TW200946191A - Game user apparatus - Google Patents
Game user apparatus Download PDFInfo
- Publication number
- TW200946191A TW200946191A TW098109110A TW98109110A TW200946191A TW 200946191 A TW200946191 A TW 200946191A TW 098109110 A TW098109110 A TW 098109110A TW 98109110 A TW98109110 A TW 98109110A TW 200946191 A TW200946191 A TW 200946191A
- Authority
- TW
- Taiwan
- Prior art keywords
- game
- data
- passive
- passive data
- active
- Prior art date
Links
- 239000000872 buffer Substances 0.000 claims abstract description 125
- 238000013500 data storage Methods 0.000 claims description 89
- 239000000463 material Substances 0.000 claims description 70
- 238000000034 method Methods 0.000 claims description 58
- 239000011149 active material Substances 0.000 claims description 31
- 238000012384 transportation and delivery Methods 0.000 claims description 14
- 239000012925 reference material Substances 0.000 claims description 9
- 230000004044 response Effects 0.000 claims description 9
- 230000008569 process Effects 0.000 claims description 8
- 238000012545 processing Methods 0.000 claims description 7
- 238000004590 computer program Methods 0.000 claims description 3
- 206010011469 Crying Diseases 0.000 claims 1
- 238000006243 chemical reaction Methods 0.000 description 37
- 238000004891 communication Methods 0.000 description 8
- 238000012546 transfer Methods 0.000 description 8
- 238000001514 detection method Methods 0.000 description 6
- 230000005540 biological transmission Effects 0.000 description 5
- 230000008859 change Effects 0.000 description 5
- 238000007726 management method Methods 0.000 description 4
- 244000025254 Cannabis sativa Species 0.000 description 3
- 230000002452 interceptive effect Effects 0.000 description 2
- 238000005259 measurement Methods 0.000 description 2
- 241000196324 Embryophyta Species 0.000 description 1
- 206010024229 Leprosy Diseases 0.000 description 1
- 241000239226 Scorpiones Species 0.000 description 1
- 241001425726 Vindula arsinoe Species 0.000 description 1
- 238000009825 accumulation Methods 0.000 description 1
- 230000009471 action Effects 0.000 description 1
- 230000004913 activation Effects 0.000 description 1
- 238000013523 data management Methods 0.000 description 1
- 238000010586 diagram Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
- 239000010985 leather Substances 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3223—Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
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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
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
-
- 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
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- 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
- A63F2300/20—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 the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
- A63F2300/207—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for accessing game resources from local storage, e.g. streaming content from DVD
-
- 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
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
-
- 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
- A63F2300/5593—Details of game data or player data management involving scheduling aspects
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Computer Networks & Wireless Communication (AREA)
- Information Transfer Between Computers (AREA)
Abstract
Description
200946191 六、發明說明: 【發明所屬之技術領域】 本發明是關於遊戲的範疇。更特別地,本發明的具體 實施例是關於用於讓使用者可以執行遊戲的遊戲使用者設 備、用於配置遊戲的方法以及軟體。 【先前技術】 數位傳輸(digital distribution)是經由網際網路以及其 他網路以產物或是服務的形式而提供數位内容之原理。 藉由將來寬頻網際網路成為了普遍存在者,各種形式的媒 體内容的數位傳輸更加地變得需要。由伺服器系統和桌上 型電腦所組成之内容傳遞網路已經配置成傳遞數位内容至 末端使用者,以透過網際網路操控例如桌上型pc或控制台。 舉例來說’這種形式的一個存在的平台是valve股份有 限么司的「Steam」產品,其為一種數位傳輸、多人連線以 及通訊系列。它主要被用來數位地傳輸且管理不同類型的 電腦遊戲,其範圍從一人射擊遊戲以及RpG (角色扮演遊 戲)到赛馬遊戲。 例如這樣的系統允許使用者透過數位傳播網路購買且 取得遊戲。就這一點而言’不用收到具有CD/dVD的盒子, 而購貝的軟體從飼服器散佈至使用者,舉例來說,透過預 先註冊的使用者帳號,藉此可以取得及下載軟體至本地客 戶並在使用者的電腦上進行。 熟知的數位傳播平台(digital distribution platform )已 經與可散佈的檔案系統一起操作。該可分配的檔案系統允 200946191 ' 許在凡全地下載至本地的玩家電腦之前就開始遊戲。最典 型地’這可以藉由創造基本遊戲檔案的列表以及擁有預先 載入器(pre-loader)而完成(僅當他們需要或即將會需要 時向傳播伺服器請求播案)。根據這些系統,對於線性 遊戲來說,已經有可能僅以可執行碼(executable code )和 所下載的第一少許區域的緩衝而開始遊戲。現今,此類系 統已經因為許多原因而產生問題。一個主要的問題是:因 _ 為現今遊戲的大小是幾百甚至幾千的百萬位元,通常遊戲 玩家將等待一段時間讓資料下載在背景中。另一個問題 是:在較緩慢的連接或當服務提供器(servicepr〇vider)變 付忙碌時,下載是極度緩慢,且難以與提供高頻寬下載者 競爭。對於非線性遊戲,這個問題更嚴重,其中執行遊戲 之可能性是極大且所需的資料時常改變。為了這些理由, 迄今,這種類型的内容傳送已經不被廣泛地使用,因為這 對末端使用者來說是不切實際且令人沮喪的。 Q 本發明的目標是替電腦遊戲提供改良的内容傳送系 統。更特別地,本發明提供允許使用者藉由網路(netw〇rk) (舉例來說:網際網路(internet))在他們的電腦快速地 且安全地接收遊戲檔案之應用。 【發明内容】 、根據本發明的一個具體實施例,提供一種建構成促進 遊戲執行之使用者遊戲設備,其根據從遠端遊戲分配伺服 器所接收並在遊戲執行期間結合以響應遊戲執行事件之遊 戲資料的第一和第二的個別供給。該使用者遊戲設備包 200946191 含:請求模組,其西 央配置成從第一資料路徑接收第一資料供 第二資料路徑接收第二資料供給並操作成合併該 换:料和第二資料以產生自然的遊戲執行經驗;以及遊 同步裝置’其建構成從分別的資料緩衝器控制第-資料 供給和第二資料供給之供給時間。 •根據本發明的另一個具體實施例,比起第二資料的平 均檔案大小’第-資料具有較小的平均檔案大小。 根據本發明的-個具體實施例,提供一種建構成促進 遊戲執行之❹者遊戲設備,其根據從遠端遊戲分配伺服 器所接收並在遊戲執行期間結合以響應遊戲執行事件之主 =遊戲資料和被動遊戲資料。該使用者遊戲設備包含:第 一模組’其配置成從主動資料路徑接收主動資料的供仏且 從被動資料路徑接收被動資料的供給,該第-模組㈣成 結合該主動資料和被動資料以產生自然的遊戲執行經驗; 乂及遊戲同步裝置,其建構成以控制主動資料從主動資料 路徑至第-模組的供給時間以及被動資料從被動資料路徑 至第一模組的供給時間。 、一根據本發明的另一個具體實施例,使用者遊戲設備更 進一步包含1時傳送模組,其供給來自於主動資料緩衝 器的主動資料,以響應於遊戲同步裝置的控制。 θ根據本發明的—個具體實施例,主動資料緩衝器的載 入是藉由主動資料管理器所控m動資料管理器是與 遠端遊戲分配伺服器連接。 … 根據本發明的一個具體實施例,第一模組建構成沿著 200946191 ' 主動資料路徑供應遊戲執行事件指示物。 根據本發明的另一個具體實施例,遊戲執行事件指示 物藉由主動資料路徑而供應至遠端遊戲分配伺服器,且其 中主動資料管理器從遠端遊戲分配伺服器接收將來遊戲執 行所需的主動資料。 根據本發明的另一個具體實施例,即時傳送模組是建 構成處理遊戲執行事件指示物,以決定未來遊戲執行時需 要什麼主動資料,且未來遊戲執行時所需要的主動資料是 向搖控遊戲傳播伺服器請求。 根據本發明的另一個具體實施例,在第一模組需要未 來遊戲執行所需的主動資料之前,該未來遊戲執行所需的 主動資料是進入主動資料緩衝器的階段。 根據本發明的另一個具體實施例,未來遊戲執行所需 的主動資料是取決於由遊戲碼所指定之遊戲執行事件指示 物而進入主動資料緩衝器的階段。 〇 根據本發明的另一個具體實施例,儲存在主動資料緩 衝器的主動資料一旦被使用過即刪除。 根據本發明的另一個具體實施例,在預訂時間的期間 之後’刪除儲存在主動資料緩衝器的主動資料;在主動資 料緩衝區的容量超過之後,刪除儲存在主動資料緩衝器的 主動資料;及/或在施行遊戲執行後,刪除儲存在主動資料 緩衝器的主動資料。 根據本發明的另一個具體實施例,使用者遊戲設備更 進一步包含:遊戲構成模組,其可操作成建構並進行遊戲 7 200946191 的複製版本,除了缺少主動資料,該遊戲的複製版本實質 上完整。 根據本發明的另一個具體實施例,第一模組建構成沿 著被動資料路徑提供遊戲執行事件指示物。 根據本發明的另一個具體實施例,遊戲執行事件指示 物供應至遠端遊戲分配伺服器,其中被動資料管理器從遠 端遊戲分配伺服器接收未來遊戲執行所需要的被動資料之 指示。 根據本發明的另一個具體實施例,喚回管理器建構成 處理遊戲執行事件指示物,以決定未來遊戲執行所需要什 麼被動資料’且傳送未來遊戲執行所需要什麼被動資料之 指示至被動資料管理器。 根據本發明的另一個具體實施例,被動資料管理器建 構成決疋未來遊戲執行所需要的被動資料在被動資料儲存 器中是否為可得。 根據本發明的另一個具體實施例,被動資料管理器可 操作來從遠端遊戲分配伺服器請求未來遊戲執行所需要的 、動資料萬一所储存的被動資料於被動資料儲存器中為 已不可得的,被動資料管理器儲存所請求的被動資料於被 動資料儲存器中。 ' 根據本發明的另一個具體實施例,被動資料包含複數 個破動資料物件,每一個被動資料物件皆與獨特參考物聯 繫。 根據本發明的另一個具體實施例,被動資料包含複數 200946191 個被動資料物件,每一個被動資料物件皆與獨特參考物聯 繫,且其中未來遊戲執行所需要的被動資料的指示包含複 數個獨特參考物。 ❹ ❹ 根據本發明的另一個具體實施例,被動資料包含複數 個被動資料物件,每一個被動資料物件皆與獨特參考物聯 繫’且其中未來遊戲執行所需要的被動資料的指示包含複 數個獨特參考物,且向遠端遊戲分配伺服器的被動資料的 請求包含複數個獨特參考物。 根據本發明的另一個具體實施例,被動資料路徑更進 一步包含被動資料緩衝器,被動資料可以從其中傳送至遊 戲構成模組。 根據本發明的另一個具鱧實施例,被動資料從被動資 料储存器藉由被動資料緩衝器供應至該遊戲構成模組。 根據本發明的另一個具體實施例,未來遊戲執行所需 要的被動資料是取決於遊戲碼所指定之遊戲執行事件指示 物而進入被動資料緩衝器的階段。 根據本發明的另一個具髏實施例,儲存在主動資料緩 /的主動資料的量是小於儲存在被動資料緩衝器的被動 根據本發明的 個主動資料物件, 資料物件的平均檔 另一個具體實施例’主動資料包含複數 主動資料物件的平均檔案大小小於被動 案大小。 根據本發明的另 者遊戲設備的方法, 一個具體實施例’提供一種操作使用 該設備提供在使用者終端且建構成促 9 200946191 進遊戲執行。該方法包含:接收來自於遠端遊戲分配伺服 器的主動資料之供給以及來自於遠端遊戲分配伺服器的被 動資料之供給;控制主動資料的供給時間與被動資料的供 給時間;且在遊戲執行期間結合該主動資料和被動資料以 回應遊戲執行事件,而產生自然的遊戲執行經驗。 根據本發明的另一個具體實施例,該方法更進一步地 包3 ·供應遊戲執行事件指示物至遠端遊戲分配伺服器; 且從遠端遊戲分配伺服器接收未來遊戲執行所需要的主動 資料。 根據本發明的另一個具體實施例,該方法更進一步地 L 3 .供應遊戲執行事件指示物至即時傳送模組;處理遊 戲執行事件指示物以決定未來遊戲執行需要什麼主動資 料;且向遠端遊戲分配伺服器請求未來遊戲執行所需要的 主動資料。 根據本發明的另一個具體實施例,該方法更進一步地 供應未來遊戲執行所需要的主動資料至主動資料緩 衝器。 勺根據本發明的另一個具體實施例,該方法更進一步地 L含.一旦使用主動資料後,從主動資料緩衝器刪除該主 動資料。 人根據本發明的另一個具鱧實施例,該方法更進一步地 :在-段的預定的時間周期[從主動資料緩衝器刪 ^ y動資料;在主動資料緩衝器容量超過之後,從主動資 r緩衝器刪除主動資料;及/或在施行遊戲執行後,從主動 200946191 資料緩衝器刪除主動資料β 根據本發明的另一個具體實施例,肖方法t進一步地 包含:建構並進行遊戲的複製版本,&了缺少主動資料, 該複製版本的遊戲實質上完整。 根據本發明的另一個具體實施例,該方法更進一步地 包含.供應遊戲執行事件指示物至遠端遊戲分配祠服器; 且從遠端遊戲分配伺服器接收未來遊戲執行需要什麼被動 資料的指示。 根據本發明的另一個具體實施例,該方法更進一步地 包含:沿著被動資料路徑供應遊戲執行事件指示物至喚回 管理器;處理遊戲執行事件指示物以決定未來遊戲執行 需要什麼被動資料。 根據本發明的另一個具體實施例,該方法更進一步地 包含:決定未來遊戲執行所需要的被動資料於被動資料儲 存器中是否為可得。 根據本發明的另一個具體實施例,該方法更進一步地 包含:萬一被動資料於被動資料儲存器中是已不可得的, 向遠端遊戲分配伺服器請求被動資料,;並儲存所請求的 被動資料於被動資料儲存器中。 根據本發明的另一個具體實施例,提供一種電腦程式 產品’其包含用於實施上述方法的程式碼工具。 根據本發明的另一個具體實施例,提供一種電腦可讀 媒介,其記載了配置來使電腦實施上述方法之電腦可讀碼。 根據本發明的另一個具體實施例,提供一種電腦程式 200946191 碼工具’其用來實施上述方法。 【實施方式】 本發明的具體實施例將會僅藉由範例的方式參考附圖 而加以描述。 圖1圖示遊戲系統1的主要構件。遊戲系統丨包含遊 戲轉換模組1 〇、遊戲伺服器2〇以及使用者裝置3〇。使用 者裝置30藉由例如網際網路4〇的網路連接至遊戲伺服器 20 °200946191 VI. Description of the Invention: [Technical Field to Which the Invention Is Ascribed] The present invention relates to the category of games. More particularly, a specific embodiment of the present invention relates to a game user device for allowing a user to execute a game, a method for configuring a game, and software. [Prior Art] Digital distribution is the principle of providing digital content in the form of products or services via the Internet and other networks. By becoming a ubiquitous broadband Internet in the future, digital transmission of various forms of media content becomes more desirable. A content delivery network consisting of a server system and a desktop computer has been configured to deliver digital content to end users for manipulation of, for example, a desktop PC or console via the Internet. For example, an existing platform of this form is the “Steam” product of Valve's limited company, which is a digital transmission, multi-person connection and communication series. It is primarily used to digitally transfer and manage different types of computer games, ranging from one-person shooters and RpG (role-playing games) to horse racing. For example, such a system allows a user to purchase and acquire a game through a digital distribution network. In this regard, 'there is no need to receive a box with CD/dVD, and the software for purchasing the shell is distributed from the feeder to the user. For example, through the pre-registered user account, the software can be obtained and downloaded to Local customers are also on the user's computer. The well-known digital distribution platform has been operated with a scatterable file system. The assignable file system allows 200946191 to start playing before the local player's computer is downloaded. Most typically, this can be done by creating a list of basic game files and having a pre-loader (only if they need or will need to broadcast the request to the propagating server). According to these systems, it has been possible for a linear game to start playing only with an executable code and a buffer of the first few areas downloaded. Today, such systems have created problems for a number of reasons. A major problem is that because _ is the size of today's games of hundreds or even thousands of megabits, gamers will usually wait for a while to download the material in the background. Another problem is that when the connection is slower or when the service provider (servicepr〇vider) is busy, the download is extremely slow and difficult to compete with the high-bandwidth downloader. For non-linear games, this problem is more serious, where the possibility of executing a game is enormous and the required information changes from time to time. For these reasons, this type of content delivery has hitherto not been widely used because it is impractical and frustrating for end users. Q The goal of the present invention is to provide an improved content delivery system for computer games. More particularly, the present invention provides an application that allows a user to quickly and securely receive game files on their computer via a network (for example, the Internet). SUMMARY OF THE INVENTION According to one embodiment of the present invention, a user game device is constructed that facilitates game execution, which is received in response to a game execution event based on receipt from a remote game distribution server and during game execution. The first and second individual supplies of the game material. The user game equipment package 200946191 includes: a request module, wherein the west center is configured to receive the first data from the first data path for the second data path to receive the second data supply and operate to merge the change material and the second data to A natural game execution experience is generated; and the sync device 'is constructed to control the supply time of the first data supply and the second data supply from the respective data buffers. • According to another embodiment of the invention, the average file size 'data-to-data has a smaller average file size than the second material. In accordance with a particular embodiment of the present invention, a game device is constructed that facilitates game execution based on master = game material received from a remote game distribution server and combined in response to a game execution event during game execution. And passive game data. The user game device includes: a first module configured to receive a supply of active data from an active data path and receive a supply of passive data from a passive data path, the first module (4) being combined with the active data and the passive data In order to generate a natural game execution experience; the game synchronization device is constructed to control the supply time of the active data from the active data path to the first module and the supply time of the passive data from the passive data path to the first module. According to another embodiment of the present invention, the user gaming device further includes a 1-time transmission module that supplies active data from the active data buffer in response to control of the game synchronization device. θ In accordance with an embodiment of the present invention, the loading of the active data buffer is controlled by the active data manager to be coupled to the remote game distribution server. ... In accordance with an embodiment of the present invention, the first module is constructed to supply game execution event indicators along the 200946191 'active data path. In accordance with another embodiment of the present invention, the game execution event indicator is supplied to the remote game distribution server by the active material path, and wherein the active material manager receives the future game execution required from the remote game distribution server. Active data. According to another embodiment of the present invention, the instant delivery module is constructed to process a game execution event indicator to determine what active data is needed for future game execution, and the active material required for future game execution is a remote control game. Propagate the server request. According to another embodiment of the present invention, the active material required for the execution of the future game is the stage of entering the active data buffer before the first module needs the active material required for the future game execution. In accordance with another embodiment of the present invention, the active material required for future game execution is the stage of entering the active data buffer depending on the game execution event indicator specified by the game code. According to another embodiment of the present invention, the active data stored in the active data buffer is deleted once it has been used. According to another embodiment of the present invention, the active data stored in the active data buffer is deleted after the period of the reservation time; and the active data stored in the active data buffer is deleted after the capacity of the active data buffer is exceeded; / / Delete the active data stored in the active data buffer after the execution of the game. According to another embodiment of the present invention, the user game device further includes: a game composition module operable to construct and perform a copy version of the game 7 200946191, the copy version of the game being substantially complete except for the lack of active material . In accordance with another embodiment of the present invention, the first module is configured to provide a game execution event indicator along the passive data path. In accordance with another embodiment of the present invention, the game execution event indicator is supplied to a remote game distribution server, wherein the passive data manager receives an indication of passive material required for future game execution from the remote game distribution server. In accordance with another embodiment of the present invention, the recall manager is configured to process a game execution event counter to determine what passive material is needed for future game execution and to communicate an indication of passive data required for future game execution to passive data management. Device. In accordance with another embodiment of the present invention, the passive data manager is constructed to determine whether passive data required for future game execution is available in the passive data store. According to another embodiment of the present invention, the passive data manager is operable to request, from the remote game distribution server, the passive data stored in the passive data storage required for future game execution. In the meantime, the passive data manager stores the requested passive data in the passive data storage. According to another embodiment of the invention, the passive data comprises a plurality of broken data objects, each of which is associated with a unique reference material. According to another embodiment of the present invention, the passive data includes a plurality of 200946191 passive data objects, each passive data object is associated with a unique reference object, and wherein the indication of the passive data required for future game execution includes a plurality of unique reference objects. .另一个 ❹ According to another embodiment of the present invention, the passive data includes a plurality of passive data objects, each passive data object is associated with a unique reference object and the indication of passive data required for future game execution includes a plurality of unique references. And the request to assign the server's passive data to the far-end game contains a plurality of unique references. In accordance with another embodiment of the present invention, the passive data path further includes a passive data buffer from which passive data can be transferred to the game composition module. In accordance with another embodiment of the present invention, passive data is supplied from the passive data store to the game component module via a passive data buffer. In accordance with another embodiment of the present invention, the passive material required for future game execution is the stage of entering the passive data buffer depending on the game execution event indicator specified by the game code. According to another embodiment of the present invention, the amount of active data stored in the active data buffer is less than the passive data object stored in the passive data buffer, and the average file of the data object is another implementation. For example, the active file contains the average file size of the multiple active data objects smaller than the passive file size. In accordance with a method of another gaming device of the present invention, a specific embodiment provides an operation for providing the user terminal with the device and constructing the game. The method includes: receiving a supply of active data from a remote game distribution server and a supply of passive data from a remote game distribution server; controlling a supply time of the active data and a supply time of the passive data; and executing in the game During the period, the active and passive data are combined to respond to game execution events, resulting in a natural game execution experience. In accordance with another embodiment of the present invention, the method further includes: • provisioning a game execution event indicator to the remote game distribution server; and receiving, from the remote game distribution server, the active material required for future game execution. According to another embodiment of the present invention, the method further L3 supplies the game execution event indicator to the instant delivery module; processes the game execution event indicator to determine what active material is needed for future game execution; and The game distribution server requests the active materials needed for future game execution. In accordance with another embodiment of the present invention, the method further supplies active data required for future game execution to the active data buffer. According to another embodiment of the present invention, the method further comprises deleting the active material from the active data buffer once the active data is used. According to another embodiment of the present invention, the method further: deleting the data from the active data buffer in a predetermined period of time of the segment; after the active data buffer capacity is exceeded, the active resource The r buffer deletes the active data; and/or deletes the active data from the active 200946191 data buffer after execution of the game. According to another embodiment of the present invention, the method t further includes: constructing and playing a copy of the game , & lack of active information, the copied version of the game is essentially complete. According to another embodiment of the present invention, the method further comprises: providing a game execution event indicator to the remote game distribution server; and receiving an indication from the remote game distribution server of what passive material is needed for future game execution . In accordance with another embodiment of the present invention, the method further includes: supplying the game execution event indicator to the recall manager along the passive data path; processing the game execution event indicator to determine what passive material is needed for future game execution. In accordance with another embodiment of the present invention, the method further includes determining whether passive data required for future game execution is available in the passive data store. According to another embodiment of the present invention, the method further comprises: in case the passive data is not available in the passive data storage, requesting passive data from the remote game distribution server; and storing the requested data Passive data in passive data storage. In accordance with another embodiment of the present invention, a computer program product is provided that includes a code means for implementing the above method. In accordance with another embodiment of the present invention, a computer readable medium is provided that documents a computer readable code configured to cause a computer to perform the above method. In accordance with another embodiment of the present invention, a computer program 200946191 code tool is provided which is used to implement the above method. [Embodiment] Specific embodiments of the present invention will be described by way of example only with reference to the accompanying drawings. FIG. 1 illustrates the main components of the game system 1. The game system includes a game conversion module 1 , a game server 2 , and a user device 3 . The user device 30 is connected to the game server by a network such as the Internet 4 20 20 °
遊戲轉換模組10將已知格式的遊戲轉換成適用於遊戲 系統1的格式。遊戲轉換模組10接著傳送經轉換的遊戲(在 一個具體實施例中,經轉換的遊戲之副本)至遊戲伺服器 20 〇The game conversion module 10 converts a game of a known format into a format suitable for the game system 1. Game conversion module 10 then transmits the converted game (in one particular embodiment, a copy of the converted game) to game server 20 〇
遊戲轉換模組10不會具有永久的連接至遊戲伺服器 2〇。因此,在遊戲轉換之後’遊戲轉換模組1〇建立與遊戲 伺服器20的連接,傳送經轉換的遊戲至遊戲伺服器2〇且 接著終止連接。此藉由圖1的虛線而圖示。另外,遊戲轉 換模組1〇也可以具有永久的連接至遊戲伺服器2卜在任一 個範例中,連接可以是有線或無線的連接4外,遊戲轉 換模組10不會具有連接至遊戲伺服器2〇。在此例子中,在 遊戲轉換之後,藉由儲存媒介(舉例來說,CD、Dv〇或記 憶卡等)提供遊戲至遊戲伺服器2〇。 遊戲轉換模組10的更進一步的細節可以在同時未定 的專利申請案「用於遊戲轉換的設備或方法」(與此申 案為同-中請人)中發現,雖然並不要求了解及實施該 12 200946191 利發明。 簡短地說,為了將已知格式的遊戲轉換成適合使用遊 戲系統1的格式’遊戲轉換模組1Q轉換遊戲成為主動資料 疋件和被動資料元件’使得整個遊戲可以主動資料或被動 資料而傳送至遊戲伺服器2〇。 被動資料的典型範例是材質(texture)元件、MP3檔、 聲波槽(Wave File)、文字播(Text仙)以及類似者。 然、而’廣義來說’被動資料是可以被下載和儲存至使用者 裝置30處的任何資料,且可以藉由參考識別碼而潛在地替 換。遊戲引擎(舉例來說,虛擬引擎、T〇rque引擎、如如 引擎、Half Life引擎)也可以分類在被動資料,因為其可 以使用儲存在使用者裝置3〇的遊戲引擎之版本。 在實質即時或接近即時中,供應主動資料至進行遊戲 的使用者裝置30。在遊戲執行期間中,主動資料通常是被 需要來給予被動資料作用之資料。潛在地,任何形式的資 ❹料可以歸類成主動資料。然而,根據一個範例,是遊戲物 件資料(舉例來說,參數資料)被分類成主動資料。對於 适個影響’適當地組成在遊戲中所有基礎資料構件,以創 造如同玩家在遊戲執行時所見之複雜、互動的虛擬物件, 該被動資料(舉例來說’材質、遊戲引擎等等)與主動資 料(描述此行為的參數)結合。因此,沒有主動資料,該 遊戲不能執行’因為被動資料將不會適當地編譯/顯現/運轉 在使用者裝置30上,其是由於沒有描述該遊戲元件如何結 合的資料以及他們如何在遊戲環境中彼此互動的的資料。 13 200946191 該主動資料分別於被動資料而下載至使用者裝f 3〇,且與 已儲存的被動資料結合,以創造可以執行的遊戲。根據一 個範例’該主動資料和被動資料可以在個別到達時在使用 者裝置30上立即結合。 主動資料的另一個特性包含:一旦主動資料在遊戲中 被使用或是在-預定的時間以後,主動資料會從使用者裝 置3〇移除;相對於被動資料’主動資料趨向於具有較小的 播案大j,以及與被動資料相比較,以相對短的前置時間 缓衝主動資料。 當與其他資料元件(舉例來說,材質檔(⑽㈣.)、 音效播(audi。file)以及遊戲引擎,以上皆具有非常大的 檔案大J )比較時’特定形式的遊戲物件資料為相對地小。 因此由於兩個理由’使具有作為主動資料的物件資料是 優勢的帛具有作為主動資料的物件資料操作成的數 位版權管理(Digital Rights Management)之形式,其中, 若缺少必要的主㈣料來構成遊戲執行,則遊戲不能藉由 使用者而執行。因主動資料僅臨時地儲存在使用者裝 置30上,且必需從與被動資料分離的伺服器下載。第 二,如此小之物件資料(通常是主動資料)意味著遊戲可 以貢獻成僅使用有限量的網路頻寬(netw〇rk bandwidth ), 而所有(或至少占大多數)的大型資料(通常是被動資料) 播案是儲存在使用者裝置3〇上。 根據個範例,站點(site threshold )是用來定義適合 分類為主動資料之資料。舉例來說,挑選任何小於256kb 200946191 的資料檔案成為潛在地主動資料。接著,該挑選的預定百 分比(例如’ 40% )是分類為主動資料(其他的6〇%被分類 成被動資料)。 如上所述,被動資料可以藉由參考物而替換。在傳統 遊戲中’ f料元件(舉例來說,草坪材質)會在整個遊戲 中出現許多次。為了轉換傳統遊戲變錢戲系統ι的形式, 遊戲轉換模組10藉由確認每一個樓案的資料内I,而辨認 被動資料的元件出現多於一次(完全相同或是類似)之所 有情況,並以資料檔案的元件中的一個聯繫獨特參考物, 且以獨特的聯繫參考物而替換該資料檔案的元件之所有另 外的情況(刪除所有資料檔案的元件之另外的情況)^舉 7來說’在材質的情況下’會__個—個確認像素而做出決 定’然而在技藝中任何所熟知的適合的技術可以用來評估 如所需之播案内$的類&性。這樣大幅地縮減遊戲的大小 (舉例來說,熟知形式的遊戲是12GB (十億位元),但 ❹下述轉換減少至190MB (百萬位元))。 舉例來說,草坪材質會在遊戲中出現100次,在許多 南度中,在遊戲中的每一個草坪材質檔案看起來一樣(完 全相同或是類似),但卻具有不同的構案名。遊戲轉換模 組10辨認當草坪材質出現的每一個情況、使一個情況中的 草坪材質聯繫獨特參考物、且以經聯繫的獨特參考物而替 換剩餘的99個情況。因此,遊戲轉換模組1〇藉由刪除重 複(且因此多餘)資料而縮減了遊戲的大小。這樣使得經 轉換的遊戲與未經轉換的遊戲具有相同的品質,因為所有 15 200946191 必要的遊戲原始碼(sourcec〇de)並未改變,但其大小卻縮 減了。結果’外觀、感受以及遊戲執行並沒有藉由遊戲轉 換模組1 〇而改變。 遊戲轉換模組U)也衫遊戲基本最小值。該基本最小 值破認用於使用者開始執行遊戲之所需的資料的最小量, 舉例來說,資料的最小量可以讓遊戲啟動、或是啟動且讀 取第-層次(level)或部份的第一層次或遊戲的整個可執 行部份。基本最小值包含整個的被動資料。因此,如果資 料是基本最小值之-部分,則由於其内容或大小而已被認 為是主動資料之任何資料將會被認為是被動資料。接著下 載基本最小值至使用者裝置3G,使用者可以開始執行該遊 戲(持續在-段有限期間内)。在另一個具體實施例中, 使用者會需要即時或實質上即時之主動資料的補充以完 全執行遊戲。在任-案射,為了持續執行軸,需要更 進一步的主動資料和被動資料,因此使用者裝置30需要連 接至遊戲伺服器20。 經由遊戲轉換模組1〇輸出之每一個經轉換的遊戲可以 藉由容器識別豸(Container ID)辨認。容器識別碼包含具 有描述遊戲數據包的附加字尾(suffix)之遊戲識別碼(G職 ID)。遊戲識別碼是唯—碼’以貫穿整個遊戲系統1而確 認遊戲。根據一個具體實施例,唯一碼是字母—數字的碼, 舉例來說,兩個文字以及五個數字的長度,且選擇性地具 ,區域字尾(舉例來說,用於德國的「DE」、用於英國的 「UK」$)以標示遊戲的語言版本。需注意的是:遊戲的 200946191 每一個語言版本一船 些環境中這會f分離㈣換㈣,雖然在一 以是4位數字竭。舉、#述遊龜據包的附加字尾可 加上容遊朗別瑪「T膽剛1DE」 ra二:字尾「_」可以代表古墓奇兵〜 Rader 1)的德文版本的第一個數 9個數據包(G9)。在 (),其總共具有 的基本最小值。 文中第-數據包「〇!」即是上述The game conversion module 10 does not have a permanent connection to the game server. Therefore, after the game is switched, the game conversion module 1 establishes a connection with the game server 20, transfers the converted game to the game server 2, and then terminates the connection. This is illustrated by the dashed line in FIG. In addition, the game conversion module 1〇 may also have a permanent connection to the game server 2. In any of the examples, the connection may be a wired or wireless connection 4, and the game conversion module 10 does not have a connection to the game server 2 Hey. In this example, after the game is converted, the game is provided to the game server 2 by a storage medium (for example, a CD, a DVD, or a memory card, etc.). Further details of the game conversion module 10 can be found in the undecided patent application "Equipment or Method for Game Conversion" (in the same application as the applicant), although it is not required to understand and implement The 12 200946191 was invented. In short, in order to convert a game of a known format into a format suitable for using the game system 1, the game conversion module 1Q converts the game into an active data element and a passive data element, so that the entire game can be transmitted to the active data or the passive data. Game server 2〇. Typical examples of passive data are texture components, MP3 files, Wave File, Text Xian, and the like. However, the 'generalized' passive material is any material that can be downloaded and stored to the user device 30 and can potentially be replaced by reference to the identification code. A game engine (for example, a virtual engine, a T〇rque engine, such as an engine, a Half Life engine) can also be classified as passive data because it can use a version of the game engine stored in the user device. In real time or near real time, the active material is supplied to the user device 30 that plays the game. Active data is often the material that is needed to give passive data during game execution. Potentially, any form of information can be classified as active. However, according to one example, game material data (for example, parameter data) is classified into active data. For the appropriate influence 'appropriately compose all the basic data components in the game to create complex, interactive virtual objects as seen by the player during game execution, the passive material (for example 'material, game engine, etc.) and active The data (parameters describing this behavior) is combined. Therefore, without active material, the game cannot be executed 'because passive data will not be properly compiled/appeared/running on the user device 30 because there is no information describing how the game elements are combined and how they are in the game environment. Information that interacts with each other. 13 200946191 The active data is downloaded to the user in passive data and combined with the stored passive data to create a playable game. According to one example, the active data and passive data can be immediately combined on the user device 30 upon individual arrival. Another feature of the active material is that once the active material is used in the game or after a predetermined time, the active data is removed from the user device 3; the active data tends to have a smaller relative to the passive data. The broadcast case is large, and compared with the passive data, the active data is buffered with a relatively short lead time. When compared with other data components (for example, material files ((10)(4).), sound effects (audi.file), and game engines, all of which have very large files, J), when comparing certain forms of game object data to relative small. Therefore, for two reasons, 'the object data having the active data is advantageous, and the digital rights management is operated as the object data of the active data, wherein the necessary main (four) materials are lacking to constitute When the game is executed, the game cannot be executed by the user. Since the active data is only temporarily stored on the user device 30, it must be downloaded from a server separate from the passive data. Second, such small object data (usually active data) means that the game can contribute to only a limited amount of network bandwidth (netw〇rk bandwidth), and all (or at least the majority) of large data (usually It is a passive data. The broadcast is stored on the user device. According to an example, the site threshold is used to define data that is suitable for classification as active data. For example, picking up any data file smaller than 256kb 200946191 becomes potentially proactive. Next, the selected percentage of the selection (e.g., '40%) is classified as active material (the other 6% is classified as passive data). As mentioned above, passive data can be replaced by reference. In traditional games, the f component (for example, lawn material) appears many times throughout the game. In order to convert the form of the traditional game money change system ι, the game conversion module 10 recognizes that all the elements of the passive data appear more than once (identical or similar) by confirming the data I in each of the buildings. And use one of the components of the data file to contact a unique reference, and replace all other conditions of the component of the data file with a unique contact reference (additional details of the components of all data files) 'In the case of a material' will be determined by confirming the pixels. However, any suitable technique known in the art can be used to evaluate the class & This drastically reduces the size of the game (for example, the well-known form of the game is 12GB (billions), but the conversion below is reduced to 190MB (million)). For example, the turf material will appear 100 times in the game. In many South, each turf material file in the game looks the same (completely the same or similar), but with different structure names. The game conversion module 10 recognizes each of the conditions in which the lawn material appears, associates the lawn material in one case with a unique reference, and replaces the remaining 99 cases with the unique reference being contacted. Therefore, the game conversion module 1 reduces the size of the game by deleting duplicate (and therefore redundant) material. This makes the converted game the same quality as the unconverted game, because all the necessary game source code (sourcec〇de) has not changed, but its size has been reduced. As a result, the appearance, feeling, and game execution were not changed by the game conversion module 1 . The game conversion module U) also has a basic minimum of the game. The minimum value identifies the minimum amount of data required for the user to begin executing the game. For example, the minimum amount of data can cause the game to start, or initiate and read the level or portion. The first level or the entire executable part of the game. The basic minimum contains the entire passive data. Therefore, if the information is part of the basic minimum, any information that has been considered active because of its content or size will be considered passive. The basic minimum is then downloaded to the user device 3G and the user can begin executing the game (within a limited period of time). In another embodiment, the user may need instant or substantially instant activation of the active material to fully execute the game. In the case of the task, in order to continue the execution of the axis, further active data and passive data are required, so the user device 30 needs to be connected to the game server 20. Each of the converted games output via the game conversion module 1 can be identified by a container ID. The container identification code contains a game identification code (G job ID) having an additional suffix describing the game data package. The game identification code is a unique code to confirm the game throughout the entire game system 1. According to a specific embodiment, the unique code is an alpha-numeric code, for example, two characters and five digits in length, and optionally a region suffix (for example, "DE" for Germany) For the UK "UK" $) to indicate the language version of the game. It should be noted that: the game 200946191 each language version of a ship in some environments, this will be separated (four) for (four), although in one is 4 digits exhausted.举, #述游龟 according to the package of the additional suffix can be added to the tour of Langbie "T-Gang just 1DE" ra two: suffix "_" can represent the first version of the ancient tomb Raiders ~ Rader 1) German version The number of 9 packets (G9). In (), it has a basic minimum in total. The first packet in the text "〇!" is the above
這些谷器可以包含用 另外,可能右㈣主 冑戲的主動資料和被動資料。 器和數據主動資料和被動資料之對應的容 郫繫的參考物任何案例中’經轉換遊戲之被動資料和經 Γ=Γ及經轉換遊戲之主動資料分別被储存且標 6己,因此他們可以分別地配置至客戶。 f遊戲轉換之後,賴轉換模組1G料所有經轉換遊 戲的被動資料和聯繫參考物在被動資料儲存裝置(未圖干) 且儲存所有的經轉換遊戲之經轉換的主動資料在不 儲存裝置(未圖示)。 ’ 在一個具體實施例中,被動資料是區分成各類別而储 存。舉例來說’所有的材質是储存在—個表(tab⑷中, 所有的叫3播是健存在另一個表中,所有的聲波構是健存 在另一個表中等等。因此,被動資料儲存在一個儲存裝置, 但儲存裝置基於被動資料的類別而區分成不同的表。 遊戲轉換模組10的被動資料儲存裝置和主動資料儲存 裝置儲存所有的經轉換遊戲,該經轉換遊戲已經藉由遊戲 轉換模組1 0而轉換。 17 200946191 被動資料的相同元件會出現在許多遊戲中。舉例來 說’草坪材質會出現在五種不同的遊戲中。因此,為了避 免在遊戲轉換被動資料儲存裝置中的被動資料重複,遊戲 轉換模組1G纟分辨在經轉換遊戲中的被動資料元件出現 (不論是完全相同或類似)在被動資料儲存裝置之所有的 情況。因&,如果出現在經轉換遊戲中的被動資料元件已 經出現在被動資料儲存裝置中,則與在被動資料儲存裝置 的被動資料元件聯繫之獨特參考物會用來替換在遊戲中的 該被動資料元件之所有情況。 舉上述草坪材質為例,該草坪材質出現在許多不同的 遊戲中’當轉換新的遊戲時,遊戲轉換模組1G辨認在新遊 戲中的草坪㈣之所有情況,㈣存在遊戲轉換被動資料 儲存裝置的資料㈣草坪材f,決定該草坪㈣已經儲存 在遊戲轉換被動資料儲存裝置中,相與在 資料儲存裝置中的草坪材f„之㈣參考物,且以獨特 參考物替換在新遊戲中的草坪材f之所有情況。 每一個被動資料和主動資 (metadata),其藉由遊戲轉換模組 可以包含: 料可以包含元資料 10所提供。該元資料 槽l識別碼(FileID卜唯—的碼,以在整個遊戲系 中確認該樓案。根據-個具體實施例,唯一的碼是字 母-數字碼,例如:2個文字和1〇個數字的長度。 檔=稱包含播案所被給予名稱之紀錄包含其副 播名’例如· fjpg」、、邮卿」等等。 200946191 槽案類型識別碼(File Type ID ) —標示檔案副擋名的 錄例如.bmp」、「jpg」、「mp3」、「wav」及其 ^似者。根據-個具體實施例,有財產權的檔案副檔名在 ^換過程期間是標準化的。舉例來說,標準「*柄」構案 可二為了許多種理由經由所給予的遊戲開發器而重新命名 *abc」。這樣的程序可以翻轉,使得所有標準檔案具 有正確、可接受的檔案副檔名格式。根據一個具髏實施例, ❿樓案副槽名是根據標示系統顯示每一個個別棺案形式而標 準化。舉例來說,可以實施下述數字系統:00100代表「圖 片檔案」的一般類別,而〇〇1〇1為切檔⑼⑽為bmp 檔、00103為png檔等等;且〇〇4〇〇代表「聲音檔案」,而 〇〇401為wav檔、〇〇4〇2為〇gg檔、〇〇4〇3為叫3檔等等。 樓案鏈接(FileLink)—其為標諸,在經安裝遊戲的播 案結構中指出檔案的位置。換句話說,這是路線指示物 (route indicator)。 〇 遊戲識別碼-其為唯一碼,以貫穿整個遊戲系統1而 確認遊戲。根據一個具體實施例,唯一碼是字母-數字的碼, 舉例來說,2個文字以及5個數字的長度,選擇性地具有區 域字尾(舉例來說,用於德國的「DE」、用於英國的「UK」 等)以標示遊戲的語言版本。需注意的是:遊戲的每一個 語言版本一般將會經歷分離的轉換過程,雖然在一些環境 中這會是不需要的。 檔案大小一檔案的大小,舉例來說:千位元組 (kilobyte ) 〇 19 200946191 參考物狀態識別碼(Reference Status ID )-由三個子 元資料旗標(sub-metadata flag)所組成:「否(〇)」、「是 (〇」、「尚未測試(2)」,每一個皆指示槽案是否藉 由已'經顯示在遊戲轉換資料庫的檔案所替換。 替換槽案識別碼(Replacement File ID)—如果參考物 狀態識別碼為1,則替換檔案識別碼包含所有其他識別碼的 列表’該檔案是其他識別碼的參考物檔案。換句話說,其 包含可以被目前檔案所替換之所有相等檔案的列表。 分類識別碼(Class ID)—由兩個子元資料旗標所組 〇 成:標示檔案分類成主動(0)或被動(1)之指示物。 子分類識別碼(Sub Class ID )—鎖定旗標,其顯示被 其他檔案所替代的主動檔案。因此,檔案可以標示為「鎖 定(〇)」或「可替換(1)」。舉例來說,該特徵可以防 止特定槽案基於完成因素而被替換,且防止與分類識別碼 之間的衝突。 在遊戲轉換模組10的遊戲轉換被動資料儲存裝置包含 所有遊戲所需的所有被動資料,該遊戲已經藉由遊戲轉換 〇 模組10轉換’且在遊戲轉換模組10的遊戲轉換主動資料 儲存裝置包含所有遊戲所需的所有主動資料,該遊戲已經 藉由遊戲轉換模組10轉換。被動資料儲存裝置實質上是被 動資料的分享文庫。 遊戲伺服器20之更進一步的細節可以在同時未定案的 專利申請案「遊戲伺服器」(與此申請案為同一申請人) 中發現,雖然並不要求了解及實施該專利發明。 20 200946191 簡單地說,遊戲伺服器包含藉由遊戲轉換模組1〇而轉 換之經轉換的遊戲資料。遊戲伺服器2〇如所要求地傳送經 轉換的遊戲資料至使用者裝置30。 為了讓使用者執行遊戲系統1的經轉換遊戲,遊戲使 用者設備(遊戲處理應用)可以提供在使用者裝置3〇上。 為了執行遊戲,且如果需要設定遊戲伺服器2〇的遊戲 帳戶’使用者可以通過網際網路從使用者裝置3〇存取遊戲 伺服器20。使用者經由網頁介面(web interface )存取飼服 器20。當第一次使用時’使用者被要求設定遊戲伺服器 的使用者帳戶,舉例來說,使用者被要求輸入資料,例如: 他們的名字、地址、生日、金融帳戶明細等等。接著,藉 由遊戲伺服器20為每一個使用者創造使用者帳戶,使得該 使用者可以存取遊戲伺服器2〇且執行任何經轉換的遊戲, 該遊戲儲存在遊戲伺服器2〇。 當第一次使用遊戲伺服器20,遊戲伺服器20判定使用 ❹者是否包含所需的遊戲使用者設備,以執行藉由遊戲轉換 模組10所轉換的遊戲。如果判定使用者裝置30沒有包含 遊戲使用者設備,則遊戲伺服器20下載遊戲使用者設備至 使用者裝置30。 此外’在第一次使用時’遊戲伺服器2〇辨認使用者裝 置30的硬體環境,舉例來說,使用者裝置3〇所包含的顯 不卡、使用者裝置30的CPU (中央處理器)的處理速度。 在遊戲執行期間’遊戲伺服器2〇需要與使用者裝置 有雙向互動通訊(two-way interactive communication )。這 21 200946191 =因為在遊戲執行期間,不僅僅需要遊戲飼服器2q下栽資 主動資料和被動資料)至使用者裝置30,且亦需要使 裝置3G發送資料至遊戲飼服器2(),舉例來說在遊戲 二期間所發生的事件、以及在遊戲執行期間關於由遊戲 玩豕(使用者)所做的決定之資料。 因此,根據遊戲飼服器20的第-(以及隨後)使用, 遊戲伺服器2〇也決定使用者連接之_時間(pingtime) 和頻寬《當使用者裝置3G對遊油服器2()發送資料的要These bots can contain active and passive data in addition to the possible right (four) main game. References for the correspondence between the active data and the passive data in any case. In any case, the passive data of the converted game and the active data of the converted game and the converted game are respectively stored and marked, so they can Configured separately to customers. After the f game is converted, the conversion module 1G feeds all the converted game passive data and associated reference objects in the passive data storage device (not shown) and stores all converted converted active data in the non-storage device ( Not shown). In a specific embodiment, passive data is stored in categories. For example, 'all materials are stored in a table (tab(4), all called 3 broadcasts are stored in another table, all sound waves are stored in another table, etc. Therefore, passive data is stored in one The storage device, but the storage device is divided into different tables based on the category of the passive data. The passive data storage device and the active data storage device of the game conversion module 10 store all the converted games, and the converted games have been converted by the game. The group 1 0 is converted. 17 200946191 The same components of passive data will appear in many games. For example, 'turf material will appear in five different games. Therefore, in order to avoid passive in the game conversion passive data storage device The data is repeated, and the game conversion module 1G recognizes the occurrence of the passive data elements in the converted game (whether identical or similar) in all cases of the passive data storage device. Because &, if present in the converted game Passive data components have appeared in passive data storage devices, as well as in passive data storage devices. The unique reference material for the data element contact will be used to replace all the passive data elements in the game. For example, the above lawn material appears in many different games. 'When converting a new game, the game The conversion module 1G recognizes all the conditions of the lawn (4) in the new game, (4) the data of the game conversion passive data storage device (4) the lawn material f, determines that the lawn (4) has been stored in the game conversion passive data storage device, and the data The turf material in the storage device is used as a reference material, and the unique reference material is used to replace all the turf materials in the new game. Each passive data and metadata can be converted by the game conversion module. Including: The material may be provided by the metadata 10. The metadata slot identifies the code (FileID) to confirm the story in the entire game system. According to a specific embodiment, the unique code is a letter - The digital code, for example: the length of 2 characters and 1 digit. The file = the record containing the name given to the broadcast contains its subtitle name 'eg · fjpg' 2009, Post Code Type ID — Indicates the file name of the file, such as .bmp, jpg, mp3, wav, and their like. In a specific embodiment, the file extension file name with property rights is standardized during the process of the change. For example, the standard "* handle" structure can be renamed via the given game developer for a number of reasons* Abc". Such a program can be flipped so that all standard files have a correct and acceptable file extension format. According to a specific embodiment, the sub-slot name is displayed according to the identification system for each individual file type. Standardization. For example, the following digital system can be implemented: 00100 stands for the general category of "picture file", and 〇〇1〇1 is the cut file (9) (10) is bmp file, 00103 is png file, etc.; and 〇〇4〇〇 Represents "sound file", while 〇〇401 is wav file, 〇〇4〇2 is 〇gg file, 〇〇4〇3 is called 3 file, and so on. FileLink - This is the standard that indicates the location of the file in the play structure of the installed game. In other words, this is the route indicator. 〇 Game ID - This is a unique code that confirms the game throughout the entire game system 1. According to a specific embodiment, the unique code is an alpha-numeric code, for example, 2 characters and 5 digits in length, optionally having an area suffix (for example, for "DE" in Germany, In the UK "UK", etc.) to indicate the language version of the game. It should be noted that each language version of the game will generally undergo a separate conversion process, although this may not be required in some environments. File size The size of a file, for example: kilobyte (kilobyte) 〇19 200946191 Reference Status ID (Reference Status ID) - consists of three sub-metadata flags: "No (〇), "Yes", "Not yet tested (2)", each indicating whether the slot has been replaced by a file that has been displayed in the game conversion database. Replacement File (Replacement File) ID)—If the reference status identifier is 1, the replacement file identifier contains a list of all other identifiers. 'The file is a reference file for other identifiers. In other words, it contains all that can be replaced by the current file. A list of equal files. Class ID—A combination of two sub-metadata flags: an indicator that classifies files into active (0) or passive (1) subclass identifiers (Sub Class) ID)—Locks the flag, which displays active files that are replaced by other files. Therefore, files can be marked as “locked (〇)” or “replaceable (1). For example, this feature can be prevented. The slot is replaced based on the completion factor and prevents conflicts with the category identifier. The game conversion passive data storage device of the game conversion module 10 contains all the passive data required for all games, the game has been played by the game. The conversion module 10 converts 'and the game conversion active data storage device in the game conversion module 10 contains all the active data required for all games, and the game has been converted by the game conversion module 10. The passive data storage device is substantially A shared library of passive data. Further details of the game server 20 can be found in the simultaneously unresolved patent application "Game Server" (the same applicant as this application), although it is not required to understand and implement the Patented invention. 20 200946191 Briefly, the game server includes converted game material converted by the game conversion module 1. The game server 2 transmits the converted game data to the user device 30 as required. In order for the user to execute the converted game of the game system 1, the game user device (game processing) It can be provided on the user device 3. In order to execute the game, and if it is necessary to set the game account of the game server 2', the user can access the game server 20 from the user device 3 via the Internet. The user accesses the feeder 20 via a web interface. When first used, the user is asked to set a user account of the game server. For example, the user is required to input data, for example: their Name, address, birthday, financial account details, etc. Next, the game server 20 creates a user account for each user so that the user can access the game server 2 and execute any converted game. The game is stored in the game server 2〇. When the game server 20 is used for the first time, the game server 20 determines whether the use player includes the desired game user device to execute the game converted by the game conversion module 10. If it is determined that the user device 30 does not include the game user device, the game server 20 downloads the game user device to the user device 30. In addition, the 'game server 2' identifies the hardware environment of the user device 30, for example, the display card included in the user device 3, and the CPU of the user device 30 (the central processor). Processing speed. During game execution, the game server 2 needs to have two-way interactive communication with the user device. This 21 200946191 = because during the game execution, not only the game device 2q is required to plant the active data and the passive data) to the user device 30, but also the device 3G needs to send the data to the game feeder 2 (), For example, events that occur during game two, as well as information about decisions made by the game play (user) during game play. Therefore, according to the first (and subsequent) use of the game feeder 20, the game server 2〇 also determines the ping time and bandwidth of the user connection "when the user device 3G is on the cruiser 2 () Sending information
求,該使用者連接㈣測時間和頻寬影響使用者裝置3〇得 到遊戲伺服器20響應之速度。 在一個具體實施例中,在預定的間隔檢查使用者裝置 30的硬體環境及/或使用者裝置3〇的偵測時間和頻寬,舉 例來說,每次使用者連接至遊戲伺服器2〇的時候、或是每 次使用者選擇一個新遊戲來執行時。此外,在遊戲執行中 始終檢查使用者裝置30的硬體環境及/或使用者裝置川的 偵測時間和頻寬。It is sought that the user connection (4) measurement time and bandwidth affect the speed at which the user device 3 can obtain the response from the game server 20. In a specific embodiment, the hardware environment of the user device 30 and/or the detection time and bandwidth of the user device 3 are checked at predetermined intervals, for example, each time the user connects to the game server 2 When you are embarrassed, or every time the user chooses a new game to execute. In addition, the hardware environment of the user device 30 and/or the detection time and bandwidth of the user device are always checked during game execution.
為了避免在遊戲執行期間的暫停,從遊戲伺服器2〇下 載循環資料(whilst data),該伺服器2〇可以針對每一個 使用者的硬體環境、偵測時間以及頻寬而改變緩衝區域(在 下文中將會更詳細地解釋)^具有不足的偵測時間和頻寬 之使用者比起具有良好的偵測時間和頻寬之使用者會被分 配到較大的缓衝區域。 在設定使用者帳戶之後,使用者變成經授權的使用 者。在一個具體實施例中,經授權的使用者會被要求輸入 22 200946191 使用者名稱和密碼,以能存取遊戲伺服器2〇。遊戲伺服器 2〇接著比較經輸入的使用者名稱和密碼與包含在使用者資 料庫(未示)之經授權的使用者㈣,以核對該使用者 是否是經授權的使用者。一旦經證實該使用者是經授權的 使用者,則允許使用者存取該遊戲伺服器2〇且執行遊戲。 在一個具體實施例中,遊戲伺服器2〇可以儲存使用者 帳戶資料。舉例來說,可以要求使用者付款,以在遊戲飼 服器20上執行遊戲。因此,使用者帳戶資料可以是有關於 使用者是否具有足夠的資金來在遊戲伺服器2〇執行遊戲之 資料。若已決定使用者在其帳戶中未具有足夠的資金,接 著,透過遊戲伺服器20存取遊戲的動作將會被拒絕,直到 加入足夠的資金至使用者帳戶。 在確認使用者具有足夠的資金以後,使用者可以選擇 任何一個儲存在遊戲伺月U 2〇@經轉換的遊戲來執行。本 發明的遊戲系、统i可以讓使用者透過網路以非常短的下載 時間而執行遊戲。 ❹ 在-個具體實施例中,在使用者可以執行遊戲之前, 遊戲飼服器20可以要求使用者成為經授權的使用者,且在 他們的帳戶中具有足夠的資金。在另一個具體實施例中, 在遊戲執行之前,遊戲祠服器2〇不會要求使用者成為經授 權的使用者且不會要求在他們的帳戶中具有足夠的資金。 現在,遊戲使用者設備300的構件的詳細敘述將會參 考圖2而提供。 遊戲使用者設備300包含被動資料儲存裝置3〇。在— 23 200946191 個具體實施例中,被動資料儲存裝置3〇2最初是空的。在 另一個具體實施例中,最初的被動資料會是以遊戲使用者 設備300從遊戲伺服器20傳送至使用者裝置3〇,以存在於 被動資料儲存裝置302。在另一個或額外的具體實施例中, 被動資料可以提供在CD (光碟)/DVD/隨身碟等等上,使 用者取得該資料以將其存在於被動資料儲存裝置302。 為了執行所選擇的遊戲,該基本最小資料(如上所述) 是從在遊戲伺服器20的被動資料储存裝置下載至被動資料 儲存裝置302。此外,在遊戲伺服器2〇與使用者裝置3〇之 間的連接必須是有效,使得主動資料和另外的被動資料可 以在遊戲執行期間經要求時,下載至使用者裝置 如上所述,認為遊戲引擎是被動資料的特殊形式。在 使用者選擇要執行的遊戲後,遊戲伺服器2〇決定使用者裝 置30是否具有所需的遊戲引擎,且如果使用者裝置3〇不 具有所需的遊戲引擎,則該遊戲引擎會下載至被動資料儲 存裝置302。遊戲接著進行在經儲存的遊戲引擎上其結合 從遊戲伺服器20所接收的必要主動資料與從遊戲伺服器2〇 所下載至被動資料儲存裝置3〇2的必要被動資料且當需 要時從被動資料儲存裝置3〇2檢索。 如果使用者裝置30沒有所需的遊戲引擎,則下載設定 遊戲引擎參數之資料至被動資料儲存裝置3〇2,以建構遊 引擎。 圖3圖示了從遊戲伺服器2〇下載被動資料至在使用者 裝置30的被動資料儲存裝置302之過程。 24 200946191 ❹ ❹ 當使用者選擇要執行的遊戲時(步驟S200 ),該使用 者的選擇藉由使用者裝置30的通訊介面32傳送至遊戲伺 服器20。遊戲伺服器20決定所選擇的遊戲需要什麼遊戲引 擎來執行’且確認使用者裝置30是否具有該遊戲引擎。如 上所述’遊戲引擎被認為是被動資料。因此,為了決定遊 戲使用者設備300是否包含所需的遊戲引擎,遊戲伺服器 2〇通知被動資料管理器304需要什麼遊戲引擎。被動資料 管理器304傳送此請求至被動資料儲存裝置管理器3〇6,其 確認所要求的遊戲引擎是否儲存在被動資料儲存裝置3〇2。 如果使用者裝置30沒有具有所需的遊戲引擎,則傳輸 遊戲引擎至使用者裝置30 (步驟S2〇2)以儲存在被動資料 储存裝置302。被動㈣(以及主動資料)透過通訊介面 32傳送至使用者裝置3〇。 此外,為了決定遊戲需要什麼遊戲引擎,遊戲祠服器 2〇也決定什麼管理特徵(舉例來說,物理引擎 enguie )、控制應用等等)是遊戲所需的,且傳送所需的資 料至使用者裝i 30。在-個具體實施例中,在遊戲下載的 一開始,遊戲的管理特徵下載至使用者裝置3〇。 遊戲伺服器20也決定所愛的| 士县,汰 也厌疋所需的基本最小資料,以執行所 選擇的遊戲。接著,使用者裝¥ 更用者裝置30從遊戲伺服器20接收 獨特參考物的第一列表,兑浐 某 /、指了所選擇的遊戲所需要之 基本最小貝料(步驟S204)。 祐叙t上所述,使用者裝置3G包含被動資料管理器304。 破動資料管理器3〇4( 、被動資科儲存裝置管理器306結合) 25 200946191 比較獨特參考物的第一列表和聯繫於已經儲存在被動資料 餘存裝置302的被動資料之獨特參考物,且決定哪一個第 一列出的被動資料是尚未儲存在被動資料儲存裝置3〇2中 (步驟S208 )。被動資料管理器304可以與被動資料健存 裝置管理器306雙向通訊(請求與回應通訊)。 由於參考物的關係,可以實施在獨特參考物的第一列 表和聯繫於已經儲存在被動資料儲存裝置3〇2的被動資料 之獨特參考物之間的快速比較。因此,僅從遊戲伺服器 接收聯繫於被動資料(以第一列表的形式)的獨特參考物。 因此,遊戲伺服器20傳送至使用者裝置3〇的資料總量是 非常小的,而因此能夠加快資料的處理。 被動資料管理器304接著透過通訊介面32傳回獨特參 考物的第二列表至遊戲伺服器20。第二列表指示第一列出 的被動資料哪一個沒有儲存在被動資料儲存裝置3〇2中, 且因此藉由被動資料儲存裝置302而要求,使得使用者可 以開始執行所選擇的遊戲。 在一個具體實施例中,如果使用者裝置3〇沒有任何資 料儲存在被動資料儲存裝置302,則參考物的第二列表是與 參考物的第-列表完全相同。“,如果—些所需的被動 資料已經儲存在被動資料儲存裝置3G2,則該被動資料不需 要從遊戲伺服ϋ 20傳送至使用者裝置3Q的被㈣料儲存 裳置302。因此,參考物的第二列表很可能小於參考 一列表》 遊戲飼服器20使用參考物的 第二列表來決定需要什麼 200946191 被動資料和其聯繫的參考物是要被傳送至使用者裝置30。 接著使用者裝置3〇從遊戲飼服器2G接收到所需的被動資 料和其聯繫的參考物之副本(步驟S212) ^因此,僅傳送 新的被動資料(還沒儲存在使用者被動資料儲存裝置的被 動資料)至使用者裝置3G。相較於傳送整個新遊戲資料之 傳統系統,該程序減少了需要從遊戲祠服$ 2 者裝置30之資料總量(大小)。 然後,藉由以下載的被動資料更新被動資料儲存裝置 302,被動資料儲存裝置管理器3〇6儲存所收到的被動資料 和聯繫的參考物於被動資料儲存裝置302中(步驟S214)。 被動資料要儲存在被動資料儲存裝置3〇2的哪裡之管理是 由被動資料儲存裝置管理器3〇6所控制。 疋 在一個具體實施例中,被動資料儲存裝置3〇2基於類 別而儲存被動資料,使得所有的材質是儲存在一個表 (table)中、所有的mp3檔是儲存在另一個表中而所有 ❹的聲波檔是储存在另-個表中等等。因此,被動資料儲存 裝置302是一個儲存所有被動資料 被動資料的類別分成不同的表。在一個具體實置施 動資料儲存裝置管理器3G6衫每—個被動㈣應該健存 的表。 在另一個具體實施例中,被動資料也可以以參考物聯 繫至遊戲所需的被動資料、及/或遊戲等級所需的被動資料 等等,及/或遊戲類型所需的被動資料等等。在一個具體實 施例中,與被動資料之此類更進—步資料的聯繫可以用來 27 200946191 減少從遊戲伺服器20的下載時間。舉例來說,每當資料將 被下載時,首先執行要下載的被動資料參考物和已經儲存 在被動資料儲存裝置302的被動資料參考物之間的比較(步 驟S206卜如果遊戲的類型為已知,則會先完成在同一類 型中的該已經儲存在被動資料儲存裝置3〇2中的被動資料 參考物之比較。舉例來說,用於賽馬場的材質「柏油碎石」 可能是被使用在大部份的赛馬遊戲,因此,如果被動資料 管理器304 了解新遊戲是赛馬遊戲’則會先完成使用在赛 馬遊戲中的該已經儲存在被動資料儲存裝4 3〇2中的被動❹ 資料參考物之比較。 因為僅傳送新的被動資料(尚未被儲存至被動資料儲 存裝置302的被動資料)至使用者裝置%,使用者已選擇 執行的遊戲越多,則儲存在使用者裝置3()的被動資料儲存 裝置302之被動資料就將會越多。因此,從遊戲祠服器如 傳送至使用者裝置3G所需要的被動f料總量應該從每一個 經選擇且下載的遊戲中減少,使得每一個新遊戲下載被動 資料至使用者裝置30所需要的時間縮短。舉例來說如果❹ 已經事先執行(且因此下載)遊戲古墓奇兵TM且接著選擇 遊戲古墓奇兵ΠΤΜ’因為很有可能古墓奇兵πΤΜ使用許多 與古墓奇兵、相同被動資料,則古墓奇兵『Μ需要;載 的被動資料總量減少。然而’也有可能不是這種情形,舉 例來說’如果使用者事先僅執行運動遊戲’而接著決定選 擇角色扮演遊戲,其不可能使用相同的被動資料。 此外,使用者裝置30的搞測時間 '頻寬以及硬體影響 28 200946191 下載時間。因此’取決於經決定的連接至使用者裝置別之 偵測時間和頻寬(如上所述),最初下載所需的基本最小 資料可以藉由更進—步的最初下載資料(如果需要)補充。 舉=來說,假設使用者的連接报慢,在可以開始執行遊戲 之前,遊戲内容處理模組120會決定使用者裝置3〇所需要 的基本最小資料,且下載更進一步的額外主動資料和被動 資料至❹者裝置3〇。在這個例子中,使用如圖3所描述 ❹㈣似程序’額外的被動資料與基本最小資料一起或是分 開傳送。額外的主動資料也可以與基本最小資料一起或是 刀開傳$然而,因為主動資料不能以參考物替換,且不 是永久儲存在使用者裝置30,因此沒有必要去比較(舉例 來說’步驟S210至S218)。 在遊戲執行開始前,不需要下載整個遊戲,僅需要基 本最小值。接著,在遊戲執行期間,當要求時,遊戲資料 (主動資料以及被動資料)下載至背景。 Ο ® 3的程序是先於開始遊戲執行而完成。然而,在遊 戲執行期間,當需要遊戲飼服器20的更進一步的被動資料 時,類似的程序也在執行。 在個〃體實施例中,沒有必要在帛始遊戲執行之 前,傳送所有經選擇的遊戲被動資料。舉例來說,使用如 上所述且參考圖3的程序,在遊戲執行開始前,可以確認 及傳送僅僅經選擇遊戲的前三個等級所需的被動資料至使 用者裝置30。 在遊戲執仃期間,下載被動資料至在使用者裝置30的 29 200946191 被動資料儲存裝置3〇2f y- 、 置2(在方景中)。接著當需要時,從被 動資料錯存裝S 302讀取被動資料。對照地,當需要時, :載主動資料,且該主動資料不會永久地儲存在使用者褒 3〇。相對於傳統遊戲是由光碟讀取,被動資料儲存裝置 302作用為在使用者裝置%的虛擬光碟機,而被動資料是 從該處被讀取。 田使用者選擇遊戲以執行兩次和許多次,冑;的程序 可以不需要執行,因為開始執行遊戲所要求的最初被動資 料已經下載至被動資料儲存裝i 3〇2。然❿,在一個且體實❹ 施例中’被動資料儲存裝置逝的更新檢查(updat“heck ) /可以在每-次使用者連接至遊戲飼服器2〇以執行遊戲時施 行’或在狀的間隔中施行。被動資料儲存裝i 3G2的更 新檢查決定任何儲存在被動資料儲存裝置302的被動資料 的更新版本是否在遊戲伺服器20為可得,如果可得,則下 載該更新版本。舉例來說’如果草材質之更新版本變得可 得’其可以於被動資料儲存褒置3〇2的草材質的目前版本 上而儲存,且與獨特參考物聯繫,該獨特參考物指出草材 〇 質。 此外,使用者已經從不同的使用者裝置3〇連接至遊戲 伺服器20 ’則根據圖3的程序,會需要下載必要最小資料。 在另一個具體實施例中,自從使用者最後連接至伺服器 後,使用者裝置30的偵測時間或頻寬已經改變,接著被動 資料儲存裝置302的檢査可以施行。 比起原始檔案,更新檔案的品質會比較好(舉例來說, 30 200946191 方面),然而整個遊戲仍可以是小的, 多餘的資料從遊戲中· 了 ^ 為許多 禎螯《麻風戲中J除了。就化-點而言’電腦遊戲的 覺品質會提升、提高使用者感受但仍減少整 戲的大小。In order to avoid the pause during the execution of the game, the game server 2〇 downloads the whirst data, and the server 2 can change the buffer area for each user's hardware environment, detection time and bandwidth ( As will be explained in more detail below, users with insufficient detection time and bandwidth will be assigned to larger buffer areas than users with good detection time and bandwidth. After setting up the user account, the user becomes an authorized user. In one embodiment, an authorized user will be required to enter 22 200946191 username and password to access the game server 2 . The game server 2 then compares the entered username and password with the authorized user (4) contained in the user repository (not shown) to verify whether the user is an authorized user. Once the user is verified to be an authorized user, the user is allowed to access the game server 2 and execute the game. In one embodiment, the game server 2 can store user account data. For example, the user may be required to pay to execute the game on the game feeder 20. Therefore, the user account information may be information about whether the user has sufficient funds to execute the game on the game server 2. If it has been determined that the user does not have sufficient funds in his account, then the action of accessing the game through the game server 20 will be rejected until sufficient funds are added to the user account. After confirming that the user has sufficient funds, the user can select any one of the games stored in the game U 2〇@ converted to execute. The game system and system i of the present invention allows a user to execute a game through a network with a very short download time. ❹ In a specific embodiment, the game feeder 20 may require the user to be an authorized user and have sufficient funds in their account before the user can execute the game. In another embodiment, the game server 2 does not require the user to be an authorized user and does not require sufficient funds in their account before the game is executed. A detailed description of the components of the game user device 300 will now be provided with reference to FIG. The game user device 300 includes a passive data storage device. In a specific embodiment, the passive data storage device 3〇2 is initially empty. In another embodiment, the initial passive data is transmitted from the game server 20 to the user device 3 by the game user device 300 for existence in the passive data storage device 302. In another or additional embodiment, the passive material may be provided on a CD (CD)/DVD/DVD, etc., and the user obtains the data to present it in the passive data storage device 302. In order to execute the selected game, the basic minimum profile (as described above) is downloaded from the passive data storage device of the game server 20 to the passive data storage device 302. In addition, the connection between the game server 2 and the user device 3 must be valid, so that the active material and the additional passive data can be downloaded to the user device as described above when the game is executed, and the game is considered The engine is a special form of passive data. After the user selects the game to be executed, the game server 2 determines whether the user device 30 has the required game engine, and if the user device 3 does not have the required game engine, the game engine downloads to Passive data storage device 302. The game then proceeds on the stored game engine which combines the necessary active data received from the game server 20 with the necessary passive data downloaded from the game server 2 to the passive data storage device 3〇2 and passively when needed. The data storage device 3〇2 searches. If the user device 30 does not have the desired game engine, the data of the set game engine parameters is downloaded to the passive data storage device 3〇2 to construct the game engine. Figure 3 illustrates the process of downloading passive data from the gaming server 2 to the passive data storage 302 of the user device 30. 24 200946191 ❹ ❹ When the user selects a game to be executed (step S200), the user's selection is transmitted to the game server 20 via the communication interface 32 of the user device 30. The game server 20 determines what game engine is required for the selected game to execute' and confirms whether the user device 30 has the game engine. As mentioned above, the game engine is considered passive. Therefore, in order to determine whether the game user device 300 contains the required game engine, the game server 2 informs the passive material manager 304 what game engine is needed. The passive data manager 304 transmits the request to the passive data storage device manager 〇6, which confirms whether the requested game engine is stored in the passive data storage device 〇2. If the user device 30 does not have the desired game engine, the game engine is transferred to the user device 30 (step S2〇2) for storage in the passive data storage device 302. Passive (4) (and active data) is transmitted to the user device via the communication interface 32. In addition, in order to determine what game engine is needed for the game, the game server 2 also determines what management features (for example, physics engine enguie), control applications, etc. are required for the game, and transmits the required materials to use. Install i 30. In a specific embodiment, the management features of the game are downloaded to the user device 3 at the beginning of the game download. The game server 20 also determines what is loved by the county, and also lacks the basic minimum information required to execute the selected game. Next, the user installer device 30 receives the first list of unique reference objects from the game server 20, and refers to a / or a basic minimum beaker required for the selected game (step S204). As described above, the user device 3G includes a passive data manager 304. The Broken Data Manager 3〇4 (combined with the Passive Storage Device Manager 306) 25 200946191 compares the first list of unique references with the unique reference to the passive data already stored in the passive data storage device 302, And determining which of the first listed passive materials has not been stored in the passive data storage device 3〇2 (step S208). The passive data manager 304 can communicate bi-directionally with the passive data storage device manager 306 (request and response communication). Due to the relationship of the references, a quick comparison between the first list of unique references and the unique references associated with the passive data already stored in the passive data storage device 3〇2 can be implemented. Therefore, unique references that are associated with the passive material (in the form of the first list) are only received from the game server. Therefore, the total amount of data transmitted from the game server 20 to the user device 3 is very small, and thus the processing of the data can be accelerated. Passive data manager 304 then transmits back a second list of unique references to game server 20 via communication interface 32. The second list indicates which of the first listed passive data is not stored in the passive data storage device 322, and is therefore requested by the passive data storage device 302 so that the user can begin executing the selected game. In one embodiment, if the user device 3 does not have any data stored in the passive data storage device 302, the second list of references is identical to the first list of references. "If the required passive data has been stored in the passive data storage device 3G2, the passive data does not need to be transmitted from the game servo 20 to the (four) material storage slot 302 of the user device 3Q. Therefore, the reference material The second list is likely to be smaller than the reference list. The game feeder 20 uses the second list of references to determine what is needed. 200946191 Passive data and its associated reference are to be transmitted to the user device 30. The user device 3 is then接收 receiving a copy of the required passive data and its associated reference material from the game feeder 2G (step S212). ^ Therefore, only new passive data (passive data not yet stored in the user's passive data storage device) is transmitted. Up to the user device 3G. Compared to the conventional system that transmits the entire new game material, the program reduces the amount (size) of data that needs to be robbed from the game device by the device. Then, by updating the passive data with the download The passive data storage device 302, the passive data storage device manager 3〇6 stores the received passive data and the associated reference material in the passive data storage device. 302 (step S214). The management of where passive data is to be stored in the passive data storage device 3〇2 is controlled by the passive data storage device manager 3〇6. In one embodiment, the passive data storage device 3 〇2 stores passive data based on categories, so that all materials are stored in one table, all mp3 files are stored in another table, and all the vocal files are stored in another table. Therefore, the passive data storage device 302 is a table for storing all passive data passive data into different tables. In a specific implementation, the data storage device manager 3G6 shirts each passive (four) should be saved. In a specific embodiment, the passive data may also be linked to the passive material required by the game, and/or the passive data required for the game level, and/or passive information required for the game type, etc. in a specific In an embodiment, the association of such further data with passive data may be used to reduce the download time from the game server 20 by 27 200946191. For example, When the data is to be downloaded, a comparison between the passive data reference to be downloaded and the passive data reference already stored in the passive data storage device 302 is first performed (step S206) if the type of the game is known, it is completed first. Comparison of passive data references that have been stored in the passive data storage device 3〇2 in the same type. For example, the material used for the racetrack, “tarmac” may be used in most horse racing. The game, therefore, if the passive data manager 304 understands that the new game is a horse racing game, it will first complete the comparison of the passive ❹ data reference that has been stored in the passive data storage device in the horse racing game. Only the new passive data (passive data that has not been stored to the passive data storage device 302) is transmitted to the user device %, and the more games the user has selected to execute, the passive data storage device stored in the user device 3 () 302 will have more passive data. Therefore, the amount of passive f material required from the game server, such as to the user device 3G, should be reduced from each of the selected and downloaded games, so that each new game needs to download passive data to the user device 30. The time is shortened. For example, if you have previously executed (and therefore downloaded) the game Tomb RaidersTM and then select the game Tomb Raiders' because it is very likely that the Tomb Raiders use many of the same as the Tomb Raiders, the same passive information, then the Tomb Raiders "Μ needs; the total amount of passive data carried is reduced. However, it may not be the case, for example, if the user only performs a sports game in advance and then decides to select a role-playing game, it is impossible to use the same passive material. In addition, the user device 30's measurement time 'bandwidth and hardware impact 28 200946191 download time. Therefore, 'depending on the determined connection time and bandwidth of the connected device device (as described above), the basic minimum data required for the initial download can be supplemented by the further downloading of the data (if needed). . For example, suppose the user's connection is slow, and before the game can be started, the game content processing module 120 determines the basic minimum data required by the user device 3, and downloads further additional active data and passive. The data is sent to the device 3〇. In this example, the 被动(4)-like program described in Figure 3 uses additional passive data along with the basic minimum data or separate transmissions. The additional active data can also be transmitted with the basic minimum data or the knife is opened. However, since the active data cannot be replaced by the reference material and is not permanently stored in the user device 30, there is no need to compare (for example, 'Step S210 To S218). There is no need to download the entire game before the game is started, only the basic minimum is required. Then, during game execution, game data (active and passive) is downloaded to the background when requested. The Ο ® 3 program is completed before starting the game execution. However, during the execution of the game, a similar procedure is also performed when further passive material of the game feeder 20 is required. In a carcass embodiment, it is not necessary to transmit all selected game passive material prior to the execution of the game. For example, using the procedure as described above and with reference to Figure 3, the passive data required to select only the first three levels of the game can be confirmed and transmitted to the user device 30 before the game execution begins. During the game play, the passive data is downloaded to the passive device data storage device 3〇2f y-, 2 (in the square view) at the user device 30 29 200946191. Then, when necessary, the passive data is read from the passive data error storage S 302. In contrast, when needed, the active data is loaded and the active data is not permanently stored in the user. Relative to the conventional game is read by the disc, the passive data storage device 302 acts as a virtual disc player at the user device %, and the passive material is read from there. The field user selects the game to execute twice and many times, and the program may not need to be executed because the initial passive data required to start executing the game has been downloaded to the passive data storage device. Then, in a physical implementation, the 'passive data storage device's update check (updat "heck" / can be performed every time the user connects to the game feeder 2 to execute the game" or The interval check is performed. The update check of the passive data storage device i 3G2 determines whether any updated version of the passive data stored in the passive data storage device 302 is available at the game server 20, and if available, downloads the updated version. For example, 'If an updated version of the grass material becomes available' it can be stored on the current version of the grass material of the passive data storage device 3〇2 and associated with a unique reference object indicating the grass material In addition, the user has connected from different user devices 3 to the game server 20'. According to the procedure of Figure 3, the necessary minimum data may need to be downloaded. In another embodiment, since the user last connected After the server, the detection time or bandwidth of the user device 30 has changed, and then the passive data storage device 302 can be executed. Compared with the original file, The quality of the new file will be better (for example, 30 200946191 aspect), but the whole game can still be small, the extra information from the game. ^ For many scorpions, "Leather in the leprosy J. In addition to - point In terms of 'the quality of computer games will improve, improve the user experience but still reduce the size of the whole play.
下載必要最小資料(包含所需的遊戲引擎)之後, :用者可以開始遊戲執行。如上所述’在遊戲執行期間, 需要夺下載主動資料。因此,在遊戲執行期間,在所 7刻都需要在遊戲伺服n 2G以及使用者裝置3g之間的 ^定雙向連結。在-個具體實施例中,該連結是網際網路 (其使用任何的標準網際網路通訊協《(丨斷⑽ prc^ocol) ’舉例來說町”或FTp) ,且主動資料是經由 此連結傳送。 、、了在遊戲執行期間沒有任何延遲而從遊戲伺服器 20下載被動資料(以及主動資料),遊戲飼服器需要憤測 在=用者裝置30所執行的遊戲且決定圍繞玩家在遊戲中的 目刖位置之緩衝區域。該緩衝區域指的是在遊戲執行的下 個預疋期間中所需要的所有被動資料(以及主動資料)。 圖4大略圖示了緩衝區域的一個範例。 如在圖4中所圖不’如果在時間t=0時,玩家目前是在 中位置(由實心黑色星星所標示),則玩家可以在t=l 的時候位於第―圈1的任何地方、在t=5的時候位於第二圈 5的任何地方、且在卜1〇的時候位於第三圈的任何地 方在大部分的遊戲中,玩家不冑要在一個方向中移動(舉 例來說’距離A、MC),而可以自己迴轉或往回跑,或 31 200946191 可以改變方向,基於在遊戟 以不是線性且不同的使用去r + 、疋遊戲執订可 ^ 者(或相同的使用者)可以不回 的方式執行相同的遊戲^因 门 j耵迓戲因此,在任何時間,玩家 複數個不同位置中的任何一 /51 66 r ^ 個其每一個不同位置要求不 ° 5 s的)主動資料和被動資料。舉例來說,如果 被動資料緩衝區域是藉由在圖4中的虛線圈10來定義,且 主動資料緩衝區域是藉由在s 4中的虛線圈i來定義 遊戲飼服器20需要決定s 需要決域〇至1G之中可能所需的所有After downloading the necessary minimum information (including the required game engine), the user can start the game execution. As mentioned above, during the execution of the game, it is necessary to download the active material. Therefore, during the execution of the game, a two-way connection between the game servo n 2G and the user device 3g is required at all of the moments. In a specific embodiment, the link is the Internet (which uses any of the standard Internet communication protocols (丨(10) prc^ocol) 'for example, town or FTp), and the active material is via this The link transfer transmits the passive data (and the active material) from the game server 20 without any delay during the execution of the game, and the game feeder needs to be angry at the game executed by the user device 30 and decides to surround the player. The buffer area of the target location in the game. This buffer area refers to all the passive data (and active data) required during the next preview period of the game execution. Figure 4 illustrates an example of the buffer area. As shown in Figure 4, if the player is currently in the middle position (marked by a solid black star) at time t=0, the player can be anywhere in the first circle at t=l, At t=5, anywhere on the second lap 5, and anywhere on the third lap in Bu 〇, in most games, the player does not want to move in one direction (for example ' Distance A, MC), you can turn around yourself or go back, or 31 200946191 can change direction, based on the use of r + in the play is not linear and different use, 疋 game can be able to (or the same user) can not The way back is to perform the same game. Therefore, at any time, the player has a number of different positions/51 66 r ^ each of which requires no more than 5 s) of active data and Passive data. For example, if the passive data buffer area is defined by the dashed circle 10 in Figure 4, and the active data buffer area is defined by the virtual coil i in s 4, the game feeder 20 is required. Decide that s needs to be resolved to all that may be needed in 1G
被動資料和區域Oi k中可能所需的所有主動資料。遊 戲的區域可以藉由在一個遊戲令的時間、距離、記憶範圍、 房間或等級之方面來定義。 主動資料緩衝區域是小於被動資料緩衝區域,因此為 了避免在使用者裝f 30永久地儲# (任何顯著的時間期間 /資料總量)主動資料,且因此當至伺服器2〇的連接損毁 時,保護正在執行的遊戲。 核心請求模組(kernel request m〇dule) 318偵測即時 遊戲執行且追蹤玩家正在移動的方向與他們是否進入新的 〇 區域。在遊戲之中,每一個區域連接至所有下—個可能的 &域(其可能會先於或後於前者區域)。在一個具體實施 例中’即時傳送模組312和喚回管理器(recall manager) 3 16使用來自於核心請求模組31 8的即時遊戲執行資料,以 決定用於圍繞在使用者目前位置的緩衝區域分別所需的主 動資料和被動資料。用於所需緩衝區域的請求傳送至飼服 器20且最後該所需的資料從遊戲伺服器20傳送至使用者 32 200946191 緩衝器儲存在被動f料儲存裝置3G2和主動資料 接著,舉例來說’假設玩家在方向A移動,在 之在圖7間,僅從被動資料緩衝器322檢索所實際需要 的橢圓圓點虛線/破折號虛線之中的被動資料,而 ::::行期間’僅從主動資料緩衝11310檢索所實際需 4的橢圓圓點虛線/破折號虛線之中的主動資料。 在個具體實施例中,被動資料預定期間可以設定成Passive data and all active data that may be required in the area Oi k. The area of the game can be defined by the time, distance, memory range, room or level of a game. The active data buffer area is smaller than the passive data buffer area, so in order to avoid the active data stored in the user 30 (any significant time period / total amount of data), and therefore when the connection to the server 2 is broken , protect the game being executed. The kernel request module (kernel request m〇dule) 318 detects the instant game execution and tracks the direction in which the player is moving and whether they enter the new 〇 area. In the game, each zone is connected to all of the next possible & domains (which may precede or follow the former zone). In one embodiment, the 'instant delivery module 312 and the recall manager 3 16 use the instant game execution material from the core request module 318 to determine the buffer for surrounding the current location of the user. Active and passive data required for the region. The request for the desired buffer area is transferred to the feeder 20 and finally the required data is transmitted from the game server 20 to the user 32. 200946191 The buffer is stored in the passive f storage device 3G2 and the active data, for example, for example 'Assume that the player moves in direction A, and between them, only the passive data buffer 322 retrieves the passive data among the actually required elliptical dot dashed/dash dashed lines, and the :::: line period 'only from The active data buffer 11310 retrieves the active data among the elliptical dot dashed/dash dashed lines that actually need 4. In a specific embodiment, the passive data predetermined period can be set to
…個等級’在此情況中’遊戲伺服器20下載在每一個等 級的被動資料(在其需要之前)。 個具體實施例中,開始於z=0 ,核心請求模組 B測夂玩豕正在移動的方向,即,該玩家在方向a、 B或c移動。即時傳送模組3i2接著測定如果玩家往預測 的方向(方向A)移動會需要什麼主動資料。因此,如圖4 所圖示,該主動資料緩衝區域僅包含在z=〇和ζ=ι之間的 擴圓A之中的主動資料’而非整個虛線圈1。此外,喚回管 理器316測定如果玩家往預測的方向(方向A)移動會需要 、動資料。因此’如圖4所圖示,該被動資料緩衝區 — 有在z 〇和ζ=ι〇之間的橢圓a之中的被動資料, 而非整個虛線圈1 〇。 —在兩個例子中’如圖5所圖示,緩衝區域資料由於玩 豕所移動的實際方向而固定地改變。如圖5所圖示,玩家 最初是在Z—1 ’則針對Z=1的緩衝區是標示在z=l+l、z=l+5... level 'in this case' game server 20 downloads passive data at each level (before it is needed). In a specific embodiment, starting at z=0, the core request module B measures the direction in which the player is moving, i.e., the player moves in direction a, B or c. The instant delivery module 3i2 then determines what active material is needed if the player moves in the predicted direction (direction A). Therefore, as illustrated in Fig. 4, the active data buffer area contains only the active data 'in the rounding A between z = 〇 and ζ = ι' instead of the entire dotted circle 1. In addition, the recall manager 316 determines that if the player moves in the predicted direction (direction A), the data will be required. Thus, as illustrated in Figure 4, the passive data buffer has passive data in the ellipse a between z 〇 and ζ = ι = instead of the entire dotted circle 1 〇. - In both examples, as illustrated in Fig. 5, the buffer area data is fixedly changed due to the actual direction in which the play is moved. As illustrated in Fig. 5, the player is initially at Z-1', and the buffer for Z=1 is marked at z=l+l, z=l+5.
以及z=l+10。接签封· e > A 者〜玩豕在A方向移動至z=m,則針對z=m 的緩衝區疋標不在z=m+l、z=m+5以及z=m+10。接著玩家 33 200946191And z=l+10.接接封·e > A ~ 豕 移动 move to z=m in the A direction, then the buffer metric for z=m is not z=m+l, z=m+5, and z=m+10. Then the player 33 200946191
^夕切王Z=n,則針對z=n的緩衝區是標示在 、z=n+5 以及 z=n+1〇 〇^ 夕切王 Z=n, then the buffer for z=n is marked with , z=n+5 and z=n+1〇 〇
置30與遊戲伺服器2〇之間的存活連結是需要的。 用於被動資料的緩衝區域設定為大於用於主動資料的 因為主動資料僅暫時地儲存在使用者裝置3〇上,其不 可能讓使用者在未連接至遊戲伺服器2〇的狀況下執行所下 載遊戲。此外,不可能讓使用者產生遊戲的副本(舉例來 說,用於轉售),且遊戲不能藉由點對點(peer_t〇 peer) 分享網路而使用,因為使用者裝置3〇沒有儲存任何超過遊 戲執行所需的限制期間的主動資料。此外,因為主動資料 僅暫時地儲存在使用者裝置30,使用者裝置3〇避免了由於 〇 不再需要的主動資料的累積而經過一段時間後變得緩慢。 根據一個具體實施例,主動資料和被動資料可以藉由 分離的伺服器而分配。舉例來說,可以藉由網頁伺服器(你吡 serve)而分配被動資料,因為其傳送速度不會直接影響到 遊戲執行,緩慢的傳輸速度僅僅代表使用者必須等待較長 的時間才能開始執行該遊戲。另外一方面,主動資料的傳 送速度就某種意義來說是較為重要的,沒有主動資料則遊 34 200946191 無法執行’且大部分的遊戲將會藉由遊戲轉換模組10的 :式而準備’纟需要主動資料的固定提供以供遊戲來執 仃因此’就廷一點來說,具有快速的伺服器以分配主動 Ί是更佳所希的》根據—個範例’藉由刀鋒词服器(b serve)分配主動資料,而藉由網頁伺服器分配被動資料。 ❹A survival link between the set 30 and the game server 2 is required. The buffer area for the passive data is set to be larger than that for the active data because the active data is only temporarily stored on the user device 3, which is impossible for the user to execute without being connected to the game server 2 download games. In addition, it is not possible for the user to make a copy of the game (for example, for resale), and the game cannot be used by peer-to-peer sharing network because the user device 3 does not store any more than the game. Proactive data for the required period of time. Moreover, since the active data is only temporarily stored in the user device 30, the user device 3 avoids becoming slow after a period of time due to the accumulation of active data that is no longer needed. According to a specific embodiment, active data and passive data can be distributed by separate servers. For example, passive data can be distributed by the web server (your servate) because its transfer speed does not directly affect the game execution. The slow transfer speed only means that the user has to wait for a long time to start executing. game. On the other hand, the transmission speed of the active data is more important in a sense. If there is no active data, then the game will not be executed and most of the games will be prepared by the game conversion module 10.纟Requires a fixed provision of active data for the game to be executed. Therefore, it is better to have a fast server to allocate the active 》. According to the example - by the knife vocabulary (b Serve) allocates active data and distributes passive data through a web server. ❹
上所述在遊戲期間,核心請求模組3 18從處理器 34接收使用者在遊戲中的目前即時位置且傳送這些資料至 即時傳送模組312和喚回管理器316。 ▲即時傳送模組312接著測定在遊戲中圍繞在使用者目 刖位置的主動資料緩衝區域需要什麼主動資料,且針對所 :要的主動資料傳送請求至主動資料管理器308。所需主動 貝料的指tf是藉由即時傳送模組312而從在遊戲中圍繞使 用者的目則位置區域的遊戲原始碼所檢索。主動資料管理 器308從遊戲伺服器2〇請求所需的主動資料,且當其收到 所需的主動資料時’儲存所需的主動資料在主動資料緩衝 器310中。因此,主動資料緩衝器31〇包含主動資料,其 需要在遊戲中圍繞使用者的目前位置的主動資料緩衝區域 之主動資料。 唤回管理器316測定在遊戲中圍繞使用者的目前位置 的被動資料緩衝區域之需要什麼被動資料。接著,喚回管 理器316傳送所需的被動資料的指示至被動資料管理器 3〇4°所需被動資料的指示藉由喚回管理器316而從在遊戲 中圍繞使用者的目前位置區域的遊戲原始碼所檢索。被動 資料管理器304傳送指示至被動資料儲存裝置管理器3〇6, 35 200946191 且被動資料儲存裝置管理器扇測定是否有任何所需的被 動資料尚未儲存在被動資料儲存裝置3〇2中。被動資料儲 存裝置管理器306接著傳送聯繫所需被動資料(其尚未被 儲存在被動資料儲存裝| 3〇2中)的參考物至被動資料管 理器304。 被動資料管理器304從遊戲伺服器2〇要求未儲存於被 動資料儲存裝i 302之所需的被動資料。接著,遊戲祠服 器20藉由被動資料管理器3〇4傳送所需的被動資料至被動 資料儲存裝置管理器306,且被動資料儲存裝置管理器3〇6❿ 儲存所需的被動資料於被動資料儲存裝置中。 在其他具體實施例中,在遊戲執行期間,核心請求模 組318從處理器34接收在遊戲中使用者的目前即時位置, 且傳送該資料至遊戲伺服器2〇。遊戲伺服器2〇決定圍繞在 遊戲中使用者的目前即時位置之主動資料緩衝區域需要什 麼主動資料,並傳送所需的主動資料至主動資料管理器 308。遊戲伺服器20也決定圍繞在遊戲中使用者的目前即 時位置之被動資料緩衝區域需要什麼被動資料,並傳送所 〇 需被動資料的參考物的列表至被動資料管理器3〇4。被動資 料管理器304從被動資料的列表決定什麼被動資料並未儲 存在被動資料儲存裝置302,並傳送被動資料未儲存在使用 者裝置30的請求至遊戲伺服器2〇。接著,遊戲伺服器2〇 藉由被動資料管理器304傳送所請求的被動資料至被動資 料儲存裝置管理器306,且被動資料儲存裝置管理器3〇6儲 存所需的被動資料於被動資料儲存裝置3〇2中。 36 200946191 被動資料緩衝區域所需要的被動資料接著從被動資料 儲存裝置302傳送至被動資料緩衝器322。因此,被動資料 緩衝器322暫時地儲存遊戲執行的下個預定階段之預測將 會被需要的被動資料。這樣增加了遊戲執行的速度,因為 可能被需要的被動資料是保留在較小的儲存裝置(被動資 料緩衝器322 )且因此可以較快地辨認及檢索,則當需要 時,假设被動資料是直接從被動資料儲存裝置gw檢索。 被動資料緩衝器322暫時地儲存被動資料(其儲存在 被動資料儲存裝置302中)的小子集。如上所述,被動資 料儲存裝置302儲存使用者所執行的所有遊戲之所需的所 有被動資料。因此,取決於使用者所執行不同遊戲的數量, 被動資料儲存裝置302會儲存大量的被動資料。因為擁有 主動資料缓衝器310,儲存在被動資料緩衝器322的資料固 定地以新的所需被動資料覆蓋寫入,該新的所需被動資料 是基於在遊戲中使用者的新的目前位置而決定。 ❹儲存在被動資料緩衝器322的被動資料是以連續的次 序而提供至遊戲構成模組320。舉例來說,在位於區域ζ=η+ι 所需的所有被動資料之前,在區域z=n所需的被動資料從 被動資料緩衝器322提供至遊戲構成模組32〇。 即時傳送模組312檢索來自於主動資料緩衝器31〇的 所需主動資料。接著,遊戲同步裝置模組314使來自於即 時傳送模組312的主動資料和來自於遊戲構成模組32〇的 被動資料的傳送至核心請求模組318為同步,使得舉例來 說,在核心請求模組318以在z=5處所要求的被動資料接 37 200946191 收了在z = 5處所要求的主動資料。 動2著,核心請求模組318結合經同步的主動資料和被 動資料’並傳送其至處理器34。 主動㈣緩衝區域所要求的主㈣料是暫時地健存在 資料緩衝器31°’且被動資料緩衝區域所要求的被動資 枓疋暫時地儲存在被動資料緩衝器322。然而,僅有一些主 ❹ $資料和-些被動資料是實際地被需要,其取決於使用者 二遊戲的互動,因此,在遊戲執行期間,許多主動緩衝區 域資料和被動緩衝區㈣料不是f際地被需要。 ❹ 上述的程序在遊戲執行期間固定的執行,因為核心請 未模組318 @定地從處理器34接收在遊戲中使用者的目前 (即時)位H示。資料@定地傳送至即時傳送模組312 和奐回管理器316,使得可以更新主動資料緩衝區域和被動 資料緩衝區域。如果至遊戲伺服器2G的連接損毀則使用 者僅可以繼續遊戲直到已經使用了主動資料緩衝器3ι〇的 主動資料。由於缺少主動資料’直到至遊戲飼服器2〇的連 接重新建立以前,遊戲執行將不能繼續。 對於遊戲使用者設備300來說,也有可能藉由傳統的 網頁瀏覽器開始。舉例來說,藉由點選在列出在網頁上的 遊戲(由遊戲飼服器20為主機),瀏覽器的延伸自動地開 始在使用者裝置30的遊戲使用者設備,並間始初步的基本 最小值下載或遊戲執行(即,主動資料流和被動資料流) (如果之前遊戲已經執行過)。 本發明已經藉由特定圖示的具體實施例而描述。必須 38 200946191 而不背離 要了解的是:本發明並不限制於上述的具體實施例,_ 改變與更動是可以藉由擅長此技藝的人員施行, 許多 本發明的範圍。 【圖式簡單說明】 為了更了解本發明,且為了顯示本發明是如何實行 會以附圖的範例方式來做為參考: 仃 圖1大略地圖示了遊戲系統;During the game, the core request module 318 receives the current instant location of the user in the game from the processor 34 and transmits the data to the instant delivery module 312 and the recall manager 316. The Instant Transfer Module 312 then determines what active data is needed in the active data buffer area surrounding the user's target location in the game, and forwards the request to the active data manager 308 for the desired active data. The desired active bee finger tf is retrieved from the game source code in the game around the user's destination location area by the instant delivery module 312. The active profile manager 308 requests the desired active profile from the game server 2 and, when it receives the desired active profile, stores the required active profile in the active profile buffer 310. Thus, the active data buffer 31 contains active data that requires active data in the active data buffer area surrounding the user's current location in the game. The recall manager 316 determines what passive data is needed for the passive data buffer area surrounding the user's current location in the game. Next, the recall manager 316 transmits an indication of the required passive data to the passive data manager. The indication of the required passive data is retrieved from the current location area of the user in the game by the recall manager 316. The game source code is retrieved. The passive data manager 304 transmits the indication to the passive data storage device manager 3〇6, 35 200946191 and the passive data storage device manager fan determines if any required passive data has not been stored in the passive data storage device 3〇2. The passive data storage device manager 306 then transmits a reference to the passive data manager 304 that contacts the desired passive data (which has not been stored in the passive data storage device). The passive data manager 304 requests the passive data required from the game server 2 that is not stored in the passive data storage device 302. Then, the game server 20 transmits the required passive data to the passive data storage device manager 306 via the passive data manager 3〇4, and the passive data storage device manager 3〇6 stores the required passive data to the passive data. In the storage device. In other embodiments, during game execution, core request module 318 receives the current instant location of the user in the game from processor 34 and transmits the data to game server 2〇. The game server 2 determines what active data is needed in the active data buffer area surrounding the current instant location of the user in the game, and transmits the required active data to the active data manager 308. The game server 20 also determines what passive data is needed around the passive data buffer area of the user's current instant location in the game, and transmits a list of reference objects that require passive data to the passive data manager 3〇4. The passive data manager 304 determines from the list of passive data what passive data is not stored in the passive data storage device 302 and transmits the passive data not stored in the user device 30 to the game server 2 . Next, the game server 2 transmits the requested passive data to the passive data storage device manager 306 via the passive data manager 304, and the passive data storage device manager 3〇6 stores the required passive data in the passive data storage device. 3〇2. 36 200946191 The passive data required by the passive data buffer area is then transferred from the passive data storage device 302 to the passive data buffer 322. Therefore, the passive data buffer 322 temporarily stores the passive data that the prediction of the next predetermined phase of the game execution will be required. This increases the speed at which the game is executed, since passive data that may be needed is retained in a smaller storage device (passive data buffer 322) and thus can be quickly identified and retrieved, then the passive data is assumed to be direct when needed. Retrieved from the passive data storage device gw. The passive data buffer 322 temporarily stores a small subset of passive data (which is stored in the passive data storage device 302). As described above, the passive data storage device 302 stores all of the passive data required for all games performed by the user. Therefore, the passive data storage device 302 stores a large amount of passive data depending on the number of different games executed by the user. Because of the active data buffer 310, the data stored in the passive data buffer 322 is fixedly written with the new desired passive data, which is based on the user's new current location in the game. And decided. The passive data stored in the passive data buffer 322 is provided to the game composition module 320 in a sequential order. For example, the passive data required in region z = n is provided from passive data buffer 322 to game composition module 32 before all passive data required for region ζ = η + ι. The instant delivery module 312 retrieves the desired active data from the active data buffer 31. Next, the game sync device module 314 synchronizes the active data from the instant transfer module 312 and the passive data from the game composition module 32 to the core request module 318 for synchronization, for example, at the core request Module 318 receives the active data required at z = 5 with the passive data link 37 200946191 required at z=5. The core request module 318 combines the synchronized active data and the passive data' and transmits it to the processor 34. The primary (four) material required for the active (d) buffer area is temporarily stored in the data buffer 31°' and the passive resources required by the passive data buffer area are temporarily stored in the passive data buffer 322. However, only some master data and some passive data are actually needed, depending on the interaction of the user's two games. Therefore, during the game execution, many active buffer area data and passive buffers (four) are not f. The area is needed. ❹ The above program is executed fixedly during game execution because the core request module 318 @定地 receives the current (instant) bit H of the user in the game from the processor 34. The data is transferred to the instant transfer module 312 and the bypass manager 316 so that the active data buffer area and the passive data buffer area can be updated. If the connection to the game server 2G is broken, the user can only continue the game until the active material of the active data buffer 3ι〇 has been used. Due to the lack of active data, the game execution will not continue until the connection to the game console is re-established. For the game user device 300, it is also possible to start with a conventional web browser. For example, by clicking on the game listed on the web page (hosted by the game feeder 20), the extension of the browser automatically starts on the game user device of the user device 30, and initially begins. Basic minimum download or game execution (ie, active and passive streams) (if the game has been executed before). The invention has been described in terms of specific illustrative embodiments. It is necessary to understand that the present invention is not limited to the specific embodiments described above, and that the changes and modifications may be performed by those skilled in the art, and many of the scope of the present invention. BRIEF DESCRIPTION OF THE DRAWINGS In order to better understand the present invention, and to show how the present invention is implemented, reference will be made to the exemplary embodiments of the drawings: FIG. 1 schematically illustrates a game system;
圖2大略地圖示了遊戲使用者設備; 圖3圖示了用於從遊戲伺服器下載資料至使用者裝置 的程序流程圖。 圖4大略地圖示了緩衝區域;以及 圖5大略地圖示了許多緩衝區域。 【主要元件符號說明】 1 〇遊戲轉換模組 2〇遊戲伺服器 3〇使用者裝置 3 2通訊介面 34處理器 40網際網路 300遊戲使用者設備 302被動資料儲存裝置 304被動資料管理器 306被動資料儲存裝置管理器 308主動資料管理器 39 200946191 310主動資料緩衝器 3 1 2即時傳送模組 314遊戲同步裝置 316喚回管理器 3 1 8核心請求模組 320遊戲構成模組 322被動資料緩衝器 A方向 B方向 C方向 40Figure 2 illustrates schematically a game user device; Figure 3 illustrates a flow diagram of a program for downloading data from a game server to a user device. Figure 4 illustrates roughly the buffer area; and Figure 5 illustrates a number of buffer areas. [Main component symbol description] 1 〇 game conversion module 2 〇 game server 3 〇 user device 3 2 communication interface 34 processor 40 Internet 300 game user device 302 passive data storage device 304 passive data manager 306 passive Data storage device manager 308 active data manager 39 200946191 310 active data buffer 3 1 2 instant delivery module 314 game synchronization device 316 callback manager 3 1 8 core request module 320 game composition module 322 passive data buffer A direction B direction C direction 40
Claims (1)
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| EP2281284A1 (en) | 2011-02-09 |
| US20100016082A1 (en) | 2010-01-21 |
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