Network game system, server system, client system, network game processing method and recording medium
AssigneeSquare, Inc.
InventorMasaaki Kimura
Life of this patent
Estimating the term…
Abstract
A predetermined maximum communication amount is set for packet communication between an echo server and each of the clients (communication terminals). In addition, the packets from each of the clients (communication terminals) are set to be in a predetermined amount. Thus, a load on the network can be reduced.
Claims19
A network game system comprising:
- a server system that provides an environment for a network game and a plurality of client systems connected to the server system over a network, wherein an exchange of information between the server system and the plurality of client systems is performed through packet communication;
- the server system comprising:
- a client manager that identifies and manages the client systems when receiving the packet communication over the network;
- a server side request manager that manages a request through the packet communication over the network for each of the client systems based on a result of the identification by the client manager;
- and
- a memory that stores information managed by the server side request manager, and
- the client system comprising:
- a first storage that stores different kinds of generated requests;
- a second storage that stores the different kinds of requests when the requests are to be sent to the server system;
- a client side request manager that generates the different kinds of requests in accordance with operations by a player as the network game advances, stores the different kinds of generated requests in the first storage, stores a predetermined amount of the different kinds of stored requests in the second storage and transmits a packet comprising the different kinds of requests stored in the second storage;
- a transmitter that sends the packet to the server system;
- and
- a receiver that receives a reply packet from the server system.
A server system that provides an environment for a network game, comprising:
- a client manager that identifies and manages a plurality of client systems when receiving a packet communication over a network;
- a server side request manager that manages a request through the packet communication over the network for each of the client systems based on a result of the identification by the client manager;
- and
- a memory that stores information managed by the server side request manager.
A client system that generates different kinds of requests in accordance with states of a network game provided by a server system, the client system comprising:
- a first storage that stores generated different kinds of requests;
- a second storage that stores the different kinds of requests when the requests are to be sent to the server system;
- a client side request manager that generates the different kinds of requests in accordance with operations by a player as the network game advances, stores the different kinds of generated requests in the first storage, stores a predetermined amount of the different kinds of stored requests in the second storage and transmits a packet comprising the different kinds of requests stored in the second storage;
- a transmitter that sends the transmission packet to the server system;
- and
- a receiver that receives a reply packet from the server system.
A network game processing method in which a server system that provides an environment for a network game and a plurality of client systems connected to the server system over a network are provided, and an exchange of information between the server system and the plurality of client systems is performed through packet communication, the method comprising, by using the server system:
- identifying and managing the client systems when receiving the packet communication over the network;
- managing a request through the packet communication over the network for each of the client systems based on a result of the identification;
- and
- storing the managed information, and
- the method further comprising, by using one of the client systems:
- storing different kinds of generated requests in a first storage;
- storing the different kinds of requests when the requests are to be sent to the server system in a second storage;
- by using a client side request manager, creating the different kinds of requests in accordance with operations by a player as the network game advances, storing the different kinds of generated requests in the first storage, storing a predetermined amount of the different kinds of stored requests in the second storage and transmitting a packet of the different kinds of requests stored in the second storage;
- transmitting the packet to the server system;
- and
- receiving a reply packet from the server system.
A recording medium on which is recorded a program for causing a server system to execute:
- identifying and managing client systems when receiving the packet communication over the network;
- managing a request through the packet communication over the network for each of the client systems based on a result of the identification;
- and
- storing the managed information.
A recording medium on which is recorded a program for causing a client system to execute:
- storing different kinds of generated requests in a first storage;
- storing the different kinds of requests when the requests are to be sent to the server system in a second storage;
- by using a client side request manager, generating the different kinds of requests in accordance with operations by a player as the network game advances, storing the different kinds of generated requests in the first storage, storing a predetermined amount of the different kinds of stored requests in the second storage and transmitting a packet of the different kinds of requests stored in the second storage;
- transmitting the packet to the server system;
- and
- receiving a reply packet from the server system.
Dependencies are inferred from the claim text.