FDD网规网优-王者荣耀时延优化初探
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><img src="http://mmbiz.qpic.cn/mmbiz_gif/S3QLqj3iazWj0UibMcSlXSgclQOTM9u5TtbxEYozRpQib0ticRXRkIWu17eB9uZ9HibBVsUOrg19E0dZdAP0oZZJS8A/0?wx_fmt=gif&tp=webp&wxfrom=5&wx_lazy=1" style="width: 50%; margin-bottom: 20px;"> <strong style="color: blue;">c</strong>: </span><span style="color: black;"><span style="color: black;">点击上方</span>"<strong style="color: blue;"><span style="color: black;">mscbsc</span></strong>"<span style="color: black;">↑</span><span style="color: black;">订阅;成就卓越自我,打造通信<span style="color: black;">第1</span>在线学习平台~</span></span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><strong style="color: blue;"> <span style="color: black;">问题描述(故障现象)</span></strong></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">《王者荣耀》<span style="color: black;">是由于</span>腾讯<span style="color: black;">研发</span>的一款运营在Android、IOS平台上的MOBA类手游,于2015年11月26日在Android、IOS平台上正式公测,上线<span style="color: black;">败兴</span>受到广大玩家的热爱,<span style="color: black;">日前</span>该游戏在手游排行中<span style="color: black;">处在</span>TOP 1的位置。随着LTE网络下玩家数量的<span style="color: black;">增多</span>,时延大、卡顿等网络问题<span style="color: black;">逐步</span><span style="color: black;">增多</span>,用户投诉呈<span style="color: black;">提升</span>趋势,本文针对时延优化初步探索。</span></p><span style="color: black;"><strong style="color: blue;"><span style="color: black;">问题<span style="color: black;">原由</span>分析</span></strong></span>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">从多次完整的抓包信令分析结果来看,王者荣耀<span style="color: black;">运用</span>HTTP更新数据,有一条TCP和两条UDP贯穿游戏。游戏数据交互采用UDP协议,<span style="color: black;">能够</span>降低交互时延,部分玩家交流信息采用TCP协议。<span style="color: black;">按照</span>玩家反馈,玩家更注重游戏过程中的时延,当游戏右上角时延超过150ms会<span style="color: black;">显现</span>卡顿的现象。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">1、时延<span style="color: black;">评定</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">按照</span>游戏模型分析,其中TCP心跳检测包贯穿游戏始终,<span style="color: black;">能够</span><span style="color: black;">经过</span><span style="color: black;">评定</span>每3s一次的心跳检测包的时延及链路状态来间接<span style="color: black;">评定</span>游戏体验时延。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><img src="http://mmbiz.qpic.cn/mmbiz_png/3w7RwrCdEfOTpQV0Pa3pJHLib4zSS2ficabX0N91HjXv1yCia4QuicibiaBY7FibzPl4NXJx5HYYJlbsF1OuLnNibUcyQQ/640?wx_fmt=png&tp=webp&wxfrom=5&wx_lazy=1&wx_co=1" style="width: 50%; margin-bottom: 20px;"></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">2、时延分析</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">分别在UE侧、eNB侧进行用户面数据抓包,<span style="color: black;">按照</span>TCP时间戳<span style="color: black;">能够</span>判断空口往返时延及网络侧往返时延。<span style="color: black;">按照</span>用终端侧TCP的往返时延减eNB侧往返时延可判断空口往返时延。经<span style="color: black;">太多</span>次测试,在网络环境稳定的<span style="color: black;">状况</span>下,UE侧往返时延约为70ms,其中网络侧时延37ms,空口时延33ms。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><img src="http://mmbiz.qpic.cn/mmbiz_png/3w7RwrCdEfOTpQV0Pa3pJHLib4zSS2ficaiaHRaHlqTYiaJxxUSUa355CLPxL3h5iaxDUibYxtJwMcwicKia4fxxlRUung/640?wx_fmt=png&tp=webp&wxfrom=5&wx_lazy=1&wx_co=1" style="width: 50%; margin-bottom: 20px;"></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><strong style="color: blue;"><span style="color: black;"><span style="color: black;">问题<span style="color: black;">处理</span><span style="color: black;">方法</span></span></span></strong></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">玩家对加载过程时延容忍度较高,但对游戏过程中容忍度低,<span style="color: black;">因此呢</span>需要重点对游戏中时延实施优化。游戏过程中<span style="color: black;">海量</span>数据交互采用UDP协议,<span style="color: black;">日前</span>缺乏对UDP时延、误码率的<span style="color: black;">评定</span>手段及优化<span style="color: black;">办法</span>。但TCP跟UDP都与同一个服务器交互,<span style="color: black;">能够</span><span style="color: black;">经过</span>心跳TCP链路状态来<span style="color: black;">评定</span>终端到服务器之间的链路状态。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">1 QOS<span style="color: black;">保证</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">LTE协议中对<span style="color: black;">区别</span>QoS<span style="color: black;">供给</span><span style="color: black;">区别</span>QCI<span style="color: black;">保证</span>,并<span style="color: black;">创立</span>专用承载进行速率<span style="color: black;">保证</span>。对实时游戏<span style="color: black;">能够</span><span style="color: black;">创立</span>QCI=3的专用承载,时延<span style="color: black;">保证</span>为50ms,但现网用户默认均只<span style="color: black;">创立</span>QCI=6的默认承载,时延<span style="color: black;">保证</span>是300ms。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><img src="http://mmbiz.qpic.cn/mmbiz_png/3w7RwrCdEfOTpQV0Pa3pJHLib4zSS2ficaHyO15Cvbia2DjH6SuPs9WiaRnBDhpkL3zb5xa8nhFhc1RoIne0BrILCg/640?wx_fmt=png&tp=webp&wxfrom=5&wx_lazy=1&wx_co=1" style="width: 50%; margin-bottom: 20px;"></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">因为</span>暂时<span style="color: black;">没法</span><span style="color: black;">运用</span>测试卡<span style="color: black;">创立</span>QCI=3的专用承载,<span style="color: black;">因此呢</span>尝试修改某站QCI=6的承载<span style="color: black;">保证</span>时延为100ms。修改前后<span style="color: black;">运用</span>王者荣耀时延分析工具统计<span style="color: black;">状况</span>如下,平均心跳时延及最大心跳时延均改善<span style="color: black;">显著</span>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><img src="http://mmbiz.qpic.cn/mmbiz_png/3w7RwrCdEfOTpQV0Pa3pJHLib4zSS2ficaXAAYrRIUhZy6svbBvt81C3cicOicYzNPyKpiaCWTQy2lIWhjkLibD7yywg/640?wx_fmt=png&tp=webp&wxfrom=5&wx_lazy=1&wx_co=1" style="width: 50%; margin-bottom: 20px;"></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">2 SR</span></strong><strong style="color: blue;"><span style="color: black;">调度周期</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">在UE侧心跳时延中,空口时延约为33ms,该时延<span style="color: black;">能够</span><span style="color: black;">经过</span><span style="color: black;">调节</span>SR调度周期进行优化。现网<span style="color: black;">经过</span><span style="color: black;">调节</span>SR调度周期10ms修改为5ms,验证效果如下,空口时延改善<span style="color: black;">显著</span>。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><img src="http://mmbiz.qpic.cn/mmbiz_png/3w7RwrCdEfOTpQV0Pa3pJHLib4zSS2ficaaibickv6tKJEtG0lXRtvGCibHM9MMib6EYnTH9IoAr4WF0mYc7ZOI9tF1A/640?wx_fmt=png&tp=webp&wxfrom=5&wx_lazy=1&wx_co=1" style="width: 50%; margin-bottom: 20px;"></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;">空口时延分布如下:</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><img src="http://mmbiz.qpic.cn/mmbiz_png/3w7RwrCdEfOTpQV0Pa3pJHLib4zSS2fica1tOsR1GoPWRibgNXyoVAYaMHpJm0LQGeZ7BiaMiaCTxhVE5nhRhKmV8aA/640?wx_fmt=png&tp=webp&wxfrom=5&wx_lazy=1&wx_co=1" style="width: 50%; margin-bottom: 20px;"></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><strong style="color: blue;"><span style="color: black;">总结及<span style="color: black;">重视</span>事项</span></strong></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">1、现网大部分用户默认承载均为QCI=6,直接修改eNB侧QoS<span style="color: black;">保证</span>时延操作性较难。可集团与腾讯合作,由腾讯<span style="color: black;">供给</span>接口,运营商集团平台进行对接,子<span style="color: black;">机构</span>核心网侧针对王者荣耀等在线手机<span style="color: black;">创立</span>QCI 3专用承载,<span style="color: black;">保证</span>用户感知时延。</p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"> 2、针对此类时延问题投诉定位<span style="color: black;">能够</span>在UE侧及eNB侧<span style="color: black;">同期</span>抓包,<span style="color: black;">经过</span>TCP协议时间戳初步判断是空口侧问题还是网络侧问题。</p>3、<span style="color: black;">经过</span><span style="color: black;">调节</span>调度周期<span style="color: black;">能够</span>改善空口时延,<span style="color: black;">从而</span>优化游戏感知时延,但SR调度周期与小区调度总用户数<span style="color: black;">关联</span>,可<span style="color: black;">按照</span>现网<span style="color: black;">实质</span><span style="color: black;">状况</span>进行<span style="color: black;">调节</span>。
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><img src="http://mmbiz.qpic.cn/mmbiz_png/3w7RwrCdEfNO1pHdmQMFaA6nicxXVsEzdXLY17g9dAUC9APa3Gl0OUgKIHmvbgjPgnztl3LHhPBskvuicib8bQf7Q/640?wx_fmt=png&tp=webp&wxfrom=5&wx_lazy=1&wx_co=1" style="width: 50%; margin-bottom: 20px;"></p>
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