WO2010094201A1 - Système de jeu de bureau en réseau à plusieurs joueurs - Google Patents

Système de jeu de bureau en réseau à plusieurs joueurs Download PDF

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Publication number
WO2010094201A1
WO2010094201A1 PCT/CN2009/075664 CN2009075664W WO2010094201A1 WO 2010094201 A1 WO2010094201 A1 WO 2010094201A1 CN 2009075664 W CN2009075664 W CN 2009075664W WO 2010094201 A1 WO2010094201 A1 WO 2010094201A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
carrier
client platform
protocol
application interface
Prior art date
Application number
PCT/CN2009/075664
Other languages
English (en)
Chinese (zh)
Inventor
郭必坚
唐声福
唐家胜
Original Assignee
腾讯科技(深圳)有限公司
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 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to BRPI0924377-1A priority Critical patent/BRPI0924377B1/pt
Priority to RU2011138329/08A priority patent/RU2482537C1/ru
Priority to SG2011058609A priority patent/SG173697A1/en
Priority to MX2011008815A priority patent/MX2011008815A/es
Priority to CA2752836A priority patent/CA2752836A1/fr
Publication of WO2010094201A1 publication Critical patent/WO2010094201A1/fr
Priority to US13/212,567 priority patent/US20110300947A1/en

Links

Classifications

    • A63F13/10
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features 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
    • A63F2300/402Communication between platforms, i.e. physical link to protocol

Definitions

  • the invention belongs to the field of network communication, and in particular relates to a desktop multi-person network game system.
  • the game server is responsible for decoding the data stream from the desktop client, verifying whether the data stream is legal, processing the game key logic, updating the game state player information and other data, through the transmission control protocol (Transmission Control)
  • TCP Transmission Control Protocol
  • UDP User Datagram Protocol
  • the desktop client in the prior art solution is bursted separately according to each game, so when the game changes, the desktop client cannot be compatible with the changed game, and the desktop client needs to be re-issued, thereby increasing In the research and development period, the cost of bursting is increased, and it is difficult to meet the demand for rapid bursting, publishing and launching of desktop multiplayer online game products.
  • the purpose of the embodiments of the present invention is to provide a desktop multi-player network game system, which can reduce the development time of the desktop multiplayer network game system and reduce the cost of bursting.
  • the embodiment of the present invention is implemented in the form of a desktop multi-player network game system, the system comprising a game server, a client platform, and a game carrier, wherein:
  • a game server for processing game rules, managing user information, and parsing a communication protocol with the game carrier;
  • a client platform configured to establish a data channel between the game server and the game carrier, load and run the game carrier, forward an operation command of the user to the game carrier, and receive and execute the game carrier to send Game output data and provide an application interface for the game carrier;
  • a game carrier configured to configure a game logic and a game protocol, receive a user operation command forwarded by the client platform, generate game output data according to the corresponding game logic, and transmit the game output data to the client platform And interacting with the game server via the data channel.
  • Another object of the embodiments of the present invention is to provide a desktop client of a desktop multi-player network game system, where the desktop client includes a client platform, and a game carrier, where:
  • a client platform configured to establish a data channel between the game server and the game carrier, load and run the game carrier, forward an operation command of the user to the game carrier, and receive and execute the game carrier to send Game output data and provide an application interface for the game carrier;
  • a game carrier configured to configure a game logic and a game protocol, receive a user operation command forwarded by the client platform, generate game output data according to the corresponding game logic, and transmit the game output data to the client platform. And interacting with the game server via the data channel.
  • Another object of the embodiment of the present invention is to provide a client platform of a desktop multi-player network game system, where the client platform includes:
  • a game engine configured to load and run a game carrier, receive an operation command input by the user, forward the operation command to the game carrier, receive and execute the game output data sent by the game carrier, and output the game output result to the user;
  • an application interface unit for providing an application interface to the game carrier
  • a network communication unit configured to implement communication with the game server, and communicate with the game carrier through an application interface provided by the application interface unit.
  • Another object of the embodiments of the present invention is to provide a game carrier of a desktop multiplayer network game system, where the game carrier includes: [17] Game logic unit, used to configure the processing logic of the game;
  • Game Protocol Unit which is used to configure the running protocol of the game
  • a network protocol unit configured to configure a communication protocol between the client platform and the game carrier
  • a game logic/protocol processing unit configured to receive an operation command of a user forwarded by the client platform, invoke corresponding game processing logic in the game logic unit, generate corresponding game output data, and send the game output data To the client platform, calling the corresponding application interface provided by the client platform, triggering the client platform to perform corresponding operations, and communicating with the game server through the communication application interface provided by the client platform, and transmitting related messages.
  • the embodiment of the present invention divides the desktop client into two parts: the client platform and the game carrier.
  • the client platform When the game changes, only the game logic and the game protocol in the game carrier need to be changed, and the client platform does not need to be redesigned.
  • FIG. 1 is an architectural diagram of a desktop multiplayer game system in the prior art
  • FIG. 2 is a schematic diagram of the operation of the desktop client in the prior art
  • FIG. 3 is a structural diagram of a desktop multiplayer game system according to an embodiment of the present invention.
  • FIG. 4 is a flow chart of interaction between a client platform and a game carrier in an embodiment of the present invention
  • FIG. 5 is a structural diagram of a client platform and a game carrier according to an embodiment of the present invention.
  • the desktop client is divided into a client platform and a game carrier.
  • the game changes, only the game carrier needs to be changed, and the client platform does not need to be redesigned and developed, thereby reducing R&D. In the meantime, reduce research and development costs.
  • FIG. 1 shows an architecture of a desktop multiplayer game system according to an embodiment of the present invention. For convenience of description, only parts related to the embodiment of the present invention are shown.
  • the game server 12 processes the game rules, manages the user information, and parses the communication protocol with the game carrier 16.
  • the client platform 14 establishes a data channel between the game server 12 and the game carrier 16, loads and runs the game carrier 16, forwards the user's operation command to the game carrier 16, and receives and executes the game output data sent by the game carrier 16.
  • the execution result is output to the user, and an application interface is provided for the game carrier 16 to implement functions that the game carrier 16 itself cannot achieve.
  • the game output includes text, images, sounds, and the like, and also includes physical output, such as game handle vibration.
  • the game carrier 16 configures the game logic and the game protocol, receives the user operation command forwarded by the client platform 14, generates game output data according to the corresponding game logic, transmits the game output data to the client platform, and passes through the client platform 14
  • the established data channel interacts with the game server 12 for messages.
  • the client platform 14 communicates with the game server 12 via the existing TCP/UDP protocol.
  • the client platform 14 and Different game carriers communicate through a unified protocol. Specifically, they can design or use existing common protocols. For example, the Java Object Notation (JSON) protocol can be used.
  • JSON Java Object Notation
  • the JSON protocol is a lightweight data exchange format that is easy to read and write, and is also easy to machine parse and generate. It uses a completely language-independent text format, but uses a C-like family. Including C, C++, C#, Java, JavaScript, Perl, Python, etc., making JSON an ideal data exchange language.
  • FIG. 4 shows the flow of interaction between the client platform 14 and the game carrier 16 in the embodiment of the present invention, as follows:
  • the client platform receives the user's operation command
  • the client platform forwards the user's operation command to the game carrier
  • the game carrier processes the user's operation command according to the corresponding game logic to generate game output data; [42] 5.
  • the game carrier transmits the game output data to the client platform; [43] 6.
  • the client platform performs a game output update operation according to the game output data of the game carrier, such as drawing a game screen, issuing a game music adjustment instruction, a game handle vibration instruction, and the like;
  • the client platform sends the updated game output to the client.
  • the game client can display the drawn game screen to the user, play the adjusted music, or the gamepad is triggered to vibrate.
  • FIG 5 shows the structure of the client platform and the game carrier in the embodiment of the present invention. For the convenience of description, only the parts related to the embodiment of the present invention are shown.
  • the game engine 142 loads and runs the game carrier 16, receives an operation command input by the user, and forwards the operation command to the game carrier 16.
  • the game logic/protocol processing unit 162 After receiving the operation command of the user forwarded by the game engine 142, the game logic/protocol processing unit 162 calls the corresponding game processing logic configured in the game logic unit 164 to generate corresponding game output data, and sends the game output data to the game output data.
  • the game engine 142 After receiving the game output data sent by the game logic 162, the game engine 142 executes the game output data, such as drawing a game interface, adjusting the game sound, etc., and outputting the game output result to the user.
  • the application interface unit 144 provides an application interface for the game carrier 16 to implement functions not possible with the game carrier 16 itself.
  • the application interface unit 144 can provide four types of application interfaces, and specifically includes:
  • Category 1 interface for directly operating the game desktop window, such as changing the size of the window, the top of the window, the hidden display of the window, etc.;
  • Category 2 an interface for communicating with related business logic, such as obtaining information about related business logic such as QQ pets, opening a chat window, etc.;
  • Category 3 specific application interfaces for a particular game or module, such as visits and invitations to friends in a friend system;
  • the game logic/protocol processing unit 162 can invoke the corresponding application interface provided by the application interface unit 144 to trigger the game engine 142 to perform corresponding operations, such as changing the internal state of the game, or through the communication application interface provided by the application interface unit 144.
  • the game server 12 communicates and transmits related messages.
  • the network communication unit 146 implements communication between the client platform 14 and the game server 12 in a TCP or UDP protocol, and communicates with the game carrier 16 through a communication application interface provided by the application interface unit 144.
  • Game logic unit 164 configures the processing logic of the game, such as the movement mode, direction, position of the character in the game, drawing parameters of the graphic interface, and the like.
  • the specific game processing logic can generally be divided into the following three categories:
  • Game Protocol Unit 164 configures the running protocol of the game.
  • the running protocol of the game is a set of rules I" for decoding and encoding the protocol corresponding commands.
  • the game server 12 and the game carrier 16 transmit a series of raw byte streams, and the meaning of each byte is different in the byte stream corresponding to different commands. Therefore, each command requires a corresponding protocol to realistically set a set of rules for encoding and decoding.
  • the game login protocol encodes the data of the account number, password, and the like required for login into a byte stream, and the byte stream passes through a network protocol between the client platform 14 and the game carrier 16 configured in the network protocol unit 168, for example.
  • the communication application interface provided by the application interface unit 144 is called and sent to the game server 12 via the network communication unit 146.
  • the game server 12 transmits a message to the game carrier 16 via the network communication unit 146, the network protocol unit 168 calls the communication application interface provided by the application interface unit 144, receives the message transmitted by the network communication unit 146, and decodes the protocol through the game protocol unit 166. Processing, the game logic/protocol processing engine 162 triggers the game engine 142 to execute the corresponding game output or to communicate with the game server 12 based on the decoded message content.
  • the storage medium includes: a ROM/RA M disk, an optical disk, and the like.
  • the embodiment of the present invention divides the desktop client into two parts, a client platform and a game carrier, when the game changes. Hey, you only need to change the game logic and game protocol in the game carrier. You don't need to redesign the client platform, reduce the development time and reduce the development cost, so as to meet the needs of rapid development, release and on-line of desktop game products.

Abstract

L'invention concerne un système de jeu de bureau en réseau à plusieurs joueurs, le système comprenant un serveur de jeu, une plate-forme client et un support de jeu. Un client de bureau est divisé en deux parties : la plate-forme client et le support de jeu. Lorsque le jeu est modifié, il est nécessaire uniquement de modifier la logique de jeu et le protocole de jeu dans le support de jeu sans reconcevoir la plate-forme client.
PCT/CN2009/075664 2009-02-20 2009-12-17 Système de jeu de bureau en réseau à plusieurs joueurs WO2010094201A1 (fr)

Priority Applications (6)

Application Number Priority Date Filing Date Title
BRPI0924377-1A BRPI0924377B1 (pt) 2009-02-20 2009-12-17 Cliente de computador de mesa, plataforma de cliente e entidade de jogo em sistema de jogo de rede multipessoal de computador de mesa
RU2011138329/08A RU2482537C1 (ru) 2009-02-20 2009-12-17 Клиент для рабочего стола, клиентская платформа и игровой объект в системе многопользовательских сетевых игр для рабочего стола
SG2011058609A SG173697A1 (en) 2009-02-20 2009-12-17 A desktop multiplayer network game system
MX2011008815A MX2011008815A (es) 2009-02-20 2009-12-17 Cliente de escritorio, plataforma de cliente y entidad de juegos en sistema de juegos de red de personas multiples de escritorio.
CA2752836A CA2752836A1 (fr) 2009-02-20 2009-12-17 Client de bureautique, plate-forme client et entite de jeu dans le contexte d'un systeme de jeu de bureau reseaute a plusieurs joueurs
US13/212,567 US20110300947A1 (en) 2009-02-20 2011-08-18 Desktop Client, Client Platform And Game Entity In Desktop Multi-Person Network Game System

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN200910078409.4 2009-02-20
CN2009100784094A CN101499108B (zh) 2009-02-20 2009-02-20 桌面多人游戏制作装置及方法

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US13/212,567 Continuation US20110300947A1 (en) 2009-02-20 2011-08-18 Desktop Client, Client Platform And Game Entity In Desktop Multi-Person Network Game System

Publications (1)

Publication Number Publication Date
WO2010094201A1 true WO2010094201A1 (fr) 2010-08-26

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Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2009/075664 WO2010094201A1 (fr) 2009-02-20 2009-12-17 Système de jeu de bureau en réseau à plusieurs joueurs

Country Status (8)

Country Link
US (1) US20110300947A1 (fr)
CN (1) CN101499108B (fr)
BR (1) BRPI0924377B1 (fr)
CA (1) CA2752836A1 (fr)
MX (1) MX2011008815A (fr)
RU (1) RU2482537C1 (fr)
SG (1) SG173697A1 (fr)
WO (1) WO2010094201A1 (fr)

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US9586147B2 (en) 2010-06-23 2017-03-07 Microsoft Technology Licensing, Llc Coordinating device interaction to enhance user experience
CN102479130B (zh) * 2010-11-25 2015-09-09 上海宇芯科技有限公司 一种跨平台跨语言单芯片系统的验证方法
US9621635B1 (en) * 2012-07-31 2017-04-11 Niantic, Inc. Using side channels in remote procedure calls to return information in an interactive environment
KR102303420B1 (ko) * 2017-02-28 2021-09-23 삼성전자주식회사 전자 장치 및 전자 장치의 윈도우 관리 방법
CN108170537B (zh) * 2017-12-06 2021-02-02 北京像素软件科技股份有限公司 游戏api实现方法、装置、接口服务器及可读存储介质
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Also Published As

Publication number Publication date
CN101499108A (zh) 2009-08-05
SG173697A1 (en) 2011-09-29
CA2752836A1 (fr) 2010-08-26
MX2011008815A (es) 2011-09-27
BRPI0924377B1 (pt) 2020-09-15
US20110300947A1 (en) 2011-12-08
CN101499108B (zh) 2011-07-20
RU2011138329A (ru) 2013-03-27
RU2482537C1 (ru) 2013-05-20

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