Push messaging architecture for online games
AssigneeZynga Inc.
InventorMichael Munson
Life of this patent
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Abstract
A system has a first web node, a first server node, a second server node, a push messaging server, and a second web node. The first web node receives a message from a first player at a first client node for a second player at a second client node within an online game. The first server node maintains a first persistent connection with the first client node. The second server node maintains a second persistent connection with the second client node. The push messaging server stores a game state of the first and second players of the online game, updates the game state based on the message, and notifies the first and second server node. The second web node receives the message from the push messaging server and forwards the message to the second client node via the second persistent connection.
Claims20
A system comprising:
- a first web node configured to receive a message from a first player at a first client node for a second player at a second client node within an online game;
- a first server node configured to maintain a first persistent connection with the first client node;
- a second server node configured to maintain a second persistent connection with the second client node;
- a push messaging server configured to store a game state of the first and second players of the online game, to update the game state based on the message, and to notify the first and second server node;
- and
- a second web node configured to receive the message from the push messaging server and to forward the message to the second client node after the second server node notifies the second client node of the message via the second persistent connection.
A method comprising:
- receiving, at a first web node, a message from a first player at a first client node for a second player at a second client node within an online game;
- maintaining, at a first server node, a first persistent connection with the first client node;
- maintaining, at a second server node, a second persistent connection with the second client node;
- storing, at a push messaging server, a game state of the first and second players of the online game, updating the game state based on the message, and notifying the first and second server node;
- and
- receiving, at a second web node, the message from the push messaging server and forwarding the message to the second client node after the second server node notifies the second client node of the message via the second persistent connection.
A non-transitory computer-readable storage medium storing a set of instructions that, when executed by a processor, cause the processor to perform operations, comprising:
- receiving, at a first web node, a message from a first player at a first client node for a second player at a second client node within an online game;
- maintaining, at a first server node, a first persistent connection with the first client node;
- maintaining, at a second server node, a second persistent connection with the second client node;
- storing, at a push messaging server, a game state of the first and second players of the online game, updating the game state based on the message, and notifying the first and second server node;
- and
- receiving, at a second web node, the message from the push messaging server and forwarding the message to the second client node after the second server node notifies the second client node of the message via the second persistent connection.
Dependencies are inferred from the claim text.