REAL-TIME GAMING SYSTEM HAVING SCALABLE DATABASE
First Claim
1. A network-based game system, comprising:
- a game-system-interface (GSI) server configured to receive an instruction related to persistent game-state information from a game client application running on a remote computer device;
a data base system comprising a master data base and a slave data base, wherein the master data base and the slave data base comprise substantially the same data-base structure configured to store persistent game-state information for a plurality of users; and
a router configured to direct the instruction to one of the master data base or the slave data base to allow the persistent game-state information to be written to or retrieved from the one of the master data base or the slave data base in response to the instruction.
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Abstract
A network-based game system includes a game-system-interface server configured to receive an instruction related to persistent game-state information from a game client application running on a remote computer device, a data base system comprising a master data base and a slave data base, wherein the master data base and the slave data base comprise substantially the same data-base structure configured to store persistent game-state information for a plurality of users, and a router configured to direct the instruction to one of the master data base or the slave data base to allow the persistent game-state information to be written to or retrieved from the one of the master data base or the slave data base in response to the instruction.
49 Citations
20 Claims
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1. A network-based game system, comprising:
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a game-system-interface (GSI) server configured to receive an instruction related to persistent game-state information from a game client application running on a remote computer device; a data base system comprising a master data base and a slave data base, wherein the master data base and the slave data base comprise substantially the same data-base structure configured to store persistent game-state information for a plurality of users; and a router configured to direct the instruction to one of the master data base or the slave data base to allow the persistent game-state information to be written to or retrieved from the one of the master data base or the slave data base in response to the instruction. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A method of providing a game over a computer network, comprising:
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receiving an instruction related to persistent game-state information from a game client application running on a remote computer device; retrieving the persistent game-state information from or writing the persistent game-state information to a master data base or a slave data base in response to the instruction, wherein the master data base and the slave data base store substantially the same data-base structure configured to store persistent game-state information for a plurality of users; and synchronizing changes in the persistent game-state information in one of the master data base and the slave data base to the other one of the master data base and the slave data base. - View Dependent Claims (15, 16, 17)
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18. A method for providing uninterrupted gaming service during a data-base structure update in a network-based gaming system, comprising:
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receiving first persistent game-state information from a game client application running on a remote computer device; authenticating at least one of user identification, game session identification, or game room identification in the request; writing a first portion of the first persistent game-state information to a first data-base structure in a master data bases; changing a second data-base structure in a slave data base; writing a second portion of the first persistent game-state information to the second data-base structure after the step of changing a second data-base structure; changing the first data-base structure such that the first data-base structure becomes substantially the same as the second data-base structure; and synchronizing the first persistent game-state information stored in the first data structure and the first persistent game-state information stored in the second data structure. - View Dependent Claims (19, 20)
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Specification