TW200946192A - Game server - Google Patents

Game server Download PDF

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Publication number
TW200946192A
TW200946192A TW098109112A TW98109112A TW200946192A TW 200946192 A TW200946192 A TW 200946192A TW 098109112 A TW098109112 A TW 098109112A TW 98109112 A TW98109112 A TW 98109112A TW 200946192 A TW200946192 A TW 200946192A
Authority
TW
Taiwan
Prior art keywords
game
data
passive
remote computer
distribution server
Prior art date
Application number
TW098109112A
Other languages
Chinese (zh)
Inventor
Uwe Prochnow
Original Assignee
Gdi Game Domain Internat Plc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from GB0805201A external-priority patent/GB0805201D0/en
Priority claimed from GB0823226A external-priority patent/GB0823226D0/en
Application filed by Gdi Game Domain Internat Plc filed Critical Gdi Game Domain Internat Plc
Publication of TW200946192A publication Critical patent/TW200946192A/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • 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
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/207Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for accessing game resources from local storage, e.g. streaming content from DVD
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5593Details of game data or player data management involving scheduling aspects

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

A game distribution server configured to separately distribute game data comprising active game data and passive game data to a plurality of remote computers each provided with a client application, comprising: storage for active game data and passive game data configured to be distributed separately and recombined at a remote computer by a client application, wherein passive game data comprise files having a larger average file size than the average file size of active game data; an active data controller configured to control supply of active game data to said remote computer responsive to events occurring during game play; a passive data controller operable to control supply of passive game data separately from said active game data; and a communications interface.

Description

200946192 六、發明說明: 【發明所屬之技術領域】 本發明是關於遊戲的範疇。更特別地,本發明的具體 實施例是關於用於讓使用者可以執行遊戲的遊戲伺服器以 及用於電子地配置遊戲的方法以及設備》 【先前技術】 數位傳輸(digital distribution )是經由網際網路以及其 他網路’以產物或是服務的形式而提供數位内容之原理。 藉由將來寬頻網際網路成為了普遍存在者,各種形式的媒 體内容的數位傳輸更加地變得需要。由伺服器系統和桌上 型電腦所組成之内容傳遞網路已經配置成傳遞數位内容至 末端使用者,以透過網際網路操控例如桌上型PC或控制台。 舉例來說,這種形式的一個存在的平台是Vaive股份有 限公司的「Steam」產品,其為一種數位傳輸、多人連線以 及通訊系列。它主要被用來數位地傳輸且管理不同類型的 電腦遊戲,其範圍從一人射擊遊戲以及RPG (角色扮演遊 戲)到赛馬遊戲。 例如這樣的系統允許使用者透過數位傳播網路蹲買且 取得遊戲。就這一點而言,不用收到具有CD/DVD的盒子, 而購買的軟體從伺服器散佈至使用者,舉例來說,透過預 先註冊的使用者帳號,藉此可以取得及下載軟體至應用程 式並在使用者的電腦上執行。 熟知的數位傳播平台(digital distribution platform )已 、’至與可散佈的構案系統一起操作。該可分配的槽案系統允 200946192 許在凡全地下載至本地的玩家電腦之前就開始遊戲。最典 型地,這可以藉由創造基本遊戲播案的列表以及擁有預先 載入器(Pre-1〇ader)而完成(僅當他們需要或即將會需要 *時肖傳播飼服器請求播案)。根據這些系統,對於線性 ’遊戲來說,已經有可能僅以可執行碼(⑽utable code)和 所下載的第-少許區域的緩衝而開始遊戲。現今,此類系 統已經因為許多原因而產生問題。-個主要的問題是:因 ❿為,今遊戲的大小是幾百甚至幾千的百萬位元,通常遊戲 玩家將等待—段時間讓資料下載在背景中。另—個問題 是·在較緩慢的連接或當服務提供器(service pr〇vider)變 得忙碌時,下載是極度緩慢,且難以與提供高頻寬下載者 競爭。對於非線性遊戲,這個問題更嚴重,其中執行遊戲 之可能性是極大且所需的資料時常改變。為了這些理由, 迄今’這種類型的内容傳送已經不被廣泛地使用,因為這 對末端使用者來說是不切實際且令人沮喪的。 % 本發明的目標是替電腦遊戲提供改良的内容傳送系 統。更特別地’本發明提供允許使用者藉由網路(netw〇rk ) (舉例來說:網際網路(internet))在他們的電腦快速地 且安全地接收遊戲檔案之伺服器。 【發明内容】 根據本發明的一個具體實施例,提供遊戲分配伺服 器’其建構成分別地分配包含主動遊戲資料和被動遊戲資 料之遊戲資料至複數個遠端電腦(remote computer ),其每 一個遠端電腦皆提供用戶端應用程式。遊戲分配伺服器包 5 200946192 含:用於主動遊戲資料和被動遊戲資料的儲存器,其建構 成被为別地分配且藉由用戶端的應用程式而在遠端電腦重 新結合’其中比起主動遊戲資料的平均檔案大小,被動遊 戲資料包含具有較大的平均檔案大小之檔案;主動資料控 制器’其建構成控制至該遠端電腦之主動遊戲資料的供 給’以響應在遊戲執行中所發生的事件;被動資料控制器, 其操作成控制被動遊戲資料的供給,被動遊戲資料的供給 與該主動遊戲資料的供給分離;以及通訊介面。 根據本發明的另一個具體實施例,每一個被動遊戲資 料播案是與獨特參考物聯繁。 根據本發明的另一個具體實施例,主動資料控制器建 構成接收遊戲事件指示物,其指示在遊戲執行期間所發生 的事件,並決定使用於該遊戲中的用戶端應用程式可能即 將需要的主動遊戲資料β 根據本發明的另一個具體實施例,遊戲分配伺服器更 進一步地包含··被動資料核對模組,其建構成接收遊戲事 件指示物,其指示在遊戲執行期間所發生的事件,並決定 使用於該遊戲中的用戶端應用程式可能即將需要的被動遊 戲資料。 根據本發明的另一個具體實施例,被動資料核對模組 建構成決定可能即將需要的被動遊戲資料是否已經存在於 該遠端電腦·,且供應經決定為未存在於遠端電腦之被動遊 戲資料》 根據本發明的另一個具體實施例’被動資料核對模組 200946192 建構成傳送參考物的第一列表至該遠端電腦,其第_歹彳$ 聯繫可能即將需要的被動遊戲資料,並接收參考物的第二 列表’其第二列表聯繫未存在於該遠端電腦之可能即將需 要的被動遊戲資料。 根據本發明的另一個具體實施例’遊戲分配伺服器更 進一步地包含:緩衝控制器,其操作成在該遠端電腦上設 疋需要被緩衝之主動遊戲資料的數量和被動遊戲資料的數 量。 〇 根據本發明的另一個具體實施例,用於緩衝之經傳送 被動資料的數量超過用於緩衝之經傳送主動資料的數量。 根據本發明的另一個具體實施例,遊戲分配伺服器更 進步地包含.管理模組,其操作成決定關於該遠端電腦 的連接頻寬和響應時間參數。 根據本發明的另一個具體實施例,在遠端電腦上需要 2緩衝之主動遊戲資料的數量和被動遊戲資料的數量之決 φ 疋是取決於—個或多個的連接頻寬以及響應時間參數。 根據本發明的另一個具體實施例,遊戲分配伺服器更 '地1包含··基本最小模組,其操作成決定需要什麼基 本最小資料’以在該遠端電腦開始遊戲執行。 根據本發明的另一個具體實施例,基本最小資料僅包 含被動資料。 根據本發明的另一個具體實施例,在遠端電腦所需的 本最小資料的數量之決定是取決於一個或多個:連接頻 寬以及響應時間參數。 200946192 根據本發明的另一個具髖實施例,用於主動遊戲資料 和被動遊戲資料的儲存器包含主動遊戲資料儲存裝置和分 別的被動遊戲資料儲儲存裝置。 根據本發明的一個具體實施例’提供遊戲分配伺服 器,其建構成分配遊戲至複數個遠端電腦,其每一個遠端 電腦皆提供用户端應用程式。遊戲分配伺服器包含:管理 模組,其操作成決定關於該遠端電腦的連接頻寬和響應時 間參數;以及更進一步的模組,其操作成決定需要什麼基 本最小資料,以開始遊戲執行。 根據本發明的另一個具體實施例,在遠端電腦所需的 基本最小資料之決疋疋取決於一個或多個:連接頻寬以及 響應時間參數。 根據本發明的一個具體實施例,提供一種遊戲分配伺 服器,其建構成分別地分配包含主動資料物件和被動資料 之遊戲資料至複數個遠端電腦,其每一個遠端電腦皆提供 用戶端應用程式,該遊戲伺服器包含:主動資料物件的倉 庫,其連接至主動資料物件控制器,該主動資料物件控制 器建構成控制至該遠端電腦的主動資料物件的供給,以響 應在該遠端電腦的遊戲執行期間所發生的事件;被動資料 的倉庫,其連接至被動資料控制器,該被動資料控制器建 構成控制被動資料的供給,該被動資料的供給與該主動資 料物件的供給分離·,以及連接至遠端電腦的至少一個通訊 介面。 根據本發明的另一個具體實施例,每一個被動資料槽 200946192 案與獨特參考物聯繫β 根據本發月的個具體實施例,主冑資料物件控制 器建構成接收遊戲事件指示物,其指示在遊戲執行期間所 發生的事件’並決定使用於該遊戲中的用戶端應用程式可 能即將需要的主動遊戲資料。 根據本發明的另一個具體實施例,遊戲分配伺服器更 進Τ步地包含:被動資料核對模組,其建構成接收遊戲事 φ 件扣示物,其指示在遊戲執行期間所發生的事件,並決定 使用於該遊㉟中的用戶#應用程式可能即將需要的被動遊 戲資料。 根據本發明的另一個具體實施例,被動資料核對模組 建構成決定可能即將需要的被動資料是否已經存在於該遠 端電腦,且供應經決定為未存在於遠端電腦之被動資料。 根據本發明的另一個具體實施例,被動資料核對模組 建構成傳送參考物的第一列表至該遠端電腦,其第一列表 ❹聯繫可㊣即將需要的被動資冑,並接收參考⑯的第二列 表其第一列表聯繫未存在於該遠端電腦之可能即將需要 的被動資料。 、根據本發明的另一個具體實施例,遊戲分配伺服器更 進步地包3 .緩衝控制器,其操作成在該遠端電腦上設 疋需要被緩衝之主動遊戲資料的數量和被動遊戲資料的數 量。 根據本發明的另一個具體實施例,用於緩衝之經傳送 被動資料的數量超過用於緩衝之經傳送主動資料的數量。 9 200946192 根據本發明的另一個具體實施例,遊戲分配伺服器更 進一步地包含:管理模組,其操作成決定關於該遠端電腦 的連接頻寬和響應時間參數。 根據本發明的另一個具體實施例’在遠端電腦上需要 被緩衝之主動遊戲資料的數量和被動遊戲資料的數量之決 定是取決於一個或多個的連接頻寬以及響應時間參數。 根據本發明的另一個具體實施例’遊戲分配飼服器更 進一步地包含:基本最小模組’其操作成決定需要什麼基 本最小資料,以在該遠端電腦開始遊戲執行。 根據本發明的另一個具體實施例,基本最小資料僅包 含被動資料》 根據本發明的另一個具想實施例,在遠端電腦所需的 基本最小資料的數量之決定是取決於一個或多個:連接頻 寬以及響應時間參數。 根據本發明的另一個具體實施例,主動資料物件包含 具有檔案大小低於預訂大小閾值的資料。 根據本發明的另一個具體實施例’主動資料和被動資 料的倉庫包含分別的儲存裝置。 根據本發明的一個具體實施例’提供—種遊戲分配飼 服器’其建構成分配包含主動資料物件之遊戲 、 凡貢料至複數 個遠端電腦,其每一個遠端電腦皆提供用戶 〃;應用程式, 其中該主動資料物件包含經供應之資料物件, 从響應在遊 戲期間所發生的事件,且在使用之後,主動 ^ 賁枓自動地藉 由用戶端應用程式刪除。該遊戲分配伺服器台 。匕含:遊戲内 200946192 容物處裡模組’其建構成在遊戲執行期間接收遊戲事件指 不物’且決定使用於該遊戲中的用戶端應用程式可能即將 需要的主動資料物件;至少一個控制器,其用於供應主動 資料物件至該用戶端應用程式,以響應該決定。 根據本發明的另一個具體實施例,遊戲分配伺服器更 進一步地包含:管理模組’其操作成決定關於該遠端電腦 的連接頻寬和響應時間參數。 Φ 根據本發明的另一個具體實施例,在遠端電腦上需要 被供應之主動資料物件的數量之決定是取決於一個或多個 的連接頻寬以及響應時間參數。 根據本發明的另一個具體實施例,主動資料物件包含 具有檔案大小低於預訂大小閾值的資料。 根據本發明的另一個具體實施例,在使用之後刪除主 動資料物件,包含一個或多個下列狀況:在主動資料物件 緩衝器容量超過時,刪除主動資料物件;在預訂時間的期 ❿間之後,刪除主動資料物件;施行於遊戲執行中之後,刪 除主動資料物件。 根據本發明的一個具體實施例’提供一種遊戲分配伺 服器,其建構成分配包含被動資料之遊戲資料至複數個遠 端電腦,其每一個遠端電腦皆提供用戶端應用程式,其中 該被動資料包含在遊戲執行之後存在於遠端電腦且藉由用 戶端應用程式辨認為可用的被動資料之遊戲資料。該遊戲 分配伺服器包含處理模組,其建構成在遊戲執行期間辨認 該用戶端應用程式未來即冑需要的被動資内容物核對 11 200946192 、 模組,其可操作成決定即將需要的動資料是否已經存在於、 該遠端電腦;以及資料控制器,其操作成傳送被認為未存 在於該遠端電腦之被動資料。 根據本發明的另一個具體實施例,遊戲分配伺服器更 進一步地包含:管理模組,其操作成決定關於該遠端電腦 的連接頻寬和響應時間參數;以及基本最小模組,其操作 成決定需要什麼基本最小資料,以在該遠端電腦開始遊戲 執行。 根據本發明的另一個具體實施例,基本最小資料僅包 ❹ 含被動資料。 根據本發明的另一個具體實施例,在遠端電腦所需的 基本最小資料的數量之決定是取決於一個或多個:連接頻 寬以及響應時間參數。 根據本發明的另一個具體實施例’需要傳送至該遠端 電腦的被動資料的數量之決定是取決於一個或多個的連接 頻寬以及響應時間參數。 根據本發明的一個具體實施例,提供遊戲分配词服 〇 器’其建構成分別地分配包含主動資料物件和被動資料物 件之遊戲資料至提供用戶端應用程式的遠端電腦,遊戲分 配伺服器包含:至少一個控制器,其操作成取決於一個或 多個的連接頻寬以及響應時間參數’而在該遠端電腦上設 定需要被緩衝之主動資料物件的數量和被動資料物件的數 量,其中用於緩衝之經傳送被動資料物件的數量是超過主 動資料物件的數量。 12 200946192 發月的另一個具艎實施例,主動資 經供應的資料物件,以鰹處力游麻㈣ '+物件包含 乂響應在遊戲期間的所發生的事件, 使用之後’藉由用戶端應用程式自動刪除該資料物件。 根據本發明的另一個具艘實施例,在使用之後刪除主 包含一個或多個下列狀況:在主動資料物件緩 衝器谷量超過時’刪除主動資料物件;在預訂時間的期間 之後’刪除主動資料物件’·在遊戲執行中施行之後,删除 主動資料物件》 〃 Ο200946192 VI. Description of the Invention: [Technical Field to Which the Invention Is Ascribed] The present invention relates to the category of games. More particularly, embodiments of the present invention relate to a game server for enabling a user to execute a game and a method and apparatus for electronically configuring a game. [Prior Art] Digital distribution is via the Internet. Roads and other networks 'provide the principle of digital content in the form of products or services. By becoming a ubiquitous broadband Internet in the future, digital transmission of various forms of media content becomes more desirable. A content delivery network consisting of a server system and a desktop computer has been configured to deliver digital content to end users for manipulation of, for example, a desktop PC or console via the Internet. For example, an existing platform of this form is the "Steam" product of Vaive's limited company, which is a digital transmission, multi-person connection and communication series. It is primarily used to digitally transfer and manage different types of computer games, ranging from one-person shooters and RPGs (role-playing games) to horse racing. For example, such a system allows a user to buy and acquire a game through a digital communication network. In this regard, instead of receiving a box with a CD/DVD, the purchased software is distributed from the server to the user, for example, through a pre-registered user account, thereby obtaining and downloading the software to the application. And executed on the user's computer. The well-known digital distribution platform has been operated to work with a scatterable construction system. The assignable slot system allows 200946192 to start playing before the local player's computer is downloaded to the local computer. Most typically, this can be done by creating a list of basic game broadcasts and having a pre-loader (Pre-1〇ader) (only if they need or will need * when Xiao spreads the feeder to request the broadcast) . According to these systems, it has been possible for a linear 'game to start playing only with an executable code ((10) utable code) and a buffer of the downloaded first-small area. Today, such systems have created problems for a number of reasons. The main problem is that because of the size of the game, the size of the game is hundreds or even thousands of million. Usually the game player will wait - the time to download the data in the background. Another problem is that when the connection is slower or when the service provider (service pr〇vider) becomes busy, the download is extremely slow and difficult to compete with the high-bandwidth downloader. For non-linear games, this problem is more serious, where the possibility of executing a game is enormous and the required information changes from time to time. For these reasons, this type of content delivery has not been widely used to date because it is impractical and frustrating for end users. % The goal of the present invention is to provide an improved content delivery system for computer games. More particularly, the present invention provides a server that allows a user to quickly and securely receive game files on their computer via a network (netw〇rk) (for example, the Internet). SUMMARY OF THE INVENTION According to one embodiment of the present invention, a game distribution server is provided that is configured to separately distribute game material including active game material and passive game material to a plurality of remote computers, each of which The remote computer provides a client application. Game Distribution Server Package 5 200946192 Contains: A storage for active game data and passive game data, which is constructed separately and re-combined on the remote computer by the client application. The average file size of the data, the passive game data contains a file with a larger average file size; the active data controller 'is constructed to control the supply of active game data to the remote computer' in response to what happens during game execution. An event; a passive data controller that operates to control the supply of passive game material, the separation of the supply of passive game material from the supply of the active game material; and the communication interface. In accordance with another embodiment of the present invention, each passive game material broadcast is associated with a unique reference material. In accordance with another embodiment of the present invention, the active profile controller is configured to receive a game event indicator that indicates an event that occurred during game execution and determines that the client application used in the game may be proactively needed Game material β According to another embodiment of the present invention, the game distribution server further includes a passive data collation module configured to receive a game event counter indicating an event occurring during game execution, and Decide on the passive game material that may be needed for the client application in the game. According to another embodiment of the present invention, the passive data verification module is constructed to determine whether passive game data that may be needed is already present in the remote computer, and the supply is determined to be passive game material not present in the remote computer. According to another embodiment of the present invention, the passive data verification module 200946192 is configured to transmit a first list of reference objects to the remote computer, and the first _$ contact may be required for passive game data and receive a reference. The second list of objects' its second list contacts passive game material that may not be needed at the remote computer. According to another embodiment of the present invention, the game distribution server further comprises: a buffer controller operative to set the number of active game data and the amount of passive game material to be buffered on the remote computer. According to another embodiment of the invention, the amount of transmitted passive data for buffering exceeds the amount of transmitted active data for buffering. In accordance with another embodiment of the present invention, the game distribution server more progressively includes a management module operative to determine connection bandwidth and response time parameters for the remote computer. According to another embodiment of the present invention, the number of active game data and the number of passive game data that need to be buffered on the remote computer depends on one or more connection bandwidths and response time parameters. . In accordance with another embodiment of the present invention, the game distribution server further includes a basic minimum module that operates to determine what basic minimum data is needed to begin game execution at the remote computer. According to another embodiment of the invention, the minimum minimum data contains only passive data. According to another embodiment of the invention, the determination of the minimum amount of data required at the remote computer depends on one or more of: connection bandwidth and response time parameters. 200946192 According to another hip embodiment of the present invention, a storage for active game material and passive game material includes an active game material storage device and a separate passive game data storage device. In accordance with an embodiment of the present invention, a game distribution server is provided that is configured to distribute a game to a plurality of remote computers, each of which provides a client application. The game distribution server includes a management module operative to determine connection bandwidth and response time parameters for the remote computer, and a further module operative to determine what basic minimum data is required to begin game execution. In accordance with another embodiment of the present invention, the decision on the minimum minimum data required at the remote computer depends on one or more of: connection bandwidth and response time parameters. According to a specific embodiment of the present invention, a game distribution server is provided, which is configured to separately distribute game data including active data objects and passive data to a plurality of remote computers, each of which provides a client application. a program, the game server comprising: a repository of active data objects connected to an active data object controller, the active data object controller being configured to control a supply of active data objects to the remote computer in response to the remote An event occurring during the execution of a computer game; a warehouse of passive data connected to a passive data controller, the passive data controller being constructed to control the supply of passive data, the supply of the passive data being separated from the supply of the active data object. And at least one communication interface connected to the remote computer. According to another embodiment of the present invention, each of the passive data slots 200946192 is associated with a unique reference. According to a specific embodiment of the present month, the primary data object controller is constructed to receive a game event indicator, the indication being The events that occur during game execution' and determine the active game material that may be needed for the client application in the game. According to another embodiment of the present invention, the game distribution server further includes: a passive data collation module configured to receive a game event token indicating an event occurring during game execution, And decide to use the passive game data that the user #app in the tour 35 may be about to use. In accordance with another embodiment of the present invention, the passive data verification module is configured to determine whether passive data that may be needed is already present at the remote computer, and the supply is determined to be passive data that is not present at the remote computer. According to another embodiment of the present invention, the passive data verification module is constructed to transmit a first list of reference objects to the remote computer, the first list of which is associated with the passive resource that is about to be needed, and receives the reference 16 The second list has its first list of passive data that may not be needed at the remote computer. According to another embodiment of the present invention, the game distribution server more progressively includes a buffer controller operative to set the number of active game data and passive game material to be buffered on the remote computer. Quantity. In accordance with another embodiment of the present invention, the amount of transmitted passive data for buffering exceeds the amount of transmitted active data for buffering. 9 200946192 In accordance with another embodiment of the present invention, the game distribution server further includes a management module operative to determine connection bandwidth and response time parameters for the remote computer. The decision of the number of active game data and the amount of passive game material that need to be buffered on the remote computer in accordance with another embodiment of the present invention is dependent on one or more of the connection bandwidth and response time parameters. Another game in accordance with another embodiment of the present invention, the game distribution feeder, further includes: a basic minimum module' that operates to determine what basic minimum data is needed to begin game execution at the remote computer. According to another embodiment of the invention, the minimum minimum data contains only passive data. According to another contemplated embodiment of the present invention, the determination of the minimum amount of data required at the remote computer depends on one or more : Connection bandwidth and response time parameters. In accordance with another embodiment of the present invention, the active data item contains data having a file size that is lower than a predetermined size threshold. According to another embodiment of the present invention, the warehouse of active materials and passive materials contains separate storage devices. According to an embodiment of the present invention, a game distribution device is provided, which is configured to distribute a game containing active data items, and a plurality of remote computers, each of which provides a user computer; An application, wherein the active data object includes the supplied data object, from responding to an event occurring during the game, and after use, actively deleting the file by the client application. The game is assigned to a server station.匕 Included: In-game 200946192 The module in the container is 'constructed to receive game events during game execution' and determines the active data objects that may be needed by the client application in the game; at least one control And for supplying the active data object to the client application in response to the decision. In accordance with another embodiment of the present invention, the game distribution server further includes a management module ‘operating to determine connection bandwidth and response time parameters for the remote computer. Φ According to another embodiment of the invention, the number of active data objects that need to be provisioned on the remote computer is determined by one or more of the connection bandwidth and response time parameters. In accordance with another embodiment of the present invention, the active data item contains data having a file size that is lower than a predetermined size threshold. According to another embodiment of the present invention, the active data object is deleted after use, including one or more of the following conditions: when the active data object buffer capacity exceeds, the active data object is deleted; after the period of the subscription time, Delete the active data object; delete the active data object after the game is executed. According to an embodiment of the present invention, a game distribution server is provided, which is configured to allocate game data containing passive data to a plurality of remote computers, each of which provides a client application, wherein the passive data Contains game material that exists on the remote computer after the game is executed and that is recognized as available by the client application. The game distribution server includes a processing module, which is configured to recognize a passive content check 11 200946192, a module that is needed in the future during the execution of the game, and is operable to determine whether the required dynamic data is needed. Already present in the remote computer; and a data controller operative to transmit passive data that is deemed not to be present at the remote computer. According to another embodiment of the present invention, the game distribution server further includes: a management module operative to determine a connection bandwidth and response time parameter with respect to the remote computer; and a basic minimum module that operates Decide what basic minimum information is needed to start the game execution on the remote computer. According to another embodiment of the invention, the minimum minimum data contains only passive data. According to another embodiment of the invention, the determination of the minimum amount of data required at the remote computer depends on one or more of: connection bandwidth and response time parameters. Another embodiment in accordance with the present invention determines the amount of passive data that needs to be transmitted to the remote computer depending on one or more of the connection bandwidth and response time parameters. According to a specific embodiment of the present invention, a game distribution word server is provided, which is configured to separately allocate game materials including active data objects and passive data objects to a remote computer providing a client application, and the game distribution server includes : at least one controller operative to set the number of active data objects to be buffered and the number of passive data objects on the remote computer depending on one or more connection bandwidths and response time parameters The number of passive data objects transmitted in the buffer is greater than the number of active data objects. 12 200946192 Another specific embodiment of the month of the month, the active supply of data objects, to sneak a sneak peek (4) '+ objects contain 乂 response to events occurring during the game, after use' by the client application The program automatically deletes the data item. According to another embodiment of the invention, the delete master after use contains one or more of the following conditions: 'Delete the active data item when the active data object buffer volume exceeds; delete the active data after the scheduled time period Object '·Delete active data object after execution in game execution 〃 Ο

根據本發明的另一個具髏實施例,主動資料物件包含 具有檔案大小低於預訂大小閾值的物件。 根據本發明的一個具體實施例,提供一種操作電腦以 分配包含主動資料和被動資料之遊戲資料至複數個遠端電 腦的方法,其每一個遠端電腦皆提供用戶端應用程式其 中該被動資料包含在遊戲執行之後存在於遠端電腦且藉由 用戶端應用程式辨認為可用的被動資料之遊戲資料。該方 法包含:在遊戲執行期間辨認該用戶端應用程式未來即將 需要的被動資料;決定即將需要的動資料是否已經存在於 該遠端電腦;以及傳送經決定為未存在於該遠端電腦之被 動資料至該遠端電腦。 根據本發明的另一個具體實施例,該決定即將需要的 被動資料是否已經存在於該遠端電腦之步驟更進一步地包 含:傳送該用戶端應用程式未來即將需要的被動資料之參 考物的第一列表至該遠端電腦;從遠端電腦接收該用戶端 應用軟體未來即將需要的被動資料的參考物的第二列表, 13 200946192 其第二列表的被動資料參考物並未儲存在遠端電腦;以及 檢索與參考物的第二列表聯繫之該被動資料。 根據本發明的另一個具體實施例,提供一種電腦可讀 媒介’其記載了配置來使電腦實施上述方法之電腦可讀碼。 根據本發明的另一個具體實施例,提供一種電腦程式 產品’其包含用於實施上述方法的程式碼工具。 根據本發明的另一個具體實施例,提供一種電腦程式 碼工具’其用來實施上述方法。 【實施方式】 本發明的具體實施例將會僅藉由範例的方式參考附圖 而加以描述。 圖1圖示遊戲系統1的主要構件。遊戲系統丨包含遊 戲轉換模組10、遊戲伺服器20以及使用者裝置30。使用 者裝置30藉由例如網際網路4〇的網路連接至遊戲伺服器 20 ° 遊戲轉換模組10將已知格式的遊戲轉換成適用於遊戲 系統1的格式。遊戲轉換模組10接著傳送經轉換的遊戲(在 一個具體實施例中,經轉換的遊戲之副本)至遊戲伺服器 20 〇 遊戲轉換模組10不會具有永久的連接至遊戲伺服器 2〇。因此,在遊戲轉換之後,遊戲轉換模組丨〇建立與遊戲 伺服器20的連接,傳送經轉換的遊戲至遊戲伺服器2〇且 接著終止連接。此藉由圖1的虛線而圖示。另外,遊戲轉 換模組10也可以具有永久的連接至遊戲伺服器20。在任一 200946192 個範例中’連接可以是有線或無線的連接。在另一個具體 實施例中,遊戲轉換模組10不會具有連接至遊戲伺服器 20。在此例子中,在遊戲轉換之後,藉由儲存媒介(舉例 來說,CD、DVD或記憶卡等)提供遊戲至遊戲伺服器2〇。 在另一個具體實施例中,遊戲伺服器20可以從遊戲轉換模 組1 0請求遊戲或是更新。 遊戲轉換模組10的更進一步的細節可以在同時未定案 的專利申請案「用於遊戲轉換的設備或方法」(與此申請 案為同-中請人)中發現,隸並不要求了解及實施該專 利發明。 簡短地說,為了將已知格式的遊戲轉換成適合使用遊 戲系統1的格式,遊戲轉換模組10轉換遊戲成為主動資料 =件和被動資料元件,使得整個遊戲可以主動資料或被動 h料的結合而傳送至遊戲伺服器2〇。In accordance with another embodiment of the present invention, the active data item includes an item having a file size that is lower than a predetermined size threshold. According to an embodiment of the present invention, a method for operating a computer to distribute game data including active data and passive data to a plurality of remote computers is provided. Each remote computer provides a client application, wherein the passive data includes Game material that exists on the remote computer and is recognized by the client application as passive data after the game is executed. The method includes: identifying, during the execution of the game, the passive data that the client application is about to need in the future; determining whether the upcoming dynamic data is already present in the remote computer; and transmitting the passively determined to be absent from the remote computer Data to the remote computer. According to another embodiment of the present invention, the step of determining whether the passive data to be needed is already present in the remote computer further comprises: transmitting the first reference of the passive data that the client application will need in the future List to the remote computer; receive a second list of reference materials of the passive data that the client application software will need in the future from the remote computer, 13 200946192 The passive data reference of the second list is not stored in the remote computer; And searching for the passive material associated with the second list of references. In accordance with another embodiment of the present invention, a computer readable medium is provided that describes a computer readable code configured to cause a computer to implement the above method. In accordance with another embodiment of the present invention, a computer program product is provided that includes a code means for implementing the above method. In accordance with another embodiment of the present invention, a computer code means is provided for performing the above method. [Embodiment] Specific embodiments of the present invention will be described by way of example only with reference to the accompanying drawings. FIG. 1 illustrates the main components of the game system 1. The game system includes a game conversion module 10, a game server 20, and a user device 30. The user device 30 is connected to the game server by a network such as the Internet. The game conversion module 10 converts the game of a known format into a format suitable for the game system 1. The game conversion module 10 then transmits the converted game (in one embodiment, a copy of the converted game) to the game server 20 〇 the game conversion module 10 does not have a permanent connection to the game server. Therefore, after the game is converted, the game conversion module 丨〇 establishes a connection with the game server 20, transfers the converted game to the game server 2, and then terminates the connection. This is illustrated by the dashed line in FIG. In addition, the game conversion module 10 can also have a permanent connection to the game server 20. In any of the 200946192 examples, the connection may be a wired or wireless connection. In another embodiment, the game conversion module 10 does not have a connection to the game server 20. In this example, after the game is converted, the game is provided to the game server 2 by a storage medium (for example, a CD, a DVD, or a memory card, etc.). In another embodiment, game server 20 may request a game or update from game conversion module 10. Further details of the game conversion module 10 can be found in the undecided patent application "Equipment or Method for Game Conversion" (in the same application as the applicant), and does not require knowledge. The patent invention is implemented. In short, in order to convert a game of a known format into a format suitable for using the game system 1, the game conversion module 10 converts the game into an active material=piece and a passive data element, so that the entire game can be combined with active data or passive materials. And transferred to the game server 2〇.

被動資料的典型範例是材質(texture)元件、Mp3檔、 聲波檔(WaVe File)、文字檔(Text File)以及類似者。 然而,廣義來說,被動資料是可以被下載和儲存至使用者 裝置30處的任何資料,且可以藉由參考識別碼而潛在地替 換。遊戲引擎(舉例來說,虛擬引擎、Torque引擎、如山 引擎、Half Life引擎)也可以分類在被動資料因為其可 以使用儲存在使用者裝置3G的遊戲引擎之版本。 在實質即時或接近即時中,從遊油服器⑼ 資料至進行遊戲的使用者裝1 30。在遊戲執行期間中^ 動資料通常疋被需要來給予被動資料作用之資料。潛在 15 200946192 =任何形式的資料可以歸類成主動資料。然而,根據一 ,例:是遊戲物件資料(舉例來說,參數資料)被分類 邊動資料_於這個影響,適當地組成在遊戲中所有基 礎資料構件,以备丨;止t π 如同玩家在遊戲執行時所見之複雜、 互動的虛擬物件,該祜 破動資料(舉例來說,材質、遊戲引 &主動資料(描述此行為的參數)結合。因此, 沒有主動資料,該遊戲不能執行,因為被動資料將不會適 當地編譯/顯現/運轉在使用者裝置sm是由於沒有描 ❹ 述該遊戲70件如何結合的資料以及他們如何在遊戲環境中 彼此互動的的資料。該主動資料分別於被動資料而從遊戲 伺服器20下載至使用者裳置3〇,且與儲存在使用者裝置 30的經下載的被動資料結合以創造可以在使用者裝置 執行的遊戲。根據-個範例,該主動資料和被動資料可以 在個別到達時在使用者裝置3〇上立即結合。 ❹ 當與其他資料元件(舉例來說,材㈣㈣㈣)、 音效播(audio file)以及遊戲引擎,以上皆具有非常大的 播案大小)比較時,特定形式的遊戲物件資料為相對地小。 因此,由於兩個理由,使具有作為主動資料的物件資料是 優勢的°第一’具有作為主動資料的物件資料操作成的數 位版權管理(DigitalRightsManagement)之形式,其中, 若缺少必要的主動資料來構成遊戲執行’則遊戲不能藉由 使用者而執行。因此,主動資料僅臨時地儲存在使用者裝 置30上,且必需從與被㈣料分離的飼服器2〇下載。第 二,如此小之物件資料(通常是主動資料)意味著遊戲可 16 200946192 以貢獻成僅使用有限量的網路頻寬(network bandwidth), 而所有(或至少占大多數)的大型資料(通常是被動資料) 槽案是儲存在使用者裝置3〇上。 根據一個範例,站點(Site thresh〇ld)是用來定義適合Typical examples of passive data are texture components, Mp3 files, WaVe files, Text Files, and the like. However, in a broad sense, passive data is any material that can be downloaded and stored to user device 30 and can potentially be replaced by reference to the identification code. The game engine (for example, the virtual engine, the Torque engine, the mountain engine, the Half Life engine) can also be classified in passive data because it can use the version of the game engine stored in the user device 3G. In real-time or near-instantaneous, the user is loaded from the fuel-service device (9) to the user who plays the game. During the execution of the game, the data is usually used to give information about the passive data. Potential 15 200946192 = Any form of data can be classified as active. However, according to one, for example, the game object data (for example, parameter data) is classified as the edge data _ in this effect, appropriately constitute all the basic data components in the game, in order to prepare for 丨; The complex, interactive virtual object that the game sees when it is executed, such as material, game guide & active material (parameters describing this behavior). Therefore, without active data, the game cannot be executed. Because the passive data will not be properly compiled/appeared/running on the user device sm because there is no data describing how the game 70 pieces are combined and how they interact with each other in the game environment. The passive data is downloaded from the game server 20 to the user and placed in conjunction with the downloaded passive data stored in the user device 30 to create a game that can be executed at the user device. According to an example, the initiative Data and passive data can be combined immediately on the user device 3 when they arrive. ❹ When working with other data components , The material ㈣㈣㈣), audio broadcast (audio file), and the game engine, all of the above has a very large case size broadcast) when compared to certain forms of game object data is relatively small. Therefore, for two reasons, it is advantageous to have the object data as the active material. The first 'digitalRightsManagement', which has the object data as the active data, is in the form of Digital Rights Management, in which the necessary active data is missing. The game execution is performed, and the game cannot be executed by the user. Therefore, the active material is only temporarily stored on the user device 30, and must be downloaded from the feeder 2 detached from the (four) material. Second, such small object data (usually active data) means that the game can contribute to only a limited amount of network bandwidth, and all (or at least the majority) of the large data ( Usually passive data) The slot is stored on the user device 3〇. According to one example, the site (Site thresh〇ld) is used to define the fit

刀類為主動資料之資料。舉例來說,挑選任何小於256KB 的資料檔案成為潛在地主動資料。接著,該挑選的預定百Knives are information on active materials. For example, picking up any data file smaller than 256KB becomes potentially proactive. Then, the selection of the selected hundred

❹ 刀比(例如,40% )是分類為主動資料(其他的6〇%被分類 成被動資料)。 如上所述,被動資料可以藉由參考物而替換。在傳統 遊戲中,資料元件(舉例來說,草坪材質)會在整個遊戲 中出現許多次。為了轉換傳統遊戲變成遊戲系统i的形式, 遊戲轉換模組1G藉由確認每-個播案的資料内容物,而辨 〜被動資料的疋件出現多於一次(完全相同或是類似)之 所有清況,並以資料檔案的元件中的一個聯繫獨特參考 物’且以獨特的聯繫參考物而替換該資料檔案的元件之所 有另外的情% (刪除所有資料檔案的元件之另外的情況)。 舉:丨來說,在材質的情況下’會一個一個確認像素而做出 '定然而在技藝中任何所熟知的適合的技術可以用來評 估如所需之㈣内容物的類似性。這樣大幅地縮減遊戲的 大小(舉例來說’熟知形式的遊戲是12 gb (十億位元), 但下述轉換減少至190MB (百萬位元))。 古舉例來說’草坪材質會在遊戲中出現ι〇〇二欠在許多 焉度中,在遊戲中的每一個草坪材質槽案看起來_樣,但 '、有不同的檔案$。遊戲轉換模、組10辨認當草坪材質出 17 200946192 現的每一個情況、使一個樁W [ 個隋況中的草坪材質聯繫獨特參考 物、且以經聯繫的獨特泉去从二杜^ 幵參考物而替換剩餘的99個情況。 此,遊戲轉換模組10藉由繼^ 猎由刪除重複(且因此多餘)資料而 縮減了遊戲的大小。這描搞 k樣使得經轉換的遊戲與未經轉換的 遊戲具有相同的品質,因兔痛士、,β Λ U為所有必要的遊戲原始碼(source code)並未改變,但其大小卻縮減了。結果,外觀、感受以 及遊戲執行並沒有藉由遊戲轉換模、組1〇而改變。The knive ratio (for example, 40%) is classified as active (other 〇% is classified as passive). As mentioned above, passive data can be replaced by reference. In traditional games, data elements (for example, lawn material) appear many times throughout the game. In order to convert the traditional game into the form of the game system i, the game conversion module 1G recognizes that the information of the passive data appears more than once (identical or similar) by confirming the contents of each of the broadcasts. Clear the situation and contact one of the components of the data file with a unique reference object' and replace all additional % of the component of the data file with a unique contact reference (an additional case of deleting all components of the data file). For example, in the case of materials, 'one will confirm the pixels one by one.' However, any suitable technique known in the art can be used to evaluate the similarity of the desired content. This drastically reduces the size of the game (for example, the game in the well-known form is 12 gb (billion), but the conversion below is reduced to 190 MB (million)). For example, the lawn material will appear in the game. In many games, every lawn material in the game looks like _, but 'has a different file $. Game conversion mode, group 10 identify when the lawn material out 17 200946192 every situation, make a pile W [the turf material in a different situation, contact the unique reference material, and take the unique spring to contact from the second Du ^ 幵 reference Replace the remaining 99 cases with the object. Thus, the game conversion module 10 reduces the size of the game by removing duplicate (and therefore redundant) material by following the game. This describes the converted game to have the same quality as the unconverted game. Because the rabbits, β Λ U, all the necessary game source code (source code) has not changed, but its size has been reduced. It is. As a result, appearance, feeling, and game execution are not changed by the game conversion mode, group 1〇.

遊戲轉換模組1G也決峡戲基本最小值。該基本最小 值確認用於使用者開始執行遊戲之所需的資料的最小量, 舉例來說,資料的最小量可以讓遊戲啟動、或是啟動且讀 取第-層纟(leVel)或部份的第—層次或遊戲的整個可執 行部份。基本最小值包含整個的被動資料。因&,如果資 料是基本最小值之—部分1由於其内容物或大小而已被 分類成主動資料之任何眘划, 貢枓將會被分類成被動資料。接著 下載基本最小值至使用者裝i 3G,使用者可以開始執行該 遊戲(持續在-段有限期間内)。在另—個具髖實施例中,The game conversion module 1G also determines the basic minimum of the gorge. The minimum value confirms the minimum amount of data required for the user to begin executing the game. For example, the minimum amount of data can be used to enable the game to start, or to activate and read the first layer (leVel) or portion. The first level or the entire executable part of the game. The basic minimum contains the entire passive data. Because &, if the data is the basic minimum - part 1 has been classified as passive data due to its content or size, Gongga will be classified as passive data. Then download the basic minimum to the user to install i 3G, the user can start executing the game (continued for a limited period of time). In another hip embodiment,

使用者會需要即時或實質上即時之主動資料的補充,以完 全執行遊戲。在任-案例中,為了持續/開始執行遊戲,需 要更進-步的主動資料和被動資料’因此使用者裝置川需 要連接至遊戲伺服器20。 經由遊戲轉換模組1 〇輸出之每一個經轉換的遊戲可以 藉由容器識料(Container ID)辨認。容器識別碼包含具 有描述遊戲數據包的附加字尾(suffix)之遊戲識別碼(Game ID)。遊戲識別碼是唯一碼,以貫穿整個遊戲系統i而確 18 200946192 認遊戲。根據一個具體實施例,唯一碼是字母—數字的碼, 舉例來說’兩個文字以及五個數字的長度,且選擇性地具 有區域字尾(舉例來說,用於德國的「DE」、用於英國的 「υκ」等)以標示遊戲的語言版本。需注意的是:遊戲的 每一個語言版本一般將會經歷分離的轉換過程,雖然 些環境中這會是不需要的。描述遊戲數據包的附力^尾可 以是4位數字碼。舉例來說’遊戲識別碼「了綱讀 ❾加上容器識別碼字尾「_」可以代表古墓奇兵】(丁咖 Rauier D的德文版本的第一個數據& ( =包(。9)。在這文中,第一數據包「。1:== 的基本最小值。 這些容器可以包含用於遊戲的主動資料和被動資料。 器1救:!有針對每一個主動資料和被動資料之對應的容 聯繫的::物:Γ案例中,經轉換遊戲之被動資料和經 轉換遊戲之主動資料分別被儲存及/或 〇 標圮,因此他們可以分別地配置至客戶。 在-個具體實施例中,被動資料是 :舉例來說,所有的材質是儲存在一個表=7 i另:^播是健存在另一個表中,所有的聲波播是储存 表中等等。因此,被動資料儲存在 但儲存裝置基於被㈣㈣_㈣分成Μ的表裝置’ 穿置:ίΓΓ組10的被動資料儲存裝置和主動資料儲存 轉換模mrr換㈣,該經㈣軸已經藉由遊戲 200946192 被動資料的相同元件會出現在許多遊戲中。舉例來 說,草坪材質會出現在五種不同的遊戲中。因此,為了避 免在遊戲轉換被動資料儲存裝置中的被動資料重複,遊戲 轉換模組H)也分辨在經轉換遊戲中的被動資料元件出現 (不論是完全相同或類似)在被動資料儲存裝置之所有的 情況(即,被動資料出現在另一個已經藉由遊戲轉換模組 10轉換之遊戲卜因此,如果出現在經轉換遊戲中的被動 資料元件已經出現在被動資料儲存裝置中,則與在被動資The user will need to supplement the active data immediately or in real time to fully execute the game. In the case of the case, in order to continue/start the execution of the game, more active and passive data are required. Therefore, the user device needs to be connected to the game server 20. Each of the converted games output via the game conversion module 1 can be identified by a Container ID. The container identifier contains a Game ID with an additional suffix describing the game data packet. The game identification code is a unique code that is used throughout the game system to determine the game. According to a specific embodiment, the unique code is an alpha-numeric code, for example 'two characters and five digits in length, and optionally has an area suffix (for example, "DE" for Germany, Used in the UK "υκ", etc.) to indicate the language version of the game. It should be noted that each language version of the game will generally undergo a separate conversion process, although this may not be required in some environments. The attached power of the game data packet can be a 4-digit code. For example, the 'game identification code' has been read and the container identification code suffix "_" can represent the tomb of the tomb] (the first data of the German version of Dauer Rauier D & (= package (.9 In this article, the basic minimum value of the first packet ".1:==. These containers can contain active and passive data for the game. Device 1 save:! For each active and passive data The corresponding contact:: object: In the case, the passive data of the converted game and the active data of the converted game are respectively stored and/or marked, so they can be separately configured to the customer. In the example, the passive data is: for example, all materials are stored in one table = 7 i: ^ broadcast is stored in another table, all sonic broadcasts are stored in the table, etc. Therefore, passive data is stored in However, the storage device is based on the (4) (four) _ (four) 表 table device 'wearing: 被动 ΓΓ group 10 passive data storage device and active data storage conversion module mrr for (4), the (four) axis has been played by the same component of the game 200946192 passive data In many games, for example, lawn material can appear in five different games. Therefore, in order to avoid passive data duplication in the game conversion passive data storage device, the game conversion module H) is also distinguished in the converted game. The passive data element appears (either identically or similarly) in all cases of the passive data storage device (ie, the passive data appears in another game that has been converted by the game conversion module 10, so if it appears in the converted Passive data components in the game have appeared in passive data storage devices,

G 料儲存裝置的被動資料元件聯繫之獨特參考物會用來替換 在遊戲中的該被動資料元件之所有情況。 舉上述草坪材質為例,該草坪材質出現在許多不同的 遊戲中,當轉換新的遊戲時,遊戲轉換模組1G辨認在新遊 戲:的草坪材質之所有情況’與儲存在遊戲轉換被動資料 置的資料比較草坪材質,決定該草坪材質已經儲存 ❹ 資料儲存裝置中的==之Γ與在遊戲轉換被動 “一 的旱坪材質聯繫之獨特參考物,且以獨特 參考物替換在新遊戲中的草坪材f之所有情況。 ,一個被動資料和主動資料可以包含元資料 含其藉由遊戲轉換模組10所提供。該元資料 槽案確識=碼㈤eID)—唯_的碼,以在整個遊戲系 統"確遇該播案。根據一個具趙 母·數::,例如:2個文字…數字的長度 棺案名稱〜包合播査7 匕3檔案所被給予名稱之紀錄,包含其副 20 200946192 標名’例如:「tree.jpg」、「bang2.wavj 等等。 檔案類型識別碼(File Type ID ) —標示檔案副檔名的 紀錄,例如:「bmp」、「jpg」、「mp3」、「wav」及其 類似者。根據一個具體實施例,有財產權的檔案副檔名在 轉換過程期間是標準化的。舉例來說,標準「*.jpg」檔案 可以為了許多種理由經由所給予的遊戲開發器而重新命名 為「*,abc」。這樣的程序可以翻轉,使得所有標準檔案具 有正確、可接受的檔案副檔名格式。根據一個具體實施例, 槽案副檔名是根據標示系統顯示每一個個別檔案形式而標 準化。舉例來說’可以實施下述數字系統:〇〇1〇〇代表「圖 片檔案」的一般類別,而00101為jpeg檔、00102為bmp 檔、00103為png檔等等;且〇〇4〇〇代表「聲音檔案」,而 00401 為 wav 檔、00402 為 〇gg 檔、0〇4〇3 為 mp3 檔等等。 檔案鏈接(File Link )—其為標誌,在經安裝遊戲的檔 案結構中指出檔案的位置。換句話說,這是路線指示物 (route indicator )。 ❹ 遊戲識別碼一其為唯一碼,以貫穿整個遊戲系統丨而 確認遊戲。根據一個具體實施例,唯一碼是字母-數字的碼, 舉例來說,2個文字以及5個數字的長度,選擇性地具有區 域字尾(舉例來說,用於德國的「DE」、用於英國的「υκ」 等)以標示遊戲的語言版本《需注意的是:遊戲的每一個" 語言版本一般將會經歷分離的轉換過程,雖然在一些環境 中這會是不需要的。 槽案大小一播案的大小,舉例來說:千位元組 21 200946192 (kilobyte )。 參考物狀態識別碼(Reference Status ID )—由三個子 元資料旗標(sub-metadata flag )所組成:「否(〇)」、「是 (1)」、「尚未測試(2)」,每一個皆指示檔案是否藉 由已經顯示在遊戲轉換資料庫的檔案所替換。The unique reference material for the passive data element contact of the G material storage device will be used to replace all of the passive data elements in the game. Taking the above turf material as an example, the turf material appears in many different games. When converting a new game, the game conversion module 1G recognizes all the cases in the new game: the turf material' and stores the passive data in the game. The data compares the turf material and determines that the turf material has been stored. = The data storage device == Γ is uniquely referenced in the game conversion passive "one of the apron material, and replaced with a unique reference in the new game. All the circumstances of the turf material f. A passive data and active data may contain metadata including that provided by the game conversion module 10. The metadata data case identification = code (five) eID) - only _ code, throughout The game system " is sure to encounter the broadcast. According to a record with a number of Zhao: number::, for example: 2 characters... number of files, including the name of the file, including the name of the file Deputy 20 200946192 The title 'for example: "tree.jpg", "bang2.wavj, etc. File Type ID" - a record indicating the file's file name, for example: "bmp", "jpg ", mp3", "wav" and the like. According to a specific embodiment, the file extension with property rights is standardized during the conversion process. For example, the standard "*.jpg" file can be renamed to "*, abc" via the given game developer for a number of reasons. Such programs can be flipped so that all standard files have the correct and acceptable file extension format. According to a specific embodiment, the slot file name is standardized according to the display system displaying each individual file format. For example, 'the following digital system can be implemented: 〇〇1〇〇 stands for the general category of "picture file", while 00101 is jpeg file, 00102 is bmp file, 00103 is png file, etc.; and 〇〇4〇〇 stands for "Sound file", while 00401 is wav file, 00402 is 〇 gg file, 0 〇 4 〇 3 is mp3 file, and so on. File Link - This is a flag that indicates the location of the file in the file structure of the installed game. In other words, this is the route indicator. ❹ The game ID is a unique code that confirms the game throughout the game system. According to a specific embodiment, the unique code is an alpha-numeric code, for example, 2 characters and 5 digits in length, optionally having an area suffix (for example, for "DE" in Germany, In the UK, "υκ", etc.) to mark the language version of the game "It is important to note that each language of the game" will generally undergo a separate conversion process, although in some environments this will not be required. The size of the slot case is the size of the broadcast case, for example: kilobytes 21 200946192 (kilobyte ). Reference Status ID - consists of three sub-metadata flags: "No (〇)", "Yes (1)", "Not yet tested (2)", each One indicates whether the file is replaced by a file already displayed in the game conversion database.

替換檔案識別碼(Replacement File ID) ~如果參考物 狀態識別碼為1’則替換檔案識別碼包含所有其他識別碼的 列表’該檔案是其他識別碼的參考物檔案。換句話說其 包含可以被目前檔案所替換之所有相等檔案的列表。 分類識別碼(Class ID)—由兩個子元資料旗標所組 成:標示檔案分類成主動(〇)或被動(1)之指示物。 子分類識別碼(Sub Class ID)-鎖定旗標,其顯示被 其他檔案所替代的主動檔案。因& ’檔案可以標示為「鎖 定(〇)」或「可替換(1)」^舉例來說,該特徵可以防 止特定檔案基於完成因素而被㈣,且防止與分類識別碼 之間的衝突。Replacement File ID ~ If the reference status identifier is 1', the replacement file identifier contains a list of all other identifiers'. This file is a reference file for other identifiers. In other words it contains a list of all equal files that can be replaced by the current file. Class ID—Composed of two sub-metadata flags: an indicator that classifies files into active (〇) or passive (1). Sub Class ID - A lock flag that displays active files that are replaced by other files. The & 'file can be marked as "locked (〇)" or "replaceable (1)". For example, this feature can prevent a particular file from being (4) based on the completion factor and prevent conflicts with the classification code. .

、遊戲轉換被動資料儲存裝置包含所有遊戲所需的所有 被動資料’該遊戲已經藉由遊戲轉換模组1〇轉換,且遊戲 轉換主動資㈣存裝置包含所有遊戲所需的所有主動資 該遊戲已經藉由遊戲轉換模組1G轉換。被動資料储存 裝置實質上是被動資料的分享文庫。 如圖1所示,遊戲伺服器20經由網路(舉例來說, 連接至制者裝置3卜連接可以是有線連接或 '連接。舉例來說(但不限於此),錢者裝置%可以 22 200946192 桌上型電腦、筆記型電腦、遊戲控制台、可攜式遊戲 台等等。 現在,遊戲伺服器20的詳細敘述將會參考圖2而提 供。遊戲伺服器20包含主動資料儲存裝置1〇〇以及被動資 料儲存裝置110。每當經轉換遊戲傳送至遊戲伺服器2〇, 這些儲存裝置100、Π0與經轉換遊戲(藉由遊戲轉換模組 1〇所轉換)存在且更新。這些儲存裝置100、110可以儲存 複數個經遊戲轉換模組1 〇所轉換的經轉換遊戲之主動資料 和被動資料。 實質上’針對所有遊戲來說(其已經藉由遊戲轉換模 組10而轉換且傳送至遊戲伺服器20),遊戲伺服器的主動 資料儲存裝置100包含儲存在遊戲轉換主動資料儲存裝置 的主動資料的副本,且遊戲伺服器的被動資料儲存裝置110 包含儲存在遊戲轉換被動資料儲存裝置的被動資料的副 g 當新遊戲已經藉由遊戲轉換模組10而轉換,且即將傳 送至遊戲伺服器20,遊戲轉換模組1〇辨認新遊戲的被動資 料元件’其已經藉由獨特參考物而替換已經儲存在被動資 料儲存裝置之被動資料(其為儲存在遊戲伺服器2〇的被動 資料儲存裝置110之副本)。經辨識的被動資料元件的指 不物(舉例來說,檔案識別碼)接著傳送至伺服器2〇且在 遊戲飼服器20的儲存裝置11〇之經辨識的被動資料元件的 元資料為更新。舉例來說’經辨識的被動資料元件的替換 檔案識別碼可以修改成包含新遊戲的遊戲識別碼,對於 23 200946192 此,經辨識的被動資料元件是參考物播案。此外,尚未儲 存在遊戲㈣器20的所有新資料(即,所有新遊戲的主動 資料和尚未儲存在儲存裝置110之任何新遊戲的被動資料) 傳送至遊戲祠服器20,且儲存在適當的儲存裝置ι〇〇、η〇β 在一個具體實施例中,因為具有遊戲轉換模組1〇,遊 戲伺服器20的被動資料儲存裝置11〇基於類別而儲存被動 資料,使得所有的材質是儲存在一個表(table)中、所有 的mp3檔是儲存在另一個表中、而所有的聲波檔是儲存在 另一個表中等等。因此,遊戲伺服器2〇的被動資料儲存裝 0 置11〇是一個儲存所有被動資料的儲存裝置11〇,但其基於 被動資料的類別分成不同的表。在另一個具體實施例中, 可以使用複數個被動資料儲存裝置11()。 遊戲轉換模組1〇也傳送新遊戲的所有主動資料至遊戲 伺服器20的主動資料儲存裝置1〇〇。主動資料對每一個遊 戲來說是獨特的。因此,沒有必要去比較已經儲存在主動 資料儲存裝置100的主動資料和新的主動資料。 如果需要的話’可以從儲存裝置100、11〇移除特定遊 〇 戲資料’舉例來說,當某遊戲不再流行時。再者,如果需 要的話,可以施行儲存在遊戲伺服器2〇的儲存裝置1⑼、 U〇的主動資料及/或被動資料之更新。舉例來說,如果草 材質之更新版本變得可得,其可以於被動資料儲存裝置11〇 的草材質的目前版本上而儲存,且與獨特參考物聯繫,該 獨特參考物指出草材質。 比起原始檔案,更新檔案的品質會比較好(舉例來說, 24 200946192 在解析度方面)’然而整個遊戲仍可以是小的,因為 多餘的資料從遊戲中刪除了。就這-點而言,電腦遊戲的 視覺和聽覺品質會提升、搓客祛 v 扠同使用者感受但仍減少整個遊 戲的大小。 使用者可以藉由網頁介面14〇通過網際網路4〇從使用 者裝置30存取遊戲伺服器2〇。當第一次使用時使用者可 以選擇地被要求建立遊戲伺服器2〇的使用者帳戶,舉例來 珍說,使用者被要求輸入資料,例如:他們的名字、地址、 生日、金融帳戶明細等等。接著,藉由管理和使用者建立 模組170為每一個使用者創造使用者帳戶,使得該使用者 可以存取遊戲伺服器20且執行任何經轉換的遊戲,該遊戲 儲存在主動和被動資料儲存裝置100、110。儲存使用者帳 號資料在使用者資料庫160中。 當第一次使用遊戲伺服器20,管理和使用者建立模組 170判定使用者裝置30是否包含所需的遊戲處理應用軟體 藝 (遊戲使用者軟體),以執行藉由遊戲轉換模組10所轉換 的遊戲。如果判定使用者裝置30沒有包含遊戲使用者軟 體,則促使使用者藉由網頁介面140從在遊戲伺服器2〇的 儲存裝置180下載遊戲使用者軟醴的副本。 遊戲使用者軟體的更進一步的細節可以在同時未定案 的專利申請案「遊戲使用者軟體」(與此申請案為同一申 請人)中發現,雖然並不要求了解及實施該專利發明。 此外,當遊戲伺服器20第一次使用時’管理和使用者 建立模組170辨認使用者裝置30的硬體環境’例如:使用 25 200946192 30的CPU (中央The game conversion passive data storage device contains all the passive data required for all the games. The game has been converted by the game conversion module 1 and the game conversion initiative (4) storage device contains all the active resources required for all the games. Converted by the game conversion module 1G. Passive data storage devices are essentially shared libraries of passive data. As shown in FIG. 1, the game server 20 may be a wired connection or a connection via a network (for example, connected to the maker device 3). For example, but not limited to, the money device may 22 200946192 A desktop computer, a notebook computer, a game console, a portable game console, etc. A detailed description of the game server 20 will now be provided with reference to Figure 2. The game server 20 includes an active data storage device. And the passive data storage device 110. Each of the storage devices 100, Π0 and the converted game (converted by the game conversion module 1) are present and updated each time the converted game is transmitted to the game server 2. 100, 110 can store a plurality of active and passive data of the converted game converted by the game conversion module 1 . Essentially for all games (which have been converted by the game conversion module 10 and transmitted to Game server 20), the active data storage device 100 of the game server includes a copy of the active data stored in the game conversion active data storage device, and the game server The passive data storage device 110 includes a pair of passive data stored in the game conversion passive data storage device. When the new game has been converted by the game conversion module 10, and is about to be transmitted to the game server 20, the game conversion module 1〇 Identifying the passive data element of the new game's that it has replaced the passive data already stored in the passive data storage device (which is a copy of the passive data storage device 110 stored in the game server 2) by means of a unique reference. The indication of the passive data element (for example, the file identification code) is then transmitted to the server 2 and the metadata of the identified passive data element in the storage device 11 of the game feeder 20 is updated. The replacement file identifier of the identified passive data element can be modified to include the game identification code of the new game. For 23 200946192, the identified passive data component is the reference material broadcast. In addition, it has not been stored in the game (four) device 20 All new information (ie, active information for all new games and any new games that have not been stored in storage device 110) The data is transmitted to the game server 20 and stored in the appropriate storage device ι, ηβ. In one embodiment, the passive data storage device 11 of the game server 20 is provided with the game conversion module 1〇.储存 Store passive data based on categories so that all materials are stored in one table, all mp3 files are stored in another table, all sound files are stored in another table, etc. Therefore, The passive data storage device of the game server 2 is a storage device for storing all passive data, but it is divided into different tables based on the category of the passive data. In another embodiment, a plurality of tables may be used. The passive data storage device 11(). The game conversion module 1〇 also transmits all the active data of the new game to the active data storage device 1 of the game server 20. Proactive data is unique to every game. Therefore, it is not necessary to compare the active data and the new active data already stored in the active data storage device 100. If desired, 'specific game data can be removed from the storage devices 100, 11', for example, when a game is no longer popular. Furthermore, if necessary, an update of the active device and/or passive data stored in the storage device 1 (9), U〇 of the game server 2 can be performed. For example, if an updated version of the grass material becomes available, it can be stored on the current version of the grass material of the passive data storage device 11 and associated with a unique reference that indicates the grass material. The quality of the updated file will be better than the original file (for example, 24 200946192 in terms of resolution). However, the whole game can still be small because the extra data is deleted from the game. In this regard, the visual and auditory qualities of computer games will increase, and the hacker will feel the same as the user but still reduce the size of the game. The user can access the game server 2 from the user device 30 via the web interface 14 via the web interface 14 . When used for the first time, the user can optionally be asked to create a user account of the game server 2, for example, the user is required to input information, such as their name, address, birthday, financial account details, etc. Wait. Next, a user account is created for each user by the management and user creation module 170 so that the user can access the game server 20 and execute any converted games that are stored in active and passive data storage. Devices 100, 110. The user account data is stored in the user database 160. When the game server 20 is used for the first time, the management and user creation module 170 determines whether the user device 30 includes the required game processing application software (game user software) to execute by the game conversion module 10. Converted game. If it is determined that the user device 30 does not include the game user software, the user is prompted to download a copy of the game user's soft card from the storage device 180 at the game server 2 via the web interface 140. Further details of the game user software can be found in the unfinished patent application "Game User Software" (the same applicant as this application), although it is not required to understand and implement the patent invention. In addition, when the game server 20 is used for the first time, the 'management and user creation module 170 recognizes the hardware environment of the user device 30', for example: CPU using 25 200946192 30 (central

者裝置30包含的顯示卡以及使用者裳置 處理器)處理速度。 在遊戲執行期間,遊戲飼服器2〇需要一直與使用者裝 置 有雙向互勒、δ 初遇訊(two-way interactive communication) 〇 4含日 m A 丄 疋因為在遊戲執行期間,不僅僅需要 遊戲伺服器20下載眘祖r +〜放 '4 (主動資料和被動資料)至使用者 裝置30’且亦需要使用去胜 ^用者裳置30發送資料至遊戲伺服器 20,舉例來說,在遊愈鈾 迓戰執仃期間關於由遊戲玩家(使用者: 所做的決定之資料,且因此桩 u此接者在遊戲中需要什麼資料。 因此’根據遊戲伺服器2〇的第一(以及隨後)使用, 管理和使用者建立模組m也決定使用者連接之㈣時間 (Plllg Ume)和頻寬。當使用者裝f 30對遊戲飼服器2〇 發送資料的要求,該使用者連接的㈣時間和頻寬影響使 用者裝置30得到遊戲伺服器2〇響應之速度。 ❹ 在一個具體實施例中,在預定的間隔檢查使用者裝置 3〇的硬體環境及/或使用者襄置% _測時間和頻寬,舉 例來說,每次使用者連接至遊戲彳g服器Μ的時候、或是每 次使用者選擇-個新遊戲來執行時。此外,在遊戲執行中 始終檢查使用者裝置30的硬體環境及/或使用者裝置%的 偵測時間和頻寬。 為了避免在賴執行_的暫停,從遊戲飼服器2〇的 下載循環資料(whilst data),管理和使用者建立模組17〇 可以針對每-個使用者的硬趙環境、㈣時間以及頻寬而 改變緩衝區域(在下文中將會更詳細地解釋)。具有不足 26 200946192 的偵測時間和頻寬之使用者比起具有良好的偵測時間和頻 寬之使用者會被分配到較大的緩衝區域。 不但儲存使用者帳戶資料,使用者資料庫16〇也可以 在遊戲執行期間用來監視並儲存使用者行為。接著,如果 需要的話,這個檔案可以傳送至遊戲製造器,使得遊戲可 以被改變°舉例來說’如果因為需要特定的密碼,5〇%的使 用者將不穿過特定的門,則遊戲製造者可以證實該密碼太 困難’而因此可以改變該密碼/遊戲。 mm 在建立使用者帳戶之後(如果需要的話),使用者變 成經授權的使用者。經授權的使用者會藉由網頁介面140 而被要求輸入使用者名稱和密碼,以能存取遊戲伺服器 20。管理和使用者建立模組17〇接著比較經輸入的使用者 名稱#雄碼與包含在使用者資料庫160之經授權的使用者 資料,以核對該使用者是否是經授權的使用者。一旦經證 實該使用者是經授權的使用者,則允許使用者存取該遊戲 g 飼服器20且執行遊戲。 使用者資料庫16〇可以儲存使用者帳戶資料。舉例來 說,可以要求使用者付款,以在遊戲伺服器2〇上執行遊戲。 因此,使用者帳戶資料可以是有關於使用者是否具有足夠 的資金來在遊戲伺服器2〇執行遊戲之資料。若已測定使用 者在其帳戶中未具有足夠的資金,則透過遊戲伺服器20存 取執行遊戲的動作將會被拒絕,直到加入足夠的資金至使 用者帳戶。此外,如果認定該使用者是經授權的使用者, 仁在他們的帳戶不具有足夠的資金,則透過遊戲伺服器 27 200946192 存取執行遊戲的動作將會被拒絕,直到加入足夠的資金至 使用者帳戶。 在破認使用者具有足夠的資金及/或是經授權的使用者 以後,使用者可以選擇任何—個儲存在儲存裝置⑽、ιι〇 的經轉換的遊戲來執行。該選擇可以藉由網頁介面ι4〇而 執行。 在更進一步的具體實施例中,使用者不會被要求是經 授權的使用者及/或不會被要求付款以執行儲存在遊戲伺服 器20的遊戲。 選擇的 CMS ( content management system ;内容物管理 系統)模組150是用來管理網頁介面丨4〇的内容物,如先 前技術所熟知。 使用者的遊戲選擇與來自於管理和使用者建立模組 170的許可一起傳送至遊戲内容物處理模組120,該許可為 使用者是經授權的使用者及/或在他們的帳戶中具有足夠的 資金(如果需要的話)^遊戲内容物處理模組12〇包含主 動物件通§fl模組122、内容物核對和傳送模組124、以及被 動資料控制器模組126。 遊戲内容物處理模組120藉由遊戲伺服器通訊介面130 與在使用者裝置30的遊戲使用者軟體協調。 在使用者裝置30的遊戲使用者軟體運用了使用者被動 資料儲存裝置(未顯示)^在一個具體實施例中,被動資 料儲存裝置最初是空的。在另一個具體實施例中,最初的 被動資料會是以遊戲使用者軟體從管理和使用者建立模組 200946192 170傳送至使用者裝置30,以存在於使用者被動資料儲存 裝置。在另一個或額外的具體實施例中,被動資料可以提 供在CD (光碟)/DVD/隨身碟等等上,使用者取得該資料 以將其存在於使用者被動資料储存裝置。 為了執行所選擇的遊戲,該基本最小資料(如上所述) 是從在遊戲伺服器20的被動資料儲存裝置11〇下載至使用 者被動資料儲存裝置。此外,在伺服器2〇與使用者裝置3〇 ❿之間的連接必須是有效,使得在遊戲執行期間,主動資料 和另外的被動資料可以在經要求時,下載至使用者裝置3〇。 如上所述,遊戲引擎被認為是被動資料的特殊形式。 在基本最小資料下載之前或之後,決定使用者裝置是否 具有所需的遊戲引擎,且如果使用者裝置3〇不具有所需的 遊戲引擎,則該遊戲引擎(的副本)會與基本最小資料一 起或分開下載並儲存於使用者裝置3〇。遊戲接著進行在經 储存的遊戲引擎上,纟結合從遊戲飼服器2〇所接收的必要 鲁主動資料與從遊戲伺服器2〇所下載至使用者被動資料儲存 裝置的必要被動資料,且藉由遊戲引擎從使用者被動資料 儲存裝置來檢索。 大略圖示了從遊戲伺服器2〇的被動資料儲存裝置 U〇下載基本最小資料至在使用者裝置3G的使用者被動資 料儲存裝置之過程。 虽使用者選擇要執行的遊戲時(步驟S200),該使用 1%的選^藉由網頁介面140傳送至遊戲内容物處理模組 内备物核對和傳送模組124決定所選擇的遊戲需要什 29 200946192 麼遊戲引擎來執行,且確認使用者裝置3〇是否具有該遊戲 引擎(步驟S202)。如果使用者裝置3〇不具有所需的遊戲 引擎,則遊戲引擎傳送至使用者裝置3〇 (步驟S2〇4 )。被 動資料(和主動資料)藉由遊戲伺服器通訊介面13〇傳送 至使用者裝置30。 遊戲引擎是被冑資料的特殊形<,且就其本身而論 其儲存在使用者被動資料儲存裝置。 〇 此外,為了決定遊戲需要什麼遊戲引擎,内容物核對 和傳送模組124也決定什麼管理特徵(舉例來說,物理引 擎(咖―engine)、控制應用等等)是遊戲所需的,且 如果該管理特徵在使用者裝置3G為不可得,傳送所需的管 理特徵至使用者裝f 3G。在—個具时施財,在遊戲下 載的一開始,遊戲的管理特徵下載至使用者裝置Μ。The processing card included in the device 30 and the user's processing processor) processing speed. During the execution of the game, the game feeder 2 needs to have a two-way interaction with the user device, two-way interactive communication 〇4 with the day m A 丄疋 because during the game execution, not only need The game server 20 downloads the Chongzu r +~ put '4 (active data and passive data) to the user device 30' and also needs to use the winning device to send the data to the game server 20, for example, During the tour of the Uranium 游 关于 关于 关于 关于 由 由 由 由 由 由 由 由 由 由 由 由 由 由 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓 迓And subsequently, the use, management and user establishment module m also determines the (4) time (Plllg Ume) and bandwidth of the user connection. When the user installs f 30 to send the data to the game feeder 2, the user The connected (four) time and bandwidth affect the speed at which the user device 30 receives the response from the game server 2. ❹ In one embodiment, the hardware environment and/or user of the user device 3 is checked at predetermined intervals. % _ Measure time and bandwidth, for example, each time the user connects to the game 、g server, or each time the user selects a new game to execute. In addition, always check during game execution The hardware environment of the user device 30 and/or the detection time and bandwidth of the user device %. In order to avoid the suspension of execution _, the download cycle data (whilst data) from the game server 2, management and The user creation module 17 can change the buffer area (explained in more detail below) for each user's hard camera environment, (four) time, and bandwidth. With detection time and bandwidth less than 26 200946192 The user will be assigned to a larger buffer area than the user with good detection time and bandwidth. Not only the user account data but also the user database 16 can be used for monitoring during game execution. Store user behavior. Then, if needed, this file can be transferred to the game maker so that the game can be changed. For example, 'If you need a specific password, 5〇% The user will not pass through a particular door, then the game maker can verify that the password is too difficult 'and thus can change the password/game. mm After the user account is created (if needed), the user becomes authorized to use The authorized user will be required to enter the username and password through the web interface 140 to access the game server 20. The management and user build module 17 then compare the entered username # The male code and the authorized user data contained in the user database 160 are used to check whether the user is an authorized user. Once the user is confirmed to be an authorized user, the user is allowed to access. The game g feeds the device 20 and executes the game. The user database 16 can store user account information. For example, the user may be required to pay to execute the game on the game server. Therefore, the user account information may be information about whether the user has sufficient funds to execute the game on the game server 2. If it has been determined that the user does not have sufficient funds in his account, then the act of executing the game through the game server 20 will be rejected until sufficient funds are added to the user account. In addition, if the user is determined to be an authorized user and the account does not have sufficient funds in their account, the action of accessing the game through the game server 27 200946192 will be rejected until sufficient funds are added to use. Account. After the user is identified as having sufficient funds and/or an authorized user, the user can select any of the converted games stored in the storage device (10), ιι〇 to execute. This selection can be performed by the web interface ι4〇. In still further embodiments, the user is not required to be an authorized user and/or will not be required to pay to execute the game stored on game server 20. The selected CMS (content management system) module 150 is used to manage the content of the web interface, as is well known in the prior art. The user's game selection is transmitted to the game content processing module 120 along with a license from the management and user creation module 170, which is sufficient for the user to be an authorized user and/or in their account. The funds (if needed) ^ game content processing module 12 includes a main animal widget §fl module 122, a content check and transfer module 124, and a passive data controller module 126. The game content processing module 120 is coordinated with the game user software of the user device 30 by the game server communication interface 130. The game user software of the user device 30 utilizes a user passive data storage device (not shown). In one embodiment, the passive data storage device is initially empty. In another embodiment, the initial passive data is transmitted from the management and user establishment module 200946192 170 to the user device 30 by the game user software for presence in the user passive data storage device. In another or additional embodiment, passive data may be provided on a CD (CD)/DVD/Pan, etc., and the user obtains the data to present it to the user's passive data storage device. In order to execute the selected game, the basic minimum profile (as described above) is downloaded from the passive data storage device 11 of the game server 20 to the user passive data storage device. In addition, the connection between the server 2 and the user device 3 must be valid so that active data and additional passive data can be downloaded to the user device 3 when required during game play. As mentioned above, the game engine is considered a special form of passive data. Before or after the basic minimum data download, it is determined whether the user device has the required game engine, and if the user device 3 does not have the required game engine, then (the copy of the game engine) will be along with the basic minimum data. Or separately downloaded and stored in the user device 3〇. The game is then performed on the stored game engine, and the necessary passive data received from the game server 2 and the necessary passive data downloaded from the game server 2 to the user's passive data storage device are borrowed. Retrieved by the game engine from the user passive data storage device. The process of downloading the basic minimum data from the passive data storage device U of the game server 2 to the user passive data storage device of the user device 3G is schematically illustrated. When the user selects the game to be executed (step S200), the use of 1% of the selection is transmitted to the game content processing module by the web interface 140 and the transfer module 124 determines the selected game. 29 200946192 The game engine executes, and confirms whether the user device 3 has the game engine (step S202). If the user device 3 does not have the desired game engine, the game engine transmits to the user device 3 (step S2〇4). The passive data (and active data) is transmitted to the user device 30 via the game server communication interface 13〇. The game engine is a special form of the data being smashed and, for its part, stored in the user's passive data storage device. In addition, in order to determine what game engine is needed for the game, the content verification and delivery module 124 also determines what management features (for example, physics, control applications, etc.) are required for the game, and if This management feature is not available at the user device 3G, and the required management features are transmitted to the user for f3G. At the beginning of the game download, the management features of the game are downloaded to the user device.

内容物核對㈣送模組124也決定f要什麼基本最 資料,以執行所選擇的遊戲(步冑讓)。儲存在被動: 料儲存裝置11G的被動資料與獨特參考物聯繫,如上所述 其是用來辨認被動資料。每一個被動資料也包含關於心 遊戲需要被動資料的指示物。内容物核對和傳送模組12 傳送獨特參考物的第—列表,立共_ 幻表,其指不了所選擇的遊戲所| 要之基本最小資料至使用者裝置30(步驟S2〇8)。 使用者裝置30包含佶田土 使用者被動資料管理器。使用者有 動資料管理器比較獨特春老从 考物的第一列表和聯繫於已經傷 ,在使用者被動資料儲存裝置的被動資料 (步驟S210),且決定哪— ^ 個第一列出的被動資料是尚沐 30 200946192 儲存在使用者被動資料儲存裝置中(步驟S212)。使用者 被動資料管理器接著透過遊戲伺服器通訊介自13〇傳回獨 特參考物的第二列表至内容物核對和傳送模組124(步驟 S214 )。第二列表指示第一列出的基本最小資料中哪一個 沒有儲存在使用者被動資料儲存裝置中,而因此被使用者 被動資料儲存裝置而要求。 在一個具體實施例中,如果使用者裝置3〇沒有任何資 ❹料儲存在使用者被動資料儲存裝置,則參考物的第二列表 是與參考物的第一列表完全相同。然而,如果一些所需的 基本最小資料已經儲存在使用者被動資料儲存裝置,則該 被動資料不需要從遊戲伺服器2〇的被動資料儲存裝置ιι〇 傳送至使用者裝置30的使用者被動資料儲存裝置。因此, 參考物的第二列表很可能小於參考物的第一列表。 在一個具體實施例中,如上所述,遊戲轉換模組1〇也 分辨在遊戲中的被動資料元件出現(不論是完全相同或類 〇 似)在其他已經藉由遊戲轉換模組10所轉換的遊戲之所有 的情況,並以被動資料元件聯繫存在的獨特參考物。遊戲 轉換模組10可以修改被動資料元件的替換檔案識別碼而成 為包含每一個新遊戲的遊戲識別碼,對於新遊戲而言,經 辨識的被動資料元件是參考物檔案。因此,儲存在遊戲伺 服器的被動資料儲存裝置110的被動資料(其藉由遊戲轉 換模組10所轉換)不包含任何重複的被動資料。 因此,被動資料(其從遊戲伺服器20傳送至使用者裝 置)詳述每一個經轉換遊戲的遊戲識別碼,對於該遊戲來 31 200946192 說,經識別的被動資料元件是參考物檔案。 - 内容物核對和傳送模組124使用參考物的第二列表來 決定需要什麼被動資料和其聯繫的參考物是要被傳送至使 用者裝置30。接著’内容物核對和傳送模組124從被動資 料儲存裝i 110檢索所需的基本最小被動資料和其聯繫參 考物(步驟S216)且傳送被動資料和其聯繫的參考物之副 本至使用者裝置30(步驟S218)。因此’僅傳送新的被動 資料(還沒儲存在使用者被動資料儲存裝置的被動資料) 至使用者裝置30 » q 接著,使用者被動資料管理器儲存經傳送的被動資料 和聯繫的參考物於使用者被動資料儲存裝置中。 步驟S202和S204可以在步驟82〇6至S2〇8之後實施, 即遊戲引擎可以在基本最小資料之後傳送。此外,遊戲引 擎了以與步驟S218的基本最小資料同時傳送。 在一個具體實施例中,因為具有遊戲轉換模組1〇和遊 戲伺服器20,使用者裝置3〇的被動資料儲存裝置基於類別 而儲存被動資料’使得所有的材質是儲存在一個表(table)❹ 中、所有的mp3檔是儲存在另一個表中、而所有的聲波檔 疋儲存在另一個表中等等。因此,使用者裝置3〇的被動資 料儲存裝置是一個儲存所有被動資料的儲存裝置,但其基 於被動資料的類別分成不同的表。 因為僅傳送新的被動資料(尚未被儲存在使用者被動 資料儲存裝置的被動資料)至使用者裝置3〇,使用者已選 择執行的遊戲越多,則儲存在使用者被動資料儲存裝置之 32 200946192 被動資料就將會越多。因此,從遊& 本壯代艰戲和】服器20傳送至使用 之所需要的被動資料總量應該從每—個遊戲縮 ^使得每-個遊戲下載基本最小資料至使用者袭 需要的時間可以縮短。此外,在 ^ ^ ^ . 、鉞钒仃期間,每一個遊 戲下載被動資料至使用者裝置30所需要的時間可以縮短。 取決於連接至使用者裝置3Q之經決定的偵測時間和頻 寬(如上所述),最初下載所需的基本最小資料可以藉由The content check (4) delivery module 124 also determines what basic information is required to perform the selected game (step 胄). Stored in passive: The passive material of the material storage device 11G is associated with a unique reference, as described above, for identifying passive data. Each passive material also contains an indicator that the heart game requires passive data. The content collation and delivery module 12 transmits a first list of unique references, a common illusion, which does not refer to the selected game site to the basic minimum data to the user device 30 (step S2 〇 8). The user device 30 includes a 佶田土 user passive data manager. The user-activated data manager compares the first list of the unique springs from the test article and the passive data that has been injured in the user's passive data storage device (step S210), and decides which one - ^ first listed The passive data is stored in the user passive data storage device (step S212). The user passive data manager then transmits back a second list of unique references to the content verification and delivery module 124 via the game server communication interface (step S214). The second list indicates which of the first listed minimum minimum data is not stored in the user passive data storage device and is therefore required by the user passive data storage device. In one embodiment, if the user device 3 does not have any information stored in the user passive data storage device, then the second list of references is identical to the first list of references. However, if some of the required basic minimum data has been stored in the user's passive data storage device, the passive data does not need to be transmitted from the passive data storage device of the game server 2 to the user passive data of the user device 30. Storage device. Therefore, the second list of references is likely to be smaller than the first list of references. In a specific embodiment, as described above, the game conversion module 1 also recognizes the presence of passive data elements in the game (whether identical or similar) in other games that have been converted by the game conversion module 10. All the conditions of the game, and the unique reference material that exists in the passive data element. The game conversion module 10 can modify the replacement file identification code of the passive data element to include the game identification code for each new game. For the new game, the identified passive data element is the reference file. Therefore, the passive data stored in the passive data storage device 110 of the game server (which is converted by the game conversion module 10) does not contain any duplicate passive data. Thus, the passive material (which is transmitted from the game server 20 to the user device) details the game identification code for each of the converted games. For the game, 31 200946192, the identified passive data element is a reference file. - The Content Pairing and Delivery Module 124 uses a second list of references to determine what passive material is needed and the reference to which it is associated is to be transmitted to the user device 30. The 'content check and transfer module 124 then retrieves the required minimum minimum passive data and its associated reference from the passive data storage device 110 (step S216) and transmits a copy of the passive data and its associated reference to the user device. 30 (step S218). Therefore, 'only new passive data (passive data not yet stored in the user's passive data storage device) is transmitted to the user device 30 » q Next, the user passive data manager stores the transmitted passive data and the associated reference material. The user is in the passive data storage device. Steps S202 and S204 may be performed after steps 82〇6 to S2〇8, that is, the game engine may transmit after the basic minimum material. Further, the game engine is transmitted simultaneously with the basic minimum data of step S218. In a specific embodiment, because of the game conversion module 1 and the game server 20, the passive data storage device of the user device 3 stores the passive data based on the category 'so that all materials are stored in a table. ❹ Medium, all mp3 files are stored in another table, and all sonic files are stored in another table and so on. Thus, the passive data storage device of the user device 3 is a storage device that stores all passive data, but is divided into different tables based on the type of passive data. Since only the new passive data (the passive data that has not been stored in the passive data storage device of the user) is transmitted to the user device 3, the more games the user has selected to execute, the more the user stores the passive data storage device. 32 200946192 The more passive data there will be. Therefore, the total amount of passive data required to transfer from the game & the squad and the server 20 to use should be reduced from each game so that each game downloads the basic minimum data to the user's needs. Time can be shortened. In addition, the time required for each game to download passive data to the user device 30 during ^ ^ ^ . Depending on the determined detection time and bandwidth connected to the user device 3Q (as described above), the minimum minimum data required for the initial download can be

更進一步的最初下載㈣(如果需要)補充。舉例來說, 假設使用者的連接很慢’在可以開始執行遊戲之前遊戲 内容處理模組12G會決定即將要下載至使用者裝置3〇之使 用者裝置30需要的基本最小資料和更進一步的額外主動資 料及/或被動資料。在這個例子中,使用如目3所描述的類 似程序,料的被動資料與基本最小資料m分開傳 送。額外的主動資料也可以與基本最小資料—起或是分開 傳送。然m,因為主動資料不能以參考物#換且不是永久 儲存在使用者裝置3〇,因此沒有必要去比較(舉例來說, 步驟 S210 至 S218 )。 圖3的程序是先於遊戲執行開始而完成。在遊戲執行 開始之前’不是所有所選擇遊戲的被動資料都會被傳送。 舉例來說,使用如上所述且參考目3的程序,在遊戲執行 開始前,會確認及傳送僅僅經選擇遊戲的前三個等級所需 的被動資料至使用者裝置3〇。 在遊戲執行期間,使用和圖3類似的程序,從在遊戲 伺服器20的被動資料儲存裝置11〇下載被動資料至在使用 33 200946192 者裝置30的使用者被動資料儲存裝置(在背景中)。接著 當需要時’從使用者被動資料儲存裝置讀取被動資料。對 照地’當需要時,下載主動資料,且該主動資料不會永久 地儲存在使用者裝置3〇。相對於傳統遊戲是由光碟讀取, 使用者被動資料儲存裝置作用為在使用者裝置3〇的虛擬光 碟機,而被動資料是從該處被讀取。 ¥使用者選擇遊戲以執行兩次和許多次,圖3的程序 可以不需要執行,因為開始執行遊戲所需的基本最小資料 已紅下載至在使用者裝置3〇的使用者被動資料儲存裝置。 ❹ 在下載基本最小資料以後(如果需要的話,包含遊戲 引擎)可以開始遊戲執行。沒有需要在遊戲開始之前下載 整個遊戲’僅須要下載基本最小值。接著’在遊戲執行期 間,當需要時,下載遊戲資料(主動資料和被動資料)至 背景中。 根據一個具體實施例,主動資料和被動資料可以藉由 分離的伺服器而分配。舉例來說,可以藉由網頁飼服器 〇 二而分配被動資料,因為其傳送速度不會直接影響到 緩慢的傳輸速度僅僅代表使用者必須等待較長 二才能開始執行該遊戲(且緩衝區域增加,如同下文 來說:二另外一方面’主動資料的傳送速度就某種意義 :較為重要的’沒有主動資料則遊戲無法執行且大 "的礎戲將會藉由遊戲轉換模組 要主叙故 万式而準備,其需 資料的固定提供’以供遊戲來執行,,就這— …具有快速的飼服器以分配主動資料是更佳所希 34 200946192 的。根據-個範例’藉由刀鋒伺服器(齡 動資料,而藉由網頁飼服器分配被動資料。 乃 為了確保在遊戲執行期間沒有任何延遲, 服器20下載循環被動資料(以及主動 = 繞玩家(啟動遊戲的使用者)在遊戲中的目前== 區域。該緩衝區域指的是在遊戲執行的下一個預定期間中 所需要的所有被動資料(以及主動資料)。 0 〇 如在圖4中所圖示’如果在時間㈣時,玩家目前是在 〜位置(由實心黑色鑽石♦所標示),則玩家可以在 的時候位於第一圈1的任何地方、在t=5的時候位於第二圈 5的任何地方、且在t=1G的時候位於第三圈1()的任㈣ 方。在大部分的遊戲中,玩家不需要在—個方向中移動(舉 例來說,距離A、B或C),而可以自己迴轉或往回跑,或 可以改變方向,基於在遊戲期間所做的決定,遊戲執行可 以不是線性且不同的使用者(或相同的使用者)可以不同 φ 的方式執行相同的遊戲。因此,在任何一個時間,玩家可 以移動至或接近於複數個不同環境中的任何—個,其每— 個不同環境要求不同的(或相同的)主動資料和被動資料。 舉例來說,如果被動資料緩衝區域是藉由在圖4中的虛線 圈來定義,且主動資料緩衝區域是藉由在圖4中的虛線 圈1來定義,則在這個範例中,遊戲伺服器20的遊戲内容 物處理模組120需要偵測遊戲執行並決定區域〇至1〇之中 了能所需的所有被動資料和區域0至1之中可能所需的戶斤 有主動資料。遊戲的區域可以藉由在一個遊戲中的例如時 35 200946192 間、距離、記憶範圍、房間或等級之方面來定義。 主動資料緩衝區域是小於被動資料緩衝區域因此為 了避免在使用者裝置3〇永久地儲存(任何顯著的時間期間 /資料總量)主動資料,且因此當至伺服器2〇的連接損毁 時,保護正在執行的遊戲。 接著,在遊戲執行期間,在背景中,内容物核對和傳 送模組124可以下載所需的(緩衝區域)被動資料至在使 用者裝置30的使用者被動資料儲存裝置和所需的(緩衝區 域)主動資料至在使用者裝置3〇的使用者主動資料儲存裝❹ 置。 遊戲執行的監視和緩衝區域的動態決定會產生在遊戲 伺服器20或使用者裝置3〇 ^在稍後的範例中使用者裝置 3〇需要請求需要儲存在使用者裝置3〇的緩衝區域資料(主 動和被動資料)。 在一個具體實施例中,被動資料緩衝區域會設定成一 個等級,在這個範例中,遊戲伺服器2〇下載每一個等級的 被動資料’在該等級需要之前。 ◎ 圖5圖示了在遊戲執行期間監視遊戲執行程序的範例 伺服器’並用於從遊戲伺服器20下載資料至使用者裝置3〇。 遊戲内容物處理模組12〇透過遊戲伺服器通訊介面13〇 從使用者裝置30接收目前遊戲執行的指示(舉例來說玩 家在哪一個等級以及該等級的玩家在哪裡)和主動資料和 被動資料的請求(步驟S300)。接著,内容物核對和傳送 模組丨24決定在步驟S302的遊戲執行(緩衝區域)的下一 36 200946192 個預定期間中需要什麼被動資料。 接著,内容物核對和傳送模組124傳送獨特參考物的 第一列表至使用者裝置30,其指示了遊戲執行的下一個預 定期間中需要的被動資料(步驟S304 )。 如上所述,使用者裝置3〇包含使用者被動資料管理 器。使用者被動資料管理器比較獨特參考物的第一列表和 聯繫於已經儲存在使用者被動資料儲存裝置的被動資料之 ❿獨特參考物(步驟S306),且決定哪一個第一列出的被動 >料是尚未儲存在使用者被動資料儲存裝置中(步驟 S308 )。使用者被動資料管理器接著透過伺服器通訊介面 130傳回獨特參考物的第二列表至内容物核對和傳送模組 124(步驟S31〇)。第二列表指示第一列出的被動資料中哪 一個沒有儲存在使用者被動資料儲存裝置中,且因此是需 要被下載至使用者被動資料儲存裝置。 内容物核對和傳送模組124使用參考物的第二列表來 ❹ 決定什麼所需要的被動資料和其聯繫的參考物是要被傳送 至使用者裝置30,且被動資料控制器126決定將被下載至 使用者裝置30的被動資料的順序(步驟S3 12)。接著,内 谷物核對和傳送模組124從被動資料儲存裝置110檢索被 動資料的第二列表和其聯繫參考物(步驟S314)且傳送被 動資料和其聯繫的參考物之副本至使用者裝置30 (步驟 S316) 〇 接著’使用者被動資料管理器儲存經傳送的被動資料 和聯繋的參考物於使用者裝置30的使用者被動資料儲存裝 37 200946192 置中。 主動資料僅在遊戲執行期間下載至使用者裝置3()且主 動資料不會永久地在使用者裝置3〇上。 主動資料下載至使用者裝置3〇的緩衝區域。然而,用 於被動資料的緩衝區域設定成大於用於主動資料的緩衝區 域。运是因為,在大部分的案例中,一個區域需要比較多 的被動資料且被動資料比起主動資料傾向於具有較大的檔 案大小,因此,被動資料需要較長的下載時間。此外,主 ❹ 動資料僅暫時地(非常短的時間週期)儲存在使用者裝置 3〇上。當不再被需要時,主動資料固定地在使用者裝置3〇 被覆寫。因此,在遊戲執行期間,在使用者裝置3〇與遊戲 飼服器20之間的存活連結是需要的。如果使用者未連接至 遊戲祠服H 2G’ *可能讓使用者執行所下載遊戲因為使 用者裝置30 有儲存任何遊戲執行所需的主動資料僅有 被動資料儲存在使用者裝置3G中。此外,不可能讓使用者 產生遊戲的副纟(舉例來說’用於轉售),因為使用者裝 〇 置30沒有儲存任何遊戲執行所需的主動資料。替代地,遊 戲不此藉由點對點(Peer-to-peer )分享網路而使用,再一 次地因為使用者裝置3G沒有儲存任何遊戲執行所需的主動 資料。 、主動物件通訊模組122從主動資料儲存裝置1〇〇檢索 遊戲執行所需的主動資料並在遊戲執行期間透過遊戲伺服 通訊介面13G傳送該主動資料至使用者裝置30。在遊戲 執行之前’主動資料不會被傳送,且沒㈣存在使用者裝 38 200946192 置30中。 對於在使用者裝置30的遊戲使用者設備來說,也有可 能藉由傳統的網頁劉覽器開始。舉例來說,透過網頁介面 140藉由點選在列出在網頁上的遊戲(由遊戲伺服器2〇為 主機)’劉覽器的延伸自動地開始在使用者裝置3〇的遊戲 使用者設備,並開始初步的基本最小值下載或遊戲執行 (即,主動資料流和被動資料流)(如果之前遊戲已經執 行過)。 遊戲系統1保護遊戲免於被使用者複製。此外,遊戲 系統1可以讓多玩家執行遊戲變得容易,只要所有玩家連 接至遊戲伺服器20。 本發明已經藉由特定圖示的具體實施例而描述。必須 要了解的是:本發明並不限制於上述的具體實施例,許多 改變與更動是可以藉由擅長此技藝的人員施行,而不背離 本發明的範圍。 【圖式簡單說明】 為了更了解本發明’且為了顯示本發明是如何實行, 會以附圖的範例方式來做為參考: 圖1圖示了遊戲系統; 圖2圖示了用於使用在圖1的遊戲系統的遊戲伺服器; 圖3圖示了程序流程圖。 圖4大略地圖示了在一段預定期間中,在遊戲中使用 者的潛在位置;以及 圖5圖示了另一個程序流程圖。 39 200946192 【主要元件符號說明】 ίο 遊戲轉換模組 20 遊戲伺服器 30 使用者裝置 40 網際網路 100 主動資料儲存裝置 110 被動資料儲存裝置 120 遊戲内容物處理模組 122 主動物件通訊模組 124 内容物核對和傳送模組 126 被動資料控制器模組 130 . 遊戲伺服器通訊介面 140 網頁介面 150 CMS模組 160 使用者資料庫 170 管理和使用者建立模組 180 儲存裝置 A 方向 B 方向 C 方向 40Further initial downloads (four) (if needed) supplements. For example, assume that the user's connection is slow 'the game content processing module 12G will determine the minimum minimum data and further extras needed for the user device 30 to be downloaded to the user device 3 before the game can be started. Active and/or passive data. In this example, the passive data of the material is transmitted separately from the basic minimum data m using a similar procedure as described in item 3. Additional active data can also be transmitted as a separate or separate source. However, since the active data cannot be exchanged with the reference material # and is not permanently stored in the user device 3, it is not necessary to compare (for example, steps S210 to S218). The program of Figure 3 is completed prior to the start of game execution. Passive data for not all selected games will be transmitted before the game is started. For example, using the procedure described above and with reference to item 3, passive data required only for the first three levels of the selected game is confirmed and transmitted to the user device 3 before the game execution begins. During game execution, a passive program is downloaded from the passive data storage device 11 of the game server 20 to a user passive data storage device (in the background) using the device 30, using a program similar to that of FIG. The passive data is then read from the user's passive data storage device when needed. The active material is downloaded as needed, and the active data is not permanently stored in the user device. Compared to the conventional game, which is read by the optical disc, the user passive data storage device functions as a virtual disc player at the user device 3, and the passive data is read from there. The user selects the game to execute twice and many times. The program of Fig. 3 may not need to be executed because the basic minimum data required to start the game has been downloaded to the user passive data storage device at the user device.可以 After downloading the basic minimum data (including the game engine if needed), you can start the game execution. There is no need to download the entire game before the game starts. It is only necessary to download the basic minimum. Then, during game execution, game data (active and passive) is downloaded to the background when needed. According to a specific embodiment, active data and passive data can be distributed by separate servers. For example, passive data can be distributed by the web server because its transfer speed does not directly affect the slow transfer speed. It only means that the user has to wait for two longer to start executing the game (and the buffer area is increased). As the following: On the other hand, the transmission speed of the active data has a certain meaning: the more important one is that the game cannot be executed without the active data and the big game will be explained by the game conversion module. Therefore, it is prepared in a versatile manner, and the fixed information of the required information is provided for the game to be executed. In this case, it is better to have a fast feeding device to distribute the active data. 34 200946192. According to an example The blade server (the age data, and the passive data is distributed by the web server). To ensure that there is no delay during the execution of the game, the server 20 downloads the loop passive data (and the active = around the player (the user who starts the game) The current == area in the game. This buffer area refers to all the passive data needed in the next scheduled period of game execution ( Active data) 0 For example, as shown in Figure 4, if at time (four), the player is currently at the ~ position (as indicated by the solid black diamond ♦), then the player can be at any time on the first lap 1 The place is located anywhere on the second lap 5 at t=5 and at the (4) side of the third lap 1() at t=1G. In most games, the player does not need to be in the same direction. Medium move (for example, distance A, B, or C), but can be swung or back, or can change direction. Based on the decisions made during the game, the game execution may not be linear and different users (or The same user can perform the same game in different φ ways. Therefore, at any one time, the player can move to or close to any of a number of different environments, each of which requires a different environment (or The same) active data and passive data. For example, if the passive data buffer area is defined by the dotted circle in FIG. 4, and the active data buffer area is defined by the dotted circle 1 in FIG. In this example, the game content processing module 120 of the game server 20 needs to detect the game execution and determine all the passive data and the areas 0 to 1 that may be needed in the area 〇1〇1. The household has active information. The area of the game can be defined by a game, such as time 35 200946192, distance, memory range, room or level. The active data buffer area is smaller than the passive data buffer area, so to avoid The active device is permanently stored (any significant time period/total data) at the user device 3, and thus the game being executed is protected when the connection to the server 2 is corrupted. Then, during game execution, during In the background, the content verification and delivery module 124 can download the required (buffer area) passive data to the user passive data storage device of the user device 30 and the required (buffer area) active data to the user device. 3〇 user active data storage device. The monitoring of the game execution and the dynamic determination of the buffer area may be generated in the game server 20 or the user device 3. In a later example, the user device 3 needs to request the buffer area data that needs to be stored in the user device 3 ( Active and passive data). In one embodiment, the passive data buffer area is set to a level, in this example, the game server 2 downloads each level of passive data 'before the level is needed. ◎ Figure 5 illustrates an example server' that monitors the game execution program during game execution and is used to download data from the game server 20 to the user device. The game content processing module 12 receives, via the game server communication interface 13, an indication of the current game execution from the user device 30 (eg, at which level the player is and where the player of the level is) and active and passive data. Request (step S300). Next, the content collation and delivery module 24 determines what passive material is required in the next 36 200946192 predetermined periods of the game execution (buffer area) of step S302. Next, the content collation and delivery module 124 transmits a first list of unique references to the user device 30 indicating the passive material required for the next predetermined period of game execution (step S304). As mentioned above, the user device 3 includes a user passive data manager. The user passive data manager compares the first list of unique references with the unique reference to the passive data already stored in the user passive data storage device (step S306), and determines which of the first listed passives The material is not yet stored in the user passive data storage device (step S308). The user passive data manager then transmits a second list of unique references to the content verification and delivery module 124 via the server communication interface 130 (step S31). The second list indicates which of the first listed passive materials is not stored in the user passive data storage device and therefore needs to be downloaded to the user passive data storage device. The content verification and delivery module 124 uses a second list of references to determine what required passive data and its associated reference are to be transmitted to the user device 30, and the passive data controller 126 decides that it will be downloaded. The order of the passive materials to the user device 30 (step S3 12). Next, the inner grain collation and transfer module 124 retrieves a second list of passive data and its associated reference from the passive data storage device 110 (step S314) and transmits a copy of the passive data and its associated reference to the user device 30 ( Step S316) Next, the user passive data manager stores the transmitted passive data and the associated reference object in the user passive data storage device 37 200946192 of the user device 30. The active profile is only downloaded to the user device 3() during game execution and the active profile is not permanently on the user device. The active data is downloaded to the buffer area of the user device 3〇. However, the buffer area for passive data is set to be larger than the buffer area for active data. This is because, in most cases, a region requires more passive data and passive data tends to have a larger file size than active data. Therefore, passive data requires a long download time. In addition, the master data is stored on the user device only temporarily (very short period of time). The active data is fixedly overwritten at the user device 3 when it is no longer needed. Therefore, a live connection between the user device 3 and the game feeder 20 is required during game execution. If the user is not connected to the game service H 2G' * the user may be allowed to execute the downloaded game because the user device 30 has the active data required to store any game execution only the passive data is stored in the user device 3G. In addition, it is not possible for the user to create a subtitle of the game (for example, 'for resale') because the user device 30 does not store any active material required for game execution. Alternatively, the game is not used by the Peer-to-peer sharing network, and again because the user device 3G does not store any active data required for game execution. The main animal component communication module 122 retrieves the active data required for the game execution from the active data storage device 1 and transmits the active data to the user device 30 through the game servo communication interface 13G during game execution. Before the game is executed, 'active data will not be transmitted, and no (4) exists in the user's device 38 200946192. For a game user device at the user device 30, it is also possible to start with a conventional web browser. For example, the game user device automatically starts at the user device through the web interface 140 by clicking on the game listed on the web page (hosted by the game server 2) And start the initial basic minimum download or game execution (ie, active data flow and passive data flow) (if the game has been executed before). The game system 1 protects the game from being copied by the user. Further, the game system 1 can make it easy for a plurality of players to execute the game as long as all the players are connected to the game server 20. The invention has been described in terms of specific illustrative embodiments. It is to be understood that the invention is not limited to the specific embodiments described above, and many variations and modifications may be made by those skilled in the art without departing from the scope of the invention. BRIEF DESCRIPTION OF THE DRAWINGS In order to better understand the present invention, and in order to illustrate how the present invention is implemented, reference will be made to the accompanying drawings. FIG. 1 illustrates a game system; FIG. 2 illustrates The game server of the game system of Figure 1; Figure 3 illustrates the program flow diagram. Figure 4 illustrates roughly the potential location of the user in the game over a predetermined period of time; and Figure 5 illustrates another flow diagram of the program. 39 200946192 [Description of main component symbols] ίο Game conversion module 20 Game server 30 User device 40 Internet 100 Active data storage device 110 Passive data storage device 120 Game content processing module 122 Main animal device communication module 124 Content Object verification and transmission module 126 passive data controller module 130. Game server communication interface 140 Web interface 150 CMS module 160 User database 170 Management and user establishment module 180 Storage device A Direction B Direction C Direction 40

Claims (1)

200946192 七、申請專利範圍: 1. 一種遊戲分配伺服器’其建構成分別地分配包含主動 遊戲資料和被動遊戲資料之遊戲資料至複數個遠端電腦, 其每一個遠端電腦皆提供用戶端應用程式,該遊戲分配飼 服器包含: 用於主動遊戲資料和被動遊戲資料的儲存器,其建構 成被分別地分配且藉由用戶端的應用程式而在遠端電腦重 新結合,其中比起主動遊戲資料的平均檔案大小,被動遊 ® 戲資料包含具有較大的平均檔案大小之檔案; 主動資料控制器,其建構成控制主動遊戲資料的供 給,主動遊戲資料供應至該遠端電腦以響應在遊戲執行中 所發生的事件; 被動資料控制器,其操作成控制被動遊戲資料的供 給,被動遊戲資料的供給與主動遊戲資料的供給分離;以 及 通訊介面。 ❷ 2. 根據申請專利範圍的第丨項所述之遊戲分配伺服 器,其中每一個被動遊戲資料檔案是與獨特參考物聯繫。 3. 根據申請專利範圍的第丨項所述之遊戲分配伺服 器,其中主動資料控制器建構成接收遊戲事件指示物,其 才a示在遊戲執行期間所發生的事件,並決定使用於該遊戲 中的用戶端應用程式可能即將需要的主動遊戲資料。 4_根據申請專利範圍的第2項所述之遊戲分配伺服 器,其中主動資料控制器建構成接收遊戲事件指示物,其 200946192 指示在遊戲執行期間所發生的事件, 亚决定使用於該遊戲 中的用戶端應用程式可能即將需要的主動遊戲資料。 5·根據申請專利範圍的第1項 〇 α 7迎之遊戲分配伺服 器’其更進-步地包含:被動資料核對模組,其建構成接 收遊戲事件指示物,其指示在遊戲執行期間所發生的事 件’並決定制於該遊戲巾的用戶端應用程式可能即將需 要的被動遊戲資料。200946192 VII. Patent application scope: 1. A game distribution server's construction structure separately distributes game data including active game data and passive game data to a plurality of remote computers, each of which provides a client application. The game distribution device includes: a storage device for active game data and passive game data, the components of which are separately allocated and recombined at the remote computer by the application of the client, which is compared to the active game. The average file size of the data, the passive tour software data contains files with a larger average file size; the active data controller, which is constructed to control the supply of active game data, and the active game data is supplied to the remote computer in response to the game. An event occurring during execution; a passive data controller operating to control the supply of passive game material, the separation of the supply of passive game material and the supply of active game material; and the communication interface. ❷ 2. According to the game distribution server described in the third paragraph of the patent application, each passive game data file is associated with a unique reference. 3. The game distribution server according to the item of the scope of the patent application, wherein the active data controller is constructed to receive a game event counter, which shows an event occurring during the execution of the game and decides to use the game. The active game material that the client application may be about to use. 4_ The game distribution server according to item 2 of the scope of the patent application, wherein the active data controller is constructed to receive a game event counter, and its 200946192 indicates an event occurring during the execution of the game, and the decision is made in the game. The active game material that the client application may be about to use. 5. According to the first item of the patent application scope, the game distribution server of the 〇α7 welcomes further steps: a passive data verification module, which is constructed to receive a game event counter, which indicates during the execution of the game. The event that occurred 'and determines the passive game material that may be needed by the client application of the game towel. 6.根據中請專利範圍的帛2項所述之遊戲分配祠服 器,其更進一步地包含:被動資料核對模組,其建構成接 收遊戲事件指示物,其指示在遊戲執行期間所發生的事 件,並決定使用於該遊戲中的用戶端應用程式可能即將需 要的被動遊戲資料。6. The game distribution server according to item 2 of the scope of the patent application, further comprising: a passive data verification module configured to receive a game event indicator indicating the occurrence of the game during execution The event, and decides which passive game material is likely to be needed for the client application in the game. 7·根據申請專利範圍的第3項所述之遊戲分配伺服 器,其更進一步地包含:被動資料核對模組,其建構成接 收遊戲事件指示物’其指示在遊戲執行期間所發生的事 件’並決定使用於該遊戲中的用戶端應用程式可能即將需 要的被動遊戲資料。 8.根據申請專利範圍的第4項所述之遊戲分配飼服 器’其更進一步地包含:被動資料核對模組,其建構成接 收遊戲事件指示物,其指示在遊戲執行期間所發生的事 件’並決定使用於該遊戲中的用戶端應用程式可能即將需 要的被動遊戲資料。 9.根據申請專利範圍的第5項所述之遊戲分配祠服 器,其中被動資料核對模組建構成決定可能即將需要的被 42 200946192 動遊戲資料是否已經存在於該遠端電腦;且供應經決定為 未存在於遠端電腦之被動遊戲資料。 10.根據申請專利範圍的第6項所述之遊戲分配伺服 器’其中被動資料核對模組建構成決定可能即將需要的被 動遊戲資料是否已經存在於該遠端電腦;且供應經決定為 未存在於遠端電腦之被動遊戲資料。 11 ·根據申請專利範圍的第7項所述之遊戲分配伺服 器’其中被動資料核對模組建構成決定可能即將需要的被 ® 動遊戲資料是否已經存在於該遠端電腦;且供應經決定為 未存在於遠端電腦之被動遊戲資料。 12·根據申請專利範圍的第8項所述之遊戲分配伺服 器’其中被動資料核對模組建構成決定可能即將需要的被 動遊戲資料是否已經存在於該遠端電腦;且供應經決定為 未存在於遠端電腦之被動遊戲資料。 13. 根據申請專利範圍的第$項所述之遊戲分配伺服 φ 器’其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦’其第一列表聯繫可能即將需要的被動遊戲 資料,並接收參考物的第二列表,其第二列表聯繫未存在 於該遠端電腦之可能即將需要的被動遊戲資料。 14. 根據申請專利範圍的第6項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦’其第一列表聯繫可能即將需要的被動遊戲 資料,並接收參考物的第二列表,其第二列表聯繫未存在 於該遠端電腦之可能即將需要的被動遊戲資料。 43 200946192 15.根據申請專利範圍的第7項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦,其第一列表聯繫可能即將需要的被動遊戲 資料,並接收參考物的第二列表,其第二列表聯繫未存在 於該遠端電腦之可能即將需要的被動遊戲資料。 16·根據申請專利範圍的第8項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦,其第一列表聯繫可能即將需要的被動遊戲 資料,並接收參考物的第二列表,其第二列表聯繫未存在 於該遠端電腦之可能即將需要的被動遊戲資料。 17.根據申請專利範圍的第9項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦’其第—列表聯繫可能即將需要的被動遊戲 資料,並接收參考物的第二列表,其第二列表聯繫未存在 於該遠端電腦之可能即將需要的被動遊戲資料。 。I8.根據申請專利範圍的第10項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦,其第―列表聯繫可能即將需要的被動遊戲 資料並接收參考物的第二列表,其第二列表聯繫未存在 於該遠端電腦&lt;可能即將需要的被動遊戲資料。 19.根據中請專利範圍的第n項所述之遊戲分配飼 器,其中被動資料核對模組建構成傳送參考物的第一列 至該遠端電腦,其第—列表聯繫可能即將需要的被動遊 資料’並接收參考物的第二列表,其第二列表聯繫未存 200946192 於該遠端電腦之可能即將需要的被動遊戲資料。 20. 根據申請專利範圍的帛12項所述之遊戲分配飼服 器’其中被動資料核對模組建構成傳&amp;參考#的第一列表 至該遠端電腦’其第一列表聯繫可能即將需要的被動遊戲 資料,並接收參考物的第二列表,其第二列表聯繫未存在 於該遠端電腦之可能即將需要的被動遊戲資料。 21. 根據申請專利範圍的第i項至第2〇項任一項所述之 遊戲分配伺服器’其更進一步地包含:緩衝控制器,其操 _ 作成在該遠端電腦上設定需要被緩衝之主動遊戲資料的數 量和被動遊戲資料的數量。 22. 根據申請專利範圍的第21項所述之遊戲分配伺服 器,其中用於緩衝之經傳送被動資料的數量超過用於緩衝 之經傳送主動資料的數量。 23. 根據申請專利範圍的第i項至第2〇項任一項所述之 遊戲分配伺服器,其更進一步地包含:管理模組,其操作 成決定關於該遠端電腦的連接頻寬和響應時間參數。 24. 根據申請專利範圍的第21項所述之遊戲分配伺服 器,其更進一步地包含:管理模組,其操作成決定關於該 遠端電腦的連接頻寬和響應時間參數。 25. 根據申請專利範圍的第22項所述之遊戲分配伺服 器’其更進一步地包含:管理模組,其操作成決定關於該 遠端電腦的連接頻寬和響應時間參數。 26. 根據申請專利範圍的第24項所述之遊戲分配伺服 器,其中在遠端電腦上需要被緩衝之主動遊戲資料的數量 45 200946192 和被動遊戲資料的數量之決定是取決於一個或多個的連接 頻寬以及響應時間參數。 27. 根據申請專利範圍的第25項所述之遊戲分配伺服 器’其中在遠端電腦上需要被緩衝之主動遊戲資料的數量 和被動遊戲資料的數量之決定是取決於一個或多個的連接 頻寬以及響應時間參數。 28. 根據申請專利範圍的第i項至第20項任一項所述之 遊戲分配伺服器,其更進一步地包含:基本最小模組,其 操作成決定需要什麼基本最小資料,以在該遠端電腦開始 © 遊戲執行。 29.根據申請專利範圍的第23項所述之遊戲分配伺服 器’其更進一步地包含:基本最小模組,其操作成決定需 要什麼基本最小資料,以在該遠端電腦開始遊戲執行。 3〇·根據申請專利範圍的第24項所述之遊戲分配伺服 器,其更進一步地包含:基本最小模組,其操作成決定需 要什麼基本最小資料,以在該遠端電腦開始遊戲執行。 31·根據申請專利範圍的第25項所述之遊戲分配伺服 器,其更進一步地包含··基本最小模組,其操作成決定需 要什麼基本最小資料,以在該遠端電腦開始遊戲執行。 32·根據申請專利範圍的第26項所述之遊戲分配伺服 器,其更進一步地包含:基本最小模組’其操作成決定需 要什麼基本最小資料,以在該遠端電腦開始遊戲執行。 33·根據申請專利範圍的第27項所述之遊戲分配伺服 器,其更進一步地包含:基本最小模組,其操作成決定需 46 200946192 要什麼基本最小資料’以在該遠端電腦開始遊戲執行。 34.根據申請專利範圍的第28項所述之遊戲分配伺服 器,其中基本最小資料僅包含被動資料。 3 5.根據申請專利範圍的第29項所述之遊戲分配伺服 器,其中基本最小資料僅包含被動資料。 36. 根據申請專利範圍的第3〇項所述之遊戲分配伺服 器’其中基本最小資料僅包含被動資料。 37. 根據申請專利範圍的第31項所述之遊戲分配伺服 ® 器’其中基本最小資料僅包含被動資料。 38. 根據申請專利範圍的第32項所述之遊戲分配伺服 器’其中基本最小資料僅包含被動資料。 39. 根據申請專利範圍的第33項所述之遊戲分配伺服 器’其中基本最小資料僅包含被動資料。 40. 根據申請專利範圍的第29項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 ❹ 取決於一個或多個:連接頻寬以及響應時間參數。 41. 根據申請專利範圍的第3〇項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個··連接頻寬以及響應時間參數。 42. 根據申請專利範圍的第31項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 43. 根據申請專利範圍的第32項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 47 200946192 取決於一個或多個:連接頻寬以及響應時間參數。 44. 根據申請專利範圍的第3 3項所述之遊戲分配飼服 器,其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 45. 根據申請專利範圍的第35項所述之遊戲分配伺服 器,其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 46. 根據申請專利範圍的第36項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 47. 根據申請專利範圍的第37項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 48. 根據申請專利範圍的第38項所述之遊戲分配伺服 器,其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 49. 根據申請專利範圍的第39項所述之遊戲分配飼服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 50. 根據申請專利範圍的第1項至第20項任一項所述之 遊戲分配伺服器,其中用於主動遊戲資料和被動遊戲資料 的儲存器包含主動遊戲資料儲存裝置和分別的被動遊戲資 料儲儲存裝置。 51. —種遊戲分配伺服器,其建構成分配遊戲至複數個 48 200946192 遠端電腦,其每一個遠端電腦皆提供用戶端應用程式,該 遊戲分配伺服器包含: 管理模組,其操作成決定關於該遠端電腦的連接頻寬 和響應時間參數;以及 更進一步的模組,其操作成決定需要什麼基本最小資 料,以開始遊戲執行。 52.根據申請專利範圍的第51項所述之遊戲分配伺服 器,其中在遠端電腦所需的基本最小資料之決定是取決於 一個或多個:連接頻寬以及響應時間參數。 53_—種遊戲分配伺服器,其建構成分別地分配包含主 動資料物件和被動資料之遊戲資料至複數個遠端電腦,其 每一個遠端電腦皆提供用戶端應用程式,該遊戲伺服器包 含: 主動資料物件的倉庫,其連接至主動資料物件控制 器’該主動資料物件控制器建構成控制至該遠端電腦的主 ❿動資料物件的供給’以響應在該遠端電腦的遊戲執行期間 所發生的事件; 被動資料的倉庫,其連接至被動資料控制器,該被動 資料控制器建構成控制被動資料的供給,該被動資料的供 給與該主動資料物件的供給分離;以及 連接至遠端電腦的至少一個通訊介面。 54·根據申請專利範圍的第53項所述之遊戲分配伺服 器’其中每一個被動資料檔案與獨特參考物聯繫。 55·根據申請專利範圍的第53項所述之遊戲分配伺服 49 200946192 器’其中主動資料物件控制器建構成接收遊戲事件指示 物〃指不在遊戲執行期間所發生的事件,並決定使用於 該遊戲中的用戶端應用程式可能即將需要的主動資料物 件0 56.根據申請專利範圍的第54項所述之遊戲分配祠服 器’其中主動資料物件控制器建構成接收遊戲事件指示 物’其指*在遊戲執行_所發生的事件,並決定使用於7. The game distribution server of claim 3, further comprising: a passive data verification module configured to receive a game event indicator 'which indicates an event occurring during game execution' And decide on the passive game material that may be needed for the client application in the game. 8. The game distribution server of claim 4, further comprising: a passive data collation module configured to receive a game event counter indicating an event occurring during game execution 'And decide on the passive game material that may be needed for the client application in the game. 9. The game distribution server according to item 5 of the scope of the patent application, wherein the passive data verification module is constructed to determine whether the upcoming game information may be present on the remote computer; Decided to be passive game material that does not exist on the remote computer. 10. The game distribution server according to item 6 of the scope of the patent application, wherein the passive data verification module construct determines whether the passive game material that may be needed is already present in the remote computer; and the supply is determined not to exist. Passive game data on the remote computer. 11 · According to the game distribution server described in item 7 of the scope of the patent application, wherein the passive data verification module is constructed to determine whether the mobile game data that may be needed is already present in the remote computer; and the supply is determined to be Passive game data that does not exist on the remote computer. 12. The game distribution server according to item 8 of the scope of the patent application, wherein the passive data verification module is constructed to determine whether the passive game material that may be needed is already present in the remote computer; and the supply is determined not to exist. Passive game data on the remote computer. 13. The game distribution servo φ device according to item 0 of the scope of the patent application, wherein the passive data verification module is constructed to constitute a first list of transmission reference objects to the remote computer. Game material, and receiving a second list of references, the second list of which is associated with passive game material that may not be needed at the remote computer. 14. The game distribution server according to item 6 of the scope of the patent application, wherein the passive data verification module is constructed to constitute a first list of transmission reference objects to the remote computer 'the first list of contacts may be required for passive games Data and receive a second list of references whose second list contacts passive game material that may not be present at the remote computer. 43 200946192 15. The game distribution server according to item 7 of the scope of the patent application, wherein the passive data verification module is configured to transmit a first list of reference objects to the remote computer, the first list of contacts may be needed soon Passive game material, and receive a second list of references, the second list of which is associated with passive game material that may not be needed at the remote computer. The game distribution server according to item 8 of the scope of the patent application, wherein the passive data verification module is configured to transmit a first list of reference objects to the remote computer, and the first list is linked to a passive game that may be needed soon. Data and receive a second list of references whose second list contacts passive game material that may not be present at the remote computer. 17. The game distribution server according to item 9 of the scope of the patent application, wherein the passive data verification module is constructed to constitute a first list of transmission reference objects to the remote computer 'the first list is linked to a passive game that may be needed soon Data and receive a second list of references whose second list contacts passive game material that may not be present at the remote computer. . I8. The game distribution server according to claim 10, wherein the passive data verification module is configured to transmit a first list of reference objects to the remote computer, and the first list is linked to a passive game that may be needed soon. The data is received and a second list of references is received, the second list of which is associated with the passive game material that is not present at the remote computer & may be needed soon. 19. According to the game distribution device of item n of the scope of the patent application, wherein the passive data verification module is constructed to constitute the first column of the reference material to the remote computer, and the first list may be required to be passive. Swim the data 'and receive a second list of references, the second list of which has not been stored in 200946192 on the remote computer may be needed for passive game data. 20. According to the application of the patent application, the game distribution device of the '12 item, in which the passive data verification module is constructed to constitute the first list of the transmission &amp; reference # to the remote computer, its first list contact may be needed soon Passive game material and receive a second list of references whose second list contacts passive game material that may not be present at the remote computer. 21. The game distribution server of any one of clauses 1-4 to 2, further comprising: a buffer controller configured to be buffered on the remote computer The number of active game materials and the amount of passive game material. 22. The game distribution server of claim 21, wherein the amount of transmitted passive data for buffering exceeds the amount of transmitted active data for buffering. 23. The game distribution server according to any one of clauses 1 to 2, wherein the method further comprises: a management module operative to determine a connection bandwidth and the remote computer Response time parameter. 24. The game distribution server of claim 21, further comprising: a management module operative to determine connection bandwidth and response time parameters for the remote computer. 25. The game distribution server of claim 22, further comprising: a management module operative to determine connection bandwidth and response time parameters for the remote computer. 26. The game distribution server according to item 24 of the scope of the patent application, wherein the number of active game materials that need to be buffered on the remote computer 45 200946192 and the number of passive game materials are determined depending on one or more Connection bandwidth and response time parameters. 27. The game distribution server according to item 25 of the scope of the patent application, wherein the number of active game data that needs to be buffered on the remote computer and the number of passive game materials are determined by one or more connections. Bandwidth and response time parameters. 28. The game distribution server of any of clauses 1 to 20, further comprising: a basic minimum module operative to determine what basic minimum data is needed to be at the far The end computer starts © game execution. 29. The game distribution server of claim 23, further comprising: a base minimal module operative to determine what basic minimum data is needed to initiate game execution at the remote computer. The game distribution server of claim 24, further comprising: a basic minimum module operative to determine what basic minimum data is needed to initiate game execution at the remote computer. 31. The game distribution server of claim 25, further comprising: a base minimal module operative to determine what basic minimum data is needed to initiate game execution at the remote computer. 32. The game distribution server of clause 26, wherein the method further comprises: the basic minimum module ‘operating to determine what basic minimum data is needed to initiate game execution at the remote computer. 33. The game distribution server of claim 27, further comprising: a basic minimum module operative to determine what basic minimum data is required for 46 200946192 to start the game on the remote computer carried out. 34. The game distribution server of claim 28, wherein the basic minimum data only contains passive data. 3. The game distribution server according to item 29 of the scope of the patent application, wherein the basic minimum data only contains passive data. 36. The game distribution server as described in item 3 of the scope of the patent application wherein the basic minimum data contains only passive data. 37. According to the game assignment server described in item 31 of the scope of the patent application, the basic minimum data contains only passive data. 38. The game distribution server as described in item 32 of the scope of the patent application wherein the basic minimum data contains only passive data. 39. The game distribution server as described in item 33 of the scope of the patent application, wherein the basic minimum data contains only passive data. 40. The game distribution server of claim 29, wherein the number of basic minimum data required at the remote computer is determined by one or more of: connection bandwidth and response time parameters. 41. The game distribution server according to item 3 of the scope of the patent application, wherein the determination of the minimum amount of data required at the remote computer depends on one or more connection bandwidth and response time parameters . 42. The game distribution server according to item 31 of the scope of the patent application, wherein the determination of the minimum amount of data required at the remote computer depends on one or more of: connection bandwidth and response time parameters. 43. According to the game distribution server described in item 32 of the scope of the patent application, the decision of the number of basic minimum data required at the remote computer is 47 200946192 depending on one or more: connection bandwidth and response time parameters . 44. The game distribution feeder according to item 3 of the scope of the patent application, wherein the determination of the minimum amount of basic data required at the remote computer depends on one or more of: connection bandwidth and response time parameters . 45. The game distribution server of claim 35, wherein the determination of the minimum amount of data required at the remote computer is dependent on one or more of: connection bandwidth and response time parameters. 46. The game distribution server according to item 36 of the scope of the patent application, wherein the determination of the minimum amount of data required at the remote computer depends on one or more of: connection bandwidth and response time parameters. 47. The game distribution server according to item 37 of the scope of the patent application, wherein the determination of the minimum amount of data required at the remote computer depends on one or more of: connection bandwidth and response time parameters. 48. The game distribution server of claim 38, wherein the determination of the minimum amount of data required at the remote computer is dependent on one or more of: connection bandwidth and response time parameters. 49. The decision of the game distribution server&apos; according to claim 39 of the scope of the patent application wherein the minimum amount of data required at the remote computer is dependent on one or more of: connection bandwidth and response time parameters. 50. The game distribution server according to any one of claims 1 to 20, wherein the storage for active game data and passive game data comprises active game data storage device and separate passive game data. Storage device. 51. A game distribution server, which constitutes a distribution game to a plurality of 48 200946192 remote computers, each of which provides a client application, the game distribution server includes: a management module, which operates Decide on the connection bandwidth and response time parameters for the remote computer; and further modules that operate to determine what basic minimum data is needed to begin game execution. 52. The game distribution server of claim 51, wherein the determination of the minimum minimum data required at the remote computer is dependent on one or more of: connection bandwidth and response time parameters. A game distribution server is configured to separately distribute game data including active data objects and passive data to a plurality of remote computers, each of which provides a client application, and the game server includes: a repository of active data objects connected to the active data object controller 'the active data object controller is configured to control the supply of the primary squirting data item to the remote computer' in response to the execution of the game at the remote computer An event occurring; a warehouse of passive data connected to a passive data controller, the passive data controller being constructed to control the supply of passive data, the supply of the passive data being separated from the supply of the active data object; and being connected to the remote computer At least one communication interface. 54. A game distribution server according to item 53 of the scope of the patent application, wherein each of the passive data files is associated with a unique reference. 55. The game distribution servo 49 according to claim 53 of the scope of the patent application, wherein the active data object controller is configured to receive a game event counter, refers to an event that does not occur during the execution of the game, and decides to use the game. The active application object that the client application may be about to use. 56. The game distribution server according to item 54 of the patent application scope, wherein the active data object controller is constructed to receive the game event indicator' In the game execution _ the event occurred and decided to use 該遊戲中的用戶端應用程式可能即將需要的主動資料物 件0 A根據中請專利範圍的第53項所述之遊戲分配祠服 ^更進步地包含.被動資料核對模组,其建構成接 收遊戲事件指示物’其指示在遊戲執行期間所發生的事 件,並決定使用於該遊戲中的用戶端應用程式可能即將需 要的被動資料》 ㈣ _延I避戲分配伺 器’其更進-步地包含:被動資料核對模組其建構成The game application in the game may be about to take the active data object 0 A according to the game distribution described in item 53 of the scope of the patent application. The passive data matching module is more progressively included. The event indicator 'indicates the event that occurred during the execution of the game, and determines the passive data that may be needed by the client application used in the game" (4) _ 延 避 避 避 分配 ' ' 其 其 其Including: passive data verification module 收遊戲事件指示物,其指示在遊戲執行期間所發生的 件,並決定使用於該遊戲中的用戶端應用程式可能即將 要的被動資料。 59·根據中請專利㈣的第55項所述之遊戲分配祠 進一步地包含:被動資料核對模組,其建構成 收遊戲事件指示物,其指示在遊戲執行期間所發生的 件,並決定使用於該遊戲中的用戶端應用程式可能即將 要的被動資料。 50 200946192 60. 根據申請專利範圍的第56項所述之遊戲分配伺服 器,其更進一步地包含:被動資料核對模組,其建構成接 收遊戲事件指示物,其指示在遊戲執行期間所發生的事 件,並決定使用於該遊戲中的用戶端應用程式可能即將需 要的被動資料。 61. 根據申請專利範圍的第57項所述之遊戲分配彳司服 器,其中被動資料核對模組建構成決定可能即將需要的被 動資料是否已經存在於該遠端電腦;且供應經決定為未存 ® 在於遠端電腦之被動資料。 62. 根據申請專利範圍的第58項所述之遊戲分配飼服 器’其中被動資料核對模組建構成決定可能即將需要的被 動資料是否已經存在於該遠端電腦;且供應經決定為未存 在於遠端電腦之被動資料。 63. 根據申請專利範圍的第59項所述之遊戲分配伺服 器’其中被動資料核對模組建構成決定可能即將需要的被 動資料是否已經存在於該遠端電腦;且供應經決定為未存 ® 在於遠端電腦之被動資料。 64. 根據申s青專利範圍的第6〇項所述之遊戲分配伺服 器,其中被動資料核對模組建構成決定可能即將需要的被 動資料是否已經存在於該遠端電腦;且供應經決定為未存 在於遠端電腦之被動資料。 65. 根據申請專利範圍的第57項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦,其第一列表聯繫可能即將需要的被動資 51 200946192 料’並接收參考物的第二列表’其第二列表聯繫未存在於 該遠端電腦之可能即將需要的被動資料。 66.根據申請專利範圍的第58項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦,其第一列表聯繫可能即將需要的被動資 料,並接收參考物的第二列表,其第二列表聯繫未存在於 該遠端電腦之可能即將需要的被動資料。 67·根據申請專利範圍的第59項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 G 至該遠端電腦,其第一列表聯繫可能即將需要的被動資 料,並接收參考物的第二列表,其第二列表聯繫未存在於 該遠端電腦之可能即將需要的被動資料。 68根據申請專利範圍的第6〇項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦,其第一列表聯繫可能即將需要的被動資 料,並接收參考物的第二列表,其第二列表聯繫未存在於 該遠端電腦之可能即將需要的被動資料。 ❹ 69. 根據申睛專利範圍的第61項所述之遊戲分配祠服 器’其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦’其第一列表聯繫可能即將需要的被動資 料,並接收參考物的第二列表,其第二列表聯繫未存在於 該遠端電腦之可能即將需要的被動資料。 70. 根據申清專利範圍的第62項所述之遊戲分配祠服 器’其中被動資料核對模組建構成傳送參考物的第一列表 52 200946192 至該遠端電腦,装笛— η + 丹弟一列表聯繫可能即將需要的被動資 料,並接收參考物的筮_幻± 可物的第—列表’其第二列表聯繫未存在於 該运端電腦之可能gp ϋ* jc, j能即將需要的被動資料。 71 ·根據申凊專利範圍的第63項所述之遊戲分配伺服 器’其中被動資料核對模址建構成傳送參考物的第一列表 至該遠端電腦’其第一列表聯繫可能即將需要的被動資 料並接收參考物的第二列表,其第二列表聯繫未存在於 @ 該遠端電腦之可能即將需要的被動資料。 72. 根據申請專利範圍的第64項所述之遊戲分配伺服 器,其中被動資料核對模組建構成傳送參考物的第一列表 至該遠端電腦’其第一列表聯繫可能即將需要的被動資 料,並接收參考物的第二列表,其第二列表聯繫未存在於 該遠端電腦之可能即將需要的被動資料。 73. 根據申請專利範圍的第53項至第72項任一項所述 之遊戲分配伺服器,其更進一步地包含:缓衝控制器,其 φ 操作成在該遠端電腦上設定需要被緩衝之主動遊戲資料的 數量和被動遊戲資料的數量^ 74·根據申請專利範圍的第73項所述之遊戲分配伺服 器’其中用於緩衝之經傳送被動資料的數量超過用於緩衝 之經傳送主動資料的數量。 75. 根據申請專利範圍的第53項至第72項任一項所述 之遊戲分配伺服器’其更進一步地包含:管理模組,其操 作成決定關於該遠端電腦的連接頻寬和響應時間參數。 76. 根據申請專利範圍的第73項所述之遊戲分配伺服 53 200946192 器,其更進一步地包含:管理模組,其操作成決定關於該 遠端電腦的連接頻寬和響應時間參數。 77. 根據申請專利範圍的第74項所述之遊戲分配伺服 器’其更進一步地包含:管理模組’其操作成決定關於該 遠端電腦的連接頻寬和響應時間參數。 78. 根據申請專利範圍的第76項所述之遊戲分配伺服 器’其中在遠端電腦上需要被緩衝之主動遊戲資料的數量 和被動遊戲資料的數量之決定是取決於一個或多個的連接 頻寬以及響應時間參數。 © 79. 根據申請專利範圍的第77項所述之遊戲分配伺服 器’其中在遠端電腦上需要被緩衝之主動遊戲資料的數量 和被動遊戲資料的數量之決定是取決於一個或多個的連接 頻寬以及響應時間參數。 8〇.根據申請專利範圍的第53項至第72項任一項所述 之遊戲分配伺服器’其更進一步地包含:基本最小模組, 其操作成決定需要什麼基本最小資料,以在該遠端電腦開 始遊戲執行。 〇 81. 根據申請專利範圍的第75項所述之遊戲分配伺服 器,其更進一步地包含:基本最小模組’其操作成決定需 要什麼基本最小資料,以在該遠端電腦開始遊戲執行。 82. 根據申請專利範圍的第76項所述之遊戲分配伺服 器’其更進一步地包含:基本最小模組,其操作成決定需 要什麼基本最小資料,以在該遠端電腦開始遊戲執行。 83·根據申請專利範圍的第77項所述之遊戲分配伺服 54 200946192 0 器,其更進一步地包含:基本最小模組,其操作成決定需 要什麼基本最小資料,以在該遠端電腦開始遊戲執行。 84. 根據申請專利範圍的第8〇項所述之遊戲分配伺服 器,其中基本最小資料僅包含被動資料。 85. 根據申請專利範圍的第81項所述之遊戲分配伺服 器,其中基本最小資料僅包含被動資料。 86. 根據申請專利範圍的第82項所述之遊戲分配伺服 器,其中基本最小資料僅包含被動資料。 ® 87.根據申請專利範圍的第83項所述之遊戲分配伺服 器’其中基本最小資料僅包含被動資料。 88. 根據申請專利範圍的第81項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 89. 根據申請專利範圍的第82項所述之遊戲分配伺服 器,其中在遠端電腦所需的基本最小資料的數量之決定是 _ 取決於一個或多個:連接頻寬以及響應時間參數。 90. 根據申請專利範圍的第83項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 91·根據申請專利範圍的第85項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 92.根據申請專利範圍的第86項所述之遊戲分配伺服 器’其中在遠端電腦所需的基本最小資料的數量之決定是 55 200946192 取決於一個或多個:連接頻寬以及響應時間參數。 · 93·根據申請專利範圍的帛π項所述之遊戲分配飼服 器其中在遠端電腦所需的基本最小資料的數量之決定是 取決於一個或多個:連接頻寬以及響應時間參數。 94. 根據申請專利範圍的第53項至第72項任一項所述 之遊戲分配飼服器,其中主動資料物件包含具有檔案大小 低於預訂大小閾值的資料。 95. 根據申請專利範圍的第53項至第72項任一項所述 之遊戲分配伺服器,其中主動資料和被動資料的倉庫包含 〇 分別的儲存裝置。 96. —種遊戲分配伺服器,其建構成分配包含主動資料 物件之遊戲資料至複數個遠端電腦,其每一個遠端電腦皆 提供用戶端應用程式,其中該主動資料物件包含經供應之 資料物件,以響應在遊戲期間所發生的事件,且在使用之 後,主動資料自動地藉由用戶端應用程式刪除該遊戲分 配伺服器包含: 遊戲内容物處裡模組,其建構成在遊戲執行期間接收 ❹ 遊戲事件指示物,且決定使用於該遊戲中的用戶端應用程 式可能即將需要的主動資料物件; 至少一個控制器,其用於供應主動資料物件至該用戶 端應用程式,以響應該決定。 97. 根據申請專利範圍的第96項所述之遊戲分配伺服 器,其更進一步地包含:管理模組,其操作成決定關於該 遠端電腦的連接頻寬和響應時間參數。 56 200946192 98.根據申請專利範圍的第97項所述之遊戲分配祠服 器’其中在遠端電腦上需要被供應之主動資料物件的數量 之決定是取決於一個或多個的連接頻寬以及響應時間參 數0 &quot;根據申請專利範圍的第96項所述之遊戲分配伺服 器’其中主動資料物件包含具有檔案大小低於預訂大小閾 值的資料。 ©1〇〇.根據申請專利範圍的第97項所述之遊戲分配伺服 器’其中主動資料物件包含具有檔案大小低於預訂大小閾 值的資料。 101.根據申請專利範圍的第98項所述之遊戲分配伺服 器,其中主動資料物件包含具有檔案大小低於預訂大小閾 值的資料。 W2.根據申請專利範圍的第96項至第1〇1項任一項所 逃之遊戲分配伺服器,丨中在使用之後刪除主動資料物 〇 件,包含一個或多個下列狀況:在主動資料物件緩衝器容 量超過時,删除主動資料物件;在預訂時間的期間之後, 刪除主動資料物件;施行於遊戲執行中之後,刪除主動資 但题歡分配词服器,其建構成分配包含被動資料 :遊戲資料至複數個遠端電腦,其每—個遠端電腦= 在於中該被動資料包含在遊戲執行之後存 料之遊:::且藉由用戶端應用程式辨認為可用的被動資 遊戲資料,該遊戲分配伺服器包含: 57 200946192 處理模組,其建構成在遊戲執行期間辨認該用戶端應 用程式未來即將需要的被動資料; 内容物核對模組,其可操作成決定即將需要的動資料 是否已經存在於該遠端電腦;以及 資料控制器,其操作成傳送被認為未存在於該遠端電 腦之被動資料。 104.根據申請專利範圍的第1〇3項所述之遊戲分配伺 服器,其更進一步地包含:管理模組,其操作成決定關於 該遠端電腦的連接頻寬和響應時間參數;以及 ❹ 基本最小模組’其操作成決定需要什麼基本最小資 料’以在該遠端電腦開始遊戲執行。 105·根據申請專利範圍的第i〇4項所述之遊戲分配伺 服器’其中基本最小資料僅包含被動資料。 106. 根據申請專利範圍的第1〇4項所述之遊戲分配伺 服器’其中在遠端電腦所需的基本最小資料的數量之決定 是取決於一個或多個:連接頻寬以及響應時間參數。 107. 根據申請專利範圍的第ι〇4項或第ι〇5項所述之遊 ❹ 戲分配伺服器,其中需要傳送至該遠端電腦的被動資料的 數量之決定是取決於一個或多個的連接頻寬以及響應時間 參數 108. —種遊戲分配伺服器’其建構成分別地分配包含主 動資料物件和被動資料物件之遊戲資料至提供用戶端應用 程式的遠端電腦,該遊戲分配伺服器包含: 至少一個控制器,其操作成取決於一個或多個的連接 58 200946192 頻寬以及響應時間參數,而在該遠端電腦上設定需要被緩 衝之主動資料物件的數量和被動資料物件的數量,其中用 於缓衝之經傳送被動資料物件的數量是超過主動資料物件 的數量。 109.根據申請專利範圍的第108項所述之遊戲分配伺 服器,其中主動資料物件包含經供應的資料物件,以響應 在遊戲期間的所發生的事件,且在使用之後,藉由用户端 應用程式自動刪除該資料物件。 ® 11G.根射請專利範圍的帛109項所述之遊戲分配祠 服器,其中在使用之後刪除主動資料物件包含一個或多個 下列狀況:在主動資料物件緩衝器容量超過時,刪除主動 資料物件;在預訂時間的期間之後,刪除主動資料物件; 在遊戲執行中施行之後,刪除主動資料物件。 ui.根據申請專利範圍的第108項至第11〇項任一項所 述之遊戲分配飼服器,其中主動資料物件包含具有樓案大 小低於預訂大小閾值的物件。 ® ⑴種操作電腦以分配包含主動資料和被動資料之 遊戲資料至複數個遠端電腦的方法,其每一個遠端電腦皆 提供用戶端應用程式,直Φ诗址 具中該被動資料包含在遊戲執行之 後存在於遠端電腦且藉由用戶端應用程式辨認為可用的被 動資料之遊戲資料,該方法包含: 在遊戲執行期間辨認該用戶端應用程式未來即將需要 的被動資料; 決定即將需要的動資料|在;p奴&lt; f 士 疋否已I存在於該遠端電腦; 59 200946192 以及 傳送經決定為未存在於該遠端電腦之被動資料至該遠 端電腦。 113. 根據申請專利範圍的第112項所述之方法,其中該 決定即將需要的被動資料是否已經存在於該遠端電腦之步 驟更進一步地包含: 傳送該用戶端應用程式未來即將需要的被動資料之參 考物的第一列表至該遠端電腦; ❹ 從遠端電滕接收該用戶端應用軟體未來即將需要的被 動資料的參考物的第二列表,其第二列表的被動資料參考 物並未儲存在遠端電腦;以及 檢索與參考物的第二列表聯繫之該被動資料。 114. 一種電腦可讀媒介,其記載了配置來使電腦實施申 請專利範圍第H2項或第113項之方法之電腦可讀碼。 115*種電腦程式產品,其包含用於實施申請專利範圍 第112項或第113項之方法的程式碼工具。 〇 116.—種電腦程式碼工具,其用來實施申請專利 112項或第113項之方法。 八、圖式: (如次頁) 60A game event counter is received that indicates what happened during the execution of the game and determines the passive material that may be forthcoming for the client application in the game. 59. The game distribution according to item 55 of the patent application (4) further comprises: a passive data verification module, which is constructed to constitute a game event indicator, which indicates the piece that occurred during the execution of the game, and decides to use The passive application of the client application in the game may be forthcoming. 50. The game distribution server of claim 56, further comprising: a passive data verification module configured to receive a game event indicator indicating the occurrence of the game during execution The event, and decides which passive material will be needed for the client application in the game. 61. The game distribution device according to item 57 of the scope of the patent application, wherein the passive data verification module constitutes whether the passive data that may be needed is already present in the remote computer; and the supply is determined not to be Storage® is the passive data of the remote computer. 62. The game distribution server according to item 58 of the scope of the patent application, wherein the passive data verification module constitutes whether the passive data that may be needed is already present in the remote computer; and the supply is determined not to exist. Passive data on the remote computer. 63. The game distribution server according to item 59 of the scope of the patent application, wherein the passive data verification module is constructed to determine whether passive data that may be needed is already present in the remote computer; and the supply is determined to be unexisting® It is the passive data of the remote computer. 64. The game distribution server according to item 6 of the scope of the patent application, wherein the passive data verification module is configured to determine whether passive data that may be needed is already present in the remote computer; and the supply is determined to be Passive data that does not exist on the remote computer. 65. The game distribution server according to item 57 of the scope of the patent application, wherein the passive data verification module is configured to transmit a first list of reference objects to the remote computer, and the first list is linked to a passive resource that may be needed soon. 51 200946192 The second list of 'and receiving references' is linked to the passive data that may not be needed at the remote computer. 66. The game distribution server of claim 58, wherein the passive data verification module is configured to transmit a first list of reference objects to the remote computer, the first list of which may be associated with passive data that may be needed. And receiving a second list of references whose second list contacts passive data that may not be present at the remote computer. 67. The game distribution server of claim 59, wherein the passive data verification module is configured to transmit a first list G of reference objects to the remote computer, the first list of contacts may be required to be passive Data and receive a second list of references whose second list contacts passive data that may not be present at the remote computer. 68. The game distribution server according to item 6 of the scope of the patent application, wherein the passive data verification module is configured to transmit a first list of reference objects to the remote computer, and the first list is linked to passive data that may be needed soon. And receiving a second list of references whose second list contacts passive data that may not be present at the remote computer. ❹ 69. According to the game distribution device described in item 61 of the scope of the patent application, in which the passive data verification module is constructed to constitute the first list of transmission reference objects to the remote computer, its first list connection may be needed soon. Passive data and receive a second list of references whose second list contacts passive data that may not be present at the remote computer. 70. The game distribution server according to item 62 of the scope of the patent application, wherein the passive data verification module constitutes a first list of transmission reference objects 52 200946192 to the remote computer, loading the flute - η + Dandi A list of passive data that may be needed soon, and a reference to the reference material's 筮 幻 幻 可 可 可 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其 其Passive data. 71. The game distribution server according to item 63 of the scope of the patent application, wherein the passive data verification module is constructed to constitute a first list of transmission reference objects to the remote computer. The data is received and a second list of references is received, the second list of which is associated with passive data that may not be needed at @the remote computer. 72. The game distribution server of claim 64, wherein the passive data verification module is configured to transmit a first list of reference objects to the remote computer's first list of passive data that may be needed soon. And receiving a second list of references whose second list contacts passive data that may not be present at the remote computer. The game distribution server according to any one of claims 53 to 72, further comprising: a buffer controller, wherein φ is operated to be set on the remote computer to be buffered The number of active game materials and the number of passive game materials^ 74. The game distribution server according to item 73 of the patent application scope, wherein the amount of passive data transmitted for buffering exceeds the active transmission for buffering The amount of information. The game distribution server of any one of clauses 53 to 72, further comprising: a management module operative to determine a connection bandwidth and response with respect to the remote computer Time parameter. 76. The game distribution servo 53 200946192 of claim 73, further comprising: a management module operative to determine connection bandwidth and response time parameters for the remote computer. 77. The game distribution server of claim 74, further comprising: a management module </ RTI> operative to determine connection bandwidth and response time parameters for the remote computer. 78. The game distribution server according to item 76 of the scope of the patent application, wherein the number of active game data that needs to be buffered on the remote computer and the number of passive game materials are determined by one or more connections. Bandwidth and response time parameters. © 79. According to the game distribution server described in item 77 of the scope of the patent application, the determination of the number of active game materials and the amount of passive game material that need to be buffered on the remote computer depends on one or more Connection bandwidth and response time parameters. The game distribution server of any one of clauses 53 to 72, further comprising: a basic minimum module operative to determine what basic minimum data is needed to The remote computer starts the game execution. The game distribution server of claim 75, further comprising: a basic minimum module ‘operating to determine what basic minimum data is needed to initiate game execution at the remote computer. 82. The game distribution server of claim 76, further comprising: a base minimal module operative to determine what basic minimum data is needed to initiate game execution at the remote computer. 83. The game distribution servo 54 200946192 according to claim 77, further comprising: a basic minimum module operative to determine what basic minimum data is required to start the game on the remote computer carried out. 84. The game distribution server according to item 8 of the scope of the patent application, wherein the basic minimum data only contains passive data. 85. A game distribution server according to clause 81 of the scope of the patent application, wherein the basic minimum data only contains passive data. 86. A game distribution server according to clause 82 of the scope of the patent application, wherein the basic minimum data only contains passive data. ® 87. The game distribution server according to item 83 of the scope of the patent application' wherein the basic minimum data contains only passive data. 88. The game distribution server according to item 81 of the scope of the patent application, wherein the determination of the minimum amount of data required at the remote computer depends on one or more of: connection bandwidth and response time parameters. 89. The game distribution server of claim 82, wherein the determination of the minimum amount of basic data required at the remote computer is _ dependent on one or more of: connection bandwidth and response time parameters. 90. The game distribution server according to item 83 of the scope of the patent application, wherein the determination of the minimum amount of data required at the remote computer depends on one or more of: connection bandwidth and response time parameters. 91. The game distribution server according to item 85 of the scope of the patent application, wherein the determination of the minimum amount of data required at the remote computer depends on one or more of: connection bandwidth and response time parameters. 92. The game distribution server according to item 86 of the scope of the patent application, wherein the determination of the minimum amount of basic data required at the remote computer is 55 200946192 depending on one or more: connection bandwidth and response time parameters . 93. The decision to determine the number of basic minimum data required at the remote computer in the game distribution server as described in 帛 π of the scope of the patent application depends on one or more of: connection bandwidth and response time parameters. 94. The game dispensing feeder of any one of clauses 53 to 72, wherein the active data item comprises data having a file size that is lower than a predetermined size threshold. The game distribution server according to any one of claims 53 to 72, wherein the warehouse of the active data and the passive data comprises 分别 separate storage devices. 96. A game distribution server, configured to allocate game data including active data objects to a plurality of remote computers, each remote computer providing a client application, wherein the active data object includes the supplied data An object, in response to an event occurring during the game, and after use, the active data is automatically deleted by the client application. The game distribution server includes: a module in the game content, which is constructed during game execution. Receiving a game event counter and determining a proactive data object that may be needed by the client application in the game; at least one controller for supplying the proactive data object to the client application in response to the decision . 97. The game distribution server of claim 96, further comprising: a management module operative to determine connection bandwidth and response time parameters for the remote computer. 56 200946192 98. The game distribution server according to claim 97 of the scope of the patent application, wherein the determination of the number of active data objects that need to be supplied on the remote computer depends on one or more connection bandwidths and The response time parameter 0 &quot;the game distribution server according to item 96 of the patent application scope, wherein the active data item contains data having a file size lower than a reservation size threshold. ©1. A game distribution server as described in claim 97 of the scope of the patent application, wherein the active material object contains data having a file size lower than a reservation size threshold. 101. The game distribution server of clause 98, wherein the active material object comprises data having a file size that is lower than a predetermined size threshold. W2. According to the game distribution server escaped from any of the 96th to the 1st item of the patent application scope, the active material object is deleted after use, including one or more of the following conditions: When the object buffer capacity exceeds, the active data object is deleted; after the period of the reservation time, the active data object is deleted; after the execution of the game, the active resource is deleted, and the configuration component includes the passive data: Game data to a plurality of remote computers, each of which is located in the remote computer = the passive data is included in the game after the game is executed::: and the passive game information that is recognized by the client application is available. The game distribution server comprises: 57 200946192 processing module, which is constructed to identify the passive data that the client application will need in the future during the execution of the game; the content check module is operable to determine whether the dynamic data to be needed is needed Already present at the remote computer; and a data controller operative to transmit that is considered not to be present at the remote end Passive data of the brain. 104. The game distribution server of claim 1, further comprising: a management module operative to determine connection bandwidth and response time parameters for the remote computer; and The basic minimal module 'which operates to determine what basic minimum data is needed' to start game execution at the remote computer. 105. A game distribution server as described in item i. 4 of the scope of the patent application wherein the basic minimum data contains only passive data. 106. According to the game distribution server described in item 1-4 of the scope of the patent application, the determination of the minimum amount of data required at the remote computer depends on one or more: connection bandwidth and response time parameters . 107. According to the game allocation server described in item 〇4 or item 〇5 of the scope of the patent application, the determination of the amount of passive data to be transmitted to the remote computer depends on one or more The connection bandwidth and the response time parameter 108. The game distribution server is configured to separately distribute the game data including the active data object and the passive data object to the remote computer providing the client application, the game distribution server The method includes: at least one controller operative to set the number of active data objects to be buffered and the number of passive data objects on the remote computer depending on one or more connections 58 200946192 bandwidth and response time parameters The number of transmitted passive data objects used for buffering is greater than the number of active data objects. 109. The game distribution server of claim 108, wherein the active material object comprises the supplied data item in response to an event occurring during the game, and after use, by the client application The program automatically deletes the data item. ® 11G. The target distribution device described in 帛 109 of the patent scope, wherein deleting the active data object after use contains one or more of the following conditions: when the active data object buffer capacity exceeds, the active data is deleted. Object; delete the active data object after the scheduled time; delete the active data object after the game is executed. The game distribution feeder of any one of clauses 108 to 11, wherein the active data item comprises an item having a floor size less than a predetermined size threshold. ® (1) A method of operating a computer to distribute game data containing active data and passive data to a plurality of remote computers. Each remote computer provides a client application, and the passive data is included in the game. After the execution, the game data that exists on the remote computer and is recognized by the client application as passive data is included, the method includes: identifying the passive data that the client application is about to need in the future during the execution of the game; determining the upcoming action Information | in; p slaves / f 士 已 已 I have existed in the remote computer; 59 200946192 and the transmission is determined to be non-existent data on the remote computer to the remote computer. 113. The method of claim 112, wherein the step of determining whether the passive data to be required is already present at the remote computer further comprises: transmitting passive data that the client application will need in the future The first list of reference objects to the remote computer; 第二 receiving a second list of reference materials of the passive data that the client application software will need in the future from the remote device, and the passive data reference of the second list is not Stored at the remote computer; and retrieve the passive data associated with the second list of references. 114. A computer readable medium embodying a computer readable code configured to cause a computer to implement the method of claim H2 or 113. 115* computer program product comprising a code tool for implementing the method of claim 112 or 113. 〇 116. A computer code tool for implementing the method of applying for a patent of 112 or 113. Eight, the pattern: (such as the next page) 60
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