fig. 2 is a kind of method flow diagram of synchronous cloud game archives provided in an embodiment of the present invention;
Fig. 3 is a kind of apparatus structure schematic diagram of synchronous cloud game archives provided in an embodiment of the present invention;
Fig. 4 is a kind of structural schematic diagram of central server provided in an embodiment of the present invention.
Specific implementation mode
To make the object, technical solutions and advantages of the present invention clearer, below in conjunction with attached drawing to embodiment party of the present invention
Formula is described in further detail.
An embodiment of the present invention provides a kind of methods of synchronous cloud game archives, and the executive agent of this method can be centered on
Server, central server can be the administrative centers of arbitrary cloud game service cluster, can be deployed in cloud game service collection
In the central machine room of group, for preserving and the game dossier corresponding to the game account of synchronous all users.Cloud game service collection
Can also include great deal of nodes server in group, node server can be deployed in each region computer room of cloud game service cluster
Interior, each node server can be used for providing cloud game service, and and center in the game account of its affiliated zone registration
Server carries out the synchronization process of game dossier.Concrete scene can be as shown in Figure 1.It may include processing in above-mentioned server
Device, memory, transceiver, processor can be used for synchronizing the processing of cloud game archives, and memory can be used at storage
The data of the data and generation that need in the process are managed, transceiver can be used for sending and receiving the dependency number in processing procedure
According to.With cloud game service cluster for CDN clusters in the present embodiment, central server is the Centroid of CDN clusters, node serve
Device is illustrates for CDN node, other situations are similar therewith, and necessary place will illustrate.
Below in conjunction with specific implementation mode, to a kind of process flow of the method for synchronous cloud game archives shown in Fig. 2
It is described in detail, content can be as follows:
Step 201:When receiving the most recent games archives of target game account, central server obtains target game account
The historical log information at family.
Wherein, historical log information includes at least historical log node and the corresponding game duration of historical log node
And/or the historical log time.
In force, when wanting to start some cloud game, user can pass through terminal (such as PSP (Play Station
Portable, handheld device), smart mobile phone, computer etc.) on the cloud game client installed access user location
Node server, relevant game account (i.e. target game account) is then logged at the node server to start to swim
Play.After game over, user exit target game account, what above-mentioned node server generated when can be by this game over
The corresponding game dossier of target game account, i.e. most recent games archives, are uploaded to central server.In turn, above-mentioned when receiving
When the most recent games archives for the target game account that node server uploads, central server can obtain target game account
Historical log information, including when historical log node and the corresponding game duration of historical log node and/or historical log
Between, for example, in the most recent games archives for the target game account that above-mentioned node server uploads, target game account can be carried
Family can record target trip in the log-on message of the node server in this way, central server is receiving most recent games archives
Account of playing is in the log-on message of the node server, and similarly, central server can take according to other nodes in the manner described above
Be engaged in device upload most recent games archives, record target game account other above-mentioned node servers log-on message, to, in
Central server can be counted based on the above-mentioned log-on message of record and obtained the historical log information of target game account.Wherein, it goes through
It can be the node server for logging in target game account in the previous preset times of user or preset time every time that history, which logs in node,
The historical log time can be the login time for logging in target game account in the previous preset times of user or preset time every time,
Duration of playing can carry out game the time it takes every time in the previous preset times of user or preset time.
Step 202:Central server is according to historical log information, the destination node of prediction target game account login next time
Server.
In force, the historical log information of target game account can reflect that user logs in target to a certain extent
The login rule of game account, the node so as to be logged in target game account next time using login law forecasting user are taken
Business device.For example, if user often logs in target game account in certain node server, very user still exists next time in maximum probability
The node server logs in target game account.In this way, central server is in the historical log letter for getting target game account
After breath, historical log information can be analyzed, to predict the node server of target game account login next time, i.e. target
Node server, wherein central server can predict preset quantity destination node server, can be one or more.
Optionally, central server can predict target game from the angle of the corresponding game duration of historical log node
The destination node server of account login next time, correspondingly, the processing of step 202 can be as follows:Central server is according to default
The historical log information of target game account in history duration determines that all nodes take in each measurement period in default history duration
The corresponding game total duration of business device;Central server is according to the corresponding game total duration of all node servers and each measurement period
Corresponding preset duration weights, predict the weights of all node servers;Central server is according to the power of all node servers
The destination node server of value prediction target game account login next time.
Wherein, following log in of the preset prediction of technical staff that history duration can be cloud game service side is preset to save
The effective time range for the historical log information selected when point, can be arbitrary duration, such as 1 year, half a year, 1 month.Statistics week
Phase can be the arbitrary week that the preset login behavior to game account of the technical staff of cloud game service side is counted
The cycle duration of phase, a measurement period can be one day, one week, one month etc.;Preset duration weights can indicate different systems
The game duration in the period is counted to the following prediction role for logging in node, measurement period is closer away from current time, then right
The preset duration weights answered are bigger.
In force, central server can choose the historical log information of target game account in default history duration,
Later, central server can determine in default history duration that target game account is in all node servers in each measurement period
Game total duration, and then central server can be based on above-mentioned all corresponding game total durations of node server and each statistics
Period corresponding preset duration weights, predict the weights of all node servers.It is understood that the institute that above-mentioned prediction obtains
There are the weights of node server, can reflect that target game is each in all node servers account next time to a certain extent
The login probability of a node.In this way, after prediction obtains the weights of all node servers, central server can be according to weights
Sequence from high in the end, prediction preset quantity (can be one or more) higher node server of weights is as above-mentioned mesh
Mark node server.For example, can be arranged when default history a length of one month, setting measurement period is one week, then presets history
Duration may include four measurement periods (this sentences one month as 28 days), be labeled as successively first week, second week, third
Week and 4th week, and be arranged first week to the corresponding preset duration weights of 4th week be respectively 0.5,0.6,0.7,0.8;With all
For node server is A, B, C, D node server, it is assumed that target game account first week is to 4th week in A node servers
Game total duration be respectively 5 hours, 3 hours, 6 hours, 2 hours, then the weights of the A node servers predicted are 5 ×
The specific prediction process of 0.5+3 × 0.6+6 × 0.7+2 × 0.8=10.1, B, C, D node server are referred to A node serves
Device, it is assumed here that it is respectively 9.1,11.2,0 that prediction, which obtains the weights of B, C, D node server,;In this way, if setting present count
Amount is one, then central server can be using the highest C node servers of forecast power as above-mentioned destination node server, such as
It is two that preset quantity, which is arranged, in fruit, then central server can be with the higher A node servers of forecast power and C node servers
It is above-mentioned to be only illustrated for one or two with preset quantity as above-mentioned destination node server, other present counts
Amount is referred to above-mentioned processing.
Optionally, central server can predict target from the angle of historical log node corresponding historical log time
The destination node server of game account login next time, correspondingly, the processing of step 202 can be as follows:Central server according to
The historical log information of target game account in default history duration determines in default history duration all sections in each measurement period
The point server corresponding historical log time;Central server is according to all node servers corresponding historical log time, in advance
Survey the objective time interval belonging to the next login time of target game account;Central server in default history duration according to respectively counting
The corresponding historical log node of objective time interval in period, the destination node server of prediction target game account login next time.
Wherein, following log in of the preset prediction of technical staff that history duration can be cloud game service side is preset to save
The effective time range for the historical log information selected when point, can be arbitrary duration, such as 1 year, half a year, 1 month.Statistics week
Phase can be the arbitrary week that the preset login behavior to game account of the technical staff of cloud game service side is counted
The cycle duration of phase, a measurement period can be one day, one week, one month etc.;Period can be the skill of cloud game service side
The preset time section divided to login time of art personnel, can be arbitrary section, such as daily 12 points to 14
Point, 18 points to 20 points.
In force, central server can choose the historical log information of target game account in default history duration,
Later, central server can determine that target game account is in all node serves in default history duration in each measurement period
Historical log time in device, then, central server can be based on all node servers corresponding historical log time, in advance
The objective time interval belonging to the next login time of target game account is surveyed, that is, the quantity for the above-mentioned historical log time for including is most
More periods.It is understood that the objective time interval that above-mentioned prediction obtains, can reflect target game account to a certain extent
Next time logs in the login time of node server.Later, central server can out of default history duration target game account
Historical log information in, obtain preset in history duration in each measurement period the corresponding historical log node of objective time interval and its
Login times, it is contemplated that the login times of certain node server can be at some extent as target game account
Log in the login frequency of the node server next time, login frequency is higher, then target game account stepping in the node server
It is bigger to record probability.In this way, central server it is secondary can to predict that preset quantity logs according to the sequence of login times from high to low
The higher node server of number is as above-mentioned destination node server.
For example, can be arranged when default history a length of one month, setting measurement period is one week, then presetting history duration can
To include four measurement periods (this sentences one month as 28 days), be labeled as successively first week, second week, third it is all and the
Surrounding, it is a period that can be arranged two hours, such as 0 point to 2 points, 2 points to 4 points, and so on.Assuming that target game account
Four times (only being recorded here to the login time logged in for the first time daily) have been logged in A node servers within one week, four times
Login time be respectively 12 points 10 minutes, 12 points 30 minutes, 12 points 20 minutes, 12 points 10 minutes, then can be with 12 points to 14 points of record slot
Login times are 4, and the processing of second week to 4th week login time is referred to first week.Be A with all node servers,
B, for C node servers, it is assumed that in above-mentioned default statistics duration, A node servers are in 12 points to 14 points of login of period
Number is 8, is 10 in 18 points to 20 points of login times of period, is 0 in the login times of other periods;B node server
It is 4 in 12 points to 14 points of login times of period, is 1 in 18 points to 20 points of login times of period, in the login of other periods
Number is 0;C node servers are 7 in 12 points to 14 points of login times of period, in 18 points to 20 points of login times of period
It is 3, is 0 in the login times of other periods.It can to sum up obtain, 12 points to 14 points of login times of period are 19,18 points of period
It is 14 to 20 points of login times, the login times of other periods are 0, then when can predict that the next time of target game account logs in
Between belonging to objective time interval be 12 points to 14 points of period.Later, central server can obtain 12 points to 14 points pairs of objective time interval
The historical log node and its login times answered, the i.e. login times of A node servers are 8, the login times of B node server
Login times for 4, C node servers are 7.In this way, if setting preset quantity is one, central server can be pre-
The most A node servers of login times are surveyed as above-mentioned destination node server;If it is two that preset quantity, which is arranged,
Central server can predict the more A node servers of login times and C node servers as above-mentioned destination node service
Device.Above-mentioned to be only illustrated for one or two with preset quantity, other preset quantities are referred to above-mentioned processing.
Optionally, after the historical log information of central server acquisition target game account, target trip can also be obtained
The multiple candidate login nodes for account of playing, correspondingly, the processing of step 202 can be as follows:Central server is according to historical log
Information, in multiple candidate destination node servers for logging in prediction target game account login next time in node.
In force, central server can get the log-on message that user is provided previously, for example, user is exiting mesh
When marking game account, the logging zone for logging in target game account next time can be filled in, such as logs in target trip in Haidian District Beijing
Play account.Later, central server can determine multiple candidate login nodes, example based on the log-on message that user is provided previously
Such as, the log-on message for the Haidian District Beijing that central server can be filled according to above-mentioned user, determines section all in Haidian District
Point server is candidate login node.In turn, central server can be referred to based on the historical log information of target game account
The above-mentioned angle from the corresponding game duration of historical log node, the higher node of preset quantity weights obtained in conjunction with prediction
Server, the candidate node that logs in of prediction one logs in next time as target game account in determining multiple candidate login nodes
Destination node server.For example, the sequence according to weights from high to low, the higher section of preset quantity weights predicted
Point server is A, B, C, D, E node server, and the multiple candidate nodes that log in determined are B, F, G node server, due to
Candidate logs in only B node server in node and is overlapped with the node server of prediction, then can predict that B node server is mesh
Mark the destination node server of game account login next time.Alternatively, central server can be based on the history of target game account
Log-on message, with reference to the above-mentioned angle from the historical log node corresponding historical log time, the present count obtained in conjunction with prediction
The higher node server of amount login times, the candidate node that logs in of prediction one is made in determining multiple candidate login nodes
For the destination node server of target game account login next time.For example, the preset quantity login times that prediction obtains are higher
Node server be A, B, C, D, E node server, and the multiple candidate nodes that log in determined are D, F, G node server,
It is overlapped with the node server of prediction since candidate logs in only D node servers in node, then can predict D node servers
For the destination node server of target game account login next time.
Step 203:Most recent games archives are synchronized to destination node server by central server.
In force, central server is after prediction obtains the destination node server that target game account logs in next time,
The most recent games archives of the target game account received can be synchronized to destination node server.In this way, if under user
It is secondary by destination node server log target game account, destination node server, which can then detect, has been locally stored target
The most recent games archives of game account, such as can determine the game dossier by detecting game dossier corresponding version date
Whether it is most recent games archives.In turn, destination node server can be directly based upon most recent games archives offer and wander about costume
Business.
Optionally, central server can be based on data difference information, and most recent games archives are synchronized to destination node clothes
Business device, correspondingly, the processing of step 203 can be as follows:Central server determines the game dossier of destination node server storage
With the data difference information of most recent games archives;Central server is based on data difference information, and most recent games archives are synchronized to
Destination node server.
In force, central server is after prediction obtains the destination node server that target game account logs in next time,
The game dossier of destination node server storage and most recent games archives can be matched, to which, central server can be with
Determine the game dossier of destination node server storage and the data difference information of most recent games archives.Later, central server
It can be based on data difference information, most recent games archives are synchronized to destination node server.For example, game dossier can be with more
The form of a subfile exists, and central server can obtain the member of the subfile of the stored game dossier of destination node server
Data information, metadata information may include file name, date of formation, file size of subfile etc., in this way, center service
Device can be by the Ziwen of the metadata information of the subfile of most recent games document and the stored game dossier of destination node server
The metadata information of part is compared, later, the Ziwen that central server can be inconsistent by obtained metadata information is compared
Part is synchronized to destination node server.In this way, central server may not need is synchronized to target by complete most recent games archives
Node server, and then data synchronization amount can be reduced, shorten synchronization time, improves synchronous efficiency.
In the embodiment of the present invention, when receiving the most recent games archives of target game account, central server obtains mesh
Mark the historical log information of game account, wherein historical log information includes at least historical log node and historical log section
The corresponding game duration of point and/or historical log time;Central server predicts target game account according to historical log information
The destination node server that next time logs in;Most recent games archives are synchronized to destination node server by central server.In this way, logical
It crosses historical log information prediction and goes out the node server of game account login next time, and synchronize most recent games archives in advance, so
When user logs on game account, there is very that maximum probability can be logged in by the node server of prediction, since the node takes
Business device has synchronized corresponding most recent games archives in advance, is not necessarily to again synchronize most recent games archives at therefrom central server, greatly
The big time for reducing user and waiting for game, so as to promote the quality of cloud game service.
Based on the same technical idea, the embodiment of the present invention additionally provides a kind of device of synchronous cloud game archives, such as Fig. 3
Shown, described device includes:
Acquisition module 301, for when receiving the most recent games archives of target game account, obtaining the target game
The historical log information of account, wherein the historical log information includes at least historical log node and the historical log
The corresponding game duration of node and/or historical log time;
Prediction module 302, the mesh logged in for according to the historical log information, predicting the target game account next time
Mark node server;
Synchronization module 303, for the most recent games archives to be synchronized to the destination node server.
Optionally, the prediction module 302, is specifically used for:
According to the historical log information of the target game account in default history duration, the default history duration is determined
The corresponding game total duration of all node servers in interior each measurement period;
According to all corresponding game total durations of node server and the corresponding preset duration of each measurement period
Weights predict the weights of all node servers;
Predict that the destination node that the target game account next time logs in takes according to the weights of all node servers
Business device.
Optionally, the prediction module 302, is specifically used for:
According to the historical log information of the target game account in default history duration, the default history duration is determined
All node servers corresponding historical log time in interior each measurement period;
According to all node servers corresponding historical log time, predict that the next time of the target game account steps on
Record the objective time interval belonging to the time;
According to the corresponding historical log node of objective time interval described in each measurement period in the default history duration, prediction
The destination node server that the target game account next time logs in.
Optionally, the acquisition module 301, is specifically used for:
Obtain multiple candidate login nodes of the target game account;
The prediction module 302, is additionally operable to:
According to the historical log information, the target game account next time is predicted in the multiple candidate login node
The destination node server of login.
Optionally, the synchronization module 303, is specifically used for:
Determine the data difference information of the game dossier and the most recent games archives of the destination node server storage;
The most recent games archives are synchronized to the destination node server by different information based on the data.
In the embodiment of the present invention, when receiving the most recent games archives of target game account, central server obtains mesh
Mark the historical log information of game account, wherein historical log information includes at least historical log node and historical log section
The corresponding game duration of point and/or historical log time;Central server predicts target game account according to historical log information
The destination node server that next time logs in;Most recent games archives are synchronized to destination node server by central server.In this way, logical
It crosses historical log information prediction and goes out the node server of game account login next time, and synchronize most recent games archives in advance, so
When user logs on game account, there is very that maximum probability can be logged in by the node server of prediction, since the node takes
Business device has synchronized corresponding most recent games archives in advance, is not necessarily to again synchronize most recent games archives at therefrom central server, greatly
The big time for reducing user and waiting for game, so as to promote the quality of cloud game service.
It should be noted that:The device for the synchronization cloud game archives that above-described embodiment provides is synchronizing cloud game archives
When, only the example of the division of the above functional modules, in practical application, above-mentioned function can be divided as needed
With by different function module completions, i.e., the internal structure of device is divided into different function modules, to complete above description
All or part of function.In addition, the device and synchronous cloud game archives of the synchronization cloud game archives that above-described embodiment provides
Embodiment of the method belong to same design, specific implementation process refers to embodiment of the method, and which is not described herein again.
Fig. 4 is the structural schematic diagram of central server provided in an embodiment of the present invention.The central server 400 can be because of configuration
Or performance is different and generate bigger difference, may include one or more central processing units 422 (for example, one or
More than one processor) and memory 432, one or more store the storage medium of application programs 442 or data 444
430 (such as one or more mass memory units).Wherein, memory 432 and storage medium 430 can be of short duration storages
Or persistent storage.The program for being stored in storage medium 430 may include one or more modules (diagram does not mark), each
Module may include to the series of instructions operation in central server.Further, central processing unit 422 could be provided as
It is communicated with storage medium 430, the series of instructions operation in storage medium 430 is executed on central server 400.
Central server 400 can also include one or more power supplys 426, one or more are wired or wireless
Network interface 450, one or more input/output interfaces 458, one or more keyboards 456, and/or, one or
More than one operating system 441, such as Windows ServerTM, Mac OS XTM, UnixTM, LinuxTM, FreeBSDTM
Etc..
Central server 400 may include have memory and one either more than one program one of them or
More than one program is stored in memory, and be configured to by one either more than one processor execute it is one or
More than one program includes the instruction for carrying out above-mentioned synchronous cloud game archives.
One of ordinary skill in the art will appreciate that realizing that all or part of step of above-described embodiment can pass through hardware
It completes, relevant hardware can also be instructed to complete by program, the program can be stored in a kind of computer-readable
In storage medium, storage medium mentioned above can be read-only memory, disk or CD etc..
The foregoing is merely presently preferred embodiments of the present invention, is not intended to limit the invention, it is all the present invention spirit and
Within principle, any modification, equivalent replacement, improvement and so on should all be included in the protection scope of the present invention.
Claims (12)
1. a kind of method of synchronous cloud game archives, which is characterized in that the method includes:
When receiving the most recent games archives of target game account, central server obtains the history of the target game account
Log-on message, wherein the historical log information includes at least historical log node and the historical log node is corresponding
It plays duration and/or historical log time;
The central server predicts the destination node of login target game account next time according to the historical log information
Server;
The most recent games archives are synchronized to the destination node server by the central server.
2. according to the method described in claim 1, it is characterized in that, the central server according to the historical log information,
Predict the destination node server of login target game account next time, including:
The central server determines described pre- according to the historical log information of the target game account in default history duration
If the corresponding game total duration of all node servers in each measurement period in history duration;
The central server is corresponded to according to all corresponding game total durations of node server and each measurement period
Preset duration weights, predict the weights of all node servers;
The central server predicts what the target game account next time logged according to the weights of all node servers
Destination node server.
3. according to the method described in claim 1, it is characterized in that, the central server according to the historical log information,
Predict the destination node server of login target game account next time, including:
The central server determines described pre- according to the historical log information of the target game account in default history duration
If all node servers corresponding historical log time in each measurement period in history duration;
The central server predicts the target game account according to all node servers corresponding historical log time
Objective time interval belonging to the next login time at family;
The central server is stepped on according to the corresponding history of objective time interval described in each measurement period in the default history duration
Node is recorded, predicts the destination node server of login target game account next time.
4. according to the method in claim 2 or 3, which is characterized in that the central server obtains the target game account
After the historical log information at family, further include:
The central server obtains multiple candidate login nodes of the target game account;
The central server predicts the destination node of login target game account next time according to the historical log information
Server, including:
The central server predicts the target trip according to the historical log information in the multiple candidate login node
The destination node server of account of playing login next time.
5. according to the method described in claim 1, it is characterized in that, the central server synchronizes the most recent games archives
To the destination node server, including:
The central server determines the number of the game dossier and the most recent games archives of the destination node server storage
According to different information;
The most recent games archives are synchronized to the destination node and taken by central server different information based on the data
Business device.
6. a kind of device of synchronous cloud game archives, which is characterized in that described device includes:
Acquisition module, for when receiving the most recent games archives of target game account, obtaining the target game account
Historical log information, wherein the historical log information includes at least historical log node and the historical log node pair
The game duration answered and/or historical log time;
Prediction module, the destination node logged in for according to the historical log information, predicting the target game account next time
Server;
Synchronization module, for the most recent games archives to be synchronized to the destination node server.
7. device according to claim 6, which is characterized in that the prediction module is specifically used for:
According to the historical log information of the target game account in default history duration, determine each in the default history duration
The corresponding game total duration of all node servers in measurement period;
According to all corresponding game total durations of node server and the corresponding preset duration weights of each measurement period,
Predict the weights of all node servers;
The destination node server of login target game account next time is predicted according to the weights of all node servers.
8. device according to claim 6, which is characterized in that the prediction module is specifically used for:
According to the historical log information of the target game account in default history duration, determine each in the default history duration
All node servers corresponding historical log time in measurement period;
According to all node servers corresponding historical log time, when predicting that the next time of the target game account logs in
Between belonging to objective time interval;
According to the corresponding historical log node of objective time interval described in each measurement period in the default history duration, described in prediction
The destination node server of target game account login next time.
9. device according to claim 7 or 8, which is characterized in that the acquisition module is specifically used for:
Obtain multiple candidate login nodes of the target game account;
The prediction module, is additionally operable to:
According to the historical log information, predict that the target game account next time logs in the multiple candidate login node
Destination node server.
10. device according to claim 6, which is characterized in that the synchronization module is specifically used for:
Determine the data difference information of the game dossier and the most recent games archives of the destination node server storage;
The most recent games archives are synchronized to the destination node server by different information based on the data.
11. a kind of central server, which is characterized in that the central server includes processor and memory, the memory
In be stored at least one instruction, at least one section of program, code set or instruction set, at least one instruction, described at least one
Duan Chengxu, the code set or instruction set are loaded by the processor and are executed to realize as described in claim 1 to 5 is any
The method of synchronous cloud game archives.
12. a kind of computer readable storage medium, which is characterized in that be stored at least one instruction, extremely in the storage medium
Few one section of program, code set or instruction set, at least one instruction, at least one section of program, the code set or the instruction
Collection is loaded by processor and is executed the method to realize the synchronization cloud game archives as described in claim 1 to 5 is any.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201810343827.0A CN108654092B (en) | 2018-04-17 | 2018-04-17 | Method and device for synchronizing cloud game files |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201810343827.0A CN108654092B (en) | 2018-04-17 | 2018-04-17 | Method and device for synchronizing cloud game files |
Publications (2)
Publication Number | Publication Date |
---|---|
CN108654092A true CN108654092A (en) | 2018-10-16 |
CN108654092B CN108654092B (en) | 2021-09-24 |
Family
ID=63783632
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN201810343827.0A Expired - Fee Related CN108654092B (en) | 2018-04-17 | 2018-04-17 | Method and device for synchronizing cloud game files |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN108654092B (en) |
Cited By (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN110368686A (en) * | 2019-07-03 | 2019-10-25 | 上海闻泰信息技术有限公司 | Cloud game implementation method, device, cloud server, terminal and medium |
CN111437610A (en) * | 2020-04-21 | 2020-07-24 | 西安万像电子科技有限公司 | Processing method and device of cloud game system and cloud server |
CN111744174A (en) * | 2020-01-08 | 2020-10-09 | 厦门雅基软件有限公司 | Account management method and device of cloud game, account login method and device and electronic equipment |
CN111800447A (en) * | 2019-09-20 | 2020-10-20 | 厦门雅基软件有限公司 | Server scheduling method and device for cloud game and readable storage medium |
CN111917768A (en) * | 2020-07-30 | 2020-11-10 | 腾讯科技(深圳)有限公司 | Virtual scene processing method and device and computer readable storage medium |
CN112104888A (en) * | 2020-09-18 | 2020-12-18 | 北京一起教育信息咨询有限责任公司 | Method and system for grouping live broadcast users |
Family Cites Families (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR101442606B1 (en) * | 2007-12-28 | 2014-09-25 | 삼성전자주식회사 | Game service method for providing online game using UCC and game server therefor |
CN105530272B (en) * | 2014-09-29 | 2019-06-04 | 阿里巴巴集团控股有限公司 | A kind of synchronous method and device using data |
US9795879B2 (en) * | 2014-12-31 | 2017-10-24 | Sony Interactive Entertainment America Llc | Game state save, transfer and resume for cloud gaming |
CN105915491A (en) * | 2015-11-18 | 2016-08-31 | 乐视网信息技术(北京)股份有限公司 | Account number login method and device |
CN105912577A (en) * | 2016-03-31 | 2016-08-31 | 乐视控股(北京)有限公司 | Reminding method and reminding device for data update |
CN107115674B (en) * | 2017-03-22 | 2019-09-13 | 腾讯科技(深圳)有限公司 | The distribution method and device of virtual resource |
CN111617487B (en) * | 2020-05-22 | 2021-03-16 | 腾讯科技(深圳)有限公司 | Account access method and device in game application, storage medium and electronic equipment |
-
2018
- 2018-04-17 CN CN201810343827.0A patent/CN108654092B/en not_active Expired - Fee Related
Cited By (9)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN110368686A (en) * | 2019-07-03 | 2019-10-25 | 上海闻泰信息技术有限公司 | Cloud game implementation method, device, cloud server, terminal and medium |
CN111800447A (en) * | 2019-09-20 | 2020-10-20 | 厦门雅基软件有限公司 | Server scheduling method and device for cloud game and readable storage medium |
CN111744174A (en) * | 2020-01-08 | 2020-10-09 | 厦门雅基软件有限公司 | Account management method and device of cloud game, account login method and device and electronic equipment |
CN111437610A (en) * | 2020-04-21 | 2020-07-24 | 西安万像电子科技有限公司 | Processing method and device of cloud game system and cloud server |
CN111437610B (en) * | 2020-04-21 | 2023-11-17 | 西安万像电子科技有限公司 | Cloud game system processing method and device and cloud server |
CN111917768A (en) * | 2020-07-30 | 2020-11-10 | 腾讯科技(深圳)有限公司 | Virtual scene processing method and device and computer readable storage medium |
CN111917768B (en) * | 2020-07-30 | 2022-05-13 | 腾讯科技(深圳)有限公司 | Virtual scene processing method and device and computer readable storage medium |
CN112104888A (en) * | 2020-09-18 | 2020-12-18 | 北京一起教育信息咨询有限责任公司 | Method and system for grouping live broadcast users |
CN112104888B (en) * | 2020-09-18 | 2022-07-05 | 北京一起教育信息咨询有限责任公司 | Method and system for grouping live broadcast users |
Also Published As
Publication number | Publication date |
---|---|
CN108654092B (en) | 2021-09-24 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
CN108654092A (en) | A kind of method and apparatus of synchronous cloud game archives | |
Narayanan et al. | Lumos5G: Mapping and predicting commercial mmWave 5G throughput | |
Qiao et al. | A mobility analytical framework for big mobile data in densely populated area | |
CN105872837B (en) | User's recommended method and device | |
EP3172888B1 (en) | Methods and systems for triggering efficient application synchronization | |
Cardone et al. | Participact: A large-scale crowdsensing platform | |
US8229470B1 (en) | Correlating user interests and location in a mobile network | |
EP3014904B1 (en) | Categorized location identification based on historical locations of a user device | |
CN113065843B (en) | Model processing method and device, electronic equipment and storage medium | |
CN103713989A (en) | Test case generating method and test case generating device for user terminal | |
CN103597890B (en) | Track the user terminal in mobile communications network | |
KR20130052014A (en) | Terminal quantity estimation device and terminal quantity estimation method | |
CN105897811B (en) | A kind of method of data synchronization and device | |
CN109714399A (en) | Method for pushing and device, storage medium, the electronic device of notification message | |
CN105468442A (en) | Application and information movement in a cloud environment | |
EP4407510A1 (en) | Position recognition method, apparatus and system, and device and storage medium | |
CN111629336B (en) | Method, device and equipment for determining number of people in target area and storage medium | |
CN114070852A (en) | Live broadcast delay optimization method and device | |
CN108322819A (en) | Predict the method and device of user behavior | |
CN114866790A (en) | Live streaming scheduling method and device | |
CN109144837B (en) | User behavior pattern recognition method supporting accurate service push | |
CN110826786A (en) | Method and device for predicting number of target place population and storage medium | |
CN103607731A (en) | Method and device for processing measurement reports | |
CN108235335A (en) | A kind of determining method and device of the weak overlay area of internal home network | |
CN113609202A (en) | Data processing method and device |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PB01 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination | ||
GR01 | Patent grant | ||
GR01 | Patent grant | ||
CF01 | Termination of patent right due to non-payment of annual fee | ||
CF01 | Termination of patent right due to non-payment of annual fee |
Granted publication date: 20210924 |