KR20110105195A - On-line game data processing method on the basis of udp - Google Patents

On-line game data processing method on the basis of udp Download PDF

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Publication number
KR20110105195A
KR20110105195A KR1020100024314A KR20100024314A KR20110105195A KR 20110105195 A KR20110105195 A KR 20110105195A KR 1020100024314 A KR1020100024314 A KR 1020100024314A KR 20100024314 A KR20100024314 A KR 20100024314A KR 20110105195 A KR20110105195 A KR 20110105195A
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KR
South Korea
Prior art keywords
game
terminal
user terminals
parent
server
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KR1020100024314A
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Korean (ko)
Inventor
박기범
Original Assignee
(주)엔터플레이
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Priority to KR1020100024314A priority Critical patent/KR20110105195A/en
Publication of KR20110105195A publication Critical patent/KR20110105195A/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/323Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
    • H04L69/16Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]

Abstract

Disclosed is a method for processing UDI-based online game data. The present invention is applied to the UDI communication between a plurality of user terminals that play the same online game while connected to a server providing an online game. The U-PIP of the present invention is a centrally controlled U-PIF that the parent selected from the user terminals calculates the movements of the entire character or the movements of the balls and provides them to each child by using the game progress information provided from the remaining child terminals. . As a result, the movement of the character and the movement of the ball in the online game, in particular, online sports games such as soccer and basketball can be unified, so that gamers can increase the trust of the game.

Description

On-Line Game Data Processing Method on the basis of UDP}

According to the present invention, in the method of processing online game data based on User Datagram Protocol (UDP), one of the user terminals is selected as a parent and the other terminal is a child. The present invention relates to a method for processing UDIP-based online game data, by synchronizing game progress and increasing reliability.

While computer games are often called 'online games' when they are serviced online, online games are one of the games played online in that there must be an exchange of data between gamers, a plurality of clients connected to a server. Some genres are excluded from the online game type.

Generally, computer games are divided into arcade games, adventure games, simulation games, and role playing games (RPGs). However, because adventure games have little interaction between gamers, the genre of online games can be divided into three categories: arcade, simulation, and role-playing games.

Basically, such an online game has at least one character controlled by each gamer, and the gamer performs the game by controlling the movement of his character. In addition, online games require that gamers be motivated by providing information generated by gamers to servers or directly to other gamers. Online games, such as role-playing games and simulation games, do not have fast-paced intermediaries between players and do not always exist, so even if their data is not synchronized exactly, they may not affect the progress of the game.

However, very precise motivation is required in online soccer games, basketball games, etc., which are enjoyed by many gamers with one ball. For example, if the position of the soccer ball in the game is not synchronized with high precision, an error such as a change in the position of the ball for each gamer may occur. Therefore, the motivation of sports games, which is a kind of arcade game, should be kept very precisely, but the data synchronization of online games can vary according to the hardware characteristics of servers, client terminals, network conditions, and other load sizes. It is a difficult task.

Meanwhile, the user datagram protocol (UDP) is a commonly used technique for the fast exchange of data of online games. As one of the Internet protocols, UDPI is a communication protocol that unilaterally delivers data without going through an interconnection process, and thus provides very fast transmission, but is less reliable because the receiver does not check whether the data has been received. to be.

In online games, U-Phi is used to send data directly between gamers without going through the server because of its fast speed, and it is used with high reliability by sending the same contents repeatedly. As such, a method of directly communicating between gamers without using a server in a specific situation is called Peer to Peer (P2P). In this case, each of the plurality of gamers unilaterally transmits the information calculated by the user to other users, which is particularly called a broadcasting type of broadcasting (UDP), and is a general method of applying P2P to a game.

However, the broadcasting type UPD transmission method can not be used for data synchronization because it is a one-sided transmission that cannot be applied to calculations that affect all users because each player provides a calculation result.

An object of the present invention is to replace the broadcasting UDP between the user terminals of an online sports game, and to control the game progress information provided by one of the user terminals to the central control to increase the overall synchronization and operation reliability of the game It is to provide a type UDP communication method.

In order to achieve the above object, a user datagram protocol (UDP) communication method between a plurality of user terminals connected to a server that provides an online game and participates in the same online game may include a plurality of user terminals. Selecting one of the parent and the other terminal as the child; Transmitting, by the child terminal, its own game progress information to the parent terminal as a UD; Performing, by the parent terminal, an operation based on game progress information provided from the child terminal, and transmitting the operation result to the child terminal as a U-P; And rendering, by the child terminal, a game image based on a calculation result provided from the parent terminal.

According to an embodiment, the parent may be selected by various algorithms. For example, the server may select, as the parent terminal, a terminal having the highest image frame rate among the plurality of user terminals participating in the same online game. Can be.

In addition, the operation performed by the parent terminal based on the game progress information provided from the child terminal includes a state of an object directly controlled by a key input of each gamer and a state of another object moving in conjunction with the operation of the object. Operations such as calculating.

According to the UPI communication of the present invention, it is preferable that a plurality of user terminals including the parent and the child provide their game state information to the server through TCP (Transmission Control Protocol).

In the UDIP-based online game data processing method according to the present invention, instead of the broadcasting UDI, conventionally, one of the user terminals participating in the game is selected as a parent and the rest of the children's game progress information. By controlling the, it is possible to increase the reliability of the operation and the synchronization of the entire game.

According to the centrally controlled UPD of the present invention, the movement of an object directly controlled by a user key input, the movement of an object moving in conjunction with the movement of the object, and the like may be uniformly calculated and displayed.

For example, the calculation of the movement of each character according to the user's key input is performed by the parent so that the movement of a specific character is uniformly displayed in all the user terminals. There is no problem that is displayed differently.

Furthermore, the position, direction, and the like of the ball linked to the movement of the character may be calculated and displayed in the same manner. Thus, it is possible to provide gamers who play the game with a stable and unified game progression as a whole.

1 is a connection diagram of a server and a terminal for an online game of the present invention;
2 is a conceptual diagram of a network of a UDP system for an online game of the present invention, and
3 is a diagram provided to explain a method for selecting a parent of a server.

BEST MODE FOR CARRYING OUT THE INVENTION The present invention will be described in more detail with reference to the drawings.

The UPD system of the present invention can be applied to the case of using UDP (User Datagram Protocol) for communication between user terminals for processing online game data. In particular, the U-Phi system of the present invention is preferable for sports online games (soccer, basketball, etc.) that require accurate synchronization between users as a plurality of users simultaneously play a game. Hereinafter, a soccer game will be described as an example. .

Referring to FIG. 1, it can be seen that the server 10 and the terminals 101 to 107 are connected through an online network 30 for a sports game. Among the communication via the network 30, the centralized UPD system of the present invention is applied to the data transmission between the plurality of user terminals (101 ~ 107).

Therefore, any communication protocol other than the data transmission by the UDI between the user terminals 101 to 107, for example, the communication method between the server 10 and the user terminals 101 to 107 or the kind of data to be transmitted may be any. However, in general, data communication between a server and a user terminal uses TCP (Transmission Control Protocol) to secure data transmission.

The data transmitted between the server 10 and the user terminals 101 to 107 may include user information (status, possession, level, etc.), room information (bang character, room status, number of people participating in the room, etc.), item information, or guild information. As the 'game state information' stored in the server 10 as described above, it is preferable that the transmission is made by TPC because secure transmission must be guaranteed. Since the present invention relates to the UPD system between the user terminals 101 to 107, the description thereof will be focused on this, and the network connection and data transmission between the server and the user terminal will be briefly described when necessary.

Referring to FIG. 2, the method for processing UDI based online game data according to the present invention provides a UDI network between a plurality of user terminals 101 to 107. 2, the first to fourth user terminals 101 to 107 are illustrated on behalf of the plurality of user terminals.

Each user terminal is provided with a game player (player, not shown) for processing an online game, and the online game player performs a process related to a centrally controlled UPD between users. Therefore, the operation of the user terminal below corresponds exactly to the operation of the game player of the user terminal.

Unlike providing game state information between the server 10 and the user terminals 101 to 107, the game progress information related to the game progress is provided between the user terminals 101 to 107. The game progress information is information on the behavior of the user character and is used when the information is generated and is not separately stored and managed in the server 10. The game progress information may include a user's key input, a state of a 'dynamic object' (position, behavior, direction, speed, etc.). Here, the dynamic object is an object directly controlled or interlocked with the user's key input. The dynamic object corresponds to a character directly controlled by the user's key input, a ball, a goal net, and the like.

The central control type UI system of the present invention is a child terminal (hereinafter, simply 'child'), in which a parent terminal (hereinafter, simply referred to as 'parent') selected from among a plurality of user terminals is another user terminal. By controlling the UDPI communication between them. Therefore, a plurality of user terminals do not unilaterally broadcast their game progress information.

Hereinafter, a method of selecting a parent of the server 10 will be described with reference to FIG. 3. The parent is determined by the server 10 based on the information transmitted from the user terminals 101 to 107, and selects the user terminal having the best performance among the user terminals participating in the game as the parent.

To this end, the server 10 is provided with frame rate information (fps: frame per second) of the image frame from each user terminal. The video frame rate (fps) is the number of frames per second (sec) of the image frames rendered by the user terminal through the monitor, and the frame rate (fps) is determined because the number of image frames that can be displayed per second is determined by the resource state of the terminal. The higher the), the better the system performance. In fact, the game player performs calculations necessary for the game between the video display of one frame and the video display of the next frame. Therefore, the higher the frame rate, the more the number of operations per hour, and the smoother and smoother the video displayed on the monitor. A 100 fps user terminal is capable of performing 100 operations per second during a game.

Referring to FIG. 3, since the user terminal participating in the game is finally determined at the game start time (the game start button input time point), the first to fourth user terminals 101 to 107 actually start the game. At the same time, it is desirable to provide its frame rate to the server 10 (S301, S303).

The server 10 selects the user terminal having the highest frame rate FPS as the parent among the first to fourth user terminals 101 to 107 (S305). The server 10 provides the information about the selected parent to the first to fourth user terminals 101 to 107 to enable centralized type UDI communication between the user terminals (S307).

For example, when the frame rate of the first user terminal 101 is the highest, the first user terminal 101 becomes a parent, and the remaining second user terminals to fourth user terminals 103 to 107 become children.

<Parent and Child Movement: S309 to S313>

Even in the centralized UPDIP system, the UPDIP itself's protocol is the same as the known UPD protocol. However, the second to fourth user terminals 103 to 107, which are children, provide their game progress information only to the first user terminal 101 which is a parent. In this regard, each user terminal is different from the conventional broadcasting method of the UDPI which unilaterally broadcasts its game progress information to other user terminals (S309).

In addition, in the centralized UI system, the state of an object (character, etc.) directly controlled by a user's key input and the state (movement, direction, position, etc.) of an object (ball, a net of a goal frame) linked thereto are calculated. The operation to perform is performed by the parent (S311).

Since each child does not receive game progress information from other user terminals, it cannot perform operations related to the state (movement, position, etc.) of dynamic objects, and renders for display to the user by receiving the operation result performed by the parent. Only perform work. These operations include random operations and character motion calculations. This feature is also different from the broadcasting method in which each user terminal performs the necessary calculation (S313).

(1) random operation

The random operation means that the operation result according to the occurrence of the event is not determined and can be determined at random. The direction of the ball hitting the goal post and the like may correspond to the random operation processing.

The direction in which the ball hits and bounces may be randomly determined. In this case, if each user terminal calculates separately, the same ball position is displayed differently for each user terminal and appears to be splashed to different places. However, according to the centrally controlled UPD of the present invention, the first user terminal 101 as a parent is calculated solely based on game progress information received from the second to fourth user terminals 103 to 107 as children. The position of the ball is transmitted to the second to fourth user terminals 103 to 107 that are child. Therefore, the position of the ball can be displayed the same for all user terminals.

(2) character movement calculation

Each user character calculates and displays the state (position, behavior, direction, and velocity) according to the user's key input.

However, as described above, in the centrally controlled UPD, game progress information (in particular, input) provided from the second user terminal to the fourth user terminal 103 to 107 that is the parent is the child. Computed the state of each character based on the generated key information). Therefore, in the U-PIP of the present invention, the movement of each character may be displayed uniformly in each user terminal.

Accordingly, in the conventional broadcasting UDP, as each user terminal performs and displays a calculation necessary for itself, a problem such that the operation of a specific character varies for each user terminal does not occur.

As a result, in the centrally controlled U-PDI of the present invention, the accuracy of various judgments of the game is increased. For example, suppose that in a racing game two gamers cross the finish line at about the same time. When calculated by the broadcasting method, the two user terminals calculate their own, and each of them can be counted as winning. However, it will be arbitrarily determined that either side wins the game. This results in a slightly different appearance on the screen and the actual results on the losing side.

However, in the parent-child method, since the parent calculates alone and each child displays an image as a result, a unified result and an image can be displayed. As a result, the accuracy of the judgment is increased.

Of course, as mentioned above, the first user terminal 101 as a parent as well as the second to fourth user terminals 103 to 107 which are child exchanges game state information with the server 10.

According to another embodiment, the server 10 may change the parent by receiving the frame rate information from the first to fourth user terminals 101 to 107 again during the game.

While the present invention has been particularly shown and described with reference to exemplary embodiments thereof, it is clearly understood that the same is by way of illustration and example only and is not to be construed as limiting the scope of the invention as defined by the appended claims. It will be understood by those skilled in the art that various changes in form and details may be made therein without departing from the spirit and scope of the present invention.

Claims (4)

In the online game data processing method based on User Datagram Protocol (UDP) between a plurality of user terminals connected to a server providing an online game and participating in the same online game,
The server selecting one of the plurality of user terminals as a parent and selecting the other terminals as children;
Transmitting, by the child terminal, its own game progress information to the parent terminal as a UD;
Performing, by the parent terminal, an operation based on game progress information provided from the child terminal, and transmitting the operation result to the child terminal as a U-P; And
And rendering, by the child terminal, a game image based on a calculation result provided from the parent terminal.
The method of claim 1,
In the step of selecting,
And the server selects the terminal having the highest speed of the image frame rendered among the plurality of user terminals participating in the same online game as the parent terminal.
The method of claim 1,
In the calculation performed by the parent terminal based on the game progress information provided from the child terminal, the state of an object directly controlled by a key input of each gamer and the state of another object moving in conjunction with the operation of the object are calculated. On-line game data processing method comprising the operation of.
The method of claim 1,
And the plurality of user terminals provide their game state information to the server through TCP (Transmission Control Protocol).



KR1020100024314A 2010-03-18 2010-03-18 On-line game data processing method on the basis of udp KR20110105195A (en)

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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013116761A1 (en) * 2012-02-01 2013-08-08 E3 Llc System and method for game play in a dynamic communication network
KR20150138871A (en) * 2014-05-29 2015-12-11 계명대학교 산학협력단 The network-based balancing load screen golf system for large-scale multi-user and method at the same
US9370124B2 (en) 2010-12-17 2016-06-14 Thales Cooling an electronic device
US9662571B1 (en) 2009-03-03 2017-05-30 Mobilitie, Llc System and method for game play in a dynamic communication network

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9662571B1 (en) 2009-03-03 2017-05-30 Mobilitie, Llc System and method for game play in a dynamic communication network
US9855500B2 (en) 2009-03-03 2018-01-02 Mobilitie, Llc System and method for game play in a dynamic communication network
US9370124B2 (en) 2010-12-17 2016-06-14 Thales Cooling an electronic device
WO2013116761A1 (en) * 2012-02-01 2013-08-08 E3 Llc System and method for game play in a dynamic communication network
KR20150138871A (en) * 2014-05-29 2015-12-11 계명대학교 산학협력단 The network-based balancing load screen golf system for large-scale multi-user and method at the same

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