WO2008089703A1 - Procédé, système, client et serveur pour mettre en œuvre le déplacement d'un animal domestique électronique - Google Patents

Procédé, système, client et serveur pour mettre en œuvre le déplacement d'un animal domestique électronique Download PDF

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Publication number
WO2008089703A1
WO2008089703A1 PCT/CN2008/070162 CN2008070162W WO2008089703A1 WO 2008089703 A1 WO2008089703 A1 WO 2008089703A1 CN 2008070162 W CN2008070162 W CN 2008070162W WO 2008089703 A1 WO2008089703 A1 WO 2008089703A1
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WO
WIPO (PCT)
Prior art keywords
client
electronic pet
server
information
module
Prior art date
Application number
PCT/CN2008/070162
Other languages
English (en)
Chinese (zh)
Inventor
Baoyuan Ou
Original Assignee
Tencent Technology (Shenzhen) Company Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology (Shenzhen) Company Limited filed Critical Tencent Technology (Shenzhen) Company Limited
Publication of WO2008089703A1 publication Critical patent/WO2008089703A1/fr

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality

Definitions

  • the present invention relates to an electronic pet, and more particularly to a method, system, client and server for implementing electronic pet movement. Background of the invention
  • an electronic pet can only be displayed on the user interface of the electronic terminal used by the player, and the player can only interact with his own electronic pet.
  • the user may wish to interact with other electronic pets in addition to interacting with their own electronic pets, that is, the electronic pet moves from one client to another, and on another client.
  • Some operations, such as games or chats, are performed on the desktop of the terminal, thereby increasing the interest of the electronic pet game.
  • the movement of such electronic pets from one client to another cannot be realized in the prior art. Summary of the invention
  • An embodiment of the present invention provides a method for implementing an electronic pet mobile, including: a source client sending a first request to a first server, where the first request carries an identifier of a destination client;
  • the first server establishes a connection between the source client and the destination client according to the identifier of the destination client carried in the first request.
  • the source client sends the electronic pet information to the target client through the established connection
  • the destination client reconstructs the electronic pet according to the received electronic pet information.
  • the invention also provides a system for implementing electronic pet movement, comprising: a first client, configured to send a first request for carrying the identifier of the second client, and send, by the connection of the first client and the second client established by the first server, the information of the electronic pet to the second Client
  • a first server configured to establish a connection between the first client and the second client according to the identifier of the second client carried in the first request from the first client;
  • a second client configured to receive, by the first server, the connection between the first client and the second client, the information of the electronic pet from the first client, and according to the information of the received electronic pet Refactoring an electronic pet.
  • the invention also provides a client for implementing electronic pet mobile, comprising:
  • a first module configured to send a request to carry an identifier of another client, to establish a connection with another client
  • a second module configured to send, by the connection established by the first module, the information of the electronic pet to the another client.
  • the invention also provides a client for implementing electronic pet mobile, comprising:
  • a first module configured to receive information of the electronic pet from another client
  • a second module configured to reconstruct an electronic pet according to information of the electronic pet received by the first module
  • the invention also provides a server for implementing electronic pet movement, comprising:
  • a first module configured to receive a first request from the first client
  • the second module is configured to establish a connection between the first client and the second client according to the identifier of the second client carried in the first request received by the third receiving module.
  • the present invention also provides a client for implementing electronic pet movement, including an input/output interface module, and further comprising:
  • a first module configured to interact with a server to implement movement of an electronic pet from a local to another client
  • the second module is configured to store game logic data, and implement game interaction between the electronic pet from another client and the local electronic pet.
  • the first server establishes a connection between the originating client and the destination client, and the source client sends the information of the electronic pet to the destination through the established connection.
  • the client such a destination client can reconstruct the electronic pet from the source client according to the information of the electronic pet from the source client, thereby implementing the electronic pet moving from the source client to the destination client.
  • the electronic pet from the source client can interact with the local electronic pet of the destination client to increase the interactivity and interest of the electronic pet game process.
  • FIG. 1 is a schematic flowchart of an electronic pet moving from a source client to a destination client according to an embodiment of the present invention.
  • FIG. 2 is a flowchart of obtaining, by the destination client, electronic pet life status information from a source client according to an embodiment of the present invention.
  • FIG. 3 is a signaling flowchart of a destination client sending game result data to a source client to which an electronic pet belongs, according to an embodiment of the present invention.
  • FIG. 4 is a schematic structural diagram of a system for implementing electronic pet movement according to an embodiment of the present invention.
  • FIG. 5 is a schematic structural diagram of an electronic pet client according to an embodiment of the present invention. Mode for carrying out the invention
  • the travel server in the network establishes a connection between the source client and the destination client to which the electronic pet belongs, and uses the established connected electronic pet to move from the source client to the destination client.
  • the desktop On the desktop, and on the user's desktop of the destination client.
  • electronic pets from the source client are also displayed, thereby increasing the interest of the electronic pet game.
  • the source client sends a travel request to the travel server, where the travel request carries the identifier of the destination client;
  • the travel server establishes a connection between the source client and the destination client according to the destination client identifier carried in the travel request;
  • the source client sends the electronic pet information to the destination client through a connection between the source client and the destination client established by the travel server;
  • the destination client then reconstructs the electronic pet based on the received electronic pet information.
  • the electronic pet moves from the source client to the destination client.
  • the moving process of the electronic pet from the source client to the destination client can be described in the application of the electronic pet as: the electronic pet from the source client "tourism" to the destination client, when the source client's electronic pet appears in the destination client At the end of the day, this electronic pet will also successfully travel to the destination client.
  • FIG. 1 is a schematic diagram of a flow of an electronic pet moving from a source client to a destination client according to an embodiment of the present invention. As shown in FIG.
  • Process 1 The source client of the electronic pet sends a travel request to the travel server through the network, where the travel request carries the destination client identifier.
  • Process 2 The tour server forwards the travel request to the destination client after verifying according to the travel request sent by the source client.
  • Process 3 After receiving the travel request, the destination client displays to the user. If the destination client clicks "Agree", the destination client sends a confirmation message accepting the tour to the travel server, notifying the source client that the electronic pet can be sent. Go to the local desktop.
  • Process 4 After receiving the confirmation message returned by the destination client, the tour server establishes a match between the originating client and the destination client, that is, the connection between the source client and the destination client, and notifies the source client to send the electronic pet. Delivered to the destination client's desktop.
  • Process 5 The source client sends the electronic pet to the desktop of the destination client.
  • the game interaction can be initiated to the local electronic pet of the destination client, and
  • the client's user desktop can display the process of playing the electronic pet of the source client and the local electronic pet of the destination client.
  • the process in which the source client sends its electronic pet to the destination client desktop is: the source client obtains the information of the electronic pet from the electronic pet life state management server, and passes the information between the source client and the destination client. The established connection is sent to the destination client, and the destination client reconstructs the electronic pet according to the received electronic pet information.
  • the electronic pet information required by the client to reconstruct an electronic pet may include identification information of the electronic pet, such as the name, gender, weight, etc. of the electronic pet, and life state information, such as the mood, health state, and game level of the electronic pet. Wait.
  • the destination client may also initiate a travel invitation to the network side travel server, where the travel invitation carries the invited source client identifier; the travel server forwards the received travel invitation to the source client; the source client receives After the invitation to the tour, a travel request for the local electronic pet is initiated to the travel server, and after the travel server verifies the travel request, the game between the originating client and the destination client can be directly established, and the source client is notified Its travel electronic pets are sent to the desktop of the destination client.
  • the destination client may trigger the game process according to a preset game trigger condition.
  • the game value can be triggered according to the mood value of one of the electronic pet life state information.
  • the mood value of the visiting electronic pet or the local electronic pet reaches the set threshold, the visiting electronic pet is triggered.
  • the object or local electronic pet initiates a game request to the user, and when the user clicks "Agree", the game process can be started.
  • the destination client obtains the life status information of the local electronic pet, which can be obtained through periodic interaction with the life state management server on the network side.
  • FIG. 2 is a flowchart of obtaining, by a destination client, life state information of a visited electronic pet according to an embodiment of the present invention. As shown in Figure 2, the specific process includes:
  • the life state management server periodically sends the life status information of the electronic pet to the source client of the electronic pet; the data includes two pieces of data, one of which is non-encrypted data (the life state information of the unencrypted electronic pet), and the other Encrypted data containing the same data information
  • the life state management server can also periodically transmit the life state change information of the electronic pet.
  • the source client displays the current life state of the electronic pet moving to other clients according to the non-encrypted data on the local user interface, such as hunger, illness, etc.;
  • the source client forwards the encrypted data to the travel server
  • the travel server decrypts the data
  • the travel server sends the decrypted data to the destination client to which the electronic pet moves;
  • the destination client receives the current life state information of the visited electronic pet according to the current user interface, and displays the current life state of the visited electronic pet, such as hunger, illness, and the like on the local user interface.
  • the destination client initiates a game request by the local electronic pet according to the current life state information of the obtained local electronic pet and the visited electronic pet. If it is determined that the mood value of the local electronic pet reaches the set threshold, the user selects "Agree” after selecting the user. , you can start any game stored locally (or a specific game selected by the user) to execute the game process; that is, start the game software program stored in advance locally, during the game, by the target customer If the user of the user selects "disagree", no game software program is started, and the local electronic pet does not interact with the visiting electronic pet. If the destination client determines that the mood value of the visited electronic pet reaches the set threshold, the visiting travel electronic pet initiates the game request.
  • the game stored locally may be randomly activated. , start the game interaction; otherwise, do not play the game.
  • the destination client user can also actively select a game stored in advance locally, and run the corresponding game software.
  • the above-mentioned game triggering conditions are only examples, and the electronic pet can periodically request the game, or in other presets. When the condition is satisfied, any one (or a specific) game or the like is automatically started, which is not limited by the present invention.
  • the game process of the electronic pet the destination client user controls the local electronic pet to interact with the visiting electronic pet, and only presents the game screen on the local desktop of the accessed destination client; the source client to which the electronic pet belongs, After the game is over, you will receive a prompt for the game results.
  • FIG. 3 is a signaling flowchart of a destination client transmitting game result data to a source client of an electronic pet according to an embodiment of the present invention. As shown in Figure 3, the specific process includes:
  • the destination client converts the game winning and losing results of the electronic pets into corresponding result data, and temporarily exists locally;
  • the destination client sends a game result data to the travel server on the network side;
  • the travel server forwards the game result to the source client that establishes the game with the destination client;
  • the source client displays the game results on the local user interface and temporarily stores the game result data.
  • the e-pet client needs to periodically communicate with the life-side management server on the network side.
  • Mutual update the life status information of the electronic pet, so the source client and the destination client, in the interaction process with the network side electronic pet life state management server, may also report the game result of the electronic pet to the life state management server;
  • the state management server may modify the new life state information of the corresponding electronic pet, or update the corresponding life state information saved locally.
  • the present invention also provides a system for implementing electronic pet movement.
  • FIG. 4 is a schematic diagram showing the structure of a system for implementing electronic pet movement according to an embodiment of the present invention. As shown in FIG. 4, the system includes a source client, a destination client, a travel server, and a life state management server.
  • the source client is configured to send a first request carrying the identifier of the destination client, and the information of the electronic client is sent to the destination client by using a connection between the source client and the destination client established by the travel server, and the source client is also used for life.
  • the state management server acquires information of the electronic pet, and the source client is further configured to send the game result from the destination client to the life state management server.
  • the tour server is configured to establish a connection between the source client and the destination client according to the identifier of the destination client carried in the first request from the source client.
  • the destination client is configured to receive the information of the electronic pet from the source client through the connection between the source client and the destination client established by the travel server, and reconstruct the electronic pet according to the received information of the electronic pet.
  • the destination client is further configured to trigger the electronic pet and the local electronic pet to play the game according to the set game trigger condition; and send the connection between the source client and the destination client established by the travel server to the source client. end.
  • the life state management server is configured to store information of the electronic pet, and is further configured to update or modify the information of the electronic pet according to the received game result.
  • the embodiment of the present invention further provides a client that implements the movement of the electronic pet, including the first module and the second module, and further includes a first module, a first module, and a first module.
  • the first module is configured to send a request to carry an identifier of another client, and establish a connection with another client; the second module is configured to send information of the electronic pet to the another client by using the connection established by the first module.
  • the client has the functionality of the source client.
  • the third module is configured to establish a connection with another client, and receive information of an electronic pet from another client through the established connection; and a fourth module, configured to receive information according to the electronic pet received by the third module Construct an electronic pet.
  • the fifth module is configured to implement a game interaction between the local electronic pet and the electronic pet from another client reconstructed by the fourth module.
  • the embodiment of the invention further provides a server for implementing electronic pet movement, comprising a sixth module and a seventh module.
  • the sixth module is configured to receive the first request from the first client, and the seventh module is configured to establish the first client and the second according to the identifier of the second client carried in the first request received by the sixth module. Client connection.
  • the present invention further provides an embodiment of an electronic pet client, which is shown in FIG. 5, and includes an input/output interface for signaling or data transmission.
  • the module also includes:
  • the travel function module is configured to implement electronic pet travel by interacting with the network side travel server through the input/output interface module;
  • the game function module is configured to store game logic data, and realize game interaction between the visiting travel electronic pet and the local electronic pet.
  • the game function module needs to determine whether the set game trigger condition is satisfied, and triggers the visiting travel electronic pet and the local electronic pet to play the game only when the condition is satisfied.
  • the game function module in the travel destination client also sends the game result data to the travel server on the network side through the input/output interface module; and forwards to the source client of the travel electronic pet that establishes the game through the travel server; The game function module in the source client receives the game result data sent by the travel server.
  • the present invention realizes the connection between the source client of the travel electronic pet and the client of the travel destination, and realizes the travel of the electronic pet from the source client to the destination client, and the local electronic pet with the destination client.
  • the game is played, and the game process is presented to the target client user, and the electronic pet is played during the tour, which increases the interactivity and interest of the electronic pet travel process.
  • the game result can also be notified to the source client to which the travel electronic pet belongs, so that the source client user can understand the game result of the electronic pet in the process of external travel, and further enhance the user experience. It is within the spirit and scope of the invention.
  • the present invention cover the modifications and modifications of the invention

Abstract

La présente invention concerne un procédé, un système, un client et un serveur pour mettre en œuvre le déplacement d'un animal domestique électronique, le procédé comprenant : un client source d'un animal domestique électronique qui envoie la première requête au premier serveur; la première requête transportant une ID de destination de client; le premier serveur construit une connexion entre le client source et le client de destination selon l'ID du client de destination transportée par la première requête; le client source envoie l'information concernant l'animal domestique électronique au client de destination à travers la connexion construite; le client de destination reconstruit l'animal domestique électronique selon l'information reçue concernant l'animal domestique électronique.
PCT/CN2008/070162 2007-01-23 2008-01-22 Procédé, système, client et serveur pour mettre en œuvre le déplacement d'un animal domestique électronique WO2008089703A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN200710003670.9A CN101183407A (zh) 2007-01-23 2007-01-23 一种电子宠物进行游戏的实现方法和电子宠物客户端
CN200710003670.9 2007-01-23

Publications (1)

Publication Number Publication Date
WO2008089703A1 true WO2008089703A1 (fr) 2008-07-31

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PCT/CN2008/070162 WO2008089703A1 (fr) 2007-01-23 2008-01-22 Procédé, système, client et serveur pour mettre en œuvre le déplacement d'un animal domestique électronique

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CN (1) CN101183407A (fr)
WO (1) WO2008089703A1 (fr)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101601930B (zh) * 2008-06-11 2012-05-23 凌通科技股份有限公司 远端互动游戏装置与方法以及使用其的系统
CN108854074B (zh) * 2018-06-15 2021-08-24 北京奇虎科技有限公司 电子宠物的配置方法及装置
JP6608005B1 (ja) * 2018-07-11 2019-11-20 株式会社バンダイ ゲーム装置、プログラム及びゲームシステム

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN2308421Y (zh) * 1997-08-27 1999-02-24 仲伟实业股份有限公司 具有连线功能的电子宠物机
CN1313781A (zh) * 1999-04-30 2001-09-19 索尼公司 电子宠物系统、网络系统、机器人以及存储介质
US20060190524A1 (en) * 2005-02-22 2006-08-24 Erik Bethke Method and system for an electronic agent traveling based on a profile

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN2308421Y (zh) * 1997-08-27 1999-02-24 仲伟实业股份有限公司 具有连线功能的电子宠物机
CN1313781A (zh) * 1999-04-30 2001-09-19 索尼公司 电子宠物系统、网络系统、机器人以及存储介质
US20060190524A1 (en) * 2005-02-22 2006-08-24 Erik Bethke Method and system for an electronic agent traveling based on a profile

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