WO2005103936A1 - Systeme de plate-forme de jeu et procede de fourniture de service de jeu - Google Patents

Systeme de plate-forme de jeu et procede de fourniture de service de jeu Download PDF

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Publication number
WO2005103936A1
WO2005103936A1 PCT/CN2005/000568 CN2005000568W WO2005103936A1 WO 2005103936 A1 WO2005103936 A1 WO 2005103936A1 CN 2005000568 W CN2005000568 W CN 2005000568W WO 2005103936 A1 WO2005103936 A1 WO 2005103936A1
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WO
WIPO (PCT)
Prior art keywords
game
user
server
message
request
Prior art date
Application number
PCT/CN2005/000568
Other languages
English (en)
Chinese (zh)
Other versions
WO2005103936A8 (fr
Inventor
Quan Qi
Hongsen Huang
Jieping Zhong
Jie Tang
Qian Liu
Jingmin Jiao
Original Assignee
Huawei Technologies Co., Ltd.
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
Application filed by Huawei Technologies Co., Ltd. filed Critical Huawei Technologies Co., Ltd.
Publication of WO2005103936A1 publication Critical patent/WO2005103936A1/fr
Publication of WO2005103936A8 publication Critical patent/WO2005103936A8/fr

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Classifications

    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • A63F13/12
    • 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
    • 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
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F2300/204Features 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 the platform being a handheld device

Definitions

  • the present invention relates to network game technology, and in particular, to a game platform system that provides game services in a communication network and a method for providing game services.
  • the shortcomings of the existing game systems are: first, when the user enters a game system, the types of online games that can be used are single; second, the game developers spend a lot of labor and material costs to maintain the game system.
  • the main object of the present invention is to provide a game platform system, so that mobile operators can provide mobile game users with rich game services on a unified game platform.
  • Another main object of the present invention is to provide a method for providing a game service, so that mobile users can use rich game services more conveniently.
  • the present invention provides a game platform system, which is The system includes:
  • a session management server configured to record and save user information when a user logs in to the system, and delete the user information when the user logs out of the system;
  • the game container server includes a plurality of interfaces conforming to a unified standard, and the interfaces can be loaded by a plurality of uniformly conforming game logic calls to make the game logic run; when a user's game request is received, the game request The corresponding game logic adds user information obtained from the session management server to allow users to join the game; when a user's logout request is received, the user information is deleted from the game logic corresponding to the logout request, and the user logs out game.
  • the present invention provides a method for providing a game service, and the method includes:
  • the method further includes: a process of joining the game and a process of exiting the game,
  • the process of joining the game includes:
  • the process of exiting the game includes:
  • Receive a user's exit request delete the user information from the game logic corresponding to the exit request, use the user to exit the game, and return an exit response to the user.
  • the present invention provides a unified game platform system constructed by a mobile operator.
  • the system is loaded with multiple game logics issued by different game developers, and the user is added according to the user's game request. Corresponding game logic.
  • game developers construct their own game systems, and only one game runs on the system. Use multiple gaming services on one gaming platform.
  • the advantages of the present invention can be seen.
  • the present invention improves the user's satisfaction with the online game business; on the other hand, the present invention reduces the network construction and maintenance costs of game developers, allowing them to focus on In terms of financial development, you can make full use of its advantages in game development to avoid wasting money.
  • the application of the present invention can enable mobile operators to make great use of mobile games. Carry out mobile data services to attract more mobile users, and then realize the transition to 3G.
  • Figure 1 is a structural block diagram of the present game platform system
  • Figure 2 is a flowchart of a user login system and a game joining process chart according to a specific embodiment of the present invention
  • FIG. 3 is a flowchart of a user watching a game according to a specific embodiment of the present invention
  • FIG. 4 is a flowchart of a user exiting a system according to a specific embodiment of the present invention. Flow chart of one way to report points;
  • FIG. 6 is a flowchart of a user reporting points in a second manner according to a specific embodiment of the present invention.
  • FIG. 7 is a flowchart of a user ordering a game service according to a specific embodiment of the present invention. Mode of Carrying Out the Invention
  • the system of the present invention is a game platform system that conforms to a unified game standard and is formed by extracting common parts from various game applications.
  • the independent game platform system can load different game developments. Received the specific game logic developed by the When a game user (hereinafter referred to as a user) requests a game, the user is added to the requested game logic. The user is removed from the game logic when the user's exit request is received.
  • the game platform system of the present invention does not include specific game logic, a game plane. This is the biggest difference from the existing technology.
  • the existing game system includes game logic developed by the game developer, and the game logic is an integral part of the game system.
  • game logic refers to a game program.
  • the game logic includes a game server program and a client program.
  • the game logic loaded on the user's communication terminal is the client program of the game.
  • the game logic loaded on the game platform is The server-side program for the game. Since the present invention only relates to a game platform system, for convenience of description, in the context of this application, game logic refers specifically to a server-side program of a game.
  • FIG. 1 is a schematic structural diagram of a game platform system providing game services according to the present invention. It can be seen from FIG. 1 that the communication terminal is connected to the download platform and the system of the present invention via a communication network, and the download platform stores client programs for games developed by different game developers. Users can download client programs for games from the download platform. Install the program on its communication terminal. After that, the user can log in to the game platform system of the present invention and implement the online game by interacting with the game platform system's game data.
  • the game platform system includes three interconnected units: a control unit 110, a management unit 120, and a data unit 130.
  • the control unit 110 is a core component of the game platform system, and is a main place for users to implement games. Game logic developed by different game developers is loaded on the control unit 110.
  • the control unit 110 includes a plurality of interfaces conforming to a unified game standard. These interfaces are functions that can be called by specific game logic formed by separating common parts from many game applications. These interfaces are used by almost all games in Needed for execution.
  • the billing interface is a function that specifically performs billing; adding a user interface is specifically to add users to the game logic Information function.
  • the advantage of establishing an interface is to simplify the development difficulty of game developers. When game developers develop game logic, they do not need to develop these common parts, they only need to develop the individual parts of each game.
  • the control unit 110 receives a game request from the user, adds the user to the game logic requested by the user, and the game logic invokes the above-mentioned standard interface during the running process, and exchanges game data between the user and the game logic.
  • the management unit 120 is configured to review games developed by different game developers and submitted to the game platform, and then publish the game logic that passed the review, that is, save the game logic in a storage area accessible to the control unit 110 for the control unit 110 to load. In addition, the management unit 120 also performs management of the game platform system, management of game operation support, and management of the game community. The management unit 120 sends management and configuration information to the control unit 110, and receives a management and configuration response returned by the control unit 110.
  • the data unit 130 is used to manage and store data of the control unit 110 and the management unit 120, and sends the data to the control unit 110 and the management unit 120 when needed.
  • the data unit 130 includes a database server 131 that manages and stores game platform data.
  • the game platform data includes user-related information, game-related information, system-related information, etc., where the user-related information includes user registration information, game data, points, etc .; the game-related information includes vendor information, Charging rule information, copyright information, etc .; System-related information includes configuration information of the game platform, etc.
  • the specific game logic released by different developers on the game platform system can also be stored in the database server 131.
  • control unit 110 includes an access proxy server 111, a session management server 112, a game container server 113, and an authentication and accounting server 114.
  • Each type of server can be composed of multiple servers that implement the same function to provide high-quality parallel processing services.
  • the access proxy server 111 is used to access messages sent by users through various communication protocols and carried by various protocols, and sends the accessed messages to the session management server 112 or the game container service.
  • the server 113 outputs the message sent by the session management server 112 or the game container server 113 to the communication network in a manner carried by a corresponding protocol.
  • the access proxy server 111 includes channels for accessing messages carried by different protocols, including a Hypertext Transfer Protocol (HTTP) channel, a Transmission Control Protocol (TCP) channel, a Short Message (SMS) channel, etc., wherein the HTTP channel is used for access HTTP messages, TCP channels are used to access TCP and User Datagram Protocol (UDP) messages, and SMS channels are used to access SMS and multimedia short message (MMS) messages.
  • HTTP Hypertext Transfer Protocol
  • TCP Transmission Control Protocol
  • SMS Short Message
  • the session management server 112 is responsible for user session management. When a user logs in, a session is generated for the user, that is, user information is recorded, and one session corresponds to one user information.
  • the user information includes identity information and link information, where the identity information is static information, such as , The user ’s unique identification in the system, these information will not basically change; the link information is dynamic information, for example, the system sends the game ’s “route” information, that is, routing information, which can change with the user ’s location or the network Change and change.
  • the session management server 112 maintains the session process until the user exits the game platform system, that is, maintains the user information before the user exits the system.
  • the session server saves the user information in any area that the game container manager 113 can access. For example, you can It is stored in the data unit 130.
  • the session management server 112 is also responsible for the point reporting process of the stand-alone game, records the points of the user's stand-alone game, and sends the user point information to the authentication and billing server 114.
  • the session management server 112 includes a game lobby module, and the game lobby module manages a specific game room where all game services are located.
  • a game lobby can contain multiple sub-lobbyes, and the lowest game lobby contains a game room list, which is only associated with one game, and can contain multiple game rooms.
  • the remaining game halls can be related to the classification of games, and do not directly include game rooms.
  • a chess and card game hall may include a card sub hall, and a card sub hall may include an "upgrade” sub hall.
  • the "upgrade” sub hall is only related to “upgrade.” This card game is associated with multiple "upgrades.” ,, gaming room.
  • the basic flow of the signals related to the session management server 112 is as follows: Receive a user login request message from the access proxy server 111, and send it to the authentication and accounting server 114. Send the user login authentication information; receive the authentication response message from the authentication and accounting server 114, and return the user login response message to the access proxy server 111; keep the user's session process after the user logs in until the server container server 113 receives the The user exits the request; receives a game lobby request message from the access proxy server 111, and returns a game lobby response message to the access proxy server 111; receives a user point message from the access proxy server 111, and sends the point information to the authentication and billing server 114.
  • the game container server 113 is the core of the control unit. It contains multiple game containers, and each game container contains multiple interfaces that conform to the unified game standards described above. As mentioned above, the interface is a common part of the game application. A plurality of interfaces conforming to the unified game standard formed by extraction, these interfaces are used by almost all games during execution. Multiple game logics published by game developers can be loaded in each game container at the same time, as long as these game logics follow a unified game standard.
  • the game container server 113 adds the user information recorded by the session management server 112 to its requested game logic when the user's game request is received, so that the user joins the game.
  • the game container is embodied as a game room.
  • a game container may include multiple game rooms, and each game service corresponds to a game room.
  • the game room contains a specific game table, and the game table is a place where users participate in games.
  • the game container server 113 receives a request to join a game room from the access proxy server 111, determines whether to accept the request according to the current number of people in the game room, and sends the game to join the game.
  • Room response message to the access proxy server 111 receiving a game joining request message from the access proxy server 111, judging whether to accept the request based on the current number of game tables, and sending a game joining response message to the access proxy server 111; the user In the course of playing a game, sending billing information including the user's billing data to an authentication billing server; receiving a game viewing request message from the access proxy server 111, and determining whether to accept the request according to the current number of viewers, And send a game viewing response message to the access proxy server 111, and send a game end notification message to the session management server 112 and the access proxy server 111 when the game viewed by the user ends; send the game room when other users exit or join the game room Update the notification message to the access proxy server 111; send the game room invitation notification message to the access proxy server 111 when the user invites other users; send the user notification message to the access proxy server when the game platform system issues game advertisements and maintenance information 111; Receive a user exit request message from the session management server 112, send the final billing message
  • the authentication and accounting server (AAA Server) 114 is used to authenticate user information, provide accounting services, and manage virtual items of the user. It is a virtual bank of the game platform system.
  • the game platform system can support a variety of billing methods, such as monthly billing, traffic-related, usage-time related, bureau, package, and game content-related billing methods.
  • the basic flow of the signals related to the authentication and accounting server 114 is as follows: receiving a user authentication request message from the session management server 112, and sending a user authentication response message to the session management server 112 after performing user authentication; receiving The user points message from the session management server 112 sends the point ranking message to the access proxy server 111; receives the charging message from the game container server 113, performs charging according to the charging information contained in the charging message, and sends a meter A fee response message is sent to the game container server 113.
  • control unit 110 Each component of the control unit 110 has been described above.
  • the main activities of the user on the game platform system are realized through information interaction with the control unit 110.
  • the following processes can be performed in order: join game lobby, join game room, join game, exit game, exit game room, exit game lobby, and exit system.
  • the user After the user joins the game room, if the user does not join the game, the user can watch the game. The user may also report the points of the stand-alone game to the control unit 110.
  • Control unit 110 issues to users when needed Message. The following describes the general working process of the control unit 110 through several specific processes.
  • the user login system the access proxy server 111 receives the login system request message from the user communication terminal, and forwards the message to the session management server 112; the session management server 112 sends a user authentication request message to the authentication and accounting server 114; The authentication and accounting server 114 receives the user login authentication message from the session management server 112, and after the user is authenticated, sends a user authentication response message to the session management server 112; the session management server receives the user from the authentication and accounting server 114 The authentication response message forwards the message to the access proxy server 111, and the access proxy server 111 receives and forwards the message to the user communication terminal.
  • the process of executing the user login system is to authenticate the user who requests the login.
  • the authenticated user enters the system. If the user wants to play a game, he needs to request to enter the system's game lobby.
  • the access proxy server 111 receives the game lobby request message from the user communication terminal, and sends the message to the session management server 112; the session management server 112 receives the game lobby request message from the access proxy server 111 Send the game lobby response message to the access proxy server 111, and the access proxy server 111 receives and forwards the message to the user communication terminal.
  • the interface of the user communication terminal After executing the process of the user requesting the lobby, the interface of the user communication terminal displays a list of all game rooms in the game lobby. Each game room corresponds to a type of game.
  • the games on the game platform system are developed by different game developers. , If the user wants to select a game, he needs to select a game room and request to join the game room.
  • the access proxy server 111 receives a request to join the game room from the user communication terminal, and sends the message to the game container server 113; the game container server 113 determines whether to accept the game room according to the number of the current game room. Request, and send a game room join response message to the access proxy server 111; the access agent server 111 receives and forwards the game room join response message sent by the game container server 113 to the user communication terminal. After the user requests to join the game room, the user enters the game room of his choice. If the user wants to play a game, he needs to request to join the game.
  • the access proxy server 111 receives the game joining request message sent by the user communication terminal, and sends the message to the game container server 113; the game container server 113 determines whether to accept the request according to the number of current game tables And send a game join response message to the access proxy server 111. If the request is accepted, the user information is established and the corresponding game logic is loaded; the access proxy server 111 receives and forwards the game join response message from the game container server 113 to the user Communication terminal.
  • the user can start the game.
  • the game container server 113 will send the charging information related to the user's game to the authentication and accounting server, and the authentication and accounting server stores it in its memory. User's billing data.
  • the access proxy server 111 receives the game viewing request message sent by the user communication terminal, and sends the message to the game container server 113; the game container server 113 determines whether to accept the request according to the current number of viewers, and sends The game watching return message is sent to the access proxy server 111; the access proxy server 111 receives and forwards the game watching return message sent from the game container server 113 to the user's communication terminal; the game container server 113 sends a game end notification message to Access proxy server 111; The access proxy server 111 receives and forwards the message to the user communication terminal.
  • the user After executing the process of the user watching the game, the user can watch the current game situation.
  • the access proxy server 111 receives the exit game request message from the user communication terminal, and sends the message to the game container server 113; the game container server 113 receives the exit game request message, clears the user information, and exits the game logic And sends a final billing message to the authentication and billing server 114; the authentication and billing server 114 completes the billing and sends a billing response message to the game container server after clearing the user billing data in the memory 113; the game container server 113 receives the billing response message, and after the user returns to the game room, sends an exit game response message to the session management server 112 and the access proxy server 111; the access proxy server 111 receives and forwards the exit game response message to the user Communication terminal.
  • the user After the user exits the game, the user exits the game, completes the final billing for the user, and returns to the game room.
  • the access proxy server 111 receives and forwards the request to exit the game room from the user communication terminal to the session management server 112; the session management server 112 receives and forwards the request to exit the game room to the game container server 113;
  • the game container server 113 receives a request to exit the game room, allows the user to exit the game room, returns to the game lobby, and sends a message to exit the game room to the session management server 112 and the access proxy server 111;
  • the access proxy server 111 receives and forwards the exit from the game room Notification message to the user communication terminal.
  • the user After the user exits the game room, the user exits the game room, returns to the game lobby, and displays a game room list on his communication terminal.
  • the access proxy server 111 receives and forwards the request to exit the game lobby from the user communication terminal to the session management server 112; the session management server 112 receives the request to exit the game lobby, and uses the user to exit the game lobby, and Send a response message to exit the game lobby to the access proxy server 111; the access proxy server 111 receives and forwards the response message to exit the game lobby to the user communication terminal.
  • the access proxy server 111 receives and forwards the logout system request message from the user communication terminal to the session management server 112; the session management server 112 receives the logout system request message, and logs the user out of the system to clear the user's current login And send an exit system response message to the access proxy server 111; the access proxy server 111 receives and forwards the exit system response message to the user communication terminal.
  • Game room update notification The game container server 113 sends a game room update notification message to the access proxy server 111 when a user logs out or joins the game room; the access proxy server 111 receives and forwards the game room update notification message to all current ones. Communication terminal for online users.
  • Game room invitation notification The game container server 113 sends a game room invitation notification message to the access proxy server 111 when another user invites a user to join the game; the access proxy server 111 receives and forwards the game room invitation notification message to the server. Invite the user's communication terminal.
  • the game container server 113 sends a user notification message to the access proxy server 111 when the system needs to issue game advertisements and maintenance information; the access proxy server 111 receives and forwards the user notification message to the communication of all current online users terminal.
  • the access proxy server 111 receives and forwards the user credit message from the user communication terminal to the session management server 112; the session management server 112 receives the user credit message, records the credit, and sends the message to the authentication account
  • the fee server 114; the authentication and billing server 114 receives the user point message, updates the point ranking, and sends the point ranking message to the access proxy server 111; the access proxy server 111 receives and forwards the point ranking message to the user communication terminal.
  • the user After executing the user's game credit process, the user reports the credit of the stand-alone game to the game platform system, and the system updates and returns the credit ranking information to the user.
  • the management unit 120 includes three modules: a game business management module 121, a game operation support module 122, and a game community management module 123.
  • the game business management module 121 provides an interface for game developers to manage the application, approval, and release processes of the game business's game business on the game platform, that is, the game business management module 121 submits the games submitted by the game developer.
  • Server programs, client programs, business description files, and test logs are reviewed, mainly to check the game's services Whether the server-side program, client-side program, business description file, and test log conform to a unified format.
  • the server-side program of the game is released, that is, the game logic is stored in a storage area accessible by the game container server of the control unit 110 in.
  • the game business management module 121 manages and configures each server in the control unit 110, and manages the game operation status.
  • the game operation support module 122 provides a user-oriented interface for user registration and cancellation, activation and deactivation, at the same time manages billing related to game operations, and counts the operation status of the game.
  • the game operation support module 122 receives the status request message of the user, manages the status of the user in the system, and then returns a status response message to the user.
  • the game community management module 123 provides a user-oriented interface for managing the virtual community of the game platform. Users access the module to perform the following operations: browse various services of the game platform, register as users, order game services, speak in game forums, Purchase game cards and use community functions to manage user personal data. The user orders the game service by accessing the module, and the module can save the information of the user ordering the game service in the data unit 130.
  • the game platform system of the present invention has been described in detail above with reference to FIG. 1. It can be seen from the foregoing description that, on the one hand, the game platform system of the present invention provides users with a unified play, and the game platform charges the users. And points and other information for unified management; on the other hand, the game platform system of the present invention also provides a unified game platform for game developers, enabling different game developers to load their own developed game logic on the game platform for users select.
  • the advantages of applying a unified game platform are: first, it simplifies the operation of users when selecting games developed by different game developers, so that they can select multiple games with only one login, thereby improving user satisfaction; second, reducing The development cost of game developers avoids repeated development, because the common parts of game applications are already provided by the game platform. At the same time, the operating costs of game developers can be reduced, so that they can invest limited energy and financial resources into game development. Without having to be trapped in the huge maintenance work of the game system; third, it is beneficial for mobile operators to use mobile games Play mobile data business.
  • the present invention also includes a method for providing a game service.
  • the method is to set a plurality of interfaces consistent with the unified game standard described above in advance, and these interfaces can be called by a plurality of pre-loaded multiple game logic conforming to the unified game standard. Make the game logic run.
  • the user logs in, record and save the user information; when the user's game request is received, add the user information to the game logic corresponding to the game request to allow the user to join the game; when the user's logout request is received, logout The user information is requested to be deleted from the corresponding game logic, so that the user exits the game.
  • the method of the present invention will be described in detail by referring to FIG. 2 to FIG. 7 according to a specific embodiment of the present invention.
  • the method of the present invention is based on the above-mentioned game platform system.
  • FIG. 2 is a flowchart of a user login system and a game joining process according to a specific embodiment of the present invention.
  • a process of a user login system and a game joining process includes the following steps:
  • Step 201 The user sends a login system request message (MGP_LOGIN) to the session management server through the communication terminal.
  • MGP_LOGIN login system request message
  • Step 202 The session management server sends a user authentication request message to the authentication and accounting server.
  • Step 203 The authentication and accounting server performs authentication and authentication on the user.
  • Step 204 The authentication and accounting server returns a user authentication response message to the session management server. If the authentication succeeds, the user authentication response message is an authentication success message; otherwise, it is an authentication failure message.
  • Step 205 The session management server returns a user login response message (MGP_LOGINACK) to the user's communication terminal. If the authentication and accounting server returns an authentication success message, the user login response message is a login success message; otherwise, it is a login failure message ;
  • MGP_LOGINACK user login response message
  • the session management server records and saves the user information, and then executes the steps 206;
  • Step 206 The user sends a game lobby request to the session management server through the communication terminal.
  • the message (MGP-REQUESTLOBBYINFO);
  • Step 207 The session management server sends a game lobby response message (MGP—REQUESTLOBBYINFOACK) to the communication terminal, and the request game lobby response message includes a game list of the game lobby;
  • MGP game lobby response message
  • Step 208 The user selects a game room from the game list returned by the session management server, and then sends a join game room request message (MGP_JOINROOM) to the game container server through the communication terminal;-Step 209: the game container server determines the user request Whether the number of people in the game room has reached the upper limit, if yes, go to step 210; otherwise, go to step 211;
  • MGP_JOINROOM join game room request message
  • Step 210 The game container server returns a game room join response message (MGP-JOINROOMACK) to the user's communication terminal.
  • the response message is a game room join failure message.
  • the user can request to enter another game room or request to watch Games, or. Request to log out of the system;
  • Step 211 the game container server adds the user to the game room
  • Step 212 The game container server returns a game room join response message (MGP_JOINROOMACK) to the user's communication terminal, and the response message is a game room success message; 'Step 213: The user sends a game join server request message (MGP) to the game container server through the communication terminal. — JOINGAME); '
  • Step 214 The game container server determines whether the number of current game tables has reached the upper limit, and if so, executes step 215; otherwise, executes step 216;
  • Step 215 The game container server returns a game joining response message (MGPJOINGAMEACK) to the user.
  • the response message is a game joining failure message.
  • the user can request to watch the game, or request to exit the game room, or request to exit the system.
  • Step 217 The game container server server returns a game joining response message (MGP_JOINGAMEACK) to the user, where the response message is a game joining success message;
  • MGP_JOINGAMEACK game joining response message
  • Step 218 The user plays a network game with other users on the communication terminal.
  • the above is the flow of the user logging in, entering the game room and joining the game.
  • FIG. 3 is according to the present invention. As shown in the flowchart, referring to FIG. 3, the process for a user to watch a game includes the following steps:
  • Step 301 After entering the game room, the user selects a player in the current game room; Step 302: The user sends a game viewing request message to the game container server through the communication terminal (MGP-VISITGAME);
  • Step 303 The game container server determines whether the current number of viewing users has reached the upper limit, and if so, executes step 304; otherwise, executes step 305:
  • Step 304 The game container server returns a viewing game response message (MGP-VISITGAMEACK) to the user's communication terminal, and the response message is a viewing game failure message. After receiving the viewing failure message, the user is not authorized to watch the game, which may request Join the game, or request to exit the game room;
  • MGP-VISITGAMEACK viewing game response message
  • Step 305 the game server enables the user to watch the game
  • Step 306 The game container server returns a game viewing response message (MGP_VISITGAMEACK) to the user's communication terminal, where the response message is a game viewing success message;
  • MGP_VISITGAMEACK game viewing response message
  • Step 307 When the game ends, the game container server sends a game end notification message to the user's communication terminal;
  • Step 308 The user's communication terminal exits the game interface. The above is the flow of the user watching the game.
  • the system will issue notifications from time to time. These notifications include: When other users log out or join the game room, the game container server will send game room update notifications to the communication terminals of all currently logged in users; when other users invite When a user joins the game, the game container server will send a game room invitation notification to the communication terminal of the invited user; when the system issues a game advertisement or maintenance information, the game container server will send a user notification message to the communication terminals of all currently logged-in users.
  • FIG. 4 is a flowchart of a user exiting the game according to a specific embodiment of the present invention. Referring to FIG. 4, it can be seen that the process includes the following steps:
  • Step 401 The user sends a game exit request message (MGP-LOGOUT) to the game container server through the communication terminal;
  • MGP-LOGOUT game exit request message
  • Step 402 After the game container server receives the user's request to quit the game, the game container server clears the user information and uses the user to exit the game application logic;
  • Step 403 Send a final accounting message to the authentication and accounting server
  • Step 404 the authentication and accounting server completes the user's accounting and clears the memory data
  • step 405 the game container server returns the user to the game room
  • Step 406 The game container server sends a game exit response message to the session management server (MGP_LOGOUTACK);
  • Step 407 The game container server sends a game exit response message (MGP_LOGOUTACK) to the user's communication terminal. After receiving the message, the user's communication terminal exits the game interface.
  • MGP_LOGOUTACK game exit response message
  • steps 404 and 405 are steps performed by the billing authentication server and the game container server, respectively, and there is no chronological relationship, that is, two steps may be performed at the same time, or one of the steps may be executed first and then executed. Another step. After the user quits the game, he can request to join the game again or request to quit the game room.
  • the steps for the user to quit the game room are:
  • Step 1 The user sends a request to exit the game room to the game container server through the communication terminal;
  • Step 2 The game container server causes the user to exit the game room, and then sends a response message to the user's communication terminal.
  • Step 1 The user sends a request to exit the game lobby through the communication terminal to the session management server;
  • Step 2 The session management server causes the user to exit the game lobby, and then sends a logout response message to the user's communication terminal.
  • Step 1 The user sends a system exit request message to the session management server through the communication terminal;
  • Step 2 The session management server clears the user information, asks the user to log out of the system, and then sends a logout system response message to the user's communication terminal.
  • FIG. 5 is a flowchart of a user reporting points in a first manner according to a specific embodiment of the present invention. Referring to FIG. 5, it can be seen that the process of a user reporting points in a first manner includes the following steps: Step 501: A user plays on a communication terminal. One game to the end;
  • Step 502 The user sends a login system request message (MGP-LOGIN) to the session management server through the communication terminal;
  • MGP-LOGIN login system request message
  • Step 503 The session management server sends a login authentication request message to the authentication and accounting server.
  • Step 504 The authentication and accounting server authenticates the user.
  • Step 505 The authentication and accounting server returns a login authentication response message to the session management server. If the authentication succeeds, the user authentication response message is an authentication success message; otherwise, it is an authentication failure message;
  • Step 506 The session management server returns a login system response message (MGP_LOGINACK) to the user's communication terminal. If the authentication and accounting server returns an authentication success message, the user login response message is a login success message; otherwise, it is a login failure message ;
  • MGP_LOGINACK login system response message
  • the login response message with Lu is a login failure message, then exit the current process; otherwise, the user login is successful, go to step 507;
  • Step 507 The user sends the user's game point message (MGP_SCOREREPORT) to the session management server through the communication terminal;
  • MGP_SCOREREPORT game point message
  • Step 508 The session management server records the points reported by the user, and forwards the point message (MGP_SCOREREPORT) to the accounting authentication server;
  • Step 509 The charging authentication server updates the credit ranking and returns a credit ranking message (MGP-SCOREREPORTACK) to the user's communication terminal;
  • Step 510 The user sends a system withdrawal request message to the session management server through the communication terminal, and the session management server forwards the message to the authentication and accounting server.
  • Step 511 The session management server deletes the user's current login information and returns to log out. The system responds to the user's communication terminal.
  • step 501 to log in to the system again and report the point information until the user completes the last game and uploads the game. ⁇ 1 Points completed.
  • this way of reporting points is that the user logs in to the system to report points after the end of each stand-alone game, and exits the system for the next round of games after the points are reported. This cycle is repeated until the last stand-alone game is completed.
  • FIG. 6 is a flow chart of a user reporting points in a second manner according to a specific embodiment of the present invention.
  • a process of reporting points in a second manner by a user includes the following steps: Step 601: The user sends a report to the user through a communication terminal.
  • the session management server sends a login system request message (MGP- LOGIN);
  • Step 602 the session management server sends a login authentication request message to the authentication and accounting service server;
  • Step 603 The authentication and accounting server authenticates the user.
  • Step 604 The authentication and accounting server returns a login authentication response message to the session management server. If the authentication succeeds, the user authentication response message is an authentication success message; otherwise, it is an authentication failure message;
  • Step 605 The session management server returns a login system response message (MGP_LOGINACK) to the user's communication terminal. If the authentication and accounting server returns an authentication success message, the user login response message is a login success message; otherwise, it is a login failure message ;
  • MGP_LOGINACK login system response message
  • the user login response message is a login failure message, then exit the current process; otherwise, the user login is successful, go to step 606;
  • Step 606 The user starts a stand-alone game on the communication terminal, and plays a game to the end;
  • Step 607 The user sends the user a game to the session management server through the communication terminal Points message (MGP- SCOREREPORT);
  • Step 608 The session management server records the points reported by the user, and forwards the points message (MGP-SCOREREPORT) to the accounting authentication server;
  • Step 609 The charging authentication server updates the score ranking and returns a score ranking message (MGP-SCOREREPORTACK) to the communication terminal of the user;
  • Step 610 The user starts the next stand-alone game on the communication terminal, and after each round of the game is over, 'repeat the above steps 607 to 609 until the report of the game's points in the last round is completed;
  • Step 611 The user sends a logout system request message to the session management server through the communication terminal, and the session management server forwards the message to the authentication and accounting server.
  • Step 612 The session management server deletes the information of the user's current login, and returns a logout 'system response message to the user's communication terminal.
  • this way of reporting points is that the user first logs in to the system, then plays a stand-alone game, and reports the points, and then exits the system until the last game is completed.
  • FIG. 7 is a flowchart of a user ordering a game service according to a specific embodiment of the present invention. Referring to FIG. 7, it is known that a process of ordering a game service by a user includes the following steps:
  • Step 701 The user sends a game service list request message to the game community management module through the communication terminal;
  • Step 702 The game community management module forwards the game business list request message to the database.
  • Step 703 The database returns the game business list information to the game community management module.
  • Step 704 The game community management module returns the game business list information to the user's communication terminal. ;
  • Step 705 The user selects the game service of interest and the corresponding charging method, and sends a service order application message to the message, where the message includes the game service and charging method selected by the user;
  • Step 706 The game community management module receives the service order message, and submits the service order information of the user contained therein to the database;
  • Step 707 The database records the user's business order information, and returns a business order response message to the game community management module;
  • Step 708 The game community management module returns a service order response message to the user's communication terminal.
  • the user has completed the game business order, and the user has the right to use the game business that he ordered online.

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  • Engineering & Computer Science (AREA)
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  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)
  • Telephonic Communication Services (AREA)

Abstract

L'invention concerne un système de plate-forme de jeu qui comprend : un serveur de gestion de session et un serveur de jeux permettant d'enregistrer et de stocker des informations d'utilisateur lorsqu'un utilisateur se connecte ; le serveur de jeux comprenant un certain nombre d'interfaces, celles-ci pouvant être appelées par un certain nombre de logiques de jeu chargées. Après réception d'une demande de jeu d'un utilisateur, les informations d'utilisateur obtenues à partir du serveur de gestion de session sont ajoutées à la logique de jeu correspondant à la demande de jeu pour permettre à l'utilisateur d'entrer dans le jeu. L'invention concerne également un procédé de fourniture de service de jeu qui consiste à préétablir un certain nombre d'interfaces et à charger un certain nombre de logiques de jeu. Le processus d'entrée dans le jeu dudit procédé est le suivant : en réponse à la demande de jeu envoyée par l'utilisateur, les informations d'utilisateur sont ajoutées à la logique de jeu demandée par l'utilisateur ; en réponse à la demande de sortie envoyée par l'utilisateur, les informations d'utilisateur sont effacées de la logique de jeu correspondante. Le système et le procédé de l'invention permettent non seulement d'améliorer le degré de satisfaction de l'utilisateur en ce qui concerne le service de jeu, mais également de réduire les coûts de mise en réseau et de maintenance pour le développeur.
PCT/CN2005/000568 2004-04-24 2005-04-25 Systeme de plate-forme de jeu et procede de fourniture de service de jeu WO2005103936A1 (fr)

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CNB200410036625XA CN1319322C (zh) 2004-04-24 2004-04-24 一种用于在通信网络中提供游戏业务的系统和方法
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