CN112870692B - Game acceleration method, acceleration system, acceleration device and storage medium - Google Patents
Game acceleration method, acceleration system, acceleration device and storage medium Download PDFInfo
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- 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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
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- 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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L45/00—Routing or path finding of packets in data switching networks
- H04L45/12—Shortest path evaluation
- H04L45/122—Shortest path evaluation by minimising distances, e.g. by selecting a route with minimum of number of hops
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L69/00—Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
- H04L69/16—Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]
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- 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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/407—Data transfer via internet
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- 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
- A63F2300/51—Server architecture
- A63F2300/513—Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
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- 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
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- 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
- A63F2300/535—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 for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L2101/00—Indexing scheme associated with group H04L61/00
- H04L2101/60—Types of network addresses
- H04L2101/69—Types of network addresses using geographic information, e.g. room number
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
- Y02D30/00—Reducing energy consumption in communication networks
- Y02D30/50—Reducing energy consumption in communication networks in wire-line communication networks, e.g. low power modes or reduced link rate
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- Engineering & Computer Science (AREA)
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- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- Computer Security & Cryptography (AREA)
- Data Exchanges In Wide-Area Networks (AREA)
- Information Transfer Between Computers (AREA)
Abstract
The application discloses a game acceleration method, an acceleration system, an acceleration device and a storage medium, and belongs to the technical field of game acceleration. The game acceleration method comprises the following steps: acquiring an optimal acceleration node; accessing the flow of the game target to be processed into an optimal acceleration node; analyzing the flow to obtain key flow; and connecting the key traffic to an acceleration special line to accelerate. By the method, the flow extraction cost is reduced, the key flow of the game target to be processed can be accelerated, stable transmission of the key flow is ensured, and the bandwidth cost is reduced.
Description
Technical Field
The present disclosure relates to the field of game acceleration technologies, and in particular, to a game acceleration method, an acceleration system, an acceleration device, and a storage medium.
Background
With the continuous development of the game industry, the number of games and game users have increased greatly. Because game operators usually erect game servers in a certain network operator, for some cross-operator game users, the network of the operator used by the game operators lacks the game servers, so that the problem of unstable network in peak period exists, and the game experience is not good; and the game server is usually installed in a country or region where the game operator is located, for overseas game users, the game delay is affected more and the game experience is worse due to the longer link.
In the prior art, data are generally firstly grabbed on the equipment of a game operator, then whether one packet is a game packet is judged, if so, a game IP (Internet Protocol, internet protocol address) is extracted, the game is accelerated through a game acceleration private network, and the game delay is reduced.
However, this approach may result in the device having to extract all traffic for analysis, increasing processing costs, and failing to accelerate only for the traffic of the main logic, and still presenting problems of slow critical acceleration traffic delivery and excessive bandwidth costs.
Disclosure of Invention
The technical problem to be solved mainly is to provide a game acceleration method, an acceleration system, an acceleration device and a storage medium, wherein an optimal acceleration node is obtained based on geographic position information of a client, the flow of a game target to be processed in the client is connected to the acceleration node, and then the flow of the game target to be processed is analyzed to accelerate key flow.
In order to solve the above technical problems, a technical solution adopted in the present application is to provide a game acceleration method, where the acceleration method is applied to a client, and includes: acquiring an optimal acceleration node; accessing the flow of the game target to be processed into an optimal acceleration node; analyzing the flow to obtain key flow; and connecting the key traffic to an acceleration special line to accelerate.
The step of obtaining the optimal acceleration node specifically includes: obtaining geographic position information of a client; sending a request to a central node based on the geographic position information so as to acquire related information and encryption information of the optimal acceleration node through the central node; transmitting a connection request and encryption information to the optimal acceleration node based on the related information, so that the optimal acceleration node verifies the connection request based on the encryption information; and if the verification result passes, acquiring the optimal acceleration node.
If the verification result passes, the step of obtaining the optimal acceleration node further comprises the following steps: and taking the encryption information as a return connection account number, and associating the verification result with the flow through the return connection account number.
The optimal acceleration node is the acceleration node closest to the geographic position of the client.
The method specifically comprises the steps of analyzing the flow to obtain the key flow, wherein the flow comprises transmission control protocol flow and user datagram protocol flow: acquiring an internet protocol address of a game target to be processed; judging whether the attribution of an operator of a game target to be processed is in the country or region where the client is located or not based on the Internet protocol address; and if the operator attribution is in the country or region where the client is located, acquiring the user datagram protocol traffic as the key traffic.
The step of judging whether the attribution of the operator of the game target to be processed is the country or the region where the client is located based on the internet protocol address further comprises the following steps: if the attribution of the operator is not in the country or region where the client is located, acquiring the user datagram protocol traffic and the transmission control protocol traffic, and judging whether the transmission control protocol traffic is downloading traffic or not; and if the transmission control protocol traffic is the non-downloading traffic, acquiring the user datagram protocol traffic and the transmission control protocol traffic as key traffic.
If the operator attribution is not in the country or region where the client is located, the steps of obtaining the user datagram protocol traffic and the transmission control protocol traffic, and judging whether the transmission control protocol traffic is the downloading traffic further comprise: and if the transmission control protocol traffic is the downloading traffic, acquiring the user datagram protocol traffic as the key traffic.
In order to solve the above technical problem, another technical solution adopted in the present application is to provide a game acceleration system, which includes: the acceleration node acquisition module is used for acquiring an optimal acceleration node; the access module is used for accessing the flow of the game target to be processed to the optimal acceleration node; the analysis module is used for analyzing the flow and acquiring key flow; and the key flow access module is used for accessing the key flow into the acceleration special line to accelerate.
In order to solve the above technical problem, another technical solution adopted in the present application is to provide a game acceleration device, which includes: a memory for storing program data, the memory implementing the steps in the game acceleration method as set forth in any one of the above when the program data is executed; a processor for executing program instructions stored in memory to implement steps in a game acceleration method as described in any one of the preceding claims.
To solve the above technical problem, another technical solution adopted in the present application is to provide a computer readable storage medium, where a computer program is stored, where the computer program when executed by a processor implements the steps in the game acceleration method according to any one of the above claims.
The beneficial effects of this application are: compared with the prior art, the method and the device have the advantages that the optimal acceleration node is obtained, the flow of the game target to be processed is accessed to the optimal acceleration node, and then the key flow is accelerated by analyzing the flow of the game target to be processed, so that the main logic flow can be accelerated, the stable transmission of the key flow is ensured, and the bandwidth cost can be reduced.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of an embodiment of a game acceleration method of the present application;
FIG. 2 is a sub-flowchart of step S11 of FIG. 1;
FIG. 3 is a sub-flowchart of step S13 of FIG. 1;
FIG. 4 is a schematic diagram of an embodiment of a game acceleration system of the present application;
FIG. 5 is a schematic diagram of an embodiment of a game acceleration device of the present application;
fig. 6 is a schematic structural diagram of an embodiment of a computer-readable storage medium of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are only some, but not all, of the embodiments of the present application. All other embodiments, which can be made by one of ordinary skill in the art without undue burden from the present disclosure, are within the scope of the present disclosure.
The terminology used in the embodiments of the application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. As used in this application and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise, the "plurality" generally includes at least two, but does not exclude the case of at least one.
It should be understood that the term "and/or" as used herein is merely one relationship describing the association of the associated objects, meaning that there may be three relationships, e.g., a and/or B, may represent: a exists alone, A and B exist together, and B exists alone. In addition, the character "/" herein generally indicates that the front and rear associated objects are an "or" relationship.
It should be understood that the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising … …" does not exclude the presence of other like elements in a process, method, article or apparatus that comprises the element.
With the continuous development of the game industry, the number of games and game users have increased greatly. Because game operators usually erect game servers in a certain network operator, for some cross-operator game users, the network of the operator used by the game operators lacks the game servers, so that the problem of unstable network in peak period exists, and the game experience is not good; and the game server is usually installed in a country or region where the game operator is located, for overseas game users, the game delay is affected more and the game experience is worse due to the longer link.
In the prior art, data are generally firstly grabbed on the equipment of a game operator, then whether one packet is a game packet is judged, if so, a game IP (Internet Protocol, internet protocol address) is extracted, the game is accelerated through a game acceleration private network, and the game delay is reduced.
However, this approach may result in the device having to extract all traffic for analysis, increasing processing costs, and not being able to speed up only for the traffic of the main logic, and still presenting problems of slow critical traffic delivery and excessive bandwidth costs.
In addition, the prior art is cut in from the equipment of the operator, so that the prior art does not relate to the communication protocols of the client and the server, and the existing communication protocols of the client and the server are not friendly enough for supporting UDP (User Datagram Protocol ) traffic, and are too simple in permission verification mode and cannot guarantee the safety of communication.
Based on the above situation, the application provides a game acceleration method, an acceleration system, an acceleration device and a storage medium, wherein an optimal acceleration node is obtained based on geographic position information of a client, and the flow of a game target to be processed in the client is accessed to the acceleration node, and then the flow of the game target to be processed is analyzed to accelerate the key flow.
Specifically, referring to fig. 1, fig. 1 is a schematic flow chart of an embodiment of a game acceleration method of the present application. As shown in fig. 1, in this embodiment, the execution body is a client, and the method includes:
s11: and obtaining an optimal acceleration node.
In this embodiment, a request is sent to a central node based on geographic location information of a client, and an optimal acceleration node is obtained based on the central node.
In this embodiment, the geographical location information of the client is obtained by means of user authorization.
In other embodiments, the geographic location information of the client may also be queried from the client IP by obtaining the client IP, which is not limited in this application.
In this embodiment, the central node is a central server.
In this embodiment, the acceleration node is a pre-deployed border gateway protocol (Border Gateway Protocol, BGP) acceleration node. BGP is a core decentralized autonomous routing protocol on the internet. The reachability between autonomous systems is realized by maintaining an IP routing table or a prefix table, and the reachability belongs to a vector routing protocol. BGP is the only protocol used to handle networks like the internet and is the only protocol that can handle multipath connections between unrelated routing domains.
In this embodiment, the optimal acceleration node is the acceleration node closest to the geographic location where the client is located.
Specifically, the information of all pre-deployed acceleration nodes is stored in the central node, the acceleration node closest to the geographic position of the client can be obtained according to the geographic position information of the client to serve as an optimal acceleration node, and the related information of the optimal acceleration node is sent to the client, so that the client is connected to the optimal acceleration node in a redirecting mode according to the related information of the optimal acceleration node.
In this embodiment, BGP acceleration nodes may be deployed in a machine room of a network operator in advance by cooperating with the network operator, where the acceleration nodes are connected through an acceleration dedicated line of the network operator; or, in cooperation with the cloud service manufacturer, the cloud machine of the cloud service manufacturer in each region is purchased to serve as an acceleration node, and the acceleration nodes are connected through an acceleration special line of the cloud service manufacturer.
The network operators comprise domestic operators and foreign operators.
The domestic operators comprise China telecom, china Mobile, china Union and the like.
The cloud service manufacturers comprise domestic cloud service manufacturers and foreign cloud service manufacturers.
The domestic cloud service manufacturers comprise Tengxun cloud, ali cloud and the like.
Because the machine room of the network operator and the cloud machine of the cloud service manufacturer are generally distributed over the country and some main overseas regions, the present embodiment can solve the problems of user cross-operator and game delay and the like by deploying acceleration nodes in the regions where the machine room or the cloud machine is arranged.
Specifically, the direct connection game of the client may have a problem of crossing network operators, and in the embodiment, the client is connected to the acceleration node, so that the acceleration node serves as a proxy server, and the game application of the client can be accelerated under the condition that the network operators lack a game server, thereby solving the problem of crossing the operators by users.
Further, because the client is directly connected with the game server and walks through the public network, the phenomena of packet loss and the like often occur in peak periods, and some overseas games are even almost not communicated due to overlong links. According to the embodiment, through the accelerating nodes deployed in the whole country and some main overseas regions, games can be accelerated through accelerating private lines of network operators or cloud service manufacturers, so that faster and more stable network transmission is realized, and the situations of packet loss in peak period, incapability of communication caused by overlong links and the like are avoided.
S12: and accessing the flow of the game target to be processed into the optimal acceleration node.
In this embodiment, the game target to be processed is a game application currently used by the client.
Specifically, in this embodiment, since the traffic is directly extracted from the game application of the client, the traffic acquired by the optimal acceleration node must be a game packet; further, since unnecessary traffic is not required to be extracted, traffic extraction cost and subsequent analysis cost can be reduced.
S13: and analyzing the flow to obtain the key flow.
In this embodiment, the critical flow rate is a flow rate having a high requirement for real-time performance.
Specifically, game data in the client game application is collected and analyzed to obtain flow with high requirement on real-time performance.
For example, the fight data in the game process belongs to the flow rate with high requirement on real-time performance.
S14: and connecting the key traffic to an acceleration special line to accelerate.
In the embodiment, the traffic with high real-time requirement is accessed to the acceleration private line of the network operator or the cloud service manufacturer, so that the traffic of the main logic is accelerated through the acceleration private line, the transmission speed of the key traffic can be improved, and the bandwidth cost can be reduced.
Compared with the prior art, the method and the device have the advantages that the optimal acceleration node is obtained based on the geographic position information of the client, and the flow of the game target to be processed in the client is connected to the acceleration node, so that the data packet obtained from the acceleration node can be ensured to be a game packet, and the flow extraction cost is reduced; then, the flow of the game package is analyzed to accelerate the key flow, so that the flow of the main logic can be accelerated, the stable transmission of the key flow is ensured, and the bandwidth cost can be reduced; furthermore, the problems of cross-operator and game delay of users can be solved by accessing the flow of the game target to be processed into the acceleration node.
With continued reference to fig. 2, fig. 2 is a sub-flowchart of step S11 in fig. 1. As shown in fig. 2, in this embodiment, the step of obtaining the optimal acceleration node specifically includes:
s21: and obtaining the geographic position information of the client.
S22: and sending a request to the central node based on the geographic position information so as to acquire the related information and the encryption information of the optimal acceleration node through the central node.
In this embodiment, after receiving a connection request sent by a client, a central node obtains, according to geographic location information of the client, an acceleration node closest to the geographic location of the client as an optimal acceleration node, and sends relevant information and encryption information of the optimal acceleration node to the client, so that the client negotiates with the optimal acceleration node based on the relevant information and encryption information.
In this embodiment, the encrypted information is token (token) generated by the central node.
Specifically, the token is a string of characters generated by the central node, and can be used as an ID (identification, account number) for identifying the identity of the client when the client makes a request.
S23: and sending the connection request and the encryption information to the optimal acceleration node based on the related information, so that the optimal acceleration node verifies the connection request based on the encryption information.
In this embodiment, after the client sends a connection request to the central node for the first time, the central node generates a token and returns the token to the client, so that the client performs redirection connection based on the related information of the optimal acceleration node. And the client sends a connection request and the token to the optimal acceleration node based on the related information, and the optimal acceleration node verifies the token by using the key after receiving the connection request of the client.
S24: and if the verification result passes, acquiring the optimal acceleration node.
In this embodiment, if the verification result passes, after the optimal acceleration node is obtained, the encrypted information is used as a return connection account, so that the verification result is associated with the traffic through the return connection account.
When a client redirects to connect to an acceleration node, data negotiation is typically performed with the acceleration node using the SOCKS5 protocol, and the acceleration node connects to a real game server. The SOCKS5 is a proxy protocol, which plays an intermediary role between a front-end machine and a server machine that communicate using TCP/IP protocol, so that the front-end machine in the intranet can access the server in the Internet network, or make the communication safer. The SOCKS5 server simulates the behavior of a front end by forwarding the request from the front end to the real target server.
Specifically, the game traffic of the client includes transmission control protocol (Transmission Control Protocol, TCP) traffic and user datagram protocol (User Datagram Protocol, UDP) traffic, and in the negotiation stage, the client sends a connection request to the optimal acceleration node through the TCP traffic and obtains a verification result based on the TCP traffic, however, the existing SOCKS5 protocol is not friendly enough to support UDP traffic, and cannot correlate the negotiation result of the TCP traffic with subsequent UDP traffic under the scenario of having network address translation (Network Address Translation, NAT) for verification.
In the embodiment, an improved private protocol based on SOCKS5 is adopted, in a negotiation stage, a client sends a connection request to an optimal acceleration node through TCP traffic, after the client passes the negotiation and is connected with the optimal acceleration node for the first time, a token is returned to the client as a returned connection ID, and the ID on a wrapping belt of subsequent udp traffic can directly request data without checking again. The method and the device can directly relate the negotiation result of the TCP with the UDP flow through improving the SOCKS5 protocol, thereby effectively managing the flow.
Further, in the existing SOCKS5 protocol, when the client requests data from the server, the server needs to query the user name and the password from the database and compare them, determine whether the user name and the password are correct, and make a corresponding prompt. The verification method is too simple, and the single user password method is easy to crack. In the embodiment, the token is used as the connection ID to realize information encryption, and the verification process is carried out on the optimal acceleration node, so that the whole process is not exposed on the client, and the verification security can be greatly improved.
Compared with the prior art, the method and the system improve the communication protocol between the client and the acceleration node, use a lightweight and safe proxy protocol as the communication protocol, and can correlate the user datagram protocol flow with the transmission control protocol flow for verification, thereby not only improving the support of the user datagram protocol flow, but also improving the complexity of a verification mode, and further ensuring the communication safety.
Referring to fig. 3, fig. 3 is a sub-flowchart of step S13 in fig. 1. As shown in fig. 3, in this embodiment, the step of analyzing the flow to obtain the critical flow specifically includes:
s31: and acquiring the Internet protocol address of the game target to be processed.
In this embodiment, the data extracted from the game application of the client acquires the game target IP to be processed.
S32: and judging whether the attribution of the operator of the game target to be processed is in the country or region where the client is located or not based on the Internet protocol address.
Specifically, if the operator home location is in the country or region where the client is located, S33 is performed; if the operator home is not in the country or region where the client is located, S34 is performed.
S33: and acquiring the user datagram protocol traffic as key traffic.
In this embodiment, the operator belongs to the country or region where the client is located, which indicates that the game target to be processed is a domestic game, and for the domestic game, only the data transmitted through the UDP protocol belongs to the traffic with higher requirements for real-time.
The data transmitted through the UDP protocol is fight data in the game process, and other data except the fight data in the game process can be transmitted through the TCP protocol, for example, login traffic and download traffic.
Specifically, when the user logs in the domestic game at the client, the TCP traffic can directly go to the public network to connect with the game server because the link is shorter and the delay is smaller, so that the TCP traffic does not need to be accelerated.
S34: and acquiring the user datagram protocol traffic and the transmission control protocol traffic, and judging whether the transmission control protocol traffic is downloading traffic or not.
In this embodiment, the operator home location is not in the country or region where the client is located, which indicates that the game target to be processed is a foreign game, and for the foreign game, since the delay of the outbound link is too large and the network is unstable, part of the TCP traffic cannot be transmitted through the public network, and therefore, it is also necessary to access the part of the TCP traffic to the acceleration dedicated line.
The part of TCP traffic which needs to be accessed to the acceleration special line is login traffic.
The other TCP flows, such as the flow of the hot update download part, occupy most of the dedicated line bandwidth, which results in slow transmission of the key flows and excessive bandwidth cost, so the embodiment analyzes the game logic to distinguish the flow of the hot update download part, and transmits the flow of the hot update download part through the optimal acceleration node to the public network, thereby achieving a certain acceleration effect without occupying the acceleration dedicated line. By the mode, not only can the rapid and stable network transmission be realized, but also the bandwidth cost can be saved.
Specifically, if the transmission control protocol traffic is the download traffic, S35 is performed; if the transmission control protocol traffic is non-download traffic, S36 is performed.
S35: and acquiring the user datagram protocol traffic as key traffic.
In this embodiment, if the TCP traffic is the download traffic, it indicates that the portion of TCP traffic needs to be transmitted through the acceleration node going to the public network, but not through the acceleration dedicated line, so only the user datagram protocol traffic needs to be acquired as the critical traffic.
S36: and acquiring the user datagram protocol traffic and the transmission control protocol traffic as key traffic.
In this embodiment, if the tcp traffic is not the download traffic, indicating that the part of traffic is the login traffic, the acceleration dedicated line is also required to be accessed to accelerate to ensure that the user can connect to the game server, so that the user datagram protocol traffic and the tcp traffic are required to be critical traffic.
S37: and (5) ending.
Compared with the prior art, the method and the device distinguish domestic games from foreign games, and only UDP flow is connected to an acceleration special line for the domestic games, so that fight data in the game process can be accurately accelerated, and game experience is improved; and for foreign games, game logic is analyzed to distinguish downloading traffic from non-downloading traffic, and the non-downloading traffic is connected through an acceleration node walking public network, so that a certain acceleration effect is achieved, the occupation of the bandwidth of an acceleration dedicated line is avoided, and UDP traffic and non-downloading traffic are stably accelerated through the acceleration dedicated line.
Correspondingly, the application provides a game acceleration system.
Specifically, referring to fig. 4, fig. 4 is a schematic structural diagram of an embodiment of the game acceleration system of the present application. As shown in fig. 4, the game acceleration system 40 includes an acceleration node acquisition module 41, an access module 42, an analysis module 43, and a critical traffic access module 44.
In this embodiment, the acceleration node obtaining module 41 is configured to obtain an optimal acceleration node.
Specifically, the information of all pre-deployed acceleration nodes is stored in the central node, the acceleration node closest to the geographic position of the client can be obtained according to the geographic position information of the client to be used as the optimal acceleration node, the related information of the optimal acceleration node is sent to the client, and the acceleration node obtaining module 41 is used for redirecting and connecting to the optimal acceleration node according to the related information of the optimal acceleration node.
In this embodiment, the access module 42 is configured to access the flow of the game target to be processed to the optimal acceleration node.
In this embodiment, the analysis module 43 is configured to analyze the flow rate to obtain a critical flow rate.
The analysis module 43 is used for collecting and analyzing game data in the client game application to obtain the flow with high real-time requirement. The specific analysis and acquisition process is described in the related text in steps S31 to S36, and will not be repeated here.
In this embodiment, the critical traffic access module 44 is configured to access the critical traffic to the acceleration dedicated line for acceleration.
Compared with the prior art, the method and the device have the advantages that the optimal acceleration node is obtained through the acceleration node obtaining module, and the flow of the game target to be processed in the client is accessed to the acceleration node through the access module, so that the data packet obtained on the acceleration node can be ensured to be a game packet, and the flow extraction cost is reduced; and then, the flow of the game package is analyzed through the analysis module so as to accelerate the key flow, so that the flow of the main logic can be accelerated, the rapid and stable network transmission is realized, the game experience of a user is improved, and the bandwidth cost can be reduced.
Correspondingly, the application provides a game accelerating device.
Specifically, referring to fig. 5, fig. 5 is a schematic structural diagram of an embodiment of a game acceleration device according to the present application. As shown in fig. 5, the game acceleration device 50 includes a processor 51 and a memory 52 coupled to each other.
In the present embodiment, the memory 52 is configured to store program data, which when executed can implement steps in the game acceleration method according to any one of the above; the processor 51 is configured to execute the program instructions stored in the memory 52 to implement steps in any of the above method embodiments or steps correspondingly executed by the game acceleration device in any of the above method embodiments. The game acceleration device 50 may include a communication circuit or the like as required in addition to the above-described processor 51 and memory 52, and is not limited thereto.
In particular, the processor 51 is adapted to control itself and the memory 52 to implement the steps of any of the track acquisition method embodiments described above. The processor 51 may also be referred to as a CPU (Central Processing Unit ). The processor 51 may be an integrated circuit chip with signal processing capabilities. The processor 51 may also be a general purpose processor, a digital signal processor (Digital Signal Processor, DSP), an application specific integrated circuit (Application Specific Integrated Circuit, ASIC), a Field programmable gate array (Field-Programmable Gate Array, FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. In addition, the processor 51 may be commonly implemented by a plurality of integrated circuit chips.
Compared with the prior art, the method and the device have the advantages that the optimal acceleration node is obtained by obtaining the geographic position information of the client, and the flow of the game target to be processed in the client is connected to the acceleration node, so that the data packet obtained from the acceleration node can be ensured to be a game packet, and the flow extraction cost is reduced; and then, the flow of the game package is analyzed to accelerate the key flow, so that the flow of the main logic can be accelerated, the stable transmission of the key flow is ensured, and the bandwidth cost can be reduced.
Accordingly, the present application provides a computer-readable storage medium.
Referring to fig. 6, fig. 6 is a schematic structural diagram of an embodiment of a computer readable storage medium of the present application.
The computer readable storage medium 60 comprises a computer program 601 stored on the computer readable storage medium 60, which computer program 601 when executed by the processor implements the steps of any of the method embodiments described above or the steps correspondingly performed by the relevant apparatus of the method embodiments described above.
In particular, the integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium 60. Based on such understanding, the technical solution of the present application, or a part or all or part of the technical solution contributing to the prior art, may be embodied in the form of a software product stored in a computer-readable storage medium 60, including several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (processor) to perform all or part of the steps of the methods of the embodiments of the present application. And the aforementioned computer-readable storage medium 60 includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the several embodiments provided in the present application, it should be understood that the disclosed methods and apparatus may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of modules or units is merely a logical functional division, and there may be additional divisions when actually implemented, e.g., multiple units or components may be combined or integrated into another system, or some features may be omitted or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical, or other forms.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the embodiment.
In addition, each functional unit in each embodiment of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied essentially or in part or all or part of the technical solution contributing to the prior art or in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (processor) to perform all or part of the steps of the methods of the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing description is only of embodiments of the present application, and is not intended to limit the scope of the patent application, and all equivalent structures or equivalent processes using the descriptions and the contents of the present application or other related technical fields are included in the scope of the patent application.
Claims (7)
1. A game acceleration method, wherein the acceleration method is applied to a client, and comprises:
acquiring an optimal acceleration node;
accessing the flow of the game target to be processed into the optimal acceleration node;
analyzing the flow to obtain a key flow; the traffic includes transmission control protocol traffic and user datagram protocol traffic;
the method specifically comprises the following steps: acquiring an internet protocol address of the game target to be processed;
judging whether the attribution of the operator of the game target to be processed is in the country or region where the client is located or not based on the Internet protocol address;
if the operator attribution is in the country or region where the client is located, acquiring the user datagram protocol traffic as the key traffic;
if the attribution of the operator is not in the country or region where the client is located, acquiring the user datagram protocol traffic and the transmission control protocol traffic, and judging whether the transmission control protocol traffic is downloading traffic or not;
if the transmission control protocol traffic is non-downloading traffic, acquiring the user datagram protocol traffic and the transmission control protocol traffic as the key traffic;
if the transmission control protocol flow is the downloading flow, acquiring the user datagram protocol flow as the key flow;
and accessing the key flow to an acceleration special line to accelerate.
2. The game acceleration method of claim 1, wherein the step of obtaining an optimal acceleration node specifically includes:
obtaining geographic position information of the client;
sending a request to a central node based on the geographic position information so as to acquire the related information and encryption information of the optimal acceleration node through the central node;
transmitting a connection request and the encryption information to the optimal acceleration node based on the related information, so that the optimal acceleration node verifies the connection request based on the encryption information;
and if the verification result passes, acquiring the optimal acceleration node.
3. The game acceleration method of claim 2, wherein the step of acquiring the optimal acceleration node further comprises, if the verification result passes:
and taking the encrypted information as a return connection account number, and associating a verification result with the flow through the return connection account number.
4. A game acceleration method according to any one of claims 1-3, wherein the optimal acceleration node is the acceleration node closest to the geographic location where the client is located.
5. A game acceleration system, comprising:
the acceleration node acquisition module is used for acquiring an optimal acceleration node;
the access module is used for accessing the flow of the game target to be processed to the optimal acceleration node;
the analysis module is used for analyzing the flow and acquiring key flow; the traffic includes transmission control protocol traffic and user datagram protocol traffic; the method specifically comprises the following steps: acquiring an internet protocol address of the game target to be processed; judging whether the operator attribution of the game target to be processed is in the country or region where the client is located or not based on the Internet protocol address; if the operator attribution is in the country or region where the client is located, acquiring the user datagram protocol traffic as the key traffic; if the attribution of the operator is not in the country or region where the client is located, acquiring the user datagram protocol traffic and the transmission control protocol traffic, and judging whether the transmission control protocol traffic is downloading traffic or not; if the transmission control protocol traffic is non-downloading traffic, acquiring the user datagram protocol traffic and the transmission control protocol traffic as the key traffic; if the transmission control protocol flow is the downloading flow, acquiring the user datagram protocol flow as the key flow;
and the key flow access module is used for accessing the key flow into the acceleration special line to accelerate.
6. A game acceleration device, the device comprising:
a memory for storing program data which when executed implements the steps in the game acceleration method according to any one of claims 1 to 4;
a processor for executing program instructions stored in the memory to implement the steps in the game acceleration method as claimed in any one of claims 1 to 4.
7. A computer-readable storage medium, characterized in that the computer-readable storage medium has stored thereon a computer program which, when executed by a processor, implements the steps of the game acceleration method of any one of claims 1 to 4.
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