MULTI-ACCESS ONLINE GAME SYSTEM AND METHOD FOR CONTROLLING GAME FOR USE IN THE MULTI-ACCESS ONLINE GAME SYSTEM
First Claim
1. A game control method for use in a multi-access online game system which is connected to at least one user client and includes a first server and at least one second server, the method comprising:
- receiving an event message associated with a game from a first user client, wherein the first server receives the game-associated event message when the game-associated event message is not a real-time message, and the at least one second server receives the game-associated event message when the game-associated event message is the real-time message;
determining a second user client where the real-time message is to be received; and
transmitting the real-time message to the second user client.
2 Assignments
0 Petitions
Accused Products
Abstract
A multi-access online game system and a game control method for use in the same are disclosed. The game control method is applied to a multi-access online game system which is connected to at least one user client and includes a first server and at least one second server. The method includes: receiving an event message associated with a game from a first user client, wherein the first server receives the game-associated event message when the game-associated event message is not the real-time message, and the at least one second server receive the game-associated event message when the game-associated event message is the real-time message; determining a second user client where the real-time message is to be received; and transmitting the real-time message to the second user client. The real-time message is processed by the second server, so that the load of the first server is reduced.
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Citations
20 Claims
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1. A game control method for use in a multi-access online game system which is connected to at least one user client and includes a first server and at least one second server, the method comprising:
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receiving an event message associated with a game from a first user client, wherein the first server receives the game-associated event message when the game-associated event message is not a real-time message, and the at least one second server receives the game-associated event message when the game-associated event message is the real-time message; determining a second user client where the real-time message is to be received; and transmitting the real-time message to the second user client. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A game control method for employing a game application installed into at least one user client which gains access to a multi-access online game system including a first server and at least one second server to play a game, the method comprising:
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receiving game command information from a user; determining whether an event created by the received game command is a real-time event; when the event is the real-time event, generating a real-time message, and transmitting the generated real-time message to any one of the at least one second server; and when the event is not the real-time event, transmitting a message associated with the event to a game server, wherein the real-time message is transmitted to a game application of a user client decided by the at least one second server. - View Dependent Claims (11)
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12. A multi-access online game system for controlling a game of player characters corresponding to a plurality of user clients comprising:
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a game server for receiving event messages associated with a game from a first user client, and processing the received game-associated event messages according to a predetermined game logic; a database server for receiving status change information including status change information of each player character from the game server, and storing the received status change information in a database; and at least one distributed server for receiving a real-time message among the game-associated event messages from the first user client, determining a second user client where the real-time message is to be received, and transmitting the real-time message to the second user client. - View Dependent Claims (13, 14, 15, 16, 17)
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18. A recording medium equipped with a game application installed in at least one user client which gains access to a multi-access online game system including a first server and at least one second server to play a game, the recording medium comprising:
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a command interpreter for interpreting game command information inputted by a user; an event decision unit for determining whether an event created by the command is contained in a predetermined real-time event, so that it can determine whether the event is the real-time event or a non-real-time event; a game logic processor for executing a predetermined game logic according to the interpreted result of the command interpreter, and generating game messages associated with the event created by the command; and a server communication unit for transmitting the non-real-time message among the game messages associated with the event to the list server, transmitting the real-time message to the second server, receiving the game messages associated with the event from at least one of the first server and the second server, and transmitting the received game messages to the game logic processor. - View Dependent Claims (20)
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19. The recording medium according to claim 19, wherein the server communication unit transmits the real-time message to a second server having a small amount of load from among the at least one second server.
Specification