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Wide area network real-time interactive game synchronization method, device and system

A real-time interaction and synchronization device technology, applied in the field of computer communication, can solve problems such as machine jamming, game packet loss, and high probability of user input data loss, and achieve the effect of improving the freeze problem, increasing the input synchronization frequency, and smooth game synchronization experience

Active Publication Date: 2018-02-09
SHENZHEN ZHANGWAN NETWORK TECH
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  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Due to the existence of high network delay, under the premise of ensuring the smoothness of the game, the probability of user input data loss is very high, which will lead to game packet loss and machine jamming problems, which cannot meet the normal game experience.

Method used

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  • Wide area network real-time interactive game synchronization method, device and system
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  • Wide area network real-time interactive game synchronization method, device and system

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Embodiment Construction

[0057] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only some, not all, embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts belong to the protection scope of the present invention.

[0058] The technical problem to be solved by the embodiments of the present invention is to provide a real-time interactive game synchronization method, device and system over a wide area network, which can increase the input synchronization frequency of both parties when the network delay is high, and greatly improve the stalling problem in the stop-and-wait synchronization mode , providing a smooth game synchronization experience. Each will be described in d...

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Abstract

The invention provides a wide area network real-time interactive game synchronization method. The method includes the following steps of obtaining own side input instructions of a current wide area network real-time interactive game, storing the own side input instructions according to the time sequence, generating at least one own side data frame through the own side input instructions and the running state of the wide area network real-time interactive game according to a preset frame time interval, sending an own side data packet, obtaining another party data packet which is sent by another wide area network real-time interactive game and generated through the same method as that of the own side data packet, judging whether the difference between the currently-generated own side data frame and the frame number of the other side data frame with the largest data number in the other side data packet is larger than or equal to a synchronization critical value or not, and if the difference is smaller than the synchronization critical value, synchronously operating the wide area network real-time interactive games. According to the method, the input synchronization frequency of the two sides can be improved when the network delay is high. In addition, the invention further provides a wide area network real-time interactive game synchronization device and a network system working according to the wide area network real-time interactive game synchronization method.

Description

technical field [0001] The invention relates to the field of computer communication, in particular to a method, device and system for synchronizing real-time interactive games over a wide area network. Background technique [0002] Real-time data synchronization is widely used in scenarios such as real-time battle games. Real-time data synchronization protocols are characterized by intensive communication and require low latency. The existing synchronization protocol adopts the stop-and-wait protocol. For end-to-end games, two devices need to transmit data to each other and receive data at the same time. The stop-and-wait protocol consumes twice the communication delay of one-way communication. It is not suitable for unstable WAN networks and relatively long communication delays. big case. [0003] For example, in the case of the Internet, due to the existence of different Internet service providers, the direct communication delay between a telecom user in Shenzhen and a ...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): H04L29/06H04L12/58
Inventor 陈乔何意
Owner SHENZHEN ZHANGWAN NETWORK TECH
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