Persistence of player state variables in a peer to peer environment
AssigneeVRChat Inc.
InventorsDaniel James Leslie, Neil Kandalgaonkar, Jesse Joudrey
Life of this patent
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Abstract
The present technology allows state information associated with a player to be saved at a first time and restored at a second time. The state information can pertain to attributes of the player such as stats associated with the player in a particular environment or collection of environments, can pertain to attributes of an avatar such as a current outfit or skin worn by the avatar, current settings for an avatar, adornments or objects possessed by an avatar, etc. The state information can also pertain to attributes of a virtual world as interacted with by the player such as the location of objects or characteristics of objects that the player may have previously interacted with.
Claims20
A method for persisting player state for a player across multiple sessions in a peer-to-peer application environment, the method comprising:
- receiving, during a first session, at least one player state parameter for at least one player variable, the at least one player variable being identified by a unique identifier;
- storing the at least one player state parameter for the at least one player variable in a key-value store, wherein the at least one player state parameter is a value associated with the unique identifier;
- receiving a request for player state parameters in association with an initiation of a second session;
- retrieving the stored at least one player state parameter matching the at least one player variable available in the second session;
- determining whether applying the retrieved at least one player state parameter conflicts with an existing state for the at least one player variable in the second session;
- and
- applying, in the second session:
- the at least one player state parameter upon determining that applying the retrieved at least one player state parameter does not conflict with the existing state, or
- a resolved state for the at least one player variable upon determining that applying the retrieved at least one player state parameter conflicts with the existing state, wherein the resolved state is determined by applying conflict rules from the second session to resolve a conflict.
A computing system comprising:
- a processor;
- and
- a memory storing instructions that, when executed by the processor, configure the system to:
- receive, during a first session, at least one player state parameter for at least one player variable, the at least one player variable being identified by a unique identifier;
- store the at least one player state parameter for the at least one player variable in a key-value store, wherein the at least one player state parameter is a value associated with the unique identifier;
- receive a request for player state parameters in association with an initiation of a second session;
- retrieve the stored at least one player state parameter matching the at least one player variable available in the second session;
- determine whether applying the retrieved at least one player state parameter conflicts with an existing state for the at least one player variable in the second session;
- and
- apply, in the second session:
- the at least one player state parameter upon determining that applying the retrieved at least one player state parameter does not conflict with the existing state, or
- a resolved state for the at least one player variable upon determining that applying the retrieved at least one player state parameter conflicts with the existing state, wherein the resolved state is determined by applying conflict rules from the second session to resolve a conflict.
A non-transitory computer-readable storage medium, the computer-readable storage medium including instructions that when executed by a computer, cause the computer to:
- receive, during a first session, at least one player state parameter for at least one player variable, the at least one player variable being identified by a unique identifier;
- store the at least one player state parameter for the at least one player variable in a key-value store, wherein the at least one player state parameter is a value associated with the unique identifier;
- receive a request for player state parameters in association with an initiation of a second session;
- retrieve the stored at least one player state parameter matching the at least one player variable available in the second session;
- determine whether applying the retrieved at least one player state parameter conflicts with an existing state for the at least one player variable in the second session;
- and
- apply, in the second session:
- the at least one player state parameter upon determining that applying the retrieved at least one player state parameter does not conflict with the existing state, or
- a resolved state for the at least one player variable upon determining that applying the retrieved at least one player state parameter conflicts with the existing state, wherein the resolved state is determined by applying conflict rules from the second session to resolve a conflict.
Dependencies are inferred from the claim text.