Method of synchronizing online game, and server device
First Claim
1. A method performed by a server for synchronizing game processing in an online game between a first client device and a second client device, the method comprising:
- receiving, from the first client device connected online, first status change information related to a change in status of the online game in the first client device;
storing the first status change information received from the first client device;
transmitting the first status change information to the second client device;
in response to the second client device not being connected online, determining whether to cause the first client device to advance progress of the online game based on the first status change information; and
in response to the second client device having returned to the online state, transmitting second status change information that is different from the stored first status change information to the second client device.
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Abstract
The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.
55 Citations
20 Claims
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1. A method performed by a server for synchronizing game processing in an online game between a first client device and a second client device, the method comprising:
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receiving, from the first client device connected online, first status change information related to a change in status of the online game in the first client device; storing the first status change information received from the first client device; transmitting the first status change information to the second client device; in response to the second client device not being connected online, determining whether to cause the first client device to advance progress of the online game based on the first status change information; and in response to the second client device having returned to the online state, transmitting second status change information that is different from the stored first status change information to the second client device. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A server configured to exchange information related to game processing in an online game between a first client device and a second client device, the server comprising:
circuitry configured to receive, from the first client device connected online, first status change information related to a change in status of the online game in the first client device; store the first status change information received from the first client device; transmit the first status change information to the second client device; in response to the second client device being not connected online, determine whether to cause the first client device to advance progress of the online game based on the first status change information; and in response to the second client device having returned to the online state, transmit second status change information that is different from the stored first status change information to the second client device. - View Dependent Claims (10, 11, 12, 13, 14)
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15. A non-transitory computer readable medium including computer-program instructions, which when executed by a server configured to exchange information related to game processing in an online game between a first client device and a second client device, cause circuitry of the server to:
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receive, from the first client device connected online, first status change information related to a change in status of the online game in the first client device; store the first status change information received from the first client device; transmit the first status change information to the second client device; in response to the second client device being not connected online, determine whether to cause the first client device to advance progress of the online game based on the first status change information; and in response to the second client device having returned to the online state, transmit second status change information that is different from the stored first status change information to the second client device. - View Dependent Claims (16, 17, 18, 19, 20)
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Specification