WO2006108355A1 - A method providing playroom information to the mobile game players - Google Patents
A method providing playroom information to the mobile game players Download PDFInfo
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- WO2006108355A1 WO2006108355A1 PCT/CN2006/000656 CN2006000656W WO2006108355A1 WO 2006108355 A1 WO2006108355 A1 WO 2006108355A1 CN 2006000656 W CN2006000656 W CN 2006000656W WO 2006108355 A1 WO2006108355 A1 WO 2006108355A1
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- Prior art keywords
- user
- game
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- information
- game server
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Classifications
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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
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- A63F13/12—
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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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/406—Transmission via wireless network, e.g. pager or GSM
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/5533—Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
-
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8023—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 specially adapted for executing a specific type of game the game being played by multiple players at a common site, e.g. in an arena, theatre, shopping mall using a large public display
Definitions
- the present invention relates to the field of mobile games for mobile communications, and in particular to a method for providing game room information to mobile game users. Background of the invention
- the so-called mobile game is a game that runs on a mobile terminal based on a mobile communication network.
- Mobile games are a major direction in the development of entertainment business.
- the development of mobile games is limited by the following two aspects:
- the mobile terminal has low chip processing capability and small memory capacity. Therefore, it should try to avoid processing large-capacity data and avoid frequently processing data.
- the mobile communication network has a low transmission rate and cannot perform excessive data interaction with the server. Therefore, mobile games should try to avoid large-capacity data interaction between the client and the game server, and should reduce the frequency of data interaction.
- the game server broadcasts every action of each user in the game room to all other users in the game room in real time.
- Game room information generally includes:
- User Basic information including: user ID (UserlD), name, avatar ID, level, points, setting information, etc.;
- User table information (UserTablnfo), including: UserID, table ID, seat ID, operation ID, password, etc.
- the operation ID is used to mark whether the table is occupied or idle, for example: a value of 1 indicates that the table is occupied, and a value of 0 indicates that the table is idle;
- UserlD is used to uniquely identify the user.
- the game server notifies the user of the changed game room information in real time, as follows:
- the game server sends the UserBaseInfo of the user who joins the game room to the user.
- the game server sends the UserTablnfo of the user who joined the game to the user.
- the game server sends the UserTablnfo of the user who left the game to the user.
- the game server sends the UserLeaveRoomInfo of the user who leaves the game room to the user.
- the game room information is sent to the user who is playing the game, and the user does not perform any processing after receiving the user, that is, the user is only playing the game. You need to see the game interface without having to know the changes in the game room information. Only in one case the user needs the game server to provide information, that is, when the user exits the current game and wants to select a new game, it is necessary to know which table is free. It is not necessary to send game room information to the user at any other time.
- the user actively requests game room information from the game server.
- the game server sends all the game room information to the user. Then, when the user is in the game room without playing the game, the game server transmits the change information to the user in real time as long as the game room information changes.
- the game server may be sent a request for providing game room information (RequestRoomlnfo), and the game server sends the current game room information to the game server after receiving the request.
- RequestRoomlnfo game room information
- the game server When the game room information is sent to the user, the game server does not consider whether the user has acquired certain information before playing the game, and does not consider whether the game room information of the user during the game play does not change.
- the redundant data generated by this method is obvious: the game server sends the game room information that the user has acquired and has not changed to the user again.
- a method for providing game room information to a mobile game user Before the user joins the game for the first time, the game server sends the current free table identifier to the user, and further includes: the game server detects the status of all users in the game room, If it is detected that the user's state changes to join the game, the user's joining game time is saved, and the user's table state is saved as occupied; if it is detected that the user's state changes to leave the game, the user is saved. The departure of the game moment saves the user's table status as idle, and will be sent to the user when the user has recently joined the game and left the game.
- the game server sends the current idle table identifier to the user by the following steps:
- the user Before the user joins the game for the first time, the user initiates a request for providing a free table identifier to the game server. After receiving the request, the game server sends the current free table identifier to the user.
- the game server sends the current idle table identifier to the user by the following steps:
- the game server When the user joins the game room, the game server sends the current free table identifier to the user, and then sends the table identifier with the changed status to the user in real time, and the user receives the free table before joining the game for the first time.
- the bit identifier is compared with the received table identifier of all state changes to obtain the current free table identifier.
- the method further includes: the game server detects that the state change of the user is to join the game room, the game server saves the user basic information of the user, and the user basic information includes at least the user identifier;
- the method further includes: sending the basic information of the user who joins the game room user to the departure time when the user who leaves the game joins the game time last time to leave the game time. The user of the game.
- the user basic information further includes: one or any combination of an avatar identification, a rating, an integration, and setting information.
- the method further includes: the game server detects that the state change of the user is to leave the game room, the game server saves the user of the user to leave the game room information, and the user leaves the game room information to at least include the user identifier;
- the game server sends all the state-changed table identifiers to the user who leaves the game room, and further includes: the user leaving the game initiating a request to provide game room information to the game server.
- the method further includes: after the user leaves the game, and before the state of the user has changed,
- the game server transmits game room information including at least the table identification of the status change to the user in real time;
- the game server after receiving the game room information request message sent by the user, sends to the user game room information including at least a state change table identifier between the user leaving the game time and the current time.
- the table identifier is sent to the user through user table information.
- the user table information further includes: one or any combination of a user identifier, a table status, or a table password.
- the method provided by the present invention sends a table identifier of a state change to the user each time the user leaves the game. Since the user has obtained the free table identifier from the game server before joining the game for the first time, when the user leaves the game, the free table identifier is compared with the table identifier of all state changes that have been received, and the current Free table identification. That is to say, the present invention only provides the user with a table name change of the state when the user leaves the game, which greatly reduces the system traffic, increases the game speed, and saves the network cost for the user.
- FIG. 1 is a schematic diagram of a basic state and a basic state change of a game user defined by the present invention
- FIG. 2 is a flow chart showing a specific embodiment 1 of the present invention for providing game room information to a mobile game user by using any one of the users as an example. Mode for carrying out the invention
- the core idea of the present invention is: before each user joins the game for the first time, the game server sends the user a free table identifier in the current game room; and the game server detects the status of all users in the game room, if a user is detected When the game is added, the user's joining game time is saved, and the corresponding table state of the user is saved as occupied; if it is detected that the user leaves the game, the user's leaving game time is saved, and the corresponding table of the user is saved. The status is saved as idle, and at the same time the table identifier of all status changes is sent to the user between the time the user last joined the game and the time the game left.
- FIG. 2 is a flowchart of a specific embodiment 1 for providing mobile game users with game room information by using any one of the users as an example. As shown in FIG. 2, the specific steps are as follows: Step 201: First time in the user Before joining the game, the game server sends the game to the user. A free table identifier in the room. '
- the table identifier is the table ID and the seat ID.
- the table identifier can be sent to the user through UserTablnfo.
- the UserTablnfo includes at least the table identifier, and can also include: an operation ID, a password, etc., and the game server can selectively pass the information required by the user through the UserTablnfo. Send to the user.
- the game server records the status of all the tables in the game room, ie the operation ID, and updates the operation ID when the status of the table changes.
- the game server can send the user a free table identifier in two ways:
- Method 1 The game server sends the current free table identifier to the user when each user first enters the game room, and then sends the table identifier of the changed status to the user as long as the status of any table changes. In this way, before the user joins the game for the first time, the current free table identifier can be obtained by comparing the table identifier that has received all the state changes and the first received free desk identifier.
- Method 2 The game server does not send any information to the user when the user just enters the game room, but the user initiates a request to provide a free table identifier to the game server before joining the game once. After receiving the request, the game server will The free table identifier is sent to the user.
- Step 202 The game server determines whether the state change of the user is JoinGame or LeaveGame. If it is JoinGame, go to step 203; if it is LeaveGame, go to step 204; otherwise, go back directly to step 202 and continue to perform the operation of determining whether the user's state change is JoinGame or LeaveGame. .
- Step 203 The game server saves the user's JoinGame time, saves the operation ID of the corresponding table of the user as 1, and then returns to step 202.
- Step 204 The game server saves the user's LeaveGame time, and saves the operation ID of the corresponding table of the user as 0, and sends the table identifier of the table state change between the user's last JoinGame time and the LeaveGame time. The user then returns to step 202.
- the game server determines which state of the table in the game room has changed, and can be implemented by searching for the operation ID of each table that has been saved. For a table, if the operation ID is different from the user's last JoinGame time and the user's LeaveGame time, the status of the table is changed.
- the game server will send the corresponding table identifier to the following two ways. This user:
- Method 1 The game server sends the table identifier of the changed status to the user in real time.
- Manner 2 The user initiates a request for providing game room information to the game server. After the game server receives the message, the user is sent a table identifier indicating the state change between the time when the user leaves the game room and the current time.
- the user since the user has obtained the free table identifier of the corresponding time from the game server before joining the game for the first time, the user will receive the current time each time the user leaves a game and wants to start a new game. After the status change of the free table identifier of the state change is compared with the table identifier of all the state changes received before and the free table identifier that has been acquired, the free table identifier of the current time can be obtained.
- the first embodiment shows the case where the game server provides the user with the necessary and minimum game room information.
- the user may also want to know other game room information in addition to the game room to provide the necessary free table identification.
- the user leaves the game room, in addition to the table that needs to know the status change.
- you may also want to know Other game room information that has changed. Therefore, in the following, taking any user as an example, a specific step of implementing the second embodiment of the game room information for the mobile game user by using the present invention is given:
- Step 1 The game server sends the game room information to the user before the user joins the game for the first time.
- the game room information here includes, in addition to the free table identifier in UserTablnfo, the information further included is divided into the following two cases:
- Case 1 Including one of operation ID, password, or any combination in UserTablnfo; Case 2: at least including UserlD in UserTablnfo, further including one or any combination of operation ID, password, or UserBaselnfo in UserTablnfo One or any combination of UserID, name, avatar ID, rating, credit, setting information, or further including UserID in UserLeaveRoomInfo.
- the manner in which the game server sends the game room information to the user is the same as the way in which the free table identifier is obtained in step 201.
- Step 2 The game server determines whether the state of the user has changed. If yes, saves the new state of the user, and then performs step 3; otherwise, directly returns to step 2 to continue the operation of determining whether the state of the user has changed.
- Step 3 The game server determines which of the following three types of user changes: JoinGame > LeaveGame and LeaveRoom, save the user's state change after judgment, and do the following:
- the game room information in which the change has occurred includes, in addition to the table identifier indicating the change of the table state, further includes: other game room information in which the change has occurred. details as follows:
- g Change the status to: JoinGame+LeaveGame+JoinGame+LeaveGame+... or all other users of LeaveGame+JoinGame+LeaveGame+JoinGame+...
- UserTabInfol+UserTabInfo2+UserTabInfo3+UserTabInfo4+... is sent to the user;
- how much information is sent to the user leaving the game depends on how many times the game server can save the latest change status and corresponding information.
- step B describe the case where the game server provides the user with information on all changes in the game room.
- the user may only need UserTablnfo, so UserBaselnfo and UserLeaveRoomlnfo included in a ⁇ h of step B, the game server can choose whether to send it to the user according to actual needs.
- the UserTablnfo further includes at least the information corresponding to the information acquired from the game server in step 1, that is, as long as any information in the UserTablnfo of the other user acquired in step 1 occurs. Change, the game server sends the changed information to the user who left the game. In addition, if UserTablnfo in step 1 does not include some information, the information belongs to the information newly added by UserTablnfo, and the game server may also send the added information to the user who leaves the game.
- UserBaseInfo should include at least UserID, and further includes information that the user has changed in the corresponding information obtained in step 1. Similarly, if UserBaselnfo adds information that is not included in step 1, the game server can also send the new information of other users to the user who left the game.
- the game server can choose a ⁇ ! ! One or any combination of them is sent to the user.
- the game server takes the user's last JoinGame time and LeaveGame time, and then searches for the status between the two times. Other users who have changed, if they search, send corresponding information to the user according to the corresponding state change.
- the game server will send the change information to the user in two ways:
- Method 1 The game server transmits the changed game room information to the user in real time.
- Method 2 The user initiates a request for providing game room information to the game server. After receiving the request, the game server sends the user the game room information that the user has changed from the time of the game room to the current time.
- the current and previously acquired change information is first After comparing the acquired game room information, the current game room information can be obtained.
- the user may also take the initiative to request the game room information from the game server. After receiving the request, the game server will then be in the user's last JoinGame. Game room information that changes between the moment and the LeaveGame moment is sent to the user.
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Abstract
Description
一种为移动游戏用户提供游戏室信息的方法 Method for providing game room information for mobile game users
技术领域 Technical field
本发明涉及移动通信的移动游戏领域, 具体涉及一种为移动游戏用 户提供游戏室信息的方法。 发明背景 The present invention relates to the field of mobile games for mobile communications, and in particular to a method for providing game room information to mobile game users. Background of the invention
所谓移动游戏 , 就是依托移动通信网络运行在移动终端上的游戏。 移动游戏是娱乐业务发展的一个主要方向, 目前移动游戏的发展受到以 下两个方面的限制: The so-called mobile game is a game that runs on a mobile terminal based on a mobile communication network. Mobile games are a major direction in the development of entertainment business. Currently, the development of mobile games is limited by the following two aspects:
一、 移动终端本身能力的限制, 包括性能、 内存等。 移动终端的芯 片处理能力比较低、内存容量较小, 因此应尽量避免处理大容量的数据, 并应避免频繁地处理数据。 First, the limitations of the mobile terminal's own capabilities, including performance, memory, and so on. The mobile terminal has low chip processing capability and small memory capacity. Therefore, it should try to avoid processing large-capacity data and avoid frequently processing data.
二、 移动通信网络的速度和容量。 移动通信网络的传输速率较低, 不能和服务器进行过多数据交互。 所以移动游戏应尽量避免客户端和游 戏服务器端进行过大容量的数据交互, 并应减少数据交互的频率。 Second, the speed and capacity of the mobile communication network. The mobile communication network has a low transmission rate and cannot perform excessive data interaction with the server. Therefore, mobile games should try to avoid large-capacity data interaction between the client and the game server, and should reduce the frequency of data interaction.
因此, 对于移动在线游戏来说, 在游戏过程中, 向用户传输的数据 越少越好。 Therefore, for mobile online games, the less data is transmitted to the user during the game, the better.
目前, 移动在线游戏的流量大部分来自于游戏服务器向用户发送的 游戏室的同步数据。 现有技术中为了实现游戏室中用户数据的同步, 一 般采用两种方式: Currently, most of the traffic for mobile online games comes from the synchronized data of the game room that the game server sends to the user. In the prior art, in order to synchronize the user data in the game room, two methods are generally used:
一、 游戏服务器将游戏室中每一个用户的每一个动作都实时广播给 游戏室中的所有其他用户。 1. The game server broadcasts every action of each user in the game room to all other users in the game room in real time.
以某个用户为例, 当该用户刚进入游戏室时, 游戏服务器会将所有 的游戏室信息都发送给该用户。 游戏室信息一般包括: Taking a user as an example, when the user just enters the game room, the game server will send all the game room information to the user. Game room information generally includes:
用户基本信息(UserBaselnfo ), 主要包括: 用户标识( UserlD )、 名 称、 头像 ID、 等級、 积分、 设置信息等; User basic information (UserBaseInfo), including: user ID (UserlD), name, avatar ID, level, points, setting information, etc.;
用户桌位信息 (UserTablnfo ), 主要包括: UserID、 桌子 ID、 座位 ID、操作 ID、 密码等。 操作 ID用来标记该桌位为占用还是空闲, 例如: 其值为 1表示该桌位被占用, 其值为 0表示该桌位空闲; User table information (UserTablnfo), including: UserID, table ID, seat ID, operation ID, password, etc. The operation ID is used to mark whether the table is occupied or idle, for example: a value of 1 indicates that the table is occupied, and a value of 0 indicates that the table is idle;
用户离开游戏室信息(Usei'LeaveRoomlnfo ),主要包括: UserlD等。 其中, UserlD用来唯一地标识用户。 The user leaves the game room information (Usei'LeaveRoomlnfo), which mainly includes: UserlD and so on. UserlD is used to uniquely identify the user.
然后, 只要任何游戏室信息发生了改变, 游戏服务器就会将该改变 的游戏室信息实时地通知该用户, 具体如下: Then, as soon as any game room information changes, the game server notifies the user of the changed game room information in real time, as follows:
A、 若有用户加入游戏室, 游戏服务器就将加入游戏室的用户的 UserBaselnfo发送给该用户。 A. If a user joins the game room, the game server sends the UserBaseInfo of the user who joins the game room to the user.
B、 若有用户加入游戏, 游戏月良务器就将加入游戏的用户的 UserTablnfo发送给该用户。 B. If a user joins the game, the game server sends the UserTablnfo of the user who joined the game to the user.
C、 若有用户离开游戏, 游戏服务器就将离开游戏的用户的 UserTablnfo发送给该用户。 C. If a user leaves the game, the game server sends the UserTablnfo of the user who left the game to the user.
D、 若有用户离开游戏室, 游戏服务器就将离开游戏室的用户的 UserLeaveRoomlnfo发送给该用户。 D. If a user leaves the game room, the game server sends the UserLeaveRoomInfo of the user who leaves the game room to the user.
目前移动游戏只支持单一窗口, 不能进行多任务窗口处理, 因此, 给正在玩游戏的用户发送游戏室信息, 用户收到后不会作任何处理, 也 就是说, 用户在玩游戏过程中, 只需看到游戏界面, 而不需了解游戏室 信息的变化情况。 只有在一种情况下用户需要游戏服务器提供信息, 即 当用户退出当前游戏、 要选择新游戏时, 此时需要得知哪个桌位空闲。 在其它任何时刻, 给用户发送游戏室信息都是不必要的。 At present, mobile games only support a single window, and cannot perform multi-tasking window processing. Therefore, the game room information is sent to the user who is playing the game, and the user does not perform any processing after receiving the user, that is, the user is only playing the game. You need to see the game interface without having to know the changes in the game room information. Only in one case the user needs the game server to provide information, that is, when the user exits the current game and wants to select a new game, it is necessary to know which table is free. It is not necessary to send game room information to the user at any other time.
二、 用户主动向游戏服务器请求游戏室信息。 同样以某个用户为例, 当该用户刚进入游戏室时, 游戏服务器将所 有游戏室信息发送给该用户。 然后, 当用户在游戏室中而未玩游戏时, 只要有游戏室信息发生改变, 游戏服务器都会将改变信息实时地发送给 该用户。 同时, 在该用户每次离开游戏桌的时候, 若需要游戏室信息, 可以给游戏服务器发送提供游戏室信息的请求(RequestRoomlnfo ), 游 戏服务器收到该请求后将当前的游戏室信息全部发送给该用户。 在给用 户发送游戏室信息时, 游戏服务器不会考虑该用户玩游戏前是否已获取 了某些信息, 也不会考虑该用户玩游戏期间是否有的游戏室信息并未发 生变化。 这种方法产生的冗余数据是很明显的: 游戏服务器将用户已经 获取的且没有发生变化的游戏室信息再一次发给了该用户。 Second, the user actively requests game room information from the game server. Also taking a user as an example, when the user just enters the game room, the game server sends all the game room information to the user. Then, when the user is in the game room without playing the game, the game server transmits the change information to the user in real time as long as the game room information changes. At the same time, each time the user leaves the game table, if the game room information is needed, the game server may be sent a request for providing game room information (RequestRoomlnfo), and the game server sends the current game room information to the game server after receiving the request. The user. When the game room information is sent to the user, the game server does not consider whether the user has acquired certain information before playing the game, and does not consider whether the game room information of the user during the game play does not change. The redundant data generated by this method is obvious: the game server sends the game room information that the user has acquired and has not changed to the user again.
从以上描述可以看出, 这两种给用户提供游戏室信息的方法有一个 共同的缺点: 造成了冗余信息。 冗余信息会给用户带来过多的流量, 而 流量过大会增加客户端的处理负担, 导致游戏界面刷新緩慢和游戏画面 不流畅, 同时也使得用户需要支付更多的网络费用。 发明内容 As can be seen from the above description, these two methods of providing game room information to the user have a common disadvantage: redundant information is generated. Redundant information will bring too much traffic to the user, and excessive traffic will increase the processing load of the client, resulting in slow refreshing of the game interface and inconsistency of the game screen, and also requiring users to pay more network fees. Summary of the invention
有鉴于此, 本发明的主要目的在于提供一种为移动游戏用户提供游 戏室信息的方法, 以在游戏用户能够得到所需的必要游戏室信息的情况 下, 减少移动游戏的系统流量。 In view of the above, it is a primary object of the present invention to provide a method for providing game room information to a mobile game user to reduce system traffic of the mobile game in the event that the game user can obtain the necessary game room information as needed.
为达到上述目的, 本发明的技术方案是这样实现的: In order to achieve the above object, the technical solution of the present invention is achieved as follows:
一种为移动游戏用户提供游戏室信息的方法, 该方法在用户第一次 加入游戏前,游戏服务器给用户发送当前的空闲桌位标识,进一步包括: 游戏服务器检测游戏室中所有用户的状态, 若检测到有用户的状态 变化为加入游戏, 则保存该用户的加入游戏时刻 , 并将该用户的桌位状 态保存为占用; 若检测到有用户的状态变化为离开游戏, 则保存该用户 的该离开游戏时刻并将该用户的桌位状态保存为空闲, 并将在该用户最 近一次加入游戏时刻起到离开游戏时刻止, 所有状态改变的桌位标识发 送给该用户。 A method for providing game room information to a mobile game user. Before the user joins the game for the first time, the game server sends the current free table identifier to the user, and further includes: the game server detects the status of all users in the game room, If it is detected that the user's state changes to join the game, the user's joining game time is saved, and the user's table state is saved as occupied; if it is detected that the user's state changes to leave the game, the user is saved. The departure of the game moment saves the user's table status as idle, and will be sent to the user when the user has recently joined the game and left the game.
所述在用户第一次加入游戏前, 游戏服务器给用户发送当前的空闲 桌位标识通过以下步驟实现: Before the user joins the game for the first time, the game server sends the current idle table identifier to the user by the following steps:
用户在第一次加入游戏前, 向游戏服务器发起提供空闲桌位标识的 请求,游戏服务器接收到该请求后,将当前的空闲桌位标识发送给用户。 Before the user joins the game for the first time, the user initiates a request for providing a free table identifier to the game server. After receiving the request, the game server sends the current free table identifier to the user.
所述在用户第一次加入游戏前, 游戏服务器给用户发送当前的空闲 桌位标识通过以下步骤实现: Before the user joins the game for the first time, the game server sends the current idle table identifier to the user by the following steps:
游戏服务器在用户加入游戏室时, 给用户发送当前的空闲桌位标 识, 之后实时地将状态发生改变的桌位标识发送给用户, 用户在第一次 加入游戏前, 将所接收到的空闲桌位标识与接收到的所有状态改变的桌 位标识比较, 从而获得当前的空闲桌位标识。 When the user joins the game room, the game server sends the current free table identifier to the user, and then sends the table identifier with the changed status to the user in real time, and the user receives the free table before joining the game for the first time. The bit identifier is compared with the received table identifier of all state changes to obtain the current free table identifier.
所述方法进一步包括: 游戏 JI 务器检测到有用户的状态变化为加入 游戏室, 则游戏服务器保存所述用户的用户基本信息, 且所述用户基本 信息至少包括用户标识; The method further includes: the game server detects that the state change of the user is to join the game room, the game server saves the user basic information of the user, and the user basic information includes at least the user identifier;
并在检测到有用户的状态变化为离开游戏之后, 进一步包括: 将在 所述离开游戏的用户最近一次加入游戏时刻起到离开游戏时刻止, 所有 加入游戏室用户的用户基本信息发送给该离开游戏的用户。 And after detecting that the state change of the user is to leave the game, the method further includes: sending the basic information of the user who joins the game room user to the departure time when the user who leaves the game joins the game time last time to leave the game time. The user of the game.
所述用户基本信息进一步包括: 头像标识、 等级、 积分、 设置信息 中的一种或任意组合。 The user basic information further includes: one or any combination of an avatar identification, a rating, an integration, and setting information.
所述方法进一步包括: 游戏服务器检测到有用户的状态变化为离开 游戏室, 则游戏服务器保存所述用户的用户离开游戏室信息, 且所述用 户离开游戏室信息至少包括用户标识; The method further includes: the game server detects that the state change of the user is to leave the game room, the game server saves the user of the user to leave the game room information, and the user leaves the game room information to at least include the user identifier;
并在检测到有用户的状态变化为离开游戏之后, 进一步包括: 将在 所述离开游戏的用户最近一次加入游戏时刻起到离开游戏时刻止, 所有 离开游戏室用户的用户离开游戏室信息发送给该离开游戏的用户。 And after detecting that the user's state changes to leave the game, further includes: The user who leaves the game has recently joined the game time to leave the game time, and all the users who leave the game room user leave the game room information and send it to the user who left the game.
所述游戏服务器将所有状态改变的桌位标识发送给离开游戏室的 用户之前, 进一步包括: 所述离开游戏的用户向游戏服务器发起提供游 戏室信息的请求。 The game server sends all the state-changed table identifiers to the user who leaves the game room, and further includes: the user leaving the game initiating a request to provide game room information to the game server.
所述方法进一步包括: 在用户离开游戏之后、 且用户的状态未发生 改变之前, The method further includes: after the user leaves the game, and before the state of the user has changed,
游戏服务器实时地将至少包括状态改变的桌位标识的游戏室信息发 送给所述用户; The game server transmits game room information including at least the table identification of the status change to the user in real time;
或者游戏服务器在收到用户发送来的游戏室信息请求消息后, 给该 用户发送该用户离开游戏时刻到当前时刻之间的至少包括状态改变的 桌位标识的游戏室信息。 Or the game server, after receiving the game room information request message sent by the user, sends to the user game room information including at least a state change table identifier between the user leaving the game time and the current time.
所述桌位标识通过用户桌位信息发送给用户。 The table identifier is sent to the user through user table information.
所述用户桌位信息进一步包括: 用户标识、 桌位状态或桌位密码中 的一个或任意组合。 The user table information further includes: one or any combination of a user identifier, a table status, or a table password.
与现有技术相比, 本发明所提供的方法在用户每次离开游戏时, 游 戏服务器将状态改变的桌位标识发送给该用户。 由于用户在第一次加入 游戏前, 已从游戏服务器获取了空闲桌位标识, 用户离开游戏时将该空 闲桌位标识与已经接收到的所有状态改变的桌位标识相比较, 就可获得 当前的空闲桌位标识。 也就是说, 本发明只在用户离开游戏时向用户提 供状态改变的桌位标识, 大大减少了系统流量, 增加了游戏速度, 同时 也为用户节约了网络费用。 同时考虑到用户的实际需求, 也可以在用户 离开游戏时, 将除了状态改变的桌位标识外的其它发生了改变的游戏室 信息发送给用户, 以在减少系统流量的前提下,满足用户的多方面需求。 附图简要说明 Compared with the prior art, the method provided by the present invention sends a table identifier of a state change to the user each time the user leaves the game. Since the user has obtained the free table identifier from the game server before joining the game for the first time, when the user leaves the game, the free table identifier is compared with the table identifier of all state changes that have been received, and the current Free table identification. That is to say, the present invention only provides the user with a table name change of the state when the user leaves the game, which greatly reduces the system traffic, increases the game speed, and saves the network cost for the user. At the same time, considering the actual needs of the user, when the user leaves the game, other game room information that has changed except the status change table identifier may be sent to the user to satisfy the user under the premise of reducing system traffic. A variety of needs. BRIEF DESCRIPTION OF THE DRAWINGS
图 1为本发明定义的游戏用户的基本状态及基本状态变化示意图; 图 2为以任意一个用户为例, 利用本发明实现为移动游戏用户提供 游戏室信息的具体实施例一的流程图。 实施本发明的方式 1 is a schematic diagram of a basic state and a basic state change of a game user defined by the present invention; FIG. 2 is a flow chart showing a specific embodiment 1 of the present invention for providing game room information to a mobile game user by using any one of the users as an example. Mode for carrying out the invention
下面结合附图及具体实施例对本发明再作进一步详细的说明。 The present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments.
游戏用户的基本状态和基本状态变化如图 1所示, 具体如下: 游戏用户的基本状态有 3种: 在游戏室外( OutRoomState ), 在游戏 室中 ( InRoomState ), 玩游戏状态( InGameState )。 The basic state and basic state changes of the game user are shown in Figure 1. The details are as follows: There are three basic states of the game user: OutRoomState, InRoomState, InGameState.
游戏用户的基本状态变化有 4种: There are four basic changes in the game user's status:
加入游戏室 ( JoinRoom ): 用户从 OutRoomState变为 InRoomState; 力口入游戏 ( JoinGame ): 用户从 InRoomState变为 InGameState; 离开游戏 ( LeaveGame ): 用户从 InGameState变为 InRoomState; 离开游戏室( LeaveRoom ):用户从 InRoomState变为 OutRoomState。 本发明的核心思想是: 在每个用户第一次加入游戏前, 游戏服务器 给用户发送当前游戏室中的空闲桌位标识; 且游戏服务器检测游戏室中 所有用户的状态, 若检测到有用户加入游戏, 则保存该用户的加入游戏 时刻 , 并将该用户对应的桌位状态保存为占用; 若检测到有用户离开游 戏, 则保存该用户的离开游戏时刻, 并将该用户对应的桌位状态保存为 空闲, 同时将在该用户最近一次加入游戏时刻到离开游戏时刻之间, 所 有状态改变的桌位标识发送给该用户。 Join the game room (JoinRoom): The user changes from OutRoomState to InRoomState; JoinGame: User changes from InRoomState to InGameState; LeaveGame: User changes from InGameState to InRoomState; Leave the game room (LeaveRoom): User Change from InRoomState to OutRoomState. The core idea of the present invention is: before each user joins the game for the first time, the game server sends the user a free table identifier in the current game room; and the game server detects the status of all users in the game room, if a user is detected When the game is added, the user's joining game time is saved, and the corresponding table state of the user is saved as occupied; if it is detected that the user leaves the game, the user's leaving game time is saved, and the corresponding table of the user is saved. The status is saved as idle, and at the same time the table identifier of all status changes is sent to the user between the time the user last joined the game and the time the game left.
图 2是以任意一个用户为例, 利用本发明实现为移动游戏用户提供 游戏室信息的具体实施例一的流程图, 如图 2所示, 其具体步骤如下: 步驟 201 : 在用户第一次加入游戏前, 游戏服务器给用户发送游戏 室中的空闲桌位标识。 ' FIG. 2 is a flowchart of a specific embodiment 1 for providing mobile game users with game room information by using any one of the users as an example. As shown in FIG. 2, the specific steps are as follows: Step 201: First time in the user Before joining the game, the game server sends the game to the user. A free table identifier in the room. '
桌位标识即桌子 ID和座位 ID,桌位标识可通过 UserTablnfo发送给 用户, UserTablnfo至少包括桌位标识, 还可包括: 操作 ID、 密码等, 游戏服务器可以有选择地将用户需要的信息通过 UserTablnfo发送给用 户。 The table identifier is the table ID and the seat ID. The table identifier can be sent to the user through UserTablnfo. The UserTablnfo includes at least the table identifier, and can also include: an operation ID, a password, etc., and the game server can selectively pass the information required by the user through the UserTablnfo. Send to the user.
游戏服务器会记录游戏室中所有桌位的状态即操作 ID, 当桌位状态 发生了改变时会及时更新操作 ID。 The game server records the status of all the tables in the game room, ie the operation ID, and updates the operation ID when the status of the table changes.
在本步骤中, 在用户第一次加入游戏前, 游戏服务器可通过以下两 种方式给用户发送空闲桌位标识: In this step, before the user joins the game for the first time, the game server can send the user a free table identifier in two ways:
方式一: 游戏服务器在每个用户刚进入游戏室时, 给用户发送当前 的空闲桌位标识, 然后只要任何桌位的状态发生了改变, 就将该状态改 变的桌位标识发送给该用户。 这样, 用户在第一次加入游戏前, 通过对 当前已经接收到所有状态改变的桌位标识和第一次接收到的空闲桌位 标识进行比较后 , 就可以得到当前的空闲桌位标识。 Method 1: The game server sends the current free table identifier to the user when each user first enters the game room, and then sends the table identifier of the changed status to the user as long as the status of any table changes. In this way, before the user joins the game for the first time, the current free table identifier can be obtained by comparing the table identifier that has received all the state changes and the first received free desk identifier.
方式二:游戏服务器在用户刚进入游戏室时不给用户发送任何信息, 但是用户在笫一次加入游戏前会主动向游戏服务器发起提供空闲桌位 标识的请求, 游戏服务器接收到请求后, 将当前的空闲桌位标识发送给 用户。 Method 2: The game server does not send any information to the user when the user just enters the game room, but the user initiates a request to provide a free table identifier to the game server before joining the game once. After receiving the request, the game server will The free table identifier is sent to the user.
步骤 202: 游戏服务器判断用户的状态变化是否为 JoinGame 或 LeaveGame, 若是 JoinGame, 执行步骤 203; 若是 LeaveGame, 执行步 骤 204; 否则, 直接返回步骤 202继续执行判断用户的状态变化是否为 JoinGame或 LeaveGame的操作。 Step 202: The game server determines whether the state change of the user is JoinGame or LeaveGame. If it is JoinGame, go to step 203; if it is LeaveGame, go to step 204; otherwise, go back directly to step 202 and continue to perform the operation of determining whether the user's state change is JoinGame or LeaveGame. .
步骤 203: 游戏服务器保存用户的 JoinGame时刻, 并将用户对应的 桌位的操作 ID保存为 1 , 然后返回步骤 202。 Step 203: The game server saves the user's JoinGame time, saves the operation ID of the corresponding table of the user as 1, and then returns to step 202.
桌位的操作 ID=1表示该桌位被占用。 步驟 204: 游戏服务器保存用户的 LeaveGame时刻, 并将用户对应 的桌位的操作 ID保存为 0 , 同时将在该用户最近一次 JoinGame时刻到 LeaveGame时刻之间, 桌位状态改变的桌位标识发送给用户, 然后返回 步骤 202。 The operation ID of the table=1 indicates that the table is occupied. Step 204: The game server saves the user's LeaveGame time, and saves the operation ID of the corresponding table of the user as 0, and sends the table identifier of the table state change between the user's last JoinGame time and the LeaveGame time. The user then returns to step 202.
桌位的操作 ID=0表示该桌位空闲。 The operation of the table ID = 0 indicates that the table is idle.
游戏服务器判断游戏室中哪个桌位的状态发生了改变, 可通过搜索 已保存的每个桌位的操作 ID来实现。 对某个桌位来说, 若其操作 ID在 用户最近一次 JoinGame时刻和在该用户 LeaveGame时刻不同, 就认为 该桌位的状态发生了改变。 The game server determines which state of the table in the game room has changed, and can be implemented by searching for the operation ID of each table that has been saved. For a table, if the operation ID is different from the user's last JoinGame time and the user's LeaveGame time, the status of the table is changed.
特别需要指出的是,在用户离开一个游戏之后、开始新的游戏之前, 在这期间若有任何桌位的状态发生了改变, 游戏服务器也会通过以下两 种方式将对应的桌位标识发送给该用户: In particular, after the user leaves a game and starts a new game, if the status of any table changes during this period, the game server will send the corresponding table identifier to the following two ways. This user:
方式一: 游戏服务器实时地将状态改变的桌位标识发送给用户。 方式二: 用户向游戏服务器发起提供游戏室信息的请求, 游戏服务 器收到后, 给用户发送用户离开游戏室时刻到当前时刻之间的状态改变 的桌位标识。 Method 1: The game server sends the table identifier of the changed status to the user in real time. Manner 2: The user initiates a request for providing game room information to the game server. After the game server receives the message, the user is sent a table identifier indicating the state change between the time when the user leaves the game room and the current time.
在该实施例中, 由于用户在第一次加入游戏前, 已从游戏服务器处 获取了对应时刻的空闲桌位标识, 因此, 当用户每次离开一个游戏并想 开始新游戏时, 将当前接收到的状态改变的空闲桌位标识与之前接收到 的所有状态改变的桌位标识以及已经获取的空闲桌位标识比较之后, 就 可以得到当前时刻的空闲桌位标识。 In this embodiment, since the user has obtained the free table identifier of the corresponding time from the game server before joining the game for the first time, the user will receive the current time each time the user leaves a game and wants to start a new game. After the status change of the free table identifier of the state change is compared with the table identifier of all the state changes received before and the free table identifier that has been acquired, the free table identifier of the current time can be obtained.
实施例一给出的是游戏服务器给用户提供必要的、 最少的游戏室信 息的情况。 实际上, 用户在开始新游戏前, 除了需要游戏室为其提供必 要的空闲桌位标识外, 可能也希望知道其它游戏室信息; 同样, 用户在 离开游戏室时, 除了需要知道状态改变的桌位标识外, 可能也希望得知 其它发生了改变的游戏室信息。 因此, 以下以任意一个用户为例, 给出 利用本发明实现为移动游戏用户提供游戏室信息的具体实施例二的具 体步骤: The first embodiment shows the case where the game server provides the user with the necessary and minimum game room information. In fact, before starting a new game, the user may also want to know other game room information in addition to the game room to provide the necessary free table identification. Similarly, when the user leaves the game room, in addition to the table that needs to know the status change. In addition to the bit identifier, you may also want to know Other game room information that has changed. Therefore, in the following, taking any user as an example, a specific step of implementing the second embodiment of the game room information for the mobile game user by using the present invention is given:
步骤 1 : 在用户第一次加入游戏前, 游戏服务器给用户发送游戏室 信息。 Step 1: The game server sends the game room information to the user before the user joins the game for the first time.
这里的游戏室信息除了包括 UserTablnfo中的空闲桌位标识外,进一 步包括的信息分成以下两种情况: The game room information here includes, in addition to the free table identifier in UserTablnfo, the information further included is divided into the following two cases:
情况一: 包括 UserTablnfo中的操作 ID、 密码中的一种或任意组合; 情况二:至少包括 UserTablnfo中的 UserlD,进一步包括 UserTablnfo 中的操作 ID、 密码中的一种或任意组合, 或者进一步包括 UserBaselnfo 中的 UserID、 名称、 头像 ID、 等级、 积分、 设置信息中的一种或任意 组合, 或者进一步包括 UserLeaveRoomlnfo中的 UserID。 Case 1: Including one of operation ID, password, or any combination in UserTablnfo; Case 2: at least including UserlD in UserTablnfo, further including one or any combination of operation ID, password, or UserBaselnfo in UserTablnfo One or any combination of UserID, name, avatar ID, rating, credit, setting information, or further including UserID in UserLeaveRoomInfo.
游戏服务器给用户发送游戏室信息的方式与步骤 201中获取空闲桌 位标识的方式相同。 The manner in which the game server sends the game room information to the user is the same as the way in which the free table identifier is obtained in step 201.
步骤 2: 游戏服务器判断该用户的状态是否发生了改变, 若是, 保 存用户的新状态, 然后执行步驟 3; 否则, 直接返回步骤 2继续执行判 断用户的状态是否发生了改变的操作。 Step 2: The game server determines whether the state of the user has changed. If yes, saves the new state of the user, and then performs step 3; otherwise, directly returns to step 2 to continue the operation of determining whether the state of the user has changed.
步骤 3: 游戏服务器判断用户的状态变化属于以下三种的哪一种: JoinGame > LeaveGame和 LeaveRoom, 判断完毕保存用户的状态变化, 并作如下处理: Step 3: The game server determines which of the following three types of user changes: JoinGame > LeaveGame and LeaveRoom, save the user's state change after judgment, and do the following:
A、 若该用户的状态变化为 JoinGame, 则保存该用户的加入游戏时 刻, 并将用户对应桌位的操作 ID保存为 1 , 然后返回步骤 2。 A. If the status of the user changes to JoinGame, save the user's join game time, save the operation ID of the corresponding table of the user as 1, and then return to step 2.
B、 若该用户的状态变化为 LeaveGame, 则保存该用户的离开游戏 时刻, 并将用户对应桌位的操作 ID保存为 0; 然后将在该用户从最近一 次 JoinGame时刻到 LeaveGame时刻之间发生了改变的游戏室信息发送 给该用户。 B. If the state of the user changes to LeaveGame, save the user's departure game time, and save the operation ID of the user corresponding table to 0; then it will occur between the user's last JoinGame time and the LeaveGame time. Changed game room information transmission To the user.
这里, 发生了改变的游戏室信息除了包括桌位状态改变的桌位标识 夕卜, 进一步包括: 其它发生了改变的游戏室信息。 具体如下: Here, the game room information in which the change has occurred includes, in addition to the table identifier indicating the change of the table state, further includes: other game room information in which the change has occurred. details as follows:
a:将状态变化为 JoinGame的所有其他用户的 UserTablnfo发送给该 用户; a: UserTablnfo of all other users whose status changes to JoinGame is sent to the user;
b:将状态变化为 LeaveGame的所有其他用户的 UserTablnfo发送给 该用户; b: UserTablnfo of all other users whose status changes to LeaveGame is sent to the user;
c: 将状态变化为 JoinRoom的所有其他用户的 UserBaselnfo发送给 该用户; c: UserBaselnfo of all other users whose status changes to JoinRoom is sent to the user;
d: 将状态变化为 JoinRoom+JoinGame 的所有其他用户的 d: change the status to all other users of JoinRoom+JoinGame
UserBaselnfo+UserTablnfo发送给该用户; UserBaselnfo+UserTablnfo is sent to the user;
e:将状态变化为 LeaveRoom的所有其他用户的 UserLeaveRoomlnfo 发送给该用户; e: UserLeaveRoomlnfo of all other users whose status changes to LeaveRoom is sent to the user;
f: 将状态变化为 LeaveGame+LeaveRoom 的所有其他用户的 UserLeaveRoomlnfo+UserTablnfo发送给该用户; f: UserLeaveRoomlnfo+UserTablnfo of all other users whose status changes to LeaveGame+LeaveRoom is sent to the user;
g:将状态变化为: JoinGame+LeaveGame+JoinGame+LeaveGame+... 或为: LeaveGame+JoinGame+LeaveGame+JoinGame+…的所有其他用户 的 UserTabInfol+UserTabInfo2+UserTabInfo3+UserTabInfo4+...发送给该 用户; g: Change the status to: JoinGame+LeaveGame+JoinGame+LeaveGame+... or all other users of LeaveGame+JoinGame+LeaveGame+JoinGame+... UserTabInfol+UserTabInfo2+UserTabInfo3+UserTabInfo4+... is sent to the user;
h: 将状态更化为: JoinRoom+JoinGame+LeaveGame+JoinGame+ h: Change the status to: JoinRoom+JoinGame+LeaveGame+JoinGame+
LeaveGame+... 的 所有其他用 户 的 UserBaselnfo+UserTablnfo 1+ UserTabInfo2+ UserTabInfo3 + UserTabInfo4+.. ·发送给该用户。 All other users of LeaveGame+... UserBaselnfo+UserTablnfo 1+ UserTabInfo2+ UserTabInfo3 + UserTabInfo4+.. · Send to this user.
在 g和 h中, 究竟给离开游戏的用户发送多少信息要根据游戏服务器 可以保存最近多少次的变化状态及相应信息来决定。 In g and h, how much information is sent to the user leaving the game depends on how many times the game server can save the latest change status and corresponding information.
在 a〜!!中, "+"前的状态改变发生于 "+"后的状态改变之前, 如: "JoinRoom+JoinGame"表示用户先" JoinRoom"后" JoinGame"; "+,,前的用 户信息保存在 "+,,后的用户信息之前,如: "UserTabInfol+ UserTabInfo2,, 表示" UserTablnfo 1 "是比 "UserTabInfo2,,先保存的。 In a~! ! In the middle, the state change before "+" occurs before the state after "+" changes, such as: "JoinRoom+JoinGame" means that the user first "JoinRoom" after "JoinGame";"+,, before the user information is saved in the "+," after the user information, such as: "UserTabInfol+ UserTabInfo2,, means "UserTablnfo 1" is "UserTabInfo2,, saved first.
在步 B中给出的 a〜h描述的是游戏服务器给用户提供游戏室中所 有发生改变的信息的情况。 实际上,用户可能只需要 UserTablnfo, 因此, 步骤 B的 a~h中包括的 UserBaselnfo和 UserLeaveRoomlnfo , 游戏服务器可 才艮据实际需要, 选择是否发给用户。 A to h given in step B describe the case where the game server provides the user with information on all changes in the game room. In fact, the user may only need UserTablnfo, so UserBaselnfo and UserLeaveRoomlnfo included in a~h of step B, the game server can choose whether to send it to the user according to actual needs.
在 a〜!!中, UserTablnfo除了包括桌位标识外, 进一步包括的信息至 少应与步骤 1中从游戏服务器获取的信息对应, 也就是说, 只要用户在 步驟 1中获取的其他用户的 UserTablnfo中的任何信息发生了变化, 游戏 服务器就将变化的信息发送给该离开游戏的用户。 另外, 若步驟 1中的 UserTablnfo没有包括某信息, 该信息属于 UserTablnfo当前新增的信息, 游戏服务器也可以将该新增信息发送给所述离开游戏的用户。 In a~! ! In addition to the table identifier, the UserTablnfo further includes at least the information corresponding to the information acquired from the game server in step 1, that is, as long as any information in the UserTablnfo of the other user acquired in step 1 occurs. Change, the game server sends the changed information to the user who left the game. In addition, if UserTablnfo in step 1 does not include some information, the information belongs to the information newly added by UserTablnfo, and the game server may also send the added information to the user who leaves the game.
在 a〜h中, UserBaselnfo中至少应包括 UserID, 进一步包括用户在步 驟 1中获取的对应信息中发生了改变的信息。 同样, 若 UserBaselnfo新增 了步骤 1中没有包含的信息, 游戏服务器也可以将其它用户的该新增信 息发送给所述离开游戏的用户。 In a~h, UserBaseInfo should include at least UserID, and further includes information that the user has changed in the corresponding information obtained in step 1. Similarly, if UserBaselnfo adds information that is not included in step 1, the game server can also send the new information of other users to the user who left the game.
在 a〜!!中, UserLeaveRoomlnfo至少包括: UserID。 In a~! ! In UserLeaveRoomInfo, at least: UserID.
在具体应用中, 游戏服务器可选择 a〜!!中的一种或任意組合发送给 用户。 In specific applications, the game server can choose a ~! ! One or any combination of them is sent to the user.
值得指出的是, UserLeaveRoomlnfo和 UserTablnfo的数据量均非常 小。 户的状态变化为 LeaveGame时, 游戏服务器就将该用户的最近一次的 JoinGame时刻和 LeaveGame时刻取出, 然后搜索在这两个时刻之间状态 发生变化的其他用户, 若搜索到, 就根据对应的状态变化发送相应的信 息给该用户。 It is worth pointing out that the amount of data for UserLeaveRoomlnfo and UserTablnfo is very small. When the status of the user changes to LeaveGame, the game server takes the user's last JoinGame time and LeaveGame time, and then searches for the status between the two times. Other users who have changed, if they search, send corresponding information to the user according to the corresponding state change.
特别需要指出的是,在用户离开一个游戏之后、开始新的游戏之前, 在这期间若有任何游戏室信息发生了改变, 游戏服务器会通过以下两种 方式将改变信息发送给该用户: In particular, after the user leaves a game and starts a new game, if any game room information changes during this period, the game server will send the change information to the user in two ways:
方式一: 游戏服务器实时地将发生改变的游戏室信息发送给用户。 方式二: 用户向游戏服务器发起提供游戏室信息的请求, 游戏服务 器收到该请求后, 给用户发送用户离开游戏室时刻到当前时刻之间的发 生改变的游戏室信息。 Method 1: The game server transmits the changed game room information to the user in real time. Method 2: The user initiates a request for providing game room information to the game server. After receiving the request, the game server sends the user the game room information that the user has changed from the time of the game room to the current time.
由于用户在第一次加入游戏前, 已经从游戏服务器获取了对应时刻 的游戏室信息, 所以当用户每次已离开一个游戏而未开始新游戏时, 将 当前和之前获取的改变信息与第一次获取的游戏室信息比较之后, 就可 以获得当前的游戏室信息。 Since the user has acquired the game room information of the corresponding time from the game server before joining the game for the first time, when the user has left a game and does not start a new game each time, the current and previously acquired change information is first After comparing the acquired game room information, the current game room information can be obtained.
C、 若该用户的状态变化为 LeaveRoom, 游戏艮务器不向该用户发 送任何信息, 本流程结束。 C. If the status of the user changes to LeaveRoom, the game server does not send any information to the user, and the process ends.
需要指出的是, 在具体实施例一和二中, 用户离开游戏时, 也可以 采取主动向游戏服务器请求游戏室信息的方法, 游戏服务器接收到请求 后, 再将在该用户的最近一次的 JoinGame时刻和 LeaveGame时刻之间发 生变化的游戏室信息发送给该用户。 It should be noted that, in the specific embodiments 1 and 2, when the user leaves the game, the user may also take the initiative to request the game room information from the game server. After receiving the request, the game server will then be in the user's last JoinGame. Game room information that changes between the moment and the LeaveGame moment is sent to the user.
以上所述仅为本发明的过程及方法实施例, 并不用以限制本发明, 凡在本发明的精神和原则之内所做的任何修改、 等同替换、 改进等, 均 应包含在本发明的保护范围之内。 The above is only the embodiment of the process and method of the present invention, and is not intended to limit the present invention. Any modifications, equivalents, improvements, etc. made within the spirit and principles of the present invention should be included in the present invention. Within the scope of protection.
Claims
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
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| US11/866,731 US20080242424A1 (en) | 2005-04-12 | 2007-10-03 | Method, game server and mobile terminal for providing game server with game room information |
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| CNB2005100642381A CN100395764C (en) | 2005-04-12 | 2005-04-12 | A method and device for providing game room information to mobile game users |
| CN200510064238.1 | 2005-04-12 |
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| US11/866,731 Continuation US20080242424A1 (en) | 2005-04-12 | 2007-10-03 | Method, game server and mobile terminal for providing game server with game room information |
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| CN101325559B (en) * | 2008-07-28 | 2010-08-18 | 腾讯科技(深圳)有限公司 | Method for commending game room, system and game server |
| US9412219B2 (en) * | 2010-01-25 | 2016-08-09 | Aristocrat Technologies Australia Pty Limited | Gaming system and a method of gaming |
| CN104361125A (en) * | 2014-12-03 | 2015-02-18 | 广州华多网络科技有限公司 | Network activity participation method and related equipment |
| CN109331460A (en) * | 2018-11-12 | 2019-02-15 | 广东邮电职业技术学院 | It is a kind of to throw cup ball method for gaming, terminal and system online |
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| JPH08213962A (en) * | 1995-02-01 | 1996-08-20 | Sony Corp | Information providing method, information receiving method, information providing apparatus, and information receiving apparatus |
| KR100400833B1 (en) * | 2002-03-13 | 2003-10-08 | Neowiz Co Ltd | Method and system for go- stop game service using internet |
| JP3495032B1 (en) * | 2002-07-24 | 2004-02-09 | コナミ株式会社 | Game progress management device, game server device, terminal device, game progress management method, and game progress management program |
| KR20040032268A (en) * | 2002-10-08 | 2004-04-17 | 엔에이치엔(주) | System and method for managing event using jigsaw puzzle on the on-line |
| CN1324913C (en) * | 2004-06-15 | 2007-07-04 | 萧学文 | System and method for delivering content to mobile terminal |
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- 2006-04-12 WO PCT/CN2006/000656 patent/WO2006108355A1/en not_active Ceased
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US6699125B2 (en) * | 2000-07-03 | 2004-03-02 | Yahoo! Inc. | Game server for use in connection with a messenger server |
| JP2005021590A (en) * | 2003-07-03 | 2005-01-27 | X-Nauts Co Ltd | System for synchronizing a plurality of users, and method for synchronization |
| CN1577372A (en) * | 2003-07-18 | 2005-02-09 | 世嘉股份有限公司 | Network game system and network game processing method |
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| CN100395764C (en) | 2008-06-18 |
| CN1848123A (en) | 2006-10-18 |
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