WO2010094201A1 - A desktop multiplayer network game system - Google Patents

A desktop multiplayer network game system Download PDF

Info

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
French (fr)
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 RU2011138329/08A priority Critical patent/RU2482537C1/en
Priority to MX2011008815A priority patent/MX2011008815A/en
Priority to CA2752836A priority patent/CA2752836A1/en
Priority to SG2011058609A priority patent/SG173697A1/en
Priority to BRPI0924377-1A priority patent/BRPI0924377B1/en
Publication of WO2010094201A1 publication Critical patent/WO2010094201A1/en
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

A desktop multiplayer network game system is disclosed, the system comprises a game server, a client platform and a game carrier. A desktop client is divided into two parts of the client platform and the game carrier, and when the game is changed, it just needs to change the game logic and game protocol in the game carrier without redesigning the client platform.

Description

说明书  Instruction manual
Title of Invention:一种桌面多人网络游戏系统 技术领域 Title of Invention: A desktop multiplayer online game system
技术领域  Technical field
本发明属于网络通信领域, 尤其涉及一种桌面多人网络游戏系统。  The invention belongs to the field of network communication, and in particular relates to a desktop multi-person network game system.
背景技术  Background technique
背景技术  Background technique
[2] 随着因特网 (internet) 的发展, 越来越多的用户选择通过 internet进行通信交流 [2] With the development of the Internet, more and more users choose to communicate via the Internet.
, 为了使用户能通过 internet进行多人游戏, 现有的桌面多人网络游戏基本上釆 用桌面客户端和游戏服务器的 C/S结构, 如图 1所示。 其中, 游戏服务器负责解 码来自桌面客户端的数据流, 校验数据流是否合法, 处理游戏关键逻辑, 更新 游戏状态玩家信息等数据, 通过传输控制协议 (Transmission Control In order to enable users to play multiplayer games over the Internet, existing desktop multiplayer online games basically use the C/S structure of the desktop client and game server, as shown in Figure 1. Among them, 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)
Protocol, TCP) 或者用户数据协议 (User Datagram Protocol, UDP) 协议将新的 数据发到桌面客户端。 桌面客户端负责响应用户操作, 执行游戏客户端逻辑, 并将执行结果编码为二进制流, 通过 TCP或者 UDP协议发到游戏服务器, 再根据 游戏服务器返回的数据更新游戏输出, 并将更新后的游戏输出返回给用户, 参 考图 2所示。  Protocol, TCP) or the User Datagram Protocol (UDP) protocol sends new data to the desktop client. The desktop client is responsible for responding to user operations, executing the game client logic, encoding the execution result into a binary stream, sending it to the game server via TCP or UDP protocol, updating the game output according to the data returned by the game server, and updating the game. The output is returned to the user, as shown in Figure 2.
[3] 现有技术的方案中的桌面客户端是根据各个游戏单独进行幵发的, 所以当游戏 改变吋, 桌面客户端无法和改变后的游戏兼容, 需要重新幵发桌面客户端, 从 而增加了研发吋间, 提高了幵发成本, 难以满足桌面多人网络游戏产品快速幵 发、 发布和上线的需求。  [3] 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.
对发明的公开  Disclosure of invention
技术问题  technical problem
[4] 本发明实施例的目的在于提供一种桌面多人网络游戏系统, 能够减少桌面多人 网络游戏系统的研发吋间, 降低幵发成本。  [4] 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.
技术解决方案 [5] 本发明实施例是这样实现的, 一种桌面多人网络游戏系统, 所述系统包括游戏 服务器、 客户端平台, 以及游戏载体, 其中: Technical solution [5] 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:
[6] 游戏服务器, 用于处理游戏规则, 管理用户信息, 以及解析与所述游戏载体之 间的通信协议; [6] a game server for processing game rules, managing user information, and parsing a communication protocol with the game carrier;
[7] 客户端平台, 用于建立所述游戏服务器与游戏载体之间的数据通道, 加载和运 行所述游戏载体, 向所述游戏载体转发用户的操作命令, 接收并执行所述游戏 载体发送的游戏输出数据, 并为所述游戏载体提供应用接口; 以及  [7] 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;
[8] 游戏载体, 用于配置游戏逻辑和游戏协议, 接收所述客户端平台转发的用户操 作命令, 根据对应的游戏逻辑生成游戏输出数据, 将所述游戏输出数据传送给 所述客户端平台, 并通过所述数据通道与所述游戏服务器交互消息。  [8] 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.
[9] 本发明实施例的另一目的在于提供一种桌面多人网络游戏系统的桌面客户端, 所述桌面客户端包括客户端平台, 以及游戏载体, 其中:  [9] 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:
[10] 客户端平台, 用于建立游戏服务器与所述游戏载体之间的数据通道, 加载和运 行所述游戏载体, 向所述游戏载体转发用户的操作命令, 接收并执行所述游戏 载体发送的游戏输出数据, 并为所述游戏载体提供应用接口; 以及  [10] 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;
[11] 游戏载体, 用于配置游戏逻辑和游戏协议, 接收所述客户端平台转发的用户操 作命令, 根据对应的游戏逻辑生成游戏输出数据, 将所述游戏输出数据传送给 所述客户端平台, 并通过所述数据通道与游戏服务器交互消息。  [11] 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.
[12] 本发明实施例的另一目的在于提供一种桌面多人网络游戏系统的客户端平台, 所述客户端平台包括:  [12] 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:
[13] 游戏引擎, 用于加载和运行游戏载体, 接收用户输入的操作命令, 将操作命令 转发给游戏载体, 接收并执行游戏载体发送的游戏输出数据, 将游戏输出结果 输出给用户;  [13] 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;
[14] 应用接口单元, 用于向游戏载体提供应用接口; 以及  [14] an application interface unit for providing an application interface to the game carrier;
[15] 网络通信单元, 用于实现与游戏服务器之间的通信, 并通过所述应用接口单元 提供的应用接口与游戏载体通信。  [15] 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.
[16] 本发明实施例的另一目的在于提供一种桌面多人网络游戏系统的游戏载体, 所 述游戏载体包括: [17] 游戏逻辑单元, 用于配置游戏的处理逻辑; [16] 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;
[18] 游戏协议单元, 用于配置游戏的运行协议; [18] Game Protocol Unit, which is used to configure the running protocol of the game;
[19] 网络协议单元, 用于配置客户端平台与游戏载体之间的通信协议;  [19] a network protocol unit, configured to configure a communication protocol between the client platform and the game carrier;
[20] 游戏逻辑 /协议处理单元, 用于接收客户端平台转发的用户的操作命令, 调用 所述游戏逻辑单元中相应的游戏处理逻辑, 生成对应的游戏输出数据, 将所述 游戏输出数据发送给客户端平台, 调用客户端平台提供的相应应用接口, 触发 客户端平台执行相应的操作, 以及通过客户端平台提供的通信应用接口与游戏 服务器通信, 传送相关消息。 [20] 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.
有益效果  Beneficial effect
[21] 本发明实施例将桌面客户端分为客户端平台和游戏载体两个部分, 当游戏改变 吋, 只需要改变游戏载体中的游戏逻辑和游戏协议即可, 不需要重新设计客户 端平台, 减少研发吋间, 降低开发成本, 从而满足桌面游戏产品快速开发、 发 布和上线的需求。  [21] The embodiment of the present invention divides the desktop client into two parts: the client platform and the game carrier. 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. Reduce R&D time and reduce development costs to meet the needs of rapid development, release and launch of desktop game products.
附图说明  DRAWINGS
[22] 图 1为现有技术中桌面多人游戏系统的架构图;  [22] FIG. 1 is an architectural diagram of a desktop multiplayer game system in the prior art;
[23] 图 2为现有技术中桌面客户端的操作原理图; [23] FIG. 2 is a schematic diagram of the operation of the desktop client in the prior art;
[24] 图 3为本发明实施例提供的桌面多人游戏系统的架构图; FIG. 3 is a structural diagram of a desktop multiplayer game system according to an embodiment of the present invention; FIG.
[25] 图 4为本发明实施例中客户端平台与游戏载体之间的交互流程图; 4 is a flow chart of interaction between a client platform and a game carrier in an embodiment of the present invention;
[26] 图 5为本发明实施例中客户端平台与游戏载体的结构图。 FIG. 5 is a structural diagram of a client platform and a game carrier according to an embodiment of the present invention.
本发明的实施方式  Embodiments of the invention
[27] 为了使本发明的目的、 技术方案及优点更加清楚明白, 以下结合附图及实施例 , 对本发明进行进一步详细说明。 应当理解, 此处所描述的具体实施例仅仅用 以解释本发明, 并不用于限定本发明。  The present invention will be further described in detail below with reference to the accompanying drawings and embodiments. It is understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
[28] 在本发明实施例中, 将桌面客户端分为客户端平台和游戏载体两个部分, 当游 戏改变吋, 只需要改变游戏载体, 不需要重新设计和开发客户端平台, 能够减 少研发吋间, 降低研发成本。  [28] In the embodiment of the present invention, the desktop client is divided into a client platform and a game carrier. When 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.
[29] 图 1示出了本发明实施例提供的桌面多人游戏系统的架构, 为了便于说明, 仅 示出了与本发明实施例相关的部分。 [30] 游戏服务器 12处理游戏规则, 管理用户信息, 以及解析与游戏载体 16之间的通 信协议。 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. [30] The game server 12 processes the game rules, manages the user information, and parses the communication protocol with the game carrier 16.
[31] 客户端平台 14建立游戏服务器 12与游戏载体 16之间的数据通道, 加载和运行游 戏载体 16, 向游戏载体 16转发用户的操作命令, 接收并执行游戏载体 16发送的 游戏输出数据, 向用户输出执行结果, 并为游戏载体 16提供应用接口, 以实现 游戏载体 16本身所不能实现的功能。  [31] 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.
[32] 在本发明实施例中, 游戏输出包括文字、 图像、 声音等, 还包括物理输出, 例 如游戏手柄震动等。  [32] In the embodiment of the present invention, the game output includes text, images, sounds, and the like, and also includes physical output, such as game handle vibration.
[33] 游戏载体 16配置游戏逻辑和游戏协议, 接收客户端平台 14转发的用户操作命令 , 根据对应的游戏逻辑生成游戏输出数据, 将游戏输出数据传送给客户端平台 , 并通过客户端平台 14建立的数据通道与游戏服务器 12交互消息。  [33] 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.
[34] 客户端平台 14与游戏服务器 12之间通过现有的 TCP/UDP协议通信。 [34] The client platform 14 communicates with the game server 12 via the existing TCP/UDP protocol.
[35] 在本发明实施例中, 为了使得不同的游戏载体可以与同一个的客户端平台建立 的数据通道与游戏服务器 12通信, 从而减少客户端平台 14的开发工作量, 客户 端平台 14与不同的游戏载体之间通过统一的协议通信, 具体可以自行设计或者 釆用现有的通用协议, 例如可以釆用 Javascipt对象标志 (JavaScript Object Notation, JSON) 协议。 [35] In the embodiment of the present invention, in order to enable different game carriers to communicate with the game server 12 by the data channel established by the same client platform, thereby reducing the development workload of the client platform 14, 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.
[36] JSON协议是一种轻量级的数据交换格式, 易于阅读和编写, 同吋也易于机器 解析和生成, 釆用完全独立于语言的文本格式, 但是也使用了类似于 C语言家族 , 包括 C, C++, C#, Java, JavaScript, Perl, Python等的习惯, 从而使 JSON成为理想 的数据交换语言。 [36] 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.
[37] 图 4示出了本发明实施例中客户端平台 14与游戏载体 16之间的交互流程, 详述 如下:  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:
[38] 1.用户通过鼠标、 键盘、 游戏手柄等输入操作命令;  [38] 1. The user inputs an operation command through a mouse, a keyboard, a gamepad, and the like;
[39] 2.客户端平台接收用户的操作命令;  [39] 2. The client platform receives the user's operation command;
[40] 3.客户端平台将用户的操作命令转发给游戏载体;  [40] 3. The client platform forwards the user's operation command to the game carrier;
[41] 4.游戏载体根据相应的游戏逻辑处理用户的操作命令, 生成游戏输出数据; [42] 5.游戏载体将游戏输出数据发送给客户端平台; [43] 6.客户端平台根据游戏载体的游戏输出数据, 执行游戏输出更新操作, 例如绘 制游戏画面、 发出游戏音乐调整指令、 游戏手柄震动指令等; [41] 4. 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;
[44] 7.客户端平台将更新后的游戏输出发送给客户。 这样, 游戏客户端就可以向用 户显示绘制的游戏画面、 播放调整后的音乐, 或者游戏手柄被触发发生震动等  [44] 7. The client platform sends the updated game output to the client. In this way, the game client can display the drawn game screen to the user, play the adjusted music, or the gamepad is triggered to vibrate.
[45] 图 5示出了本发明实施例中客户端平台、 游戏载体的结构, 为了便于说明, 仅 示出了与本发明实施例相关的部分。 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.
[46] 游戏引擎 142加载和运行游戏载体 16, 接收用户输入的操作命令, 将操作命令 转发给游戏载体 16。  [46] 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.
[47] 游戏逻辑 /协议处理单元 162收到游戏引擎 142转发的用户的操作命令后, 调用 游戏逻辑单元 164中配置的相应的游戏处理逻辑, 生成对应的游戏输出数据, 将 游戏输出数据发送给客户端平台 14。  [47] 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. Client platform 14.
[48] 游戏引擎 142接收游戏逻辑 162发送的游戏输出数据后, 执行该游戏输出数据, 例如绘制游戏界面、 调整游戏声音等, 将游戏输出结果输出给用户。 [48] 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.
[49] 应用接口单元 144为游戏载体 16提供应用接口, 以实现游戏载体 16本身所不能 实现的功能。 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.
[50] 作为本发明的一个实施例, 应用接口单元 144可以提供四类应用接口, 具体包 括:  As an embodiment of the present invention, the application interface unit 144 can provide four types of application interfaces, and specifically includes:
[51] 第 1类, 用于直接操作游戏桌面窗口的接口, 例如改变窗口的大小、 窗口的置 顶、 窗口的隐藏显示等;  [51] 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.;
[52] 第 2类, 用于与相关业务逻辑进行通信的接口, 例如获取 QQ宠物等相关业务逻 辑的信息、 打开聊天窗口等; [52] 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.;
[53] 第 3类, 专用于某一游戏或者模块的特定应用接口, 例如好友系统里的拜访和 邀请好友等; [53] Category 3, specific application interfaces for a particular game or module, such as visits and invitations to friends in a friend system;
[54] 第 4类, 专用于游戏载体直接与游戏服务器 12通信的应用接口。  [54] Category 4, an application interface dedicated to the game carrier communicating directly with the game server 12.
[55] 游戏逻辑 /协议处理单元 162可以调用应用接口单元 144提供的相应应用接口, 触发游戏引擎 142执行相应的操作, 例如改变游戏的内部状态, 或者通过应用接 口单元 144提供的通信应用接口与游戏服务器 12通信, 传送相关消息。 [56] 网络通信单元 146以 TCP或者 UDP协议实现客户端平台 14与游戏服务器 12之间 的通信, 并通过应用接口单元 144提供的通信应用接口与游戏载体 16通信。 [55] 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.
[57] 游戏逻辑单元 164配置游戏的处理逻辑, 例如游戏中角色的移动方式、 方向、 位置, 图形界面的绘制参数等。  [57] 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.
[58] 具体的游戏处理逻辑一般可以分为如下三类:  [58] The specific game processing logic can generally be divided into the following three categories:
[59] (1) 向游戏服务器 12发送消息;  [59] (1) sending a message to the game server 12;
[60] (2) 更新游戏输出, 例如图像输出、 声音输出, 以及游戏手柄震动等物理输 出;  [60] (2) Update game output, such as image output, sound output, and physical output such as gamepad vibration;
[61] (3) 改变游戏内部状态。  [61] (3) Change the internal state of the game.
[62] 游戏协议单元 164配置游戏的运行协议。  [62] Game Protocol Unit 164 configures the running protocol of the game.
[63] 在本发明实施例中, 游戏的运行协议是用于解码和编码协议对应命令的一套规 贝 I」。 游戏服务器 12与游戏载体 16之间进行传输的是一系列原始字节流, 在不同 的命令对应的字节流中, 每一个字节的含义是不同的。 所以, 每一个命令都需 要有对应的协议来现实一套规则以便进行编码和解码。 例如游戏登陆协议, 是 将登录吋所需的帐号、 密码等数据编码成字节流, 这些字节流通过网络协议单 元 168中配置的客户端平台 14与游戏载体 16之间的网络协议, 例如 JSON协议处理 后, 调用应用接口单元 144提供的通信应用接口, 经网络通信单元 146发送到游 戏服务器 12。  [63] In the embodiment of the present invention, 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. For example, 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. After the JSON protocol is processed, 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.
[64] 游戏服务器 12通过网络通信单元 146向游戏载体 16传送消息, 网络协议单元 168 调用应用接口单元 144提供的通信应用接口, 接收网络通信单元 146传递的消息 , 通过游戏协议单元 166对协议解码处理, 游戏逻辑 /协议处理引擎 162根据解码 后的消息内容, 触发游戏引擎 142执行相应的游戏输出, 或者与游戏服务器 12通 信。  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.
[65] 本领域普通技术人员可以理解实现上述实施例方法中的全部或部分步骤是可以 通过程序来指令相关的硬件来完成, 所述的程序可以存储于计算机可读取存储 介质中, 该程序在执行吋, 包括上述方法步骤, 所述的存储介质包括: ROM/RA M 磁盘、 光盘等。  [65] It will be understood by those skilled in the art that all or part of the steps of implementing the above embodiments may be completed by a program instructing related hardware, and the program may be stored in a computer readable storage medium. In the execution, including the above method steps, the storage medium includes: a ROM/RA M disk, an optical disk, and the like.
[66] 本发明实施例将桌面客户端分为客户端平台和游戏载体两个部分, 当游戏改变 吋, 只需要改变游戏载体中的游戏逻辑和游戏协议即可, 不需要重新设计客户 端平台, 减少研发吋间, 降低开发成本, 从而满足桌面游戏产品快速开发、 发 布和上线的需求。 [66] 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.
以上所述仅为本发明的较佳实施例而已, 并不用以限制本发明, 凡在本发明的 精神和原则之内所作的任何修改、 等同替换和改进等, 均应包含在本发明的保 护范围之内。  The above is only the preferred embodiment of the present invention, and is not intended to limit the present invention. Any modifications, equivalent substitutions and improvements made within the spirit and principles of the present invention should be included in the protection of the present invention. Within the scope.

Claims

权利要求书 Claim
一种桌面多人网络游戏系统, 其特征在于, 所述系统包括游戏服 务器、 客户端平台, 以及游戏载体, 其中: A desktop multiplayer online game system, characterized in that the system comprises a game server, a client platform, and a game carrier, wherein:
游戏服务器, 用于处理游戏规则, 管理用户信息, 以及解析与所 述游戏载体之间的通信协议; a game server for processing game rules, managing user information, and parsing a communication protocol with the game carrier;
客户端平台, 用于建立所述游戏服务器与游戏载体之间的数据通 道, 加载和运行所述游戏载体, 向所述游戏载体转发用户的操作 命令, 接收并执行所述游戏载体发送的游戏输出数据, 并为所述 游戏载体提供应用接口; 以及 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 a game output sent by the game carrier Data and providing an application interface for the game carrier;
游戏载体, 用于配置游戏逻辑和游戏协议, 接收所述客户端平台 转发的用户操作命令, 根据对应的游戏逻辑生成游戏输出数据, 将所述游戏输出数据传送给所述客户端平台, 并通过所述数据通 道与所述游戏服务器交互消息。 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 pass The data channel interacts with the game server for a message.
根据权利要求 1所述的系统, 其特征在于, 所述客户端平台包括: 游戏引擎, 用于加载和运行所述游戏载体, 接收用户输入的操作 命令, 将操作命令转发给所述游戏载体, 接收并执行所述游戏载 体发送的游戏输出数据, 将游戏输出结果输出给用户; 应用接口单元, 用于向所述游戏载体提供应用接口; 以及 网络通信单元, 用于实现所述客户端平台与游戏服务器之间的通 信, 并通过所述应用接口单元提供的应用接口与所述游戏载体通 信。 The system according to claim 1, wherein the client platform comprises: a game engine, configured to load and run the game carrier, receive an operation command input by a user, and forward the operation command to the game carrier, Receiving and executing game output data sent by the game carrier, outputting a game output result to a user; an application interface unit, configured to provide an application interface to the game carrier; and a network communication unit, configured to implement the client platform and Communication between game servers and communication with the game carrier via an application interface provided by the application interface unit.
根据权利要求 1所述的系统, 其特征在于, 所述游戏载体包括: 游戏逻辑单元, 用于配置游戏的处理逻辑; The system according to claim 1, wherein the game carrier comprises: a game logic unit configured to configure processing logic of the game;
游戏协议单元, 用于配置游戏的运行协议; a game protocol unit for configuring a running protocol of the game;
网络协议单元, 用于配置所述客户端平台与所述游戏载体之间的 通信协议; a network protocol unit, configured to configure a communication protocol between the client platform and the game carrier;
游戏逻辑 /协议处理单元, 用于接收所述客户端平台转发的用户的 操作命令, 调用所述游戏逻辑单元中相应的游戏处理逻辑, 生成 对应的游戏输出数据, 将所述游戏输出数据发送给所述客户端平 台, 调用所述客户端平台提供的相应应用接口, 触发所述客户端 平台执行相应的操作, 通过所述客户端平台提供的通信应用接口 与所述游戏服务器通信, 传送相关消息。 a game logic/protocol processing unit, configured to receive an operation command of a user forwarded by the client platform, invoke a corresponding game processing logic in the game logic unit, and generate Corresponding game output data, sending the game output data to the client platform, invoking a corresponding application interface provided by the client platform, triggering the client platform to perform a corresponding operation, and providing the client platform The communication application interface communicates with the game server to transmit related messages.
[Claim 4] 根据权利要求 1所述的系统, 其特征在于, 所述客户端平台与不同 的游戏载体之间通过统一的通信协议通信。 [Claim 4] The system according to claim 1, wherein the client platform communicates with different game carriers through a unified communication protocol.
[Claim 5] 根据权利要求 4所述的系统, 其特征在于, 所述客户端平台与不同 的游戏载体之间通过 JSON协议通信。 [Claim 5] The system according to claim 4, wherein the client platform communicates with different game carriers through a JSON protocol.
[Claim 6] 根据权利要求 1至 5任一权利要求所述的系统, 其特征在于, 所述 应用接口包括: [Claim 6] The system according to any one of claims 1 to 5, wherein the application interface comprises:
用于直接操作游戏桌面窗口的接口;  An interface for directly operating the game desktop window;
用于与相关业务逻辑进行通信的接口;  An interface for communicating with related business logic;
用于一游戏或者模块的专用接口; 以及  a dedicated interface for a game or module;
用于所述游戏载体直接与所述游戏服务器通信的应用接口。  An application interface for the game carrier to communicate directly with the game server.
[Claim 7] 一种桌面多人网络游戏系统的桌面客户端, 其特征在于, 所述桌 面客户端包括客户端平台, 以及游戏载体, 其中: [Claim 7] A desktop client of a desktop multiplayer online game system, wherein the desktop client includes a client platform, and a game carrier, wherein:
客户端平台, 用于建立游戏服务器与所述游戏载体之间的数据通 道, 加载和运行所述游戏载体, 向所述游戏载体转发用户的操作 命令, 接收并执行所述游戏载体发送的游戏输出数据, 并为所述 游戏载体提供应用接口; 以及  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 a game output sent by the game carrier Data and providing an application interface for the game carrier;
游戏载体, 用于配置游戏逻辑和游戏协议, 接收所述客户端平台 转发的用户操作命令, 根据对应的游戏逻辑生成游戏输出数据, 将所述游戏输出数据传送给所述客户端平台, 并通过所述数据通 道与游戏服务器交互消息。  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 pass The data channel interacts with the game server for messages.
[Claim 8] 根据权利要求 7所述的桌面客户端, 其特征在于, 所述客户端平台 包括: [Claim 8] The desktop client according to claim 7, wherein the client platform comprises:
游戏引擎, 用于加载和运行所述游戏载体, 接收用户输入的操作 命令, 将操作命令转发给所述游戏载体, 接收并执行所述游戏载 体发送的游戏输出数据, 将游戏输出结果输出给用户; 应用接口单元, 用于向所述游戏载体提供应用接口; 以及 网络通信单元, 用于实现所述客户端平台与游戏服务器之间的通 信, 并通过所述应用接口单元提供的应用接口与所述游戏载体通 信。 a game engine, configured to load and run the game carrier, receive an operation command input by a user, forward the operation command to the game carrier, and receive and execute the game carrier The game output data sent by the body outputs the game output result to the user; the application interface unit is configured to provide an application interface to the game carrier; and the network communication unit is configured to implement communication between the client platform and the game server And communicating with the game carrier through an application interface provided by the application interface unit.
根据权利要求 7所述的桌面客户端, 其特征在于, 所述游戏载体包 括: The desktop client of claim 7, wherein the game carrier comprises:
游戏逻辑单元, 用于配置游戏的处理逻辑; a game logic unit for configuring processing logic of the game;
游戏协议单元, 用于配置游戏的运行协议; a game protocol unit for configuring a running protocol of the game;
网络协议单元, 用于配置所述客户端平台与所述游戏载体之间的 通信协议; a network protocol unit, configured to configure a communication protocol between the client platform and the game carrier;
游戏逻辑 /协议处理单元, 用于接收客户端平台转发的用户的操作 命令, 调用所述游戏逻辑单元中相应的游戏处理逻辑, 生成对应 的游戏输出数据, 将所述游戏输出数据发送给所述客户端平台, 调用所述客户端平台提供的相应应用接口, 触发所述客户端平台 执行相应的操作, 通过所述客户端平台提供的通信应用接口与游 戏服务器通信, 传送相关消息。 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 The client platform invokes a corresponding application interface provided by the client platform, triggers the client platform to perform a corresponding operation, communicates with the game server through the communication application interface provided by the client platform, and transmits related messages.
根据权利要求 7所述的桌面客户端, 其特征在于, 所述客户端平台 与不同的游戏载体之间通过统一的通信协议通信。 The desktop client according to claim 7, wherein the client platform communicates with different game carriers through a unified communication protocol.
根据权利要求 10所述的桌面客户端, 其特征在于, 所述客户端平 台与不同的游戏载体之间通过 JSON协议通信。 A desktop client according to claim 10, wherein said client platform communicates with different game carriers via a JSON protocol.
根据权利要求 7至 11任一权利要求所述的桌面客户端, 其特征在于A desktop client according to any one of claims 7 to 11, characterized in that
, 所述应用接口包括: The application interface includes:
用于直接操作游戏桌面窗口的接口; An interface for directly operating the game desktop window;
用于与相关业务逻辑进行通信的接口; An interface for communicating with related business logic;
用于一游戏或者模块的专用接口; 以及 a dedicated interface for a game or module;
用于所述游戏载体直接与游戏服务器通信的应用接口。 An application interface for the game carrier to communicate directly with the game server.
一种桌面多人网络游戏系统的客户端平台, 其特征在于, 所述客 户端平台包括: A client platform for a desktop multiplayer online game system, characterized in that the guest The client platform includes:
游戏引擎, 用于加载和运行游戏载体, 接收用户输入的操作命令a game engine for loading and running a game carrier, receiving user-entered operational commands
, 将操作命令转发给游戏载体, 接收并执行游戏载体发送的游戏 输出数据, 将游戏输出结果输出给用户; Forwarding the operation command to the game carrier, receiving and executing the game output data sent by the game carrier, and outputting the game output result to the user;
应用接口单元, 用于向游戏载体提供应用接口; 以及 An application interface unit for providing an application interface to the game carrier;
网络通信单元, 用于实现与游戏服务器之间的通信, 并通过所述 应用接口单元提供的应用接口与游戏载体通信。 And 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.
根据权利要求 13所述的客户端平台, 其特征在于, 所述应用接口 包括: The client platform according to claim 13, wherein the application interface comprises:
用于直接操作游戏桌面窗口的接口; An interface for directly operating the game desktop window;
用于与相关业务逻辑进行通信的接口; An interface for communicating with related business logic;
用于一游戏或者模块的专用接口; 以及 a dedicated interface for a game or module;
用于所述游戏载体直接与游戏服务器通信的应用接口。 An application interface for the game carrier to communicate directly with the game server.
根据权利要求 13所述的客户端平台, 其特征在于, 所述客户端平 台与不同的游戏载体之间通过统一的通信协议通信。 The client platform of claim 13, wherein the client platform communicates with different game carriers via a unified communication protocol.
根据权利要求 15所述的客户端平台, 其特征在于, 所述客户端平 台与不同的游戏载体之间通过 JSON协议通信。 The client platform of claim 15, wherein the client platform communicates with different game carriers via a JSON protocol.
一种桌面多人网络游戏系统的游戏载体, 其特征在于, 所述游戏 载体包括: A game carrier for a desktop multiplayer online game system, wherein the game carrier comprises:
游戏逻辑单元, 用于配置游戏的处理逻辑; a game logic unit for configuring processing logic of the game;
游戏协议单元, 用于配置游戏的运行协议; a game protocol unit for configuring a running protocol of the game;
网络协议单元, 用于配置客户端平台与游戏载体之间的通信协议 游戏逻辑 /协议处理单元, 用于接收客户端平台转发的用户的操作 命令, 调用所述游戏逻辑单元中相应的游戏处理逻辑, 生成对应 的游戏输出数据, 将所述游戏输出数据发送给客户端平台, 调用 客户端平台提供的相应应用接口, 触发客户端平台执行相应的操 作, 以及通过客户端平台提供的通信应用接口与游戏服务器通信 , 传送相关消息。 a network protocol unit, configured to configure a communication protocol game logic/protocol processing unit between the client platform and the game carrier, configured to receive an operation command of the user forwarded by the client platform, and invoke corresponding game processing logic in the game logic unit Generating corresponding game output data, transmitting the game output data to the client platform, invoking a corresponding application interface provided by the client platform, triggering the client platform to perform corresponding operations, and a communication application interface provided by the client platform Game server communication , transmitting related messages.
[Claim 18] 根据权利要求 17所述的游戏载体, 其特征在于, 不同的游戏载体 与客户端平台之间通过统一的通信协议通信。  [Claim 18] The game carrier according to claim 17, characterized in that different game carriers communicate with the client platform through a unified communication protocol.
[Claim 19] 根据权利要求 18所述的游戏载体, 其特征在于, 不同的游戏载体 与客户端平台之间通过 JSON协议通信。  [Claim 19] The game carrier according to claim 18, characterized in that different game carriers communicate with the client platform via the JSON protocol.
PCT/CN2009/075664 2009-02-20 2009-12-17 A desktop multiplayer network game system WO2010094201A1 (en)

Priority Applications (6)

Application Number Priority Date Filing Date Title
RU2011138329/08A RU2482537C1 (en) 2009-02-20 2009-12-17 Desktop client, client platform and game entity in desktop multi-user network game system
MX2011008815A MX2011008815A (en) 2009-02-20 2009-12-17 A desktop multiplayer network game system.
CA2752836A CA2752836A1 (en) 2009-02-20 2009-12-17 Desktop client, client platform and game entity in desktop multi-person network game system
SG2011058609A SG173697A1 (en) 2009-02-20 2009-12-17 A desktop multiplayer network game system
BRPI0924377-1A BRPI0924377B1 (en) 2009-02-20 2009-12-17 TABLE COMPUTER CLIENT, CUSTOMER PLATFORM AND GAME ENTITY IN TABLE COMPUTER MULTIPERSONAL NETWORK GAME SYSTEM
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
CN2009100784094A CN101499108B (en) 2009-02-20 2009-02-20 Desktop multiplayer game production apparatus and method
CN200910078409.4 2009-02-20

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 (en) 2010-08-26

Family

ID=40946179

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2009/075664 WO2010094201A1 (en) 2009-02-20 2009-12-17 A desktop multiplayer network game system

Country Status (8)

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

Families Citing this family (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101499108B (en) * 2009-02-20 2011-07-20 腾讯科技(深圳)有限公司 Desktop multiplayer game production apparatus and method
US9586147B2 (en) * 2010-06-23 2017-03-07 Microsoft Technology Licensing, Llc Coordinating device interaction to enhance user experience
CN102479130B (en) * 2010-11-25 2015-09-09 上海宇芯科技有限公司 A kind of verification method of cross-platform cross language system-on-a-chip
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 (en) * 2017-02-28 2021-09-23 삼성전자주식회사 Electronic device and method for managing window
CN108170537B (en) * 2017-12-06 2021-02-02 北京像素软件科技股份有限公司 Game API realization method, device, interface server and readable storage medium
WO2020097162A1 (en) * 2018-11-09 2020-05-14 Garwood Medical Devices, Llc Graphite powder based counter electrode

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20080045338A1 (en) * 2006-06-29 2008-02-21 Vircion Inc. System for remote game access
CN101313321A (en) * 2005-11-18 2008-11-26 微软公司 Embedded gamer card across multiple devices and networks
CN101499108A (en) * 2009-02-20 2009-08-05 腾讯科技(深圳)有限公司 Desktop multiplayer game production apparatus and method

Family Cites Families (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20010044339A1 (en) * 2000-02-17 2001-11-22 Angel Cordero Multi-player computer game, system and method
US6682423B2 (en) * 2001-04-19 2004-01-27 Igt Open architecture communications in a gaming network
US6846238B2 (en) * 2001-09-28 2005-01-25 Igt Wireless game player
US20060080702A1 (en) * 2004-05-20 2006-04-13 Turner Broadcasting System, Inc. Systems and methods for delivering content over a network
US7465231B2 (en) * 2004-05-20 2008-12-16 Gametap Llc Systems and methods for delivering content over a network
US20060063590A1 (en) * 2004-09-21 2006-03-23 Paul Abassi Mechanism to control game usage on user devices
US20060142087A1 (en) * 2004-12-23 2006-06-29 Inventec Corporation System and method for network-loading game data
US7887420B2 (en) * 2005-09-12 2011-02-15 Igt Method and system for instant-on game download
US20090305788A1 (en) * 2008-06-04 2009-12-10 Microsoft Corporation Modifying electronic games based on previous game play
US8122459B2 (en) * 2008-09-26 2012-02-21 Atlantis Cyberspace, Inc. Engine agnostic interface for communication between game engines and simulations systems
US8266213B2 (en) * 2008-11-14 2012-09-11 Bally Gaming, Inc. Apparatus, method, and system to provide a multiple processor architecture for server-based gaming

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101313321A (en) * 2005-11-18 2008-11-26 微软公司 Embedded gamer card across multiple devices and networks
US20080045338A1 (en) * 2006-06-29 2008-02-21 Vircion Inc. System for remote game access
CN101499108A (en) * 2009-02-20 2009-08-05 腾讯科技(深圳)有限公司 Desktop multiplayer game production apparatus and method

Also Published As

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

Similar Documents

Publication Publication Date Title
Wang et al. The definitive guide to HTML5 WebSocket
WO2010094201A1 (en) A desktop multiplayer network game system
EP2611510B1 (en) Contextual chat message generation in online environments
US7647560B2 (en) User interface for multi-sensory emoticons in a communication system
US9509521B2 (en) Contextual chat based on behavior and usage
JP5072865B2 (en) Flash game invitation system and method using URL
US8788943B2 (en) Unlocking emoticons using feature codes
US20080171601A1 (en) Game server for use in connection with a messenger server
US8907981B2 (en) Method and system for dynamic composing and creating 3D virtual devices
JP2013084283A (en) Realtime kernel
GB2466142A (en) Virtual pet chatting system, method and virtual pet question and answer server
JP2002351806A (en) Chat information, information recording medium, computer system, and server system
Moffitt Professional XMPP Programming with JavaScript and jQuery
JP2015139565A (en) Server computer related to game, and game program
Powers Learning Node
US20190013992A1 (en) Systems and methods for stream-based, protocol-agnostic messaging
US20110228764A1 (en) Integration of audio input to a software application
US20150273344A1 (en) User Assembly of Lightweight User Interface for Games
JP7232846B2 (en) VOICE CHAT DEVICE, VOICE CHAT METHOD AND PROGRAM
WO2012059011A1 (en) Remote interactive device and community service system
US20160236098A1 (en) Systems and methods for providing extended in-game chat
TWI437503B (en) Figure and figure developing system
Wang et al. Using messaging over Websocket with stomp
Lee et al. A component-based framework to rapidly prototype online chess games for home entertainment
KR102521672B1 (en) Method for game service and computing device for executing the method

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 09840252

Country of ref document: EP

Kind code of ref document: A1

WWE Wipo information: entry into national phase

Ref document number: 2752836

Country of ref document: CA

WWE Wipo information: entry into national phase

Ref document number: MX/A/2011/008815

Country of ref document: MX

NENP Non-entry into the national phase

Ref country code: DE

WWE Wipo information: entry into national phase

Ref document number: 6418/CHENP/2011

Country of ref document: IN

WWE Wipo information: entry into national phase

Ref document number: 2011138329

Country of ref document: RU

32PN Ep: public notification in the ep bulletin as address of the adressee cannot be established

Free format text: NOTING OF LOSS OF RIGHTS PURSUANT TO RULE 112(1) EPC (EPO FORM 1205A DATED 26/01/2012)

122 Ep: pct application non-entry in european phase

Ref document number: 09840252

Country of ref document: EP

Kind code of ref document: A1

REG Reference to national code

Ref country code: BR

Ref legal event code: B01A

Ref document number: PI0924377

Country of ref document: BR

ENP Entry into the national phase

Ref document number: PI0924377

Country of ref document: BR

Kind code of ref document: A2

Effective date: 20110819