Game server for use in connection with a messenger server
First Claim
1. A game and messenger client-server system, comprising:
- a plurality of game clients;
a game server including logic to operate a multiplayer game using inputs from and outputs to an active game set of game clients including the plurality of game clients, wherein game clients other than those in the active game set can join an active game by supplying the game server with a reference to the active game;
a plurality of messenger clients;
a messenger server including logic to forward messages from a sender messenger client to a receiving messenger client;
logic to couple a game client to a messenger client to allow the game client to send the messenger client data used to initiate joining a game, whereby a message sent by the messenger client includes the data used to initiate joining a game; and
logic to initiate a join of a game at an invitee client, using data received in a message to the invitee.
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Accused Products
Abstract
A game and messenger client-server system is provided including a plurality of game clients, a game server, a plurality of messenger clients, and a messenger server. The game server includes logic to operate a multiplayer game using inputs from and outputs to an active game set of game clients, wherein game clients other than those in the active game set can join an active game by supplying the game server with a reference to the active game.
Additionally, logic is included for coupling a game client to a messenger client to allow the game client to send the messenger client data used to initiate joining a game, whereby a message sent by the messenger client includes the data used to initiate joining a game. Also, logic is included for initiating a join of a game at an invitee client, using data received in a message to the invitee.
266 Citations
39 Claims
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1. A game and messenger client-server system, comprising:
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a plurality of game clients;
a game server including logic to operate a multiplayer game using inputs from and outputs to an active game set of game clients including the plurality of game clients, wherein game clients other than those in the active game set can join an active game by supplying the game server with a reference to the active game;
a plurality of messenger clients;
a messenger server including logic to forward messages from a sender messenger client to a receiving messenger client;
logic to couple a game client to a messenger client to allow the game client to send the messenger client data used to initiate joining a game, whereby a message sent by the messenger client includes the data used to initiate joining a game; and
logic to initiate a join of a game at an invitee client, using data received in a message to the invitee. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30, 31, 32)
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17. A method of operating a multi-player game having a plurality of game clients and a plurality of messenger clients, the plurality of game clients and plurality of messenger clients in communication with a game server and a messenger server, the method comprising:
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joining the game by sending a reference to the game to the game server;
sending, from an inviter game client to an inviter messenger client, data used to initiate joining the game;
sending a message including the data used to initiate joining the game to the messenger server;
routing the message to an invitee messenger client; and
using the data in the routed message to invoke a game client and join the game.
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28. A method of operating a multi-player game having an inviter client, an invitee client, and a server, the method comprising:
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invoking an inviter game client at the inviter client;
connecting the inviter game client to the game by sending a reference to the game to the server;
creating a message containing data used for invoking an invitee game client and for joining the game;
routing the message to the invitee client; and
using the data in the message to invoke the invitee game client and join the game.
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33. A game and messenger client-server system, comprising:
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a plurality of game clients including an inviter and an invitee game client;
a plurality of messenger clients including an inviter and invitee messenger client;
a server including logic to operate a multiplayer game using inputs from and outputs to an active game set of game clients of the plurality of game clients, wherein game clients other than those in the active game set can join an active game by supplying the server with a reference to the active game;
logic to couple the inviter game client to the inviter messenger client to allow the inviter game client to send the inviter messenger client data used to initiate joining a game, whereby a message sent by the inviter messenger client includes the data used to initiate joining a game; and
logic to initiate a join of a game at the invitee game client, using data received in a message to the invitee messenger client, wherein the inviter messenger client includes logic to forward messages to the invitee messenger client. - View Dependent Claims (36, 37, 39)
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34. A game and messenger client-server system, comprising:
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a plurality of game clients;
a game server including logic to operate a multiplayer game using inputs from and outputs to an active game set of game clients of the plurality of game clients, wherein game clients other than those in the active game set can join an active game by supplying the game server with a reference to the active game;
a plurality of messenger clients;
a messenger server including logic to forward messages from a sender messenger client to a receiving messenger client;
logic to couple the game server to the messenger server to allow the game server to send the messenger server data used to initiate joining a game, whereby a message sent by the messenger server includes the data used to initiate joining a game; and
logic to initiate join of a game at an invitee client, using data received in a message to the invitee.
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35. A method for providing a multi-user networked computing environment, the method using an activity server and a messenger server, where the activity server and the messenger server are configured to communicate with a plurality of user computer systems, the user computer system including an activity client where the user computer system executes a user interface operated by a human user and is further configured to engage an activity using the activity client, wherein the user interface includes a display device and a user input device, wherein the user computer system is coupled to a network for exchanging information with the activity server and the messenger server, the method comprising:
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accepting signals from the user input device to engage the activity using the activity client;
presenting one or more preferences to the user computer system, where the one or more preferences are associated with activities;
selecting at least one preference to join the activity;
invoking the selected activity with a messenger client;
providing to the messenger server a user state and a reference to the activity in which the user is participating; and
presenting to another user associated with at least one of the plurality of user computer systems the user state and the reference to the activity.
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38. A computer program designed to execute on a server having a game server and a messenger server to provide a multi-player computer environment, the computer program comprising:
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program code to accept signals from the user input device to engage the game using a game client;
program code to present one or more preferences to a user computer system, where the one or more preferences are associated with games;
program code to select at least one preference to join the activity;
program code to invoke the selected game with a messenger client;
program code to provide to the messenger server a user state and a reference to the game in which the user is playing; and
program code to present to another user associated with at least one of a plurality of user computer systems the user state and the reference to the game.
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Specification