Selectively ordered protocol for unreliable channels
AssigneeTurbine, Inc.
InventorsMichael Kujawa, Todd Berkebile
Life of this patent
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Abstract
A method for communicating in a distributed game system includes, at a server system, maintaining information associated with a plurality of entities in an environment; and maintaining communication sessions between the server system and a plurality of client systems for exchanging information associated with the entities between the server system and the plurality of client systems. Each such communication session uses a communication protocol that supports both reliable transmission of ordered messages, and transmission and selective discarding of ephemeral messages.
Claims13
A method for communicating in a distributed game system, the method comprising:
- at a server system, maintaining information associated with a plurality of entities in an environment;
- and
- maintaining communication sessions between the server system and a plurality of client systems for exchanging information associated with the entities between the server system and the plurality of client systems, wherein each communication session uses a communication protocol that supports both:
- reliable transmission of ordered messages, and
- transmission and selective discarding of ephemeral messages based on ephemerality indices associated with said messages.
A non-transitory computer-readable medium having encoded thereon software for communicating in a distributed game system, the software comprising instructions for
- at a server system, maintaining information associated with a plurality of entities in an environment;
- and
- maintaining communication sessions between the server system and a plurality of client systems for exchanging information associated with the entities between the server system and the plurality of client systems, wherein each communication session uses a communication protocol that supports both:
- reliable transmission of ordered messages, and
- transmission and selective discarding of ephemeral messages based on ephemerality indices associated with said messages.
A server system for supporting playing, by a plurality of clients, a distributed computer game, the system comprising:
- a processing subsystem;
- a computer-readable medium in data communication with the processing subsystem, the computer-readable medium having encoded thereon software for communicating in a distributed game system, the software comprising instructions for
- maintaining, at the server system, information associated with a plurality of entities in an environment;
- and
- maintaining communication sessions between the server system and a plurality of client systems for exchanging information associated with the entities between the server system and the plurality of client systems, wherein each communication session uses a communication protocol that supports both:
- reliable transmission of ordered messages, and
- transmission and selective discarding of ephemeral messages based on ephemerality indices associated with said messages.
Dependencies are inferred from the claim text.