WO2005124608A1 - A data processing method for game virtual article, game platform system and game system - Google Patents

A data processing method for game virtual article, game platform system and game system Download PDF

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Publication number
WO2005124608A1
WO2005124608A1 PCT/CN2005/000860 CN2005000860W WO2005124608A1 WO 2005124608 A1 WO2005124608 A1 WO 2005124608A1 CN 2005000860 W CN2005000860 W CN 2005000860W WO 2005124608 A1 WO2005124608 A1 WO 2005124608A1
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WO
WIPO (PCT)
Prior art keywords
virtual item
interface
game
virtual
step
Prior art date
Application number
PCT/CN2005/000860
Other languages
French (fr)
Chinese (zh)
Inventor
Qian Sun
Quan Qi
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
Priority to CNB2004100487771A priority Critical patent/CN1319008C/en
Priority to CN200410048777.1 priority
Application filed by Huawei Technologies Co., Ltd. filed Critical Huawei Technologies Co., Ltd.
Publication of WO2005124608A1 publication Critical patent/WO2005124608A1/en

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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
    • A63F13/70Game 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/10Control of the course of the game, e.g. start, progess, end
    • 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
    • A63F13/12Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • A63F13/85Providing additional services to 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
    • 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
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • 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
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/575Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for trading virtual items

Abstract

The present invention discloses a data processing method for Game virtual article, the said method sets a uniform data processing interface for virtual article and a uniform database for virtual article, the processing of virtual article data includes: A. Each game invokes data processing interface for virtual article in processing procedure; B. The data processing interface for virtual article communicates with the database for virtual article to process the data of virtual article. The present invention also discloses a game platform system where a service module for virtual article is set, said server module includes data processing interface for virtual article and database for virtual article. The present invention further discloses a game system including a service unit for virtual article. The present invention further discloses a game system including a server for virtual article. The present invention achieves uniform data processing for virtual article in game system, and solves the problem of high cost, disordered data, difficult maintenance and low security in existing technology.

Description

 Game virtual item data processing method, game platform system and game system

 The present invention relates to data processing technology in online games, and in particular, to a game virtual item data processing method, a game platform system, and a game system. Background of the invention

 With the rapid development of the Internet and mobile communication technology, online online games have become the focus of data services for communication operators. A general online network game is a game system. It is developed by game developers and mobile terminal device manufacturers. There is no uniform standard. The current technology development trend is that operators provide a unified game platform, which can run different games provided by game developers. The game platform provides functions such as billing, timers, points management, and session management. For game developers, specific telecommunication equipment protocols and the telecommunication network environment during service deployment are shielded, which saves game developers' development work on the server side. The Open Mobile Alliance OMA's game working group is dedicated to the development of mobile online game platform standard specifications.

On the other hand, with the popularity of online online games, various problems with virtual items in games have become increasingly prominent. In countries where the online gaming industry is well developed, special laws have been formulated for the theft of virtual goods on the Internet. Virtual items refer to equipment, pets, etc. in the game. In order to obtain these virtual items, game users usually spend a lot of time and communication costs. Therefore, if the game system does not handle the user's virtual item data properly and mismanagement, it will greatly affect the user's satisfaction and even cause legal disputes. Effectively solving various problems of virtual goods is extremely urgent both in legislation and in technology. To address the theft of virtual items, some companies have proposed installing firewalls and anti-hacking software on user clients to enhance security. but There are no technical improvements to the game system itself to solve the problem of virtual items.

 Generally, in a system that runs multiple games merged by multiple game developers on one game platform, each game is a relatively independent system, and generally runs on the same computer server as the game platform.

 For example: The virtual object data processing interface in the Open Mobile Alliance OMA's game platform standard includes the interface between the game and the game platform and the interface between the client and the game platform. Referring to FIG. 1, FIG. 1 is a schematic structural diagram of a prior art game system. The interfaces between the game module 101 and the game platform 102 include a session management interface, a communication interface, a charging interface, a score and game management interface, a log interface, and a timer interface. The interfaces between the client 100 and the game platform 102 include a login and registration interface, an interface for game creation and scheduling, a game playing interface, a score interface, a message interface, and the like.

 The game platform 102 does not provide a unified interface for data processing of virtual items, and the virtual items of the game must be processed by the game module 101 respectively. Each game module 101 has its own virtual item data processing program and database storing virtual item data. The data storage format is also different. Especially when the game is developed by different developers, the processing program and storage format are very different. Operators generally also cannot know the virtual item processing program and data storage format, and their maintenance must be maintained by each developer separately. Operators cannot perform unified maintenance. When there are a large number of games in operation, virtual It will be difficult to separately back up, statistics, and analyze the item data. The security and reliability of the processing program completely depends on each developer. If a virtual item data processing program developed by a developer has a security vulnerability, it will cause the game user's virtual items to be lost. Or data chaos, it will cause great losses to operators. In addition, the virtual items are all virtual item data between games and cannot be shared and transferred, which limits the system's functions.

It can be seen that, in the current game system, the processing of virtual item data is processed by each game module, and the storage methods are different. Therefore, there are high development costs and data chaos. Technical problems such as difficult maintenance, poor safety, and limited functionality. Summary of the invention

 In view of this, a first main object of the present invention is to provide a method for processing virtual item data in a game, to uniformly process virtual item data in a game system, and to solve problems such as chaos of existing technical data.

 The second main object of the present invention is to provide a game platform system, which can uniformly process virtual item data in the game system, and solve problems such as data confusion in the prior art.

 A third main object of the present invention is to provide two game systems, in which virtual item data in the game system can be processed uniformly.

 To achieve the first aspect of the foregoing object, the present invention provides a method for processing virtual item data in a game. The method sets a unified virtual item data processing interface and a unified virtual item database in a game system, and processes virtual item data. It includes the following steps:

 A. The game of the game system calls the virtual item data processing interface during the running process;

B. The virtual item data processing interface interacts with the virtual item database to process the virtual item data.

 The method for setting the virtual item data processing interface and the virtual item database in the game system may be: setting the virtual item data processing interface and the virtual item database in the game platform of the game system; or setting the virtual item server in the system, The virtual item data processing interface and the virtual item database are set in the virtual item server.

 The step A may be: each game program sends a virtual item data processing interface call instruction including interface parameters during running;

 The step B may include:

B 1. The virtual item data processing interface receives the call instruction containing the interface parameters and checks The legitimacy of the interface parameters. If the interface parameters are valid, step B2 is performed, otherwise the call failure result is returned to the game that sent the call instruction;

 B2. The virtual article data processing interface interacts with the virtual article database according to the calling instruction and its interface parameters to complete the virtual article data processing;

 B3. The virtual item data processing interface returns the processing result of the virtual item data to the game sending the calling instruction.

 The virtual item database may include a game information table, a user information table, and a virtual item table, and may further include a virtual item category table and a virtual item belonging table.

 The method may further include: setting a virtual item data management module in the game system;

 The operator sends a call instruction containing the interface parameters to the virtual item data processing interface through the virtual item management module. After receiving the instruction, the virtual data processing interface interacts with the virtual item database according to the instruction and the interface parameters therein to the virtual item data. The processing is performed, and the processing result is returned by the virtual item data processing interface to the virtual item management module that sends the calling instruction. The virtual item data management module presents the result to the operator.

 To achieve the second aspect of the above objective, the present invention provides a game platform system, which includes a virtual item service module; the virtual item service module includes a virtual item data processing interface and a virtual item database;

 The virtual item data processing interface receives a virtual item data processing interface call instruction including interface parameters sent by a game module in the game platform system to the game platform system, and interacts with the virtual item database according to the instruction and the interface parameters therein. , Processing the virtual item data, and returning the processing result to the game module that sends the calling instruction;

The virtual item database stores virtual item data of game modules in the game platform system. The virtual item data processing interface may include at least the following virtual item creation interfaces, virtual item allocation interfaces, virtual item modification interfaces, virtual item transaction interfaces, virtual item transfer interfaces, and virtual item Query interface, statistics interface for virtual items.

 The game platform system may further include: a virtual item data management module; the virtual item data management module has a management and maintenance interface, receives a call instruction including interface parameters, and sends the virtual item data processing interface in the virtual item service unit; virtual data After receiving the call instruction, the processing interface interacts with the virtual item database according to the call instruction and the interface parameters therein, processes the virtual item data, and returns the processing result to the virtual item data management module and the virtual item data that sent the call instruction. The management module presents the results.

 To achieve the third aspect of the above objective, the present invention provides two game platform systems:

 The first game system includes a client, a game module, and a game platform, and the system further includes a virtual item service unit; the virtual item service unit includes a virtual item data processing interface and a virtual item database;

 The virtual item data processing interface receives a virtual item data processing interface call instruction including interface parameters sent by a game module in the game system, and interacts with the virtual item database according to the instruction and the interface parameters therein to perform virtual item data processing. Process, and return the processing result to the game module that sent the call instruction;

 The virtual item database stores virtual item data of game modules in the game system.

The virtual item data processing interface includes at least one of the following: a virtual item creation interface, a virtual item allocation interface, and a virtual item modification interface. Interface, virtual item transaction interface, virtual item transfer interface, virtual item query interface, virtual item statistics interface.

 The virtual item service unit may be a virtual item service module provided on a game platform or a virtual item server independent of the game platform.

 The system may further include: a virtual item data management module; the virtual item data management module has a management and maintenance interface, receives a call instruction including an interface parameter, and sends the call instruction to a virtual item data processing interface in a virtual item service unit;

 After receiving the call instruction, the virtual data processing interface interacts with the virtual item database according to the call instruction and the interface parameters therein, processes the virtual item data, and returns the processing result to the virtual item data management module that sends the call instruction. The item data management module presents the results.

 The second game system includes a game system including a client and a game module, and the system further includes a virtual item server; the virtual item server includes a virtual item data processing interface and a virtual item database;

 The virtual item data processing interface receives a virtual item data processing interface call instruction including interface parameters sent by a game module in the game system, and interacts with the virtual item database according to the instruction and the interface parameters therein to perform virtual item data processing. Process, and return the processing result to the game module that sent the call instruction;

 The virtual item database stores virtual item data of game modules in the game system.

 The virtual item data processing interface may include at least one of the following: a virtual item creation interface, a virtual item allocation interface, a virtual item modification interface, a virtual item transaction interface, a virtual item transfer interface, and a virtual item query Interface, statistical interface for virtual items.

The system may further include: a virtual item data management module; The virtual item data management module has a management and maintenance interface, receives a call instruction including an interface parameter, and sends the call instruction to the virtual item data processing unit P in the virtual item service unit;

 After receiving the call instruction, the virtual data processing interface interacts with the virtual item database according to the call instruction and the interface parameters therein, processes the virtual item data, and returns the processing result to the virtual item data management module that sends the call instruction. The item data management module presents the results.

 As can be seen from the above technical solution, the key of the present invention is: setting a unified virtual item data processing interface and a unified virtual item database in the game system, and the virtual item data processing of the game in the game system is accessed through the unified virtual item data processing interface In the unified virtual item database, the game system processes all virtual item data of all games. With the present invention, when developing a new game, it is not necessary to establish a separate database, as long as the virtual item data format of the new game is the same as the unified virtual item database, and it is not necessary to develop a data processing program for the virtual item, and it is only necessary to call the game system. Only the unified virtual item data processing interface can be used, which can save development costs. Virtual items are stored by a unified database, which can solve the problem of data confusion in the prior art. At the same time, maintaining one database is relatively simple compared to maintaining multiple databases. Brief description of the drawings

 FIG. 1 is a schematic structural diagram of a prior art game system;

 2 is a flowchart of processing virtual game data of the present invention;

 FIG. 3 is an implementation flowchart of creating a virtual item according to the present invention;

 FIG. 4 is a flowchart of implementation of virtual item allocation according to the present invention;

FIG. 5 is a flowchart of implementation of modification of a virtual item according to the present invention; FIG. Figure 6 is a flowchart of implementation of virtual goods transactions between users of the present invention; Figure 7a is a flowchart of implementations of users selling virtual items to the system; Figure 7b is a flowchart of implementations of users purchasing virtual items from the system; FIG. 8a is an implementation flowchart of donating a virtual item according to the present invention; FIG.

 FIG. 8b is a flowchart of implementing virtual item sharing according to the present invention; FIG.

 FIG. 8c is an implementation flowchart of a virtual item exchange according to the present invention;

 FIG. 9a is a flowchart of implementing a first virtual item query according to the present invention; FIG.

 FIG. 9b is a flowchart of implementing a second virtual item query according to the present invention;

 FIG. 9c is an implementation flowchart of a third virtual item query according to the present invention;

 FIG. 10 is a flowchart of implementing virtual article statistics according to the present invention;

 Fig. 11a is a schematic structural diagram of a first preferred embodiment of a game system of the present invention; Fig. 1b is a schematic structural diagram of a second preferred embodiment of a game system of the present invention; Fig. 12 is a third preferred embodiment of a game system of the present invention Schematic diagram of the structure. Mode of Carrying Out the Invention

 In order to make the objectives, technical solutions, and advantages of the present invention clearer, the following further describes the present invention in detail with reference to the accompanying drawings and examples.

 The main idea of the present invention is to set a unified virtual item data processing interface and a unified virtual item database in the game system, and the data processing of the game's virtual items in the game system accesses the unified virtual item through the unified virtual item data processing interface. database.

Referring to FIG. 2, FIG. 2 is a flowchart of processing game virtual item data according to the present invention. After the unified virtual item data processing interface and the unified virtual item database are set in the game system, the process of processing the game virtual item data can be realized by the following two steps: Step 201: A game in the game system may call a virtual item data processing interface during running.

 Step 202: The virtual item data processing interface interacts with the virtual item database to process the virtual item data.

 Hereinafter, specific embodiments of processing game virtual item data will be described in detail.

 First, some simple descriptions of virtual items: Virtual currency owned by users can purchase virtual items, virtual items owned by users can also be sold for virtual currencies, and users can conduct virtual item transactions with other users or with the system. Virtual item transactions. Virtual items and virtual currencies can also be acquired or lost through certain behaviors of users in the game in accordance with the rules of the game, or acquired or lost under certain conditions in the system.

 Next, the virtual item database will be described.

 In the present invention, the virtual item database may include a plurality of database tables related to the virtual item data, which are basically the following three tables:

 Game information table: including game identification, game name, game version, etc.

 User information table: including user identification, virtual currency amount, etc.

 Virtual Item List: Includes virtual item identification, virtual item attributes, belonging user identification, value, etc. Multiple fields are reserved at the same time, and the meaning of the fields is determined by each game according to needs, in order to facilitate the expansion of the game's functions and data content. Among them, the virtual item attributes generally have multiple fields, including basic attributes common to similar virtual items such as item category, belonging game ID, etc., and unique attributes such as status of a single virtual item.

The above three tables are basic tables of virtual item data. If you want to improve the database design in order to reduce data redundancy and achieve more virtual item processing functions, you can add corresponding database tables to the database. The improved database can include The following database tables: Game information table: including game identification, game name, game version, etc. E.g,

Game information table shown at 1.

 Table 1

User information table: including user identification, virtual currency amount, etc. For example, the user information table shown in Table 2.

 Table 2

 Virtual item category table: Includes fields such as virtual item category identification, belonging game identification, value, unallocated quantity, and allocated quantity. Multiple fields can be reserved at the same time, and the meaning of the fields can be determined by each game according to the needs, in order to facilitate the expansion of the game's functions and data content. For example, the virtual item category table shown in Table 3.

 table 3

The table will include basic information such as the item category in the virtual item attributes in the virtual item table, The fields such as the game ID and the like are separated and stored in the virtual item category table, which can reduce data redundancy. At the same time, the value of virtual items can also be defined in the virtual item category table, that is, the same type of virtual items have the same value. One method of determining the value of a virtual item is to first search the virtual item table when determining the value of the virtual item. If the value field corresponding to the virtual item is not empty, the value of the virtual item is the value of that field; if the virtual item corresponds to If the value field of is empty, the value of the virtual item is the value of the value field in the corresponding virtual item category. This can be compatible with both pricing methods to meet the different needs of the game.

 Virtual item attribution table: Includes fields such as the virtual item ID and the user ID. For example, the virtual item attribution table shown in Table 4.

 Table 4

 In this table, there is a many-to-many relationship between the virtual item and the user, and the function of sharing a virtual item by multiple users can be realized.

With the above two tables about virtual items, the structural changes of the virtual item table include virtual item identification, virtual item category identification, value, and unique attributes of a single virtual item such as status and other fields. Multiple fields can be reserved. content ύ each game needed to decide the meaning of the fields, in order to facilitate the expansion of the game's features and data

Virtual item list: virtual item identification, virtual item category identification, value, status, etc. Multiple fields can be reserved at the same time, and the meaning of the fields can be determined by each game according to needs, so as to facilitate the expansion of the game's functions and data content. The virtual item table records the information of the virtual items that have been allocated. A virtual item has a unique virtual item ID. The virtual item identification field can be set to an automatic numbering type in the database, which can simply ensure its uniqueness. For example, the virtual item table shown in Table 5. • Virtual Item List '? , '

 PK

 Virtual item category identification

 Value

 Status

 Reserved field 1

 Reserved field 2 Table 5

 The fields marked PK on the left of the above tables are the primary keys of the database tables.

 The virtual item database can be distributed or clustered to prevent a single machine from being overloaded.

 Then, the virtual item data processing interface is described: The virtual item data processing interface can be completely implemented by software, for example, the virtual item data processing virtual item data processing interface designed according to the rules of the game.

 The virtual item data processing interface is divided into virtual item creation, virtual item allocation, virtual item modification, virtual item transaction, virtual item transfer, virtual item query, virtual item statistics, etc. Each part contains one or Multiple interfaces. The system can provide all interfaces or only some interfaces as required.

 The virtual item data processing method for all interfaces includes three basic steps: check the validity of the interface parameters, interact with the virtual item database to complete the virtual item data processing, and return the processing results of the virtual item data.

Different virtual item database designs have different virtual item data processing interface implementations. The following is a virtual item database with a game information table, a user information table, a virtual item table, a virtual item category table, and a virtual item attribution table. The creation of virtual items, the allocation of virtual items, the modification of virtual items, the transactions of virtual items, The data processing procedures of virtual item transfer, virtual item query, and statistics of virtual items are described in detail. Referring to FIG. 3, FIG. 3 is a flowchart of implementation of creating a virtual item according to the present invention. The creation of a virtual item involves only the virtual item category table. The process includes the following steps:

 Step 301: The virtual item data processing interface receives a creation instruction including interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 302 is performed; otherwise, step 307 is performed.

 The interface parameters include: virtual item category identification, category name, belonging game identification, value, quantity, etc.

 In this step, you can check the data type of the parameter, the range of values, whether it is empty, and so on. Through preliminary inspection, you can filter out some wrong or illegal operations, improve the security and reliability of the system, and improve efficiency. For example, the virtual item identification database defines 10 characters, and the virtual item identification value in an interface parameter is 5 digits. An error can be returned through the legality check of the interface parameter without operating the virtual item database. The database returns an error when it cannot find the corresponding virtual item. Database operations are time-consuming and take up system resources, so try to avoid invalid operations.

 Step 302: Query the virtual item category table according to the virtual item category identifier in the interface parameters.

 Step 303: Determine whether the virtual item category identifier in the interface parameter already has a corresponding record in the virtual item category table, and if so, execute step 304; otherwise, execute step 306.

 Step 304: Modify the value of each field of the corresponding existing record, and modify the category name, the game ID, and the value field in the record to the corresponding values in the interface parameters.

 Step 305: The virtual item quantity field that is not allocated to the user in the existing record is modified to the original unallocated virtual item quantity field value plus the virtual item quantity value in the interface parameter, and step 307 is performed.

Step 306: Add a corresponding record directly to the virtual item category, and the value of each field in the record is equal to the corresponding value in the interface parameter. Step 307: Return the creation result information to the game calling this interface. Create a result message. The message can include: success or failure information and error description information on failure.

 Referring to FIG. 4, FIG. 4 is a flowchart of implementation of virtual item allocation according to the present invention. The allocation of virtual items involves three database tables: a virtual item category table, a virtual item table, and a virtual item attribution table. The process includes the following steps:

 Step 401: The virtual item data processing interface receives a virtual item allocation instruction including interface parameters sent by the game, and checks whether the interface parameters are valid. If the parameters are valid, step 402 is performed; otherwise, step 408 is performed.

 The interface parameters include: virtual item category identification, user identification, and quantity. The checking method is the same as that of step 301.

 Step 402: Query the virtual item category table according to the virtual item category identifier in the interface parameters.

 Step 403: Determine whether the virtual item category identifier in the interface parameter already has a corresponding record in the virtual item category table, and if there is, execute step 404; otherwise, execute step 408.

 Step 404: Determine whether the number of virtual items in the interface parameters is not greater than the unallocated number in the corresponding record, and if yes, go to step 405; otherwise, go to step 408.

 Step 405: Modify the corresponding record of the virtual item category table, and subtract the quantity in the interface parameter from the original unallocated quantity field; the value of the allocated quantity field plus the quantity in the interface parameter.

 Step 406: Add a record to the virtual item table. The number of records is equal to the number of virtual item parameters in the interface parameters. The virtual item identifier in the added record is generated by a program or a database.

In this embodiment, there are two automatic generation methods of the virtual item identification: one is to set the virtual item identification field in the virtual item table to a database automatic numbering type. One is to ensure the uniqueness of the virtual item ID, the program uses a certain algorithm to generate the virtual item ID. For example, the largest virtual item ID in the virtual item table is queried first, and then 1 is added to it. That is, there are many other well-known algorithms, which are not repeated here.

 The method for automatically generating a virtual item identifier described above is applicable to each virtual object data processing interface involved in the present invention that generates a virtual item identifier.

 Step 407: Add the correspondence between the virtual item identifier and the user identifier of the interface parameter to the virtual item attribution table, that is, the attribution record.

 Step 408: Return the allocation result information to the game calling this interface. Result information can include: success or failure information and error description information on failure.

 Referring to FIG. 5, FIG. 5 is a flowchart of implementation of modification of a virtual item according to the present invention. Virtual item modification only involves the virtual item list. The process includes the following steps:

 Step 501: The virtual item data processing interface receives a virtual item modification instruction including interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 502 is performed; otherwise, step 505 is performed.

 Interface parameters include: virtual item identification, attribute field name, attribute field value. The attribute field name can be a list of attribute fields, and the attribute field value is also a corresponding attribute value list, so that multiple attributes of the virtual item can be modified at the same time. The checking method is the same as that of step 301.

 Step 502: Query the virtual item table according to the virtual item identifier in the interface parameters. Step 503: It is determined whether the virtual item category identifier in the interface parameter has a corresponding record in the virtual item table, and if so, step 504 is performed; otherwise, step 505 is performed.

 Step 504: Modify each field value of the corresponding record in the virtual item table according to the attribute field name and the attribute field value in the interface parameters.

 Step 505: Return the modification result information to the game calling this interface. Result information can include: success or failure information and error description information on failure.

The transactions of virtual items include transactions between users and transactions between users and the system. These are explained separately below. The transactions between users include the two cases where the user sells virtual items owned by himself or buys virtual items owned by other users, and the data processing process is the same in both cases.

 Referring to FIG. 6, FIG. 6 is a flowchart of implementation of transactions between users of virtual goods according to the present invention. The transactions between users of virtual items involve four database tables: a virtual item category table, a virtual item table, a virtual item ownership table, and a user information table. The process includes the following steps:

 Step 601: The virtual item data processing interface receives a virtual item transaction instruction containing interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 602 is performed; otherwise, step 608 is performed.

 The interface parameters include: the virtual item identification, the user identification of the selling user and the buying user, and the price.

 Step 602: Query the virtual item table according to the virtual item identifier in the interface parameters.

 In step 603, it is determined whether the virtual item category identifier in the interface parameter is in the virtual item table. If there is a corresponding record, step 604 is performed; otherwise, step 608 is performed.

 Step 604: Delete the record corresponding to the virtual item identifier in the virtual item ownership table. Before this step, a step may be added to determine whether there is a corresponding record of the virtual item ID in the virtual item attribution table and the sold user ID in the interface parameters, and if there is, execute step 604; otherwise, execute step 608.

 Step 605: Insert a virtual item attribution data record corresponding to the virtual item ID and the purchase user ID in the interface parameter into the virtual item attribution table.

 Step 606: Modify the user information table, and subtract the value of the virtual item from the amount of virtual currency in the corresponding record of the user ID of the user who bought in the interface parameters.

 Step 607: Increase the value of the virtual item by recording the amount of virtual currency corresponding to the user ID of the selling user to which the virtual item originally belongs. If there are multiple users, the value of the virtual item increases to the amount of virtual money of each user on average.

Step 608: Returns the selling result information to the game calling this interface. Result information is available To include: success or failure information and error description information on failure.

 The method for determining the value of the virtual item in this embodiment is: a price is input in the interface parameter, and the price is the value of the virtual item. In practical applications, the interface parameter may not give a price. In this case, when the virtual item table is queried, the value field of the virtual item table can be found from the corresponding record in the virtual item table. The amount of value of the virtual item. If there is no value field value in the corresponding record of the virtual item table, the virtual item category table can be queried, and the value of the virtual item is the value field value of the corresponding category record in the virtual item category table.

 The above-mentioned method for determining the value of a virtual item is applicable to each of the virtual item data processing interfaces including the processing of value data according to the present invention.

 Referring to FIG. 7a, FIG. 7a is an implementation flow chart of a user selling virtual items to the system in the present invention. Selling virtual items to the system also involves four database tables: a virtual item category table, a virtual item table, a virtual item attribution table, and a user information table. The process includes the following steps: Step 701: The virtual item data processing interface receives a virtual item selling instruction containing interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 702 is performed; otherwise, step 709 is performed.

 The interface parameters include: virtual item identification, user identification, and price. The user identified here is the sell user.

 Step 702: Query the virtual item attribution table according to the virtual item identifier and the user identifier in the interface parameters.

 In step 703, it is determined whether there is a corresponding record in the attribution table of the virtual item, that is, whether the sold user owns the virtual item, and if so, step 704 is performed; otherwise, step 708 is performed.

 Step 704: Modify the corresponding record of the virtual item category table, add 1 to the unallocated quantity field, and subtract 1 from the allocated quantity field.

Usually the user has one virtual item of the same type, and sells one to the system. in case The user has multiple virtual items of the same type, and all of them need to be sold. This can be achieved by calling this virtual item data processing interface multiple times.

 Step 705: Delete the corresponding record from the virtual item table according to the virtual item identifier in the interface parameters.

 Step 706: Delete the correspondence between the virtual item identifier and the selling user identifier in the interface parameter in the virtual item attribution table, that is, the belonging record.

 Step 707: Modify the user information table, and increase the value of the virtual item by adding the virtual currency in the corresponding record of the user ID of the sold user in the interface parameters.

 Step 708: Return the selling result information to the game calling the interface program. Result information can include: success or failure information and error description information on failure.

 Referring to FIG. 7b, FIG. 7 is a flowchart of implementation of a user buying a virtual item from the system according to the present invention. Buying virtual items from the system also involves four database tables: a virtual item category table, a virtual item table, a virtual item ownership table, and a user information table. The process includes the following steps:

 Step 711: The virtual item data processing interface receives a virtual item buy instruction containing interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 712 is performed; otherwise, step 719 is performed.

 Interface parameters include: virtual item category identification, user identification, price, and quantity. The user identification here is a buying user, which can be one or more.

 Step 712: Query the virtual item category table according to the virtual item category identifier in the interface parameters.

 Step 713: Determine whether the virtual item category identifier in the interface parameter has a corresponding record in the virtual item category table, that is, whether there is a virtual item of that category in the database, and if there is no, go to step 714; otherwise, go to step 719.

Step 714: Determine whether the number in the interface parameters is not greater than the unallocated number in the corresponding record, and if yes, go to step 715; otherwise, go to step 719. Step 715: Modify the corresponding record of the virtual item category table. The unallocated quantity field is reduced by the number of interface parameters, and the allocated quantity is increased by the number of interface parameters.

 Step 716: Add a record to the virtual item table. The number of records is equal to the number in the interface parameter. The virtual item identifier in the added record is generated by a program or a database.

 Step 717: Add the correspondence between the virtual item identifier and the user identifier in the interface parameter to the virtual item attribution table, that is, the attribution record.

 In step 718, the user information table is modified, and the virtual currency in the corresponding record of the user ID of the user who bought in the interface parameters is reduced by the corresponding amount of the virtual item.

 Step 719: Return the buying result information to the game calling the interface program. Result information can include: success or failure information and error description information on failure.

 The invention can conveniently realize the transfer of virtual items. The transfer of virtual items can be divided into gifts of virtual items, sharing of virtual items, and exchange of virtual items. This is explained separately below.

 1. Gift of virtual items.

 Referring to FIG. 8a, FIG. 8a is a flowchart of implementation of a virtual item donation according to the present invention. The grant of virtual items involves a virtual item attribution table. It includes the following steps:

 Step 801: The virtual item data processing interface receives a virtual item donation instruction including interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 802 is performed; otherwise, step 805 is performed.

 The interface parameters include: the virtual item ID, the original user ID, and the gifted user ID. Step 802: Query the virtual item attribution table according to the original belonging user ID, the gifted user ID, and the virtual item ID in the interface parameters.

Step 803: Determine whether the original belonging user owns the virtual item identified by the virtual item in the interface parameter in the virtual item attribution table, and if there is, execute step 804; otherwise, perform step 805. Step 804: Delete the corresponding records of the original belonging user and the virtual item identifier, and add the corresponding records of the user ID and the virtual item identifier donated in the interface parameters.

 In step 805, the gift end information is returned to the game calling this interface. The result information may include: success or failure information and error description information at the time of failure.

 2. Sharing of virtual items.

 Referring to FIG. 8b, FIG. 8b is a flowchart of implementation of virtual item sharing according to the present invention. The sharing of virtual items involves a virtual item attribution table. It includes the following steps:

 Step 81 1. The virtual item data processing interface receives the virtual item sharing instruction including the interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 812 is performed; otherwise, step 815 is performed.

 The interface parameters include: virtual item identification, home user identification, and shared user identification list.

 Step 812: Query the virtual item attribution table according to the virtual item identifier and the belonging user identifier in the interface parameters.

 Step 813: Determine whether a corresponding record exists in the virtual item attribution table, that is, whether the user belonging to the user identifier in the interface parameter owns the virtual item, and if so, execute step 814, otherwise execute step 815.

 Step 814: Add a corresponding record of the shared user identification list and the virtual item identification in the interface parameter to the virtual item attribution table.

 Step 815: Return the sharing result information to the game calling this interface. Result information can include: success or failure information and error description information on failure.

 3. Exchange of virtual items.

 Referring to FIG. 8c, FIG. 8c is a flowchart of implementation of a virtual item exchange according to the present invention. The exchange of virtual items involves a virtual item attribution table. It includes the following steps:

Step 821: The virtual item data processing interface receives the interface parameter sent by the game. The number of virtual goods exchange instructions, and check whether the interface parameters are legal, if legal, go to step 822; otherwise, go to step 825.

 The interface parameters include: virtual item identification 1 and virtual item identification 2.

 Step 822: Query the home user ID corresponding to the interface parameter virtual item ID 1 and virtual item ID 2 in the virtual item belonging table.

 In step 823, it is determined whether the home user identifiers corresponding to the virtual item identifier 1 and the virtual item identifier 2 are the same, and if yes, step 825 is performed, otherwise step 824 is performed.

 Step 824: Modify the home user ID corresponding to virtual item ID 1 in the virtual item attribution table to the home user ID corresponding to virtual item ID 2, and also modify the home user ID corresponding to virtual item ID 2 to the home user corresponding to virtual item ID 1. Logo.

 Step 825: Return the exchange result information to the game calling this interface. Result information can include: success or failure information and error description information on failure.

 The following describes the query process of virtual items. The query in the present invention includes three methods:

 The first way is to query the category information of the specified virtual item;

 The second method is to query the detailed information of the specified virtual item;

 The third method is to query the virtual items owned by the specified user; each of them will be described below.

 1. Query the category information of the specified virtual item.

 Referring to FIG. 9a, FIG. 9a is a flowchart of implementation of a first virtual item query according to the present invention. This process involves a virtual item table and a virtual item category table. The process includes the following steps: Step 901: The virtual item data processing interface receives a virtual item query instruction including interface parameters sent by a game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 902 is performed; otherwise, step 905 is performed.

Interface parameters include: Virtual item identification. Step 902: Query the virtual item table according to the virtual item identifier in the interface parameters. Step 903: Determine whether there is a corresponding record, and if so, execute step 904; otherwise, execute step 905.

 Step 904: Query the virtual item category table according to the value of the corresponding virtual item category identifier field in the query to obtain the category information of the virtual item.

 Step 905: Return the query result information to the game calling this interface. Result information can include: success or failure information and error description information on failure.

 2. Query the detailed information of the specified virtual item.

 Referring to FIG. 9b, FIG. 9b is a flowchart of implementation of a second virtual item query according to the present invention. This process involves a virtual item list. The process includes the following steps:

 Step 91 1. The virtual item data processing interface receives a virtual item query instruction including interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 912 is performed; otherwise, step 914 is performed.

 Interface parameters include: Virtual item identification.

 Step 912: Query the virtual item table according to the virtual item identifier in the interface parameters. In step 913, it is determined whether there is a corresponding record, and if there are respective field values of the corresponding record in the virtual item table, step 914 is performed, otherwise step 914 is directly performed.

 Step 914: Return the query result information to the game calling this interface. Result information can include: success or failure information and error description information on failure.

 3. Query the virtual items owned by the specified user.

 Referring to FIG. 9c, FIG. 9c is a flowchart of implementation of a third virtual item query according to the present invention. This process involves a virtual item attribution table. It includes the following steps:

Step 921: The virtual item data processing interface receives a virtual item query instruction including interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step 922 is performed; otherwise, step 924 is performed. Interface parameters include: User ID.

 Step 922: Query the virtual item attribution table according to the user identifier in the interface parameters. Step 923: Obtain a virtual item identifier list corresponding to the user identifier.

 Step 924: Return the query result information to the game calling this interface. Result information can include: success or failure information and error description information on failure.

 The invention can realize the statistics of virtual items.

 Referring to FIG. 10, FIG. 10 is a flowchart of implementing virtual article statistics according to the present invention. This process involves a virtual item category table and a virtual item table. It includes the following steps:

 Step 10: The virtual item data processing interface receives a virtual item statistics instruction including interface parameters sent by the game, and checks whether the interface parameters are valid. If the parameters are valid, step 11 is performed; otherwise, step 12 is performed.

 Interface parameters include: Game identification.

 Step 11: Query the virtual item category table according to the game ID, and obtain information about the virtual item category corresponding to the game ID, such as the allocated quantity and unallocated quantity of each virtual item category.

 Step 12, return the statistical result information to the game calling this interface. The result information can include ^^: success or failure information and error description information at the time of failure.

 The implementation process of the virtual item data processing interface has been described in detail above. In practical applications, the specific interface form can be an application program interface API, such as JAVA API, C ++ dynamic link library DLL, or a message instruction interface, such as human Process of computer-interactive language MML.

 The present invention improves the original game system based on the invention idea that all virtual item data in a game system is stored in a unified database and data processing is performed in a unified manner. The following describes three game system embodiments in detail.

1a, FIG. 1a is a schematic structural diagram of a first preferred embodiment of a game system of the present invention Illustration. The game system of this embodiment includes a client 11, a game module 11 1, and a game platform 1 12. The game platform 112 also includes a virtual item service module 113 and a virtual item management module 116. The module includes a virtual item data processing interface 114 and a virtual item database 115.

 The game platform 1 12 including the virtual item service module 113 and the virtual item management module 116 in this embodiment is a new game platform system proposed by the present invention.

 In this implementation, the game module 111 sends a call instruction including the interface parameters to the virtual item data processing interface 1 14 in the game platform 113 according to the game rules. After receiving the instruction, the virtual data processing interface 114 according to the instruction and the interface therein The parameter interacts with the database 115 to process the virtual item data, and the virtual item data processing interface 114 returns the processing result to the game module 11 that sends the call instruction.

 Here, the calling instructions sent by the game module 111 may be: creation instructions for virtual items, allocation instructions for virtual items, modification instructions for virtual items, transaction instructions for virtual items, transfer instructions for virtual items, query instructions for virtual items, and virtual items. Statistical instructions for items.

 The virtual goods transaction instructions may include virtual goods transaction instructions between users, as well as instructions for users to sell virtual goods to the system and instructions for users to buy virtual goods from the system.

 The instructions for transferring virtual items include: gift of virtual items, sharing of virtual items, and instructions for exchanging virtual items.

 The virtual data processing interface 114 in this embodiment includes: a virtual item creation interface, a virtual item allocation interface, a virtual item modification interface, a virtual item transaction interface, a virtual item transfer interface, a virtual item query interface, and a virtual item. Statistics interface.

 The virtual data processing interface 114 processes the virtual item data according to each invocation instruction sent by the game module 111, which is the same as the process shown in FIG. 3 to FIG. 10 above, and will not be repeated here.

The virtual item management module 116 of the game platform 112 in this embodiment is reserved for the operator The interface for management and maintenance can be a program with a graphical user interface or a command line interface program. Like the game module, the virtual item management module 116 can receive the interface including the interface sent by the operator through the user interface or the command line interface. The parameter invocation command is sent to the virtual item data processing interface 114 in the virtual item service module 113. After receiving the instruction, the virtual data processing interface 114 interacts with the database 115 according to the instruction and the interface parameters therein to perform virtual item data The processing is performed, and the virtual object data processing interface 114 returns the processing result to the virtual item management module 116 that sends the calling instruction. The virtual item management module 116 presents the calling result for the operator to perform management and maintenance. In practical applications, whether to set a virtual item management module can be decided according to the needs of the operator.

 Here, the calling instructions sent by the virtual item management module 116 may be: a virtual item creation instruction, a virtual item query instruction, and a virtual item statistics instruction.

 When a new game module is added to the game system, the virtual item management module 116 may send a virtual item creation instruction to the virtual item data processing interface 114 in the virtual item good service module 113 to add a new virtual item. When the operator needs to know the current inventory situation of the virtual goods database, the virtual goods management module 126 may send the virtual goods query instruction or statistical instructions to the virtual goods data processing interface 124 in the virtual goods server 123 to obtain the required information.

 Of course, the virtual item management module 116 can be independently set. See FIG. 11B, which is a schematic structural diagram of a second preferred embodiment of the game system of the present invention. In this embodiment, the virtual item management module 116 is independently provided and is not provided in the game platform 112.

Referring to FIG. 12, FIG. 12 is a schematic structural diagram of a third preferred embodiment of a game system according to the present invention. In addition to the client 120, the game module 121, and the game platform 122, the game system of this embodiment also includes an independent virtual item server 123 and a virtual item management module 126. The virtual item server 123 includes a virtual item data processing interface 124 and a virtual item database 125. In this implementation, the game module 121 sends a call instruction including interface parameters to the virtual item data processing interface 124 in the virtual item server 123 according to the game rules ; after the virtual data processing interface 124 receives the instruction, The interface parameters interact with the database 125 to process the virtual item data, and the virtual item data processing interface 124 returns the processing result to the game module 121 that sends the call instruction.

 The calling instruction sent by the game module 121 described here is the same as the embodiment shown in FIG. The virtual item management module 126 in this embodiment is an independent module. Of course, it can also be set in the game platform 122 like the embodiment shown in FIG. 11, or it can be set in the virtual item server 123. The working principle of the virtual item management module 126 is the same as that of the virtual item management module 116 shown in FIG. 11, and the description will not be repeated here.

 For the safety and reliability of the game system, the virtual item data server 124 may also be in the form of a dual machine or a cluster.

 In addition, the number and types of games on the game platform are not fixed, as long as the games use the interface and data storage format of the present invention. A new game has been added to the game platform. The number of various virtual items in the game can be determined according to the capacity of the game, the expected number of users and the characteristics of the game. The same as the virtual item category table, which is provided to the operator. After the operator reviews, the data is imported into the virtual item database. If you need to add virtual items in the future, you can do the same. If a game is outdated or the benefits are too poor, the operator can delete the game and reserve a period of time before deleting the game to notify the game user so that the game user has time to exchange the game's virtual goods for virtual currency. When deleting a game, check the virtual items of the game. If the game user still owns them, convert the virtual items owned by them to the equivalent virtual currency to the user, and then delete the data records corresponding to all virtual items of the game. The above management and maintenance operations can be performed through the virtual item management module.

In fact, for a game system running only one game, if the number of virtual items The data volume is relatively large, and a separate virtual item server can also be set up to process the virtual item data like the embodiment shown in FIG. 12, the processing method is the same as the embodiment shown in FIG. 12, except that the functions of the game platform are all controlled by the game. Module to complete.

 In addition, for compatibility, the game platform system can also allow games that do not use a unified virtual item data processing interface and virtual item database to exist.

 It can be seen from the foregoing embodiments that the game virtual item data processing method, game platform system, and game system of the present invention implement unified processing of virtual item data in the game system and shared circulation of virtual item data between games It solves the problems of chaotic data, difficult maintenance, and poor security in the existing technology, and can reduce development costs.

Claims

Claim
 1. A method for processing virtual item data in a game, characterized in that the method sets a unified virtual item data processing interface and a unified virtual item database in a game system, and processing the virtual item data includes the following steps:
 A. The game of the game system calls the virtual item data processing interface during the running process;
B. The virtual item data processing interface interacts with the virtual item database to process the virtual item data.
 2. The virtual item data processing method according to claim 1, wherein the method for setting a virtual item data processing interface and a virtual item database in a game system is: setting a virtual item data processing interface and a virtual item database In the game platform of the game system;
 Or, a virtual item server is set in the system, and a virtual item data processing interface and a virtual item database are set in the virtual item server.
 3. The method for processing virtual item data according to claim 1, wherein the step A is: each game program sends a virtual item data processing interface call instruction including interface parameters during running;
 The step B includes:
 B 1. The virtual item data processing interface receives the call instruction containing the interface parameters and checks the validity of the interface parameters. If the interface parameters are valid, step B2 is performed, otherwise the call failure result is returned to the game that sent the call instructions;
 B2. The virtual item data processing interface interacts with the virtual item database to complete the virtual item data processing according to the call instruction and its interface parameters;
B3. The virtual item data processing interface returns the processing result of the virtual item data to the game sending the calling instruction.
4. The virtual item data processing method according to claim 1 or 3, wherein the virtual item database comprises: a game information table, a user information table, and a virtual item table.
 5. The virtual item data processing method according to claim 1 or 3, wherein the virtual item database comprises: a game information table, a user information table, a virtual item table, a virtual item category table, and a virtual item attribution table .
 6. The method for processing virtual item data according to claim 5, wherein, when creating a virtual item,
 The step A is as follows: When the game needs to create a virtual item, the game sends a virtual item creation instruction including an interface parameter to the virtual item data processing interface;
 Interface parameters include: virtual item category identification, category name, belonging game identification, value, quantity;
 The step B includes the following steps:
 bl. The virtual item data processing interface receives the interface parameters sent by the game and checks whether the interface parameters are legal. If it is legal, go to step b2; otherwise, go to step b7;
 b2. Query the virtual item category table according to the virtual item category identifier in the interface parameter; b3. Determine whether the virtual item category identifier in the interface parameter already has a corresponding record in the virtual item category table, and if so, go to step b4; otherwise, go to step b6 ;
 b4. Modify the corresponding field value of the existing record, modify the category name, the game ID, and the value field in the record to the corresponding values in the interface parameters;
 b5, in the existing record, the number of virtual items not allocated to the user field is modified to the value of the original unassigned virtual items number field plus the number of virtual items in the interface parameter, and step b7 is performed;
 b6. Add a corresponding record directly to the virtual item category, and the value of each field of the record is equal to the corresponding value in the interface parameter;
b7. Return success or failure result information to the game sending the call instruction.
7. The virtual item data processing method according to claim 5, wherein, when assigning a virtual item,
 Said A is: when the game needs to allocate virtual items, it sends a virtual item allocation instruction including interface parameters to the virtual item data processing interface;
 Interface parameters include: virtual item category identification, user identification, and quantity;
 The step B includes:
 bl. The virtual item data processing interface receives the interface parameters sent by the game, and checks whether the interface parameters are legal. If it is legal, go to step b2; otherwise, go to step b8;
 b2. Query the virtual item category table according to the virtual item category identifier in the interface parameter; b3. Determine whether the virtual item category identifier in the interface parameter already has a corresponding record in the virtual item category table; if so, go to step b4; otherwise, go to step b8 ;
 b4. Determine whether the number of virtual items in the interface parameters is not greater than the unallocated number in the corresponding record, and if so, go to step b5; go to step b8;
 b5. Modify the corresponding record of the virtual item category table, and subtract the quantity in the interface parameter from the original unallocated quantity field; the value of the allocated quantity field plus the quantity in the interface parameter;
 b6. Add a record to the virtual item table. The number of records is equal to the number in the interface parameters. The virtual item identifier in the added record is generated by the program or database.
 b7. Add the attribution record of the corresponding relationship between the virtual item identifier and the user identifier of the interface parameter to the virtual item attribution table;
 b8. Return the assigned success or failure result information to the game sending the call instruction.
 8. The method for processing virtual item data according to claim 5, wherein, when modifying the virtual item,
 Said A is: when the game needs to modify the virtual item, it sends a virtual item modification instruction including the interface parameter to the virtual item data processing interface;
Interface parameters include: virtual item identification, attribute field name, attribute field value; The step B includes:
 bl. The virtual item data processing interface receives the interface parameters sent by the game, and checks whether the interface parameters are legal. If it is legal, go to step b2; otherwise, go to step b5;
 b2. Query the virtual item table according to the virtual item identifier in the interface parameter;
 b3. Determine whether the virtual item category identifier in the interface parameters has a corresponding record in the virtual item table, and if so, perform step b4; otherwise, perform step b5;
 b4. Modify each field value of the corresponding record of the virtual item table according to the attribute field name and the attribute field value in the interface parameters;
 b5. Returns the modified success or failure result information to the game that sent the call instruction.
 9. The method for processing virtual item data according to claim 5, wherein, in the transaction of virtual items between users,
 Said A is: when the game needs to perform virtual item transactions between users, the virtual item data processing interface sends a virtual item transaction instruction including interface parameters;
 The interface parameters include: the virtual item identification, the user identification of the selling user and the buying user, and the price;
 The step B includes:
 bl. The virtual item data processing interface receives the interface parameters sent by the game, and checks whether the interface parameters are legal. If it is legal, go to step b2; otherwise, go to step b8;
 b2. Query the virtual item table according to the virtual item identifier in the interface parameter;
 b3. Determine whether the virtual item identifier in the interface parameters has a corresponding record in the virtual item table, and if so, perform step b4; otherwise, perform step b8;
 b4. Delete the record corresponding to the virtual item identifier in the virtual item attribution table;
 b5. Insert the virtual item attribution data corresponding to the virtual item ID and the purchase user ID in the interface parameters into the virtual item attribution table;
b6. Modify the user information table, and record the corresponding user ID of the user who bought the user in the interface parameters. The amount of virtual money in the minus the value of the virtual item;
 b7. Increase the value of the virtual item by recording the amount of virtual money corresponding to the user ID of the selling user to which the virtual item originally belonged;
 b8. Return success or failure information to the game that sent the call instruction.
 10. The method for processing virtual item data according to claim 5, wherein, when a user sells a virtual item to the system,
 The step A is: when the user needs to conduct a virtual item transaction with the system, the game sends a virtual item selling instruction including an interface parameter to the virtual item data processing interface;
 The interface parameters include: virtual item identification, user identification of the selling user, and price; the step B includes:
 bl l. The virtual item data processing interface receives the interface parameters sent by the game, and checks whether the interface parameters are legal. If it is legal, go to step bl2; otherwise, go to step bl8;
 M2. Queries the virtual item attribution table according to the virtual item ID and user ID in the interface parameters;
 M3. Determine whether the sold user in the virtual item ownership table owns the virtual item, and if there is, perform step bl4; otherwise, perform step M8;
 bl4. Modify the corresponding record of the virtual item category table, add 1 to the unallocated quantity field, and subtract 1 from the allocated quantity field;
 b 15. Delete the corresponding record in the virtual item table according to the virtual item identifier in the interface parameter;
 bl6. In the virtual item attribution table, delete the attribution record of the corresponding relationship between the virtual item identifier and the sold user identifier in the interface parameters.
 bl7. Modify the user information table to increase the value of the virtual item by adding the virtual currency in the corresponding record of the user ID of the user sold in the interface parameters;
Μ8. Returns success or failure result information to the game sending the call instruction; When a user buys a virtual item from the system,
 The step A is: when the user needs to conduct a virtual item transaction with the system, the game sends a virtual item purchase instruction including an interface parameter to the virtual item data processing interface;
 The interface parameters include: the virtual item category identification, the user identification of the buying user, the price, and the quantity;
 The step B includes:
 b21. The virtual item data processing interface receives the interface parameters sent by the game and checks whether the interface parameters are valid. If it is valid, go to step b22; otherwise, go to step b29; b22. Query the virtual item category according to the virtual item category identifier in the interface parameter Table; b23, determine the virtual item category identifier in the interface parameter has the category of virtual item in the virtual item category table, if there is, perform step b24; otherwise, perform step b29;
 b24. Determine whether the quantity in the interface parameters is not greater than the unallocated quantity in the corresponding record, and if so, perform step b25; otherwise, perform step b29;
 b25. Modify the corresponding records of the virtual item category table. The unallocated quantity field minus the number of interface parameters, and the allocated quantity increases the number of interface parameters.
 b26. Add a record to the virtual item table, the number of records is equal to the number in the interface parameter, and the virtual item identifier in the added record is generated by a program or a database;
 b27. Add the attribution record of the correspondence relationship between the virtual item identifier and the user identifier in the interface parameter to the virtual item attribution table.
 b28. Modify the user information table to reduce the value of the virtual item by the corresponding amount of the virtual currency in the corresponding record of the user ID of the user who bought the user in the interface parameters;
 b29. Returns the success or failure information of the purchase to the game sending the call instruction.
11. The method for processing virtual item data according to claim 7 or 10, wherein the method for generating the virtual item identification is: setting a virtual item identification field in a virtual item table to a database automatic numbering type; Or the program is unique to the virtual item ID, and an algorithm is used to generate the virtual item ID.
12. The method for processing virtual item data according to claim 9 or 10, wherein the method for determining the value of the virtual item is: if the interface parameter includes a price, the price is the value of the virtual item;
 If the value is not filled in the interface parameters, when querying the virtual item table, the value of the value field in the corresponding record of the virtual item table is searched, and the value of this field is the value of the virtual item. If there is no value in the corresponding record of the virtual item table, For the value field value, the virtual item category table is queried, and the value of the virtual item is the value of the value field in the corresponding category record in the virtual item category table.
 13. The method for processing virtual item data according to claim 5, wherein, when a virtual item is donated between users,
 The step A is: when the game needs to donate virtual items among users, sending a virtual item donation instruction including interface parameters to the virtual item data processing interface;
 The interface parameters include: the virtual item identifier, the original user identifier, and the gifted user identifier. The step B includes:
 bl. The virtual item data processing interface receives the interface parameters sent by the game, and checks whether the interface parameters are legal. If it is legal, go to step b2; otherwise, go to step b5;
 b2. Query the virtual item attribution table according to the original belonging user ID, the gifted user ID, and the virtual item ID in the interface parameters;
 b3. Determine whether the original belonging user in the virtual item attribution table owns the virtual item identified by the virtual item in the interface parameter, and if there is, perform step b4, otherwise perform step b5;
 b4. Delete the corresponding records of the original belonging user and the virtual item ID, and add the corresponding records of the user ID and the virtual item ID in the interface parameters;
 b5. Return the gift success or failure result information to the game sending the gift instruction.
14. The method for processing virtual item data according to claim 5, wherein: When virtual items are shared among households,
 The step A is: when the game needs to share virtual items between users, the game sends a virtual item sharing instruction including interface parameters to the virtual item data processing interface;
 The interface parameters include: a virtual item identifier, a home user identifier, and a shared user identifier list; the step B includes:
 bl. The virtual item data processing interface receives the interface parameters sent by the game, and checks whether the interface parameters are legal. If it is legal, go to step b2; otherwise, go to step b5;
 b2. Query the virtual item attribution table according to the virtual item ID and the belonging user ID in the interface parameters;
 b3. Determine whether the user who belongs to the user identification in the interface parameter in the virtual item attribution table owns the virtual item, and if so, perform step b4, otherwise perform step b5;
 b4. Add a corresponding record of the user identification list and the virtual item identification in the interface parameter to the virtual item attribution table.
 b5. Return the shared success or failure result information to the game sending the call instruction.
 15. The method for processing virtual item data according to claim 5, wherein, when the virtual items are exchanged between users,
 The step A is: when a game requires virtual item exchange between users, sending a virtual item exchange instruction including interface parameters to a virtual item data processing interface;
 Interface parameters include: virtual item identification 1, virtual item identification 2;
 The step B includes:
 Step bl: The virtual item data processing interface receives the interface parameters sent by the game, and checks whether the interface parameters are valid. If the interface parameters are valid, step b2 is performed; otherwise, step b5 is performed.
 b2. Query the interface user ID corresponding to the virtual item ID 1 and the virtual item ID 2 in the virtual item belonging table;
b3. Determine whether the belonging user ID corresponding to the virtual item ID 1 and the virtual item ID 2 is No, if yes, go to step b5, otherwise go to step b4;
 b4. Modify the home user ID corresponding to virtual item ID 1 in the virtual item attribution table to the home user ID corresponding to virtual item ID 2, and also modify the home user ID corresponding to virtual item ID 2 to the home user ID corresponding to virtual item ID 1. ;
 b5. Return success or failure result information to the game that sent the call instruction.
 16. The method for processing virtual item data according to claim 5, wherein when querying the virtual item,
 The step A is: when the game needs to query a virtual item, the game sends a virtual item query instruction including the interface parameter to the virtual item data processing interface;
 Interface parameters include: virtual item identification or user identification;
 If the virtual item query instruction is to query the category information of the specified virtual item, the step B includes:
 bl l. The virtual item data processing interface receives the interface parameters sent by the game and checks whether the interface parameters are valid. If they are valid, go to step bl2; otherwise, go to step bl5; bl2, query the virtual item table according to the virtual item identifier in the interface parameters ;
 Μ3. Determine whether there is a corresponding record, and if there is, execute step bl4, otherwise execute step bl5;
 bl4. The user searches the corresponding virtual item category identification field value in the record and then queries the virtual item category table to obtain the category information of the virtual item.
 bl5. The query success or failure result information is returned to the game sending the call instruction. If the virtual item query instruction is to query the detailed information of the specified virtual item, the step B includes:
b21. The virtual item data processing interface receives the interface parameters sent by the game and checks whether the interface parameters are valid. If it is valid, go to step b22; otherwise, go to step b24; b22. Query the virtual item table according to the virtual item identifier in the interface parameter; b23, determine whether there is a corresponding record, if there is a field value of the corresponding record of the virtual item table, then execute step b24, otherwise directly execute step b24;
 b24. The query success or failure result information is returned to the game sending the call instruction. If the virtual item query instruction is to query a virtual item owned by the specified user, the step B includes:
 b31. The virtual item data processing interface receives the interface parameters sent by the game and checks whether the interface parameters are valid. If it is legal, execute step b32; otherwise, execute step b34; b32. Query the virtual item attribution table according to the user identifier in the interface parameter;
 b33. Obtain a virtual item identification list corresponding to the user identification.
 b34. The query success or failure result information is returned to the game sending the calling instruction.
 17. The virtual item data processing method according to claim 5, wherein, when the virtual item is counted,
 The step A is: when the game needs to count virtual items, the game sends virtual item statistics instructions including interface parameters to the virtual item data processing interface;
 Interface parameters include: game identification;
 The step B includes:
 bl, the virtual item data processing interface receives the interface parameters sent by the game, and checks whether the interface parameters are legal, and if it is legal, execute step b2; otherwise, execute step b3;
 b2. Query the virtual item category table according to the game identifier to obtain information about the virtual item category corresponding to the game identifier;
 b3. Return statistics of success or failure results to the game sending the call instruction.
 18. The method for processing virtual item data according to claim 1, further comprising: setting a virtual item data management module in a game system;
The operator sends a call instruction containing the interface parameters to the virtual item data processing interface through the virtual item management module. After the virtual data processing interface receives the instruction, according to the instruction and its The interface parameters in the interaction with the virtual item database, the virtual item data is processed by the virtual object data processing interface to return the processing results to the virtual object that sent the call instruction. Article management module, the virtual item data management module presents the results to the operation Business.
 19. The method for processing virtual item data according to claim 18, wherein the calling instructions sent by the operator to the virtual item data processing interface through the virtual item management module include: a virtual item creation instruction, a virtual item query instruction, and Virtual Item Statistics Instruction.
 20. A game platform system, characterized in that: the game platform system includes a virtual item service module; the virtual item service module includes a virtual item data processing interface and a virtual item database;
 The virtual item data processing interface receives a virtual item data processing interface call instruction including interface parameters sent by a game module supported by the game platform system to the game platform system, and interacts with the virtual item database according to the instruction and the interface parameters therein. Process the virtual item data and return the processing result to the game module that sends the call instruction; the virtual item database stores the virtual item data of the game module supported by the game platform system.
 21. The game platform system according to claim 20, wherein the virtual item data processing interface comprises at least one of the following:
 Virtual item creation interface, virtual item allocation interface, virtual item modification interface, virtual item transaction interface, virtual item transfer interface, virtual item query interface, and virtual item statistics interface.
 22. The game platform system according to claim 20, wherein the virtual item data database is implemented by distributed placement.
23. The game platform system according to claim 20, wherein the game platform system further comprises: a virtual item data management module; The virtual item data management module has a management and maintenance interface, receives a call instruction including interface parameters, and sends the call instruction to a virtual item data processing interface in a virtual item service unit; after the virtual data processing interface receives the call instruction, according to the call instruction and The interface parameters interact with the virtual item database, process the virtual item data, and return the processing result to the virtual item data management module that sends the call instruction, and the virtual item data management module presents the result.
 24. A game system, comprising a client, a game module, and a game platform, characterized in that: the system further includes a virtual item service unit; the virtual item service unit includes a virtual item data processing interface and a virtual item database;
 The virtual item data processing interface receives a virtual item data processing interface call instruction including interface parameters sent by a game module in the game system, and interacts with the virtual item database according to the instruction and the interface parameters therein to perform virtual item data Process, and return the processing result to the game module that sent the call instruction;
 The virtual item database stores virtual item data of game modules in the game system.
 25. The game system according to claim 24, wherein the virtual item data processing interface comprises at least one of the following:
 Virtual item creation interface, virtual item allocation interface, virtual item modification interface, virtual item transaction interface, virtual item transfer interface, virtual item query interface, and virtual item statistics interface.
 26. The game system according to claim 24, wherein the virtual item data database is implemented by distributed placement.
 27. The game system according to claim 24, wherein the virtual item service unit is a virtual item service module provided in a game platform or a virtual item server independent of the game platform.
28. The game system according to claim 24, wherein said virtual item The data server is in the form of a dual machine or a cluster.
 29. The game system according to claim 24, wherein the system further comprises: a virtual item data management module;
 The virtual item data management module has a management and maintenance interface, receives a call instruction including interface parameters, and sends the call instruction to a virtual item data processing interface in a virtual item service unit; after the virtual data processing interface receives the call instruction, according to the call instruction and The interface parameters interact with the virtual item database, process the virtual item data, and return the processing result to the virtual item data management module that sends the call instruction, and the virtual item data management module presents the result.
 30. A game system comprising a client and a game module, characterized in that: the system further includes a virtual item server; the virtual item server includes a virtual item data processing interface and a virtual item database;
 The virtual item data processing interface receives a virtual item data processing interface call instruction including an interface parameter sent by a game module in the game system, and interacts with the virtual item database according to the instruction and the interface parameter to the virtual item data. Perform processing, and return the processing result to the game module that sends the calling instruction;
 The virtual item database stores virtual item data of game modules in the game system.
31. The game system according to claim 30, wherein: said virtual item. The data processing interface comprises at least one of the following:
 Virtual item creation interface, virtual item allocation interface, virtual item modification interface, virtual item transaction interface, virtual item transfer interface, virtual item query interface, and virtual item statistics interface.
 32. The game system according to claim 30, wherein the system further comprises: a virtual item data management module;
The virtual item data management module has a management and maintenance interface, and receives an interface parameter including The number of calling instructions is sent to the virtual item data processing interface in the virtual item service unit; after receiving the calling instruction, the virtual data processing interface interacts with the virtual item database according to the calling instruction and the interface parameters therein, and performs virtual item data processing. Process, and return the processing result to the virtual item data management module that sends the call instruction, and the virtual item data management module presents the result.
PCT/CN2005/000860 2004-06-18 2005-06-15 A data processing method for game virtual article, game platform system and game system WO2005124608A1 (en)

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