CN100395765C - Method for processing preset event in game system - Google Patents

Method for processing preset event in game system Download PDF

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Publication number
CN100395765C
CN100395765C CN 200510102848 CN200510102848A CN100395765C CN 100395765 C CN100395765 C CN 100395765C CN 200510102848 CN200510102848 CN 200510102848 CN 200510102848 A CN200510102848 A CN 200510102848A CN 100395765 C CN100395765 C CN 100395765C
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predetermined event
event
predetermined
game system
user
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CN1851722A (en
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乾 刘
焦敬敏
钟杰萍
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华为技术有限公司
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Abstract

本发明公开了一种处理游戏系统中预定事件的方法,在游戏系统分别预设各预定事件的第一类别为需要立即发送或不需要立即发送,该方法在游戏系统检测到有预定事件发生时,判断当前预定事件的第一类别是否为需要立即发送,若是,则游戏系统将该预定事件发送给对应的用户;否则,游戏系统将该预定事件暂时存储在本地,并等待发送。 When the present invention discloses a method of processing a predetermined event of the game system, each of a predetermined first category of predetermined events in each game system does not need to be transmitted immediately sent immediately or, in the method of detecting the predetermined event occurs gaming system to determine whether the current first category need to be sent immediately scheduled event, and if so, the system scheduled event is sent to the user corresponding game; otherwise, the game system is scheduled events temporarily stored locally, and waiting to be sent. 一方面保证了需要立即发送的预定事件及时通知到用户,另一方面,由于有部分预定事件在不需要时暂时不作处理,降低了游戏系统的工作量,从而减轻了游戏系统的负担,特别是在游戏系统功能越来越强大之后,提高了整个游戏系统的性能,如提高了处理速度等。 On the one hand to ensure that the scheduled events require immediate notification is sent to the user in a timely manner, on the other hand, partly due to the scheduled event when not needed temporarily without treatment, reducing the workload of the game system, thus reducing the burden gaming systems, in particular after the game system more powerful to improve the performance of the whole game system, such as improved processing speed.

Description

一种处理游戏系统中预定事件的方法 A method for processing a predetermined event game system

技术领域 FIELD

本发明涉及网络游戏,尤指一种处理游戏系统中预定事件的方法。 The present invention relates to a network game, particularly to a method of processing a predetermined event of the game system. 背景技术 Background technique

近年来,网络上的多人在线游戏越来越受到人们的青睐,用户或称玩家作为一个个体或作为一个团队成员与其他玩家一起参与同一游戏,通过多个玩家之间的协作或竟争,给玩家带来了无穷的游戏经历和丰富的体验。 In recent years, multiplayer online games on the network more and more people of all ages, called user or player as an individual or as a team member with other players participating in the same game together, through collaboration or competition between multiple players, to the players brought endless game experience and a wealth of experience.

为了丰富和方便玩家们的游戏体验,在线游戏中逐渐加入了邀战功能, 帐单知会功能,告警通知功能,新版本发行、新功能增加等信息知会功能等。 In order to enrich and facilitate the player's gaming experience, online games gradually invited to join the battle functions, billing function to inform, alert notification, the new version is released, new features added information to inform functions. 通过这些功能,增强了系统和玩家的联系,给玩家带来了认同和归属感。 These features enhance the system and player contact, to bring players a sense of belonging and identity. 为了实现上述功能,游戏系统通过检测预定事件的方法来通知玩家。 In order to achieve the above functions, the system notifies the player through the game to detect a predetermined event.

在游戏系统中存在多种多样的事件,不同的事件采用不同的事件标识来区别,预定事件是提前已经预见到要发生的事件,而不同的预定事件采用不同的预定事件标号来区别,且标号与预定事件间的对应关系预先存储在游戏 In the game there is a wide variety of system events, different events with different events be distinguished by, predetermined event is already foreseen in advance of the event to take place, and different predetermined events scheduled event using different labels to distinguish and label the correspondence between scheduled events stored in advance in the game

系统中。 System. 现有技术游戏系统对预定事件的处理方法是:当游戏系统根椐事件标识检测到有预定事件发生时,立即根据预定事件标号,或根据预定事件标号及来自发起该预定事件的用户的信息生成通知消息并通知需要该通知的用户,该用户包括在线用户和离线用户;通知方式按照游戏系统中预设的顺序进行,可以是采用游戏系统中的及时消息,或通过用户注册时存储在游戏系统的电子邮箱向用户发送电子邮件,或通过移动网络传送给用户注册时存储在游戏系统的蜂窝移动电话或其它便携式通信设备。 Processing method of prior art gaming system that a predetermined event: As noted in the system when the game event is detected to identify the occurrence of a predetermined event, immediately or a predetermined event is generated according to reference information from a user and initiate the predetermined event in accordance with a predetermined event numeral and the notification message notifies the user that the notification of the user comprises a user online and offline user; notification mode in accordance with the preset order of the game system, the game may be employed in the instant messaging system, or by a registered user stored in the game system e-mail sending email to the user, or when the user registration is transmitted to a cellular mobile phone store or other portable communication device in the game system via a mobile network.

例如,游戏系统升级了游戏A,那么"游戏A升级了"这一事件就是一个预定事件,当游戏系统检测到该预定事件发生后,将该预定事件标号转换 For example, the game A game system upgrade, then the "Game A upgraded" This event is a predetermined event, the game system to detect when the predetermined event occurs, the predetermined event label conversion

成用卢能够识别的信息,如:"游戏A升级了",然后按照预设通知方式将该事件通知所有已注册的用户。 Lu into information that can be identified with, such as: "A game upgrade", the event then notify all registered users in accordance with a preset notification method.

从上述现有技术对游戏系统中预定事件的处理来看, 一旦游戏系统检测到有预定事件发生,就对游戏系统中的预定事件作出响应,即将该预定事件通知给对应的用户,保证了及时、准确地将预定事件通知到用户。 Once the system detects a predetermined game event occurs, it is made from the above-described prior art process the predetermined event of the game system view of a gaming system in response to a predetermined event, i.e. corresponding to the predetermined event is notified to the user, ensure the timely accurately predetermined event notification to the user.

但是,对游戏系统来讲,性能是一个不可或缺的重要指标,而且随着游戏系统功能的日渐增强,提升游戏系统的性能将变得越来越重要。 However, the game system is concerned, it is an integral and important performance indicators, and with the increasing gaming system functionality, improved performance gaming systems will become increasingly important. 目前,由于游戏系统要对所有预定事件作出及时响应, 一方面增加了游戏系统的工作量,从而加大了游戏系统的负担,特别是在游戏系统功能越来越强大之后, 会影响到整个游戏系统的性能,如降低处理速度等。 Currently, because the game system is to make a timely response to all scheduled events, on the one hand increases the workload of the game system, thereby increasing the burden on the gaming system, especially after a game system more powerful, it will affect the entire game system performance, such as reduced processing speed.

发明内容 SUMMARY

有鉴于此,本发明的主要目的在于提供一种处理游戏系统中预定事件的方法,能够降低游戏系统的负担,增强整个游戏系统的性能。 In view of this, the main object of the present invention to provide a method of processing a predetermined event in the game system, it is possible to reduce the burden on the game system, the game system to enhance performance. 为达到上述目的,本发明的技术方案具体是这样实现的: 一种处理游戏系统中预定事件的方法,在游戏系统分别预设各预定事件的第一类别为需要立即发送或不需要立即发送,该方法包括以下步骤: To achieve the above object, the technical solution of the present invention is specifically implemented as follows: A method for processing a predetermined event of the game system, each of a predetermined first category of predetermined events in each game system to be transmitted immediately or need not be transmitted immediately, the method comprises the steps of:

A. 游戏系统4企测到有预定事件发生时,判断当前预定事件的第一类别是否为需要立即发送,若是,则进入步骤B;否则,进入步骤C; 4 A. When the game system has a measured half the predetermined event occurs, the current is determined whether a predetermined event of the first category is a need to send immediately, and if yes, goes to step B; otherwise, goes to step C;

B. 生成所述预定事件对应的通知消息并将生成的通知消息发送给对应用 B. generating the predetermined event corresponding to the notification message and transmits the generated notification message to the application

户; Households;

c.将所述预定事件储存在游戏系统中,并等待发送。 c. Place the predetermined event is stored in the game system, and waiting to be sent.

所述预设各预定事件的第一类别的方法为:为预定事件设置一用于区别预定事件的第一类别的第一类别属性,并设置不同的第一类别属性取值对应不同 The method of the first category of the predetermined respective predetermined event is: a predetermined event is provided for the first class of the first predetermined event attribute-based category, and set different values ​​corresponding to different properties of the first category

的第一类别; The first category;

步骤A中所述判断当前预定事件的第一类别是否为需要立即发送的方法 Step A method for determining the current first category whether a predetermined event requiring immediate transmission

for

若第一类别属性的取值所对应的第一类别为需要立即发送,则判定所述预 When the attribute value of a first category corresponding to a first category is to be transmitted immediately, the pre-determined

定事件的第一类别为需要立即发送; The first category given event is to be sent immediately;

若第一类别属性的取j直所对应的第一类别为不需要立即发送,则判定所述预定事件的第一类别为不需要立即发送。 If we take the first j category attribute corresponding linear need not be transmitted immediately to the first category, it is determined that the predetermined event of a first category is not necessary to transmit immediately.

所述预设各预定事件的第一类别的方法为:在游戏系统中预先设置用于标识不同预定事件的预定事件标号与预定事件的第一类别的对应关系; The method of the first category of the predetermined respective predetermined event is: setting a predetermined event corresponding relationship predetermined event reference numerals identify different categories of a first predetermined event in the game system in advance;

步骤A中所述判断当前预定事件的第一类别是否为需要立即发送的方法 Step A method for determining the current first category whether a predetermined event requiring immediate transmission

为: for:

若所述当前预定事件的预定事件标号与需要立即发送对应,则判定所述预定事件的第一类别为需要立即发送; If the current event is a predetermined event and a predetermined reference corresponding to the immediate needs to be sent, it is determined that the predetermined event of a first category is to be transmitted immediately;

若所述当前预定事件的预定事件标号与不需要立即发送对应,则判定所述预定事件的第一类别为不需要立即发送。 If the current event is a predetermined event and a predetermined reference corresponding to the transmission does not require immediately, it is determined that the predetermined event of a first category is not necessary to transmit immediately.

步骤A中所述游戏系统检测到有预定事件发生的方法为:若游戏系统检测到的已有用于标识不同事件的事件标识为标识预定事件的事件标识,则检测到有预定事件发生。 Step A gaming system detects the occurrence of a predetermined event method: If the player has been detected by the system for identifying different event identifier to identify a predetermined event to event identification, there is detected a predetermined event occurs.

预设不需要立即发送的预定事件的第二类别为用户登录时发送或系统决定发送; Send or system decides to send the second category is the default login user does not need scheduled events sent immediately;

步骤C中所述将预定事件储存在游戏系统中的方法为:游戏系统判断当前预定事件的第二类别是否为用户登录时发送,若是,则将当前预定事件存储在预设数据表或緩沖区中;否则,将当前预定事件存储在预设消息队列中。 The method described in Step C is stored in the predetermined event for the game system: a game system of the second category is determined whether the current transmission when the predetermined event is a user logs in. If so, then the current event is stored in a predetermined preset data table or buffer ; otherwise, the current scheduled events are stored in the default message queue.

步骤C之后,该方法还包括:在用户登录游戏系统时,游戏系统若检查到存储在预设数据表或緩冲区的预定事件中有发送给该用户的预定事件,则生成所述预定事件对应的通知消息并将生成的通知消息发送给该用户,之后将存储在预设数据表或緩冲区的该预定事件删除; After step C, and the method further comprising: when the user logs in the game system, a game system checks if a predetermined event is stored to the user to send the preset data table or a predetermined event in the buffer, generating the predetermined event and generating a notification message corresponding to the notification message sent to the user, it will be deleted after the predetermined event is stored in the preset table or buffer;

或者当游戏系统不忙或预设定时器超时时,游戏系统若检查到预设消息队列中存有预定事件,则生成预定事件对应的通知消息并将生成的通知消息发送给对应用户,之后将预设消息队列中存储的该预定事件删除。 Or when the game system is not busy or preset timer expires, the game system checks if a predetermined event message queue there preset, predetermined event corresponding to the notification message is generated and the generated notification message to the corresponding user, and then the the pre-scheduled event to delete messages stored in the queue.

预设不需要立即发送的预定事件的第二类别为用户登录时发送或系统决定 Send or second category for pre-scheduled event does not require users to log send immediate decision system

发送; send;

步骤C中所述将预定事件储存在游戏系统中的方法为:游戏系统根据所述预设的第二类别判断当前预定事件的第二类别是否为用户登录时发送,若是, 则生成所述当前预定事件对应的通知消息,并将生成的通知消息存储在预设数据表或緩冲区中;否则,将当前预定事件存储在预设消息队列中。 The method described in Step C is stored in the predetermined event for the game system: a game system is sent when the user logs in according to a second type of the preset second predetermined current event category is determined, if yes, generating a current corresponding to the predetermined event notification message, and generates a notification message stored in the preset data table or buffer; otherwise, the current stored in the preset predetermined event message queue.

步骤C之后,该方法还包括:在用户登录游戏系统时,游戏系统若检查到存储在预设数据表或緩冲区的通知消息中有发送给该用户的通知消息,则将该通知消息发送给该用户,之后将存储在预设数据表或緩冲区的该通知消息删除; After step C, and the method further comprising: when the user logs in the game system, a game system to check if the stored notification message to the user data in the preset table or buffer notification message, the notification message is sent to the user, after deleting the preset data table stored in the buffer or the notification message;

当游戏系统不处于繁忙状态时,游戏系统若检查到预设消息队列中存有预定事件,则依次生成预定事件对应的通知消息,并将生成的通知消息发送给对应用户,之后将预设消息队列中存储的该预定事件删除; When the game system is not in the busy state, the game system to check if there preset predetermined event message queue, the predetermined event sequentially generates a corresponding notification message, and transmits the generated notification message to the corresponding user, after a preset message the scheduled event stored in the queue deleted;

当预定事件储存在预设消息队列中超过预设的时间时,游戏系统若检查到预设消息队列中存有预定事件,则依次生成预定事件对应的通知消息并将生成的通知消息发送给对应用户,之后将预设消息队列中存储的该预定事件删除。 When a predetermined event is stored in the message queue exceeds a preset predetermined time, the game system to check if there preset predetermined event message queue, the predetermined event sequentially generates a corresponding notification message and transmits the generated notification message to the corresponding users, after the pre-scheduled event messages stored in the queue to delete.

所述生成预定事件对应的通知消息的方法为:将用于标识不同预定事件的预定事件标号转换为通知消息; The method of generating a notification message corresponding to a predetermined event: for identifying a predetermined event in different predetermined event notification message is converted to numerals;

或将用于标识不同预定事件的预定事件标号;5L1起所述预定事件的用户的信息转换为通知消息。 Or for a different predetermined event identification numbers of a predetermined event; 5L1 from the user information into a predetermined event notification message.

游戏系统储存有用户注册信息; Game system stores user registration information;

步骤B中所述将生成的通知消息发送给对应用户的方法为:游戏系统检测所述用户是否在线, Step B transmitting the generated notification message to a corresponding method for a user: The system detects whether the user online game,

若在线,则使用游戏系统中的即时消息发送给所述用户; 若离线,则游戏系统按照预设发送方式及预设发送方式的顺序,逐一检查所述用户注册信息中是否存在预设发送方式的联系地址,若有,则按照联系地址发送通知消息;否则,进入步骤C或将所述通知消息丟弃。 If the line is sent to the user using the game system of the instant message; if the presence of a predetermined transmission scheme if offline, the game system according to a preset order and a preset transmission mode transmission scheme, each inspection the user registration information contact address, and if so, sending a notification message in accordance with the contact address; otherwise, goes to step C, or the notification message is discarded.

由上述技术方案可见,本发明将预定事件的第一类别合理设置为需要立即发送和不需要立即发送两类,在游戏系统检测到有预定事件发生时,判断当前预定事件是否需要立即发送,对于需要立即发送的预定事件,游戏系统根据检测到的预定事件标号,或预定事件标号及来自发起该预定事件的用户 Seen from the above technical solutions, the present invention is a first category of predetermined event reasonable to require immediate transmission types and need not be transmitted immediately, the game system detects when a predetermined event occurs, the predetermined event is determined whether the current sent immediately, for predetermined event requiring immediate transmission, the game system according to a predetermined event detected numeral or numerals and the predetermined event from the user that initiated the predetermined event

的信息生成当前预定事件对应的通知消息并发送给用户;而对于不需要立即发送的预定事件,游戏系统将该预定事件暂时存储在本地数据库或緩存中, 并等待发送。 Information generating predetermined event notification message corresponding to the current sent to the user; and for the predetermined event does not need to be sent immediately, the game system in the local database or cache, and temporarily stores a predetermined event waiting to be sent. 在用户登录时、或游戏系统不忙时、或游戏系统中预设的定时器超时时发送。 When the user logs, or busy, or send pre-set timer expires game system game system.

本发明方法, 一方面保证了需要立即发送的预定事件及时通知到用户, 另一方面,由于有部分预定事件在不需要时暂时不作处理,降低了游戏系统的工作量,从而减轻了游戏系统的负担,特别是在游戏系统功能越来越强大之后,提高了整个游戏系统的性能,如提高了处理速度等。 The method of the present invention, on the one hand to ensure that the predetermined event requiring immediate transmission to notify the user, on the other hand, since some predetermined event when not temporarily not treated to reduce the workload of a game system, a game system thus reducing the burden, especially after a game system more powerful to improve the performance of the whole game system, such as improved processing speed.

附图说明 BRIEF DESCRIPTION

图1是本发明处理游戏系统中预定事件的流程图; 1 is a flowchart of the game system of the present invention process the predetermined event;

图2是本发明处理不需要立即发送的预定事件的流程图。 FIG 2 is a flowchart of a predetermined event does not need to be transmitted immediately to the present invention.

具体实施方式 Detailed ways

本发明的核心思想是:在游戏系统中预先设置预定事件的第一类别为需要立即发送或不需要立即发送,在游戏系统检测到有预定事件发生时,判断当前预定事件是否需要立即发送,若需要立即发送,则游戏系统生成当前预定事件对应的通知消息并发送给用户;若不需要立即发送,则游戏系统将当前预定事件暂时存储在本地,并等待发送。 The core idea of ​​the invention is: a first category is set in advance in the predetermined game event needs to be sent immediately to the system need not be transmitted immediately or, in the game system detects when a predetermined event occurs, the predetermined event is determined whether the current sent immediately, if needs to be transmitted immediately, the game system generates a notification message corresponding to the current predetermined event sent to the user; if need be sent immediately, then the current game system is temporarily stored in a local predetermined event, and waiting to be sent. 本发明一方面保证了需要立即发送的预定事件及时通知到用户,另一方面,由于有部分预定事件在不需要时暂时不作处理,降低了游戏系统的工作量,从而减轻了游戏系统的负担,提高了整个游戏系统的性能。 In one aspect the present invention ensures that a predetermined event requiring immediate transmission to notify the user, on the other hand, since some predetermined event when not temporarily without being processed, reducing the workload of the game system, thereby reducing the burden on the game system, improve the performance of the whole game system.

为使本发明的目的、技术方案及优点更加清楚明白,以下参照附图并举 To make the objectives, technical solutions and advantages of the present invention will become more apparent hereinafter with reference to the accompanying drawings simultaneously

较佳实施例,对本发明进一步详细说明。 Preferred embodiments of the present invention will be described in further detail.

图1是本发明处理游戏系统中预定事件的流程图,假设在游戏系统已分别预设各预定事件的第一类别为需要立即发送或不需要立即发送,该方法包 FIG. 1 is a process flowchart of the game system according to the present invention, the predetermined event, the game system has been assumed that each category is a preset first predetermined event each need to be sent immediately or need not be transmitted immediately, the method

括以下步骤: Comprising the steps of:

步骤100~步骤101:当游戏系统检测到有预定事件发生时,判断当前预定事件的第一类别是否为需要立即发送,若是,则进入步骤102;否则, 进入步骤103。 Step 100 ~ Step 101: When the game system detects a predetermined event occurs, determining whether the current need to send a first category of predetermined events immediately, and if yes, proceeds to step 102; otherwise, proceeds to step 103.

游戏系统根据事件标识检测是否有预定事件的发生属于现有技术,这里不再赘述。 The game system whether a predetermined event has occurred belongs to the prior art according to the marker detection event, it is not repeated here.

设置预定事件的第一类别的方法很多,这里列举两种方法: The method of setting a predetermined event of the first category are many Here are two ways:

(1) 为预定事件增加一第一类别属性,用于区别预定事件的第一类别, 并设置不同的取值对应不同的第一类别;如第一类别属性取值为O对应的预定事件第一类别为需要立即发送,第一类别属性取值为i对应的预定事件第一类别为不需要立即发送。 (1) is increased to a first predetermined event category attribute, a difference between a first predetermined event category, and a first category corresponding to different values ​​of different; as in the first category attribute value of a predetermined event corresponding to the first O a category needs to be transmitted immediately, a first category attribute value of i corresponding to a predetermined event of the first category need not be transmitted immediately to. 第一类别属性的设置可以固定设置在游戏系统中,也可以在游戏系统上提供配置页面,通过该配置页面灵活对预定事件第一类别进行配置。 A first category attribute may be provided in the game system is fixed, it may also be provided on the configuration page game system flexibly configure the predetermined event of the first category by the configuration page.

(2) 利用已有用于标识不同预定事件的预定事件标号,在游戏系统中预先设置不同预定事件标号与预定事件的第一类别的第一类别对应关系,当游戏系统检测到有预定事件发生时,根据预设第一类别对应关系,判断当前预定事件的第一类别是否为需要立即发送,若当前预定事件的预定事件标号对应的预定事件第一类别为需要立即发送,则判断当前预定事件的第一类别为需要立即发送;若当前预定事件的预定事件标号对应的预定事件第一类别为不需要立即发送,则判断当前预定事件的第一类别为不需要立即发送。 (2) use of existing reference numerals identify a predetermined event different predetermined event, a first class of the first category with a different predetermined event numerals in a corresponding relationship predetermined event game system in advance, when the system detects a predetermined game event occurs according to a preset correspondence relationship between a first category, the first category is determined whether the current need to immediately send a predetermined event, the predetermined event if the current scheduled event corresponding to the predetermined reference event needs to be sent immediately to the first category, it is determined whether the current predetermined event the first category is to be transmitted immediately; if a predetermined event corresponding to the predetermined reference current event of the first predetermined event type is not necessary to transmit immediately, it is determined that the first category need not be sent immediately to the current predetermined event. 比如:预定事件标号取值为0, 5, 8, 9与第一类别为需要立即发送对应,预定事件标号取值为1, 2, 3, 4, 6, 7与第一类别为不需要立即发送对应, 这样,若当前预定事件的预定事件标号为5,则游戏系统根据预设的第一类别对应关系判定当前预定事件的第一类别为需要立即发送。 For example: reference value of a predetermined event 0, 5, 8, and 9 correspond to the first category requires immediate transmission, a predetermined reference value of event 1, 2, 3, 4, 6, 7 and the first category require immediate sends a corresponding, so that, if the current event is a predetermined event is a predetermined reference numeral 5, the player determines whether the current system corresponds to a predetermined relationship between the first event category needs to be transmitted immediately according to the preset first category. 第一类别对应关 The first category corresponds Off

系可以固定设置在游戏系统中,也可以在游戏系统上提供配置页面,通过该配置页面灵活对预定事件进行配置。 Lines can be fixed in a game system, a configuration page can also be provided in the game system, flexible to configure scheduled events through the configuration page.

对于预定事件第一类别的划分可以根据预定事件的紧急程度等进行划 Can diced for dividing the first scheduled event categories according to their urgency and other scheduled events

分: Minute:

例如,玩家A和玩家B正在网络上玩下棋游戏,玩家A下了一个棋子, 那么,当游戏系统检测到"玩家A下了一个棋子"这个预定事件,则需要立即通知B,因为玩家B正在等待玩家A的动作,以便继续游戏,所以"玩家A下了一个棋子"这一预定事件的第一类别是需要立即发送的。 For example, Player A and Player B are playing chess game on the network, got a piece of player A, then, when the game system detects "a piece next player A" scheduled this event, you need to immediately notify B, because Player B a player is waiting for the action to continue the game, so "a player under a piece" the first category is the need to immediately send the scheduled event. 再如, 某一时刻系统发现正在玩游戏的玩家A就要没有金币了,由于"玩家A没有金币"直接影响玩家A是否还能继续玩游戏,因此,这个事件是一个需要立即通知玩家A的预定事件,在游戏系统检测到后,需要立即通知玩家A, 以使玩家A提前做好退出游戏,或在被迫退出前,存钱到帐户等准备,所以"玩家A没有金币"这一预定亊件的第一类别是需要立即发送的。 Again, at some point the system finds Player A is playing a game will no gold, because "there is no gold player A" A direct impact on whether the player can continue playing the game, so this event is a need to notify Player A immediately scheduled events in the game after the system detects the need to immediately notify the player A, player A well in advance so quit the game, or forced to quit before, saving accounts, etc. to prepare, so "A player is not gold," the book Shi pieces first category is the need to be sent immediately.

而对于游戏系统新增加了游戏A,或者游戏系统新升级了游戏A这种预定事件,则属于不需要立即通知所有注册用户的预定事件,可以等到系统比较空闲时,再通知用户,所以这类预定事件是属于不需要立即发送的。 As for the game system adds new game A, game system or upgrade a new game this A scheduled event, the scheduled event belongs not need to notify all registered users immediately, you can wait until the system is relatively idle, and then notify the user, so this type of do not need to belong to a predetermined event is sent immediately.

步骤102:游戏系统生成当前预定事件对应的通知消息并发送给用户后结束。 Step 102: after the end of the game system generates a current corresponding to a predetermined event notification message sent to the user.

不同的预定事件对应不同的通知消息,通知消息就是要告诉用户当前发生的预定事件的内容。 Different predetermined events corresponding to different notification message, the notification message is to tell the contents of the user's current scheduled event occurs. 对于游戏系统来讲,检测到发生的预定事件是一个用于标识不同预定事件的预定事件标号,游戏系统需要根据该标号,或该标号及来自发起该预定事件的用户的信息生成通知消息。 For the game system is concerned, detects a predetermined event occurs a predetermined event is a predetermined reference numerals identify different events, the game system generates a notification message based on the need to label, or the label and the information from the user to initiate the predetermined event. 比如,游戏系统向所有注册用户发送的"游戏A已升级"这一预定亊件的通知消息时,游戏系统根据检测到的预定事件标号转换成用户可以识别的通知消息"游戏A已升级,,即可;而对于生成用户A向用户B发送的"邀请参加游戏A"这一预定事件对应的通知消息时,游戏系统根据检测到的预定事件标号及来自用户 When, for example, the game system transmits to all registered users, "A game has been upgraded" the predetermined notification message Shi member, the game system according to a predetermined conversion reference numerals to the detected event notification message can identify the user's "Game A ,, Upgraded can; and for generating a user when the user a sends B "invited to participate in the game a" notification message corresponding to the predetermined event, the game system according to the detected predetermined event from a user and reference numeral

A的信息转换成用户可以识别的通知消息"用户A邀请用户B参加游戏A" A converting information into a user can recognize a notification message "A user inviting users to participate in the game A B"

即可,这里来自用户A的4言息可以包4舌用户A的名称、用户B的名称、游 Can, here 4 A statement from the user information may be the name of the package 4 of the tongue of the user A, user B's name, swim

戏A的代码(ID)等等。 A play of the code (ID) and the like.

下面,以邀请参加游戏预定事件为例,具体描述邀请参加某游戏预定事 Here, in order to be invited to participate in a game scheduled event, the detailed description invited to participate in a game scheduled events

件的通知消息结构,该通知消息主要包括:表示发送消息的用户的身份的code字段,比如用户的身份证号等;表示发送消息的用户的名称的源用户名称(srcUserName )字段;表示被邀请用户的用户名的目的用户名称(destUserName)字段;表示游戏代码(ID)的游戏代码(serviceID )字段; 表示游戏室ID的游戏室代码(roomID)字段;表示游戏桌ID的游戏桌代码(tableID)字段;表示发送该通知消息的用户的位置ID的位置代码(seatID ) 字段。 A notification message structure member, the notification message includes: the code field indicates the identity of the user sending the message, such as the user's ID number and the like; source user name indicates the name of the user that sent the message (srcUserName) field; represents invited destination user name of the user's username (destUserName) field; represents game code (ID) of the game code (servicelD) field; represents playroom codes ID of the room's (roomID) field; represents gaming table codes gaming table ID's (tableID ) field; transmitting the notification message indicates the user ID of the location code location (seatID) field. 该通知消息内容表示用户名为srcUserName的用户已经在游戏serviceID的第roomID游戏室的第tableID张游戏桌的seatID位子上,邀请用户destUserName—块来3元游戏。 The contents of the notification message indicating that the user has a user named srcUserName seatID seat on the first tableID game tables first roomID game room games serviceID, inviting the user to block destUserName- 3 yuan game.

游戏系统发送通知消息时,如果destUserName用户目前在线,则使用游戏系统中的即时消息发送;如果destUserName用户处于离线状态,则根据当前系统预设联系方式的排序发送,比如:首先检查该用户的注册信息中email地址字段的值是否存在,若存在,则以EMAIL的形式发送该通知消息给destUserName用户;若不存在,进一步4企查该用户的注册信息中Mobile 字段的值是否存在,若存在,则以短消息的形式发送该消息给destUserName 用户移动终端,否则直到注册消息中所有联系方式均不存在,则将该通知消息储存在本地,或丢弃。 Game system sends a notification message, if destUserName users are currently online, use the game in the instant messaging system; destUserName if the user is offline, the default ordering Contact transmission based on the current system, such as: First, check the registration of the user email address field value information exists, if present, in a form eMAIL transmits the notification message to the user destUserName; if not, a further check value 4 enterprise registration information of the user's Mobile field exists, if present, places in the form of a short message sends the message to the mobile terminal user destUserName, or until all the registration message Information not exist, then the notification message is stored locally, or discarded.

需要说明的是,在用户首次登录游戏系统加入某游戏时,游戏系统会要求用户进行注册,注册信息一般包括:用户名称、用户的联系方式:email 地址和/或用户的移动终端号码和/或用户的电话号码、用户登录密码等。 It should be noted that, when a user first logs game system to join a game, the game system will require users to register, registration information generally includes: user name, user contact information: email address and / or the user's mobile terminal number and / or user's phone number, user login passwords. 其中用户在注册时, 一般至少要留下一种联系方式,以便有预定事件需要发送给用户时使用。 Where the user at the time of registration, generally at least to leave a contact method to use when there is an event scheduled to be sent to the user. 当然,如果游戏系统不限定用户一定要给出联系方式也是可以的,只是当有预定事件发生时,不留下联系方式的用户就无法及时接收到需要立即发送的通知消息或者根本就不能收到该通知消息。 Of course, if the game system does not limit the user must also be given contact details, but when there is a predetermined event occurs, the user does not leave contact information will not be kept receiving the notification message needs to be sent immediately or simply can not receive the notification message. 步骤103:游戏系统将当前预定事件储存在本地,并等待发送。 Step 103: the current game system predetermined event is stored locally, and waiting to be sent.

将当前预定事件储存在本地的方式可以是储存在数据库中,也可以是储存在緩存中。 The current scheduled events stored in local mode can be stored in the database, it can be stored in the cache. 如果是储存在数据库中,预先在数据库中针对不同预定事件或不同用户设置不同数据表,然后将当前预定事件存储到对应的数据表中即可;如杲是储存在緩存中,预先设置一个消息队列(msgQueue),然后将当前预定事件存入msgQueue中即可,不需要立即发送的预定事件可以按照先后顺序存入一个预设消息队列中,发送时按照先进先出的原则发送;预定事件也可以存储在不同的指定消息队列中,如设置不同用户使用不同消息队列存储对应自身的预定事件等。 If the database is stored in advance in the database provided for different events or predetermined different users different data tables, and then stores the current corresponding to a predetermined event to the data table; Gao as is stored in the cache, a message set in advance queue (MsgQueue), then the current to the predetermined event is stored MsgQueue, the predetermined event may not require immediate transmission is stored in sequential order in a predetermined message queue, the transmission of the transmission in accordance with the FIFO principle; predetermined events You may be stored in different designated message queue, such as setting different users use different message queues storing data corresponding to predetermined events themselves.

在用户登录时、或游戏系统不忙时、或游戏系统中预设的定时器超时时发送储存在游戏系统的预定事件。 When a user logs on, the system is not busy or game, or a game system preset timer expires when sending stored at a predetermined event game system.

本步骤的具体实现过程如图2所示,图2是本发明处理不需要立即发送的预定事件的流程图,假设在游戏系统已分别预设各不需要立即发送的预定事件的第二类别为用户登录时发送或系统决定发送,具体包括如下步骤: The specific implementation process of the step shown in FIG. 2, FIG. 2 is a flowchart of processing a predetermined event does not require immediately transmission of the present invention, it is assumed in the second category are preset for each game system has no need to transmit predetermined event is immediately transmission system or the user decides to send a login, includes the following steps:

步骤1031:游戏系统判断当前不需要立即发送的预定事件的第二类别是否为用户登录时发送,若是,则进入步骤1032;否则,进入步骤1033。 Step 1031: The game does not require the current system decides that the predetermined event immediately sent a second category whether to send when the user logs on, and if so, advances to step 1032; otherwise, the process proceeds to step 1033.

利用预定事件标号,在游戏系统中预先设置不同预定事件标号与预定事件的第二类别的第二类别对应关系,当游戏系统根据预设第二类别对应关系,判断当前预定事件的第二类别是否为用户登录时发送,若当前预定事件的预定事件标号对应的第二类别为用户登录时发送,则判断当前预定事件的第二类别为用户登录时发送;若当前预定事件的预定事件标号对应的第二类别为系统决定发送,则判断当前预定事件的第二类别为系统决定发送。 Reference numeral with a predetermined event, the second category is set in advance different predetermined events in the second category with a predetermined reference in the event of a correspondence relationship game system, when the second category of the game system according to a preset correspondence relationship between the second category, the predetermined event is determined whether the current when the user logs in to the transmission, if the current transmission when the predetermined event corresponds to a predetermined second reference event category for user login, when it is determined that transmission of the current user is logged second category of predetermined events; predetermined reference and if the current event corresponding to the predetermined event the system decides to send the second category, the second category is determined that the current event is a predetermined determine the transmission system. 比如: 预定事件标号取值为1, 2, 3, 4, 6, 7与预定事件第一类别为不需要立即发送对应,其中,预定事件标号取值为1, 2和6与预定事件第二类别为用户登录时发送对应,而预定事件标号取值为3, 4和7与预定事件第二类别为系统决定发送对应,这样,若当前预定事件的预定事件标号为6,则游戏系统根据预设的第二类别对应关系判定当前预定事件的第二类别为用户登 For example: reference value of a predetermined event 1, 2, 3, 4, 6, 7 with a predetermined event corresponding to the first category need not be transmitted immediately, wherein the predetermined event is a reference value 1, 2, and 6 and the second predetermined event sending log category corresponding to the user, and the predetermined reference value of event 3, 4 and 7, the system determines a predetermined event corresponding to the second type transmitted, so that, if the predetermined event numeral 6 is a current of a predetermined event, the game system according to the pre a second category corresponding relationship predetermined event determines whether the current set of second category for user login

录时发送。 Sent when recorded. 第二类别对应关系可以固定"i殳置在游戏系统中,也可以在游戏系 The second category can be fixed correspondence relationship "i Shu disposed in the game system, the game system may be

统上提供配置页面,通过该配置页面灵活对预定事件进行配置。 Provide configuration page on the system, flexible to configure scheduled events through the configuration page.

当然,也可以为第一类别为不需要立即发送的预定事件增加一第二类别属性,用于区别预定事件的第二类别,具体实现与第一类别属性设置一样, 这里不再详述。 Of course, a first category may be a predetermined event does not need to immediately send a second class attribute increased, the difference for the second category of predetermined events, embodied as in the first category property, not described in detail here.

步骤1032:游戏系统将当前预定事件存储在本地,并等待发送。 1032: The game is currently scheduled events will be stored locally, and waiting to be sent.

此时,当前预定事件为不需要立即发送的,且为用户登录时再发送的预定事件,游戏系统将这类预定事件存储在数据库或緩沖区中。 At this point, the current scheduled event does not need to be sent immediately, scheduled events and then sent when users log on, the game will be a database or a buffer such scheduled events are stored in.

在某用户登录时,游戏系统检查数据库或緩冲区储存的预定事件中是否有发送给该用户的预定事件,若有,则生成预定事件对应的通知消息后发送给用户,然后删除该预定事件。 When a user logs on, the user whether a predetermined event is transmitted to a predetermined event or game system checks the database stored in the buffer, and if so, generates a notification message sent to the user corresponding to the predetermined event, and then delete the predetermined event .

步骤1032的另一种实现方式为,游戏系统先生成当前预定事件对应的通知消息,然后将生成的通知消息保存在本地,这样,某用户下次登录时, 游戏系统检查数据库或緩冲区储存的通知消息中是否有发送给该用户的通知消息,若有,则将通知消息后发送给用户,然后删除该通知消息。 Another step for the implementation of 1032, Mr. gaming system into a notification message corresponding to the current scheduled event, then the generated notification messages stored locally, so that the next time a user logs on, the game system checks the database or storage buffer is there a notification message is sent to the user notification message, if any, will be after the notification message is sent to the user, and then delete the notification message.

步骤1033:游戏系统将当前预定事件储存在预先设置的消息队列中, 并等待发送。 Step 1033: the current game system predetermined event is stored in the message queue provided in advance, and waiting to be sent.

此时,当前预定事件为不需要立即发送的,且为系统决定发送的预定事件,游戏系统将这类预定事件存储在消息队列中。 At this time, the predetermined current event do not require immediate transmission, and determines the predetermined event is transmitted as a system, a gaming system such predetermined event stored in the message queue.

不需要立即发送的且为系统决定发送的预定事件可以按照先后顺序存入预设消息队列中,发送时按照先进先出的原则发送。 The predetermined event is determined by the system and does not require immediate transmission may be transmitted in the order predetermined message stored in the queue, the transmission of the transmission in accordance with the FIFO principle.

对于存储在消息队列中的预定事件,在系统判定自身不忙时,会检查该消息队列中是否存有预定事件,若有,则按照先进先出的原则,生成消息队列中最先进入的预定事件对应的通知消息,并将该通知消息发送给对应的用户,之后将消息队列中的该预定事件删除,然后继续对下一个预定事件进行如上处理;若没有,则结束。 For the predetermined event is stored in the message queue, and when the system determines that it is not busy, the message queue is checked whether there are a predetermined event, and if so, in accordance with the FIFO principle, to generate a message queue into the first predetermined corresponding to the event notification message, and transmits the notification message corresponding to the user, it will be deleted after the predetermined event message queue, and then proceeds to the next process as a predetermined event; if not, end.

另外,对于存储在消息队列中的预定事件,游戏平台可以通过预设定时 Further, the predetermined event is stored in the message queue, the game platform may by a preset timer

器来控制预定事件的发送,在定时器超时后、重启前的这段时间内发送消息队列中的预定事件。 To control the transmission of a predetermined event, after the timer expires, sending a predetermined event message queue in the period before restart.

以上所述,仅为本发明的较佳实施例而已,并非用于限定本发明的保护范围。 The above are only preferred embodiments of the present invention but are not intended to limit the scope of the present invention.

Claims (10)

1.一种处理游戏系统中预定事件的方法,其特征在于,在游戏系统分别预设各预定事件的第一类别为需要立即发送或不需要立即发送,该方法包括以下步骤: A.游戏系统检测到有预定事件发生时,判断当前预定事件的第一类别是否为需要立即发送,若是,则进入步骤B;否则,进入步骤C; B.生成所述预定事件对应的通知消息并将生成的通知消息发送给对应用户; C.将所述预定事件储存在游戏系统中,并等待发送。 A method of processing a predetermined event of the game system, wherein, in the game system are a first pre-set for each category of a predetermined event requiring transmission does not need to be sent immediately or immediately, the method comprising the steps of: A. gaming system It detects a predetermined event occurs, determining whether the current first category of predetermined events to be sent immediately, if yes, goes to step B; otherwise, goes to step C; B. generating the predetermined event corresponding to the notification message is generated and corresponding to the notification message to the user; C. predetermined event is stored in the game system, and waiting to be sent.
2. 根据权利要求1所述的方法,其特征在于,所述预设各预定事件的第一类别的方法为:为预定事件设置一用于区别预定事件的第一类别的第一类别属性,并设置不同的第一类别属性取值对应不同的第一类别;步骤A中所述判断当前预定事件的第一类别是否为需要立即发送的方法为:若第一类别属性的取值所对应的第一类别为需要立即发送,则判定所述预定事件的第一类别为需要立即发送;若第一类别属性的取值所对应的第一类别为不需要立即发送,则判定所述预定事件的第一类别为不需要立即发送。 2. The method according to claim 1, characterized in that the method of the first category of the predetermined respective predetermined event is: a first class of the first class attribute for distinguishing a predetermined event is a predetermined event, a first category and set different values ​​corresponding to different attributes of a first category; step a method for determining the current first category if a predetermined event requiring immediate transmission is as follows: if a first category corresponding to the attribute value the first category is to be transmitted immediately, it is determined that the predetermined event of the first type is needed immediately sent; a first category if the attribute value corresponding to a first category need not be transmitted immediately, it is determined that the predetermined event The first category is no need to send immediately.
3. 根据权利要求1所述的方法,其特征在于,所述预设各预定事件的第一类别的方法为:在游戏系统中预先设置用于标识不同预定事件的预定事件标号与预定事件的第一类别的对应关系;步骤A中所述判断当前预定事件的第一类别是否为需要立即发送的方法为:若所述当前预定事件的预定事件标号与需要立即发送对应,则判定所述预定事件的第一类别为需要立即发送;若所述当前预定亊件的预定事件标号与不需要立即发送对应,则判定所述预定事件的第一类别为不需要立即发送。 3. The method according to claim 1, characterized in that the method of the first category of the predetermined respective predetermined event is: setting a predetermined event with a reference numeral for identifying a predetermined event in a different predetermined event in advance of the game system a first category corresponding relationship; step a, the first category is determined whether the current methods require predetermined event is transmitted immediately to: if the predetermined event currently requires a predetermined reference numerals and immediately transmit the corresponding event, it is determined that the predetermined the first category of the event is sent immediately required; if the current predetermined Shi member need not be transmitted with a predetermined reference corresponding to the event immediately, it is determined that the predetermined event of a first category is not necessary to transmit immediately.
4. 根据权利要求1所述的方法,其特征在于,步骤A中所述游戏系统检测到有预定事件发生的方法为:若游戏系统检测到的已有用于标识不同事件的事件标识为标识预定事件的事件标识,则检测到有预定事件发生。 4. The method according to claim 1, wherein said step A gaming system detects the occurrence of a predetermined event method: If the player has been detected by the system for identifying different events to identify a predetermined event identification event identifies the event is detected to have a predetermined event.
5. 根据权利要求l所述的方法,其特征在于,预设不需要立即发送的预定事件的第二类别为用户登录时发送或系统决定发送;步骤C中所述将预定事件储存在游戏系统中的方法为:游戏系统判断当前预定事件的第二类别是否为用户登录时发送,若是,则将当前预定事件存储在预设数据表或緩冲区中;否则,将当前预定事件存储在预设消息队列中。 The method as claimed in claim l, wherein the predetermined transmission system decides to send or a second category for user logon does not require immediate transmission of a predetermined event; Step C stored in the event the predetermined game system the methods are: to determine the second category of the current game systems scheduled event is sent when the user logs on, and if so, then the current scheduled events are stored in the preset data table or buffer; in pre otherwise, the current scheduled event storage provided message queue.
6. 根据权利要求5所述的方法,其特征在于,步骤C之后,该方法还包括: 在用户登录游戏系统时,游戏系统若检查到存储在预设数据表或緩冲区的预定事件中有发送给该用户的预定事件,则生成所述预定事件对应的通知消息并将生成的通知消息发送给该用户,之后将存储在预设数据表或緩冲区的该预定事件删除;或者当游戏系统不忙或预设定时器超时时,游戏系统若检查到预设消息队列中存有预定事件,则生成预定事件对应的通知消息并将生成的通知消息发送给对应用户,之后将预设消息队列中存储的该预定事件删除。 6. The method according to claim 5, characterized in that, after step C, and the method further comprising: when the user logs in the game system, a game system checks if a predetermined event or a preset data table stored in the buffer the predetermined event is sent to the user, generating the predetermined event corresponding to the notification message and transmits the generated notification message to the user, after the predetermined event is stored in the preset table or buffer deleted; or when when the game system is not busy or preset timer expires, the game system checks if a predetermined event to a predetermined message queue there is generated a predetermined event corresponding to the notification message and transmits the generated notification message to the corresponding user, after a preset the scheduled event messages stored in the queue to delete.
7. 根据权利要求1所述的方法,其特征在于,预设不需要立即发送的预定事件的第二类别为用户登录时发送或系统决定发送;步骤C中所述将预定事件储存在游戏系统中的方法为:游戏系统根据所述预设的第二类别判断当前预定事件的第二类别是否为用户登录时发送,若是, 则生成所述当前预定事件对应的通知消息,并将生成的通知消息存储在预i殳数据表或緩冲区中;否则,将当前预定事件存储在预设消息队列中。 7. The method according to claim 1, characterized in that the transmission system or transmission determines the second predetermined categories need not be transmitted immediately to the user of a predetermined event log; Step C The predetermined event is stored in the game system method of: transmitting the game system whether the second category of the current user login predetermined event according to the preset second class determination, and if yes, generating a notification message corresponding to the current predetermined event, and notifies the generated Shu message is stored in the data table or the pre-buffer i; otherwise, the current stored in the preset predetermined event message queue.
8. 根据权利要求7所述的方法,其特征在于,步骤C之后,该方法还包括: 在用户登录游戏系统时,游戏系统若检查到存储在预设数据表或緩沖区的通知消息中有发送给该用户的通知消息,则将该通知消息发送给该用户,之后将存储在预设数据表或緩冲区的该通知消息删除;当游戏系统不处于繁忙状态时,游戏系统若检查到预设消息队列中存有预定事件,则依次生成预定事件对应的通知消息,并将生成的通知消息发送给对应用户,之后将预设消息队列中存储的该预定事件删除;当预定事件储存在预设消息队列中超过预设的时间时,游戏系统若检查到预设消息队列中存有预定事件,则依次生成预定事件对应的通知消息并将生成的通知消息发送给对应用户,之后将预设消息队列中存储的该预定事件删除。 8. The method according to claim 7, wherein, after step C, and the method further comprising: when the user logs in the game system, a game system to check if the data stored in the preset table or buffer notification message sending a notification message to the user, then the notification message is sent to the user, after deleting the data stored in the preset table or the notification message buffer; when the game system is not in a busy state, to check if the game system there preset predetermined event message queue, then in turn generates a notification message corresponding to the predetermined event, and transmits the generated notification message to the corresponding user, and then deletes the preset predetermined event message stored in the queue; when a predetermined event is stored in when the preset time exceeds the preset message queue, the game system to check if there preset predetermined event message queue, then in turn generates a notification message corresponding to a predetermined event and transmits the generated notification message to the corresponding user, and then the pre- the scheduled event set to delete messages stored in the queue.
9. 根据权利要求l或7所述的方法,其特征在于,所述生成预定事件对应的通知消息的方法为:将用于标识不同预定事件的预定事件标号转换为通知消息;或将用于标识不同预定事件的预定事件标号及发起所述预定事件的用户的信息转换为通知消息。 9. l The method according to claim 7, wherein the predetermined method of the notification message corresponding to the generated event to: identify a different predetermined event is converted to a predetermined reference event notification message; or a identification of the user of a different predetermined event and a predetermined event initiating the predetermined reference information is converted to event notification message.
10. 根据权利要求1所述的方法。 10. The method according to claim 1. 其特征在于,游戏系统储存有用户注册信息;步骤B中所述将生成的通知消息发送给对应用户的方法为:游戏系统检测所述用户是否在线,若在线,则使用游戏系统中的即时消息发送给所述用户; 若离线,则游戏系统按照预设发送方式及预设发送方式的顺序,逐一检查所述用户注册信息中是否存在预设发送方式的联系地址,若有,则按照联系地址发送通知消息;否则,进入步骤C或将所迷通知消息丟弃。 Wherein the game system stores the user registration information; Step B transmitting the generated notification message to a corresponding method for a user: The system detects whether the user online game, if the online game system using instant messaging sent to the user; if offline, the game system according to a preset order and a preset transmission mode transmission scheme, one by checking the presence or absence of user contact address registered preset information transmission scheme, and if so, in accordance with the contact address send a notification message; otherwise, proceeds to step C or the fans notification message is discarded.
CN 200510102848 2005-09-13 2005-09-13 Method for processing preset event in game system CN100395765C (en)

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TW511003B (en) 1999-05-14 2002-11-21 Inventec Corp Method for randomized event occurring in game program
CN1662941A (en) 2002-04-04 2005-08-31 雅虎公司 Method and system for providing access to and administering online gaming leagues and tournaments

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TW511003B (en) 1999-05-14 2002-11-21 Inventec Corp Method for randomized event occurring in game program
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CN1662941A (en) 2002-04-04 2005-08-31 雅虎公司 Method and system for providing access to and administering online gaming leagues and tournaments

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