Method and system for an object architecture for a multi-user game lobby and game session
First Claim
Patent Images
1. A method of providing a network interface in a data processing system to connect multiple users for a multi-user game, comprising the steps of:
- using a LobbySession object to encapsulate access to a Lobby Server;
using said LobbySession object to retrieve a list of available games registered with the Lobby Server; and
using said LobbySession object to return a common GameSession object in response to both a user requesting to register a game with the LobbySession, or requesting to join a registered game.
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Abstract
A game lobby allows users to open a game with their name at a central place so that others may see and join that game. The user can set the criteria for starting this game, such as the number of players or start time, whichever comes first. This paradigm enables a platform-independent object model without the burden of multi-user communication management by the game developer. The object model enables the development of game lobby services by multiple vendors and allows games to freely operate with any of these lobby implementations.
136 Citations
18 Claims
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1. A method of providing a network interface in a data processing system to connect multiple users for a multi-user game, comprising the steps of:
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using a LobbySession object to encapsulate access to a Lobby Server;
using said LobbySession object to retrieve a list of available games registered with the Lobby Server; and
using said LobbySession object to return a common GameSession object in response to both a user requesting to register a game with the LobbySession, or requesting to join a registered game. - View Dependent Claims (2, 3, 4, 5, 6)
using said LobbySession object to register a new game with the Lobby Server.
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3. The method of claim 1, further comprising the step of:
using said LobbySession object to join an existing game.
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4. The method of claim 1, further comprising the step of:
using said LobbySession object to lurk an existing game.
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5. The method of claim 1, further comprising the step of:
configuring said Lobby Server to run as part of a cluster of Lobby Servers.
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6. The method of claim 5, wherein said LobbySession selects a Lobby Server from among those available in said cluster.
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7. A system for providing a network interface in a data processing system to connect multiple users for a multi-user game, comprising:
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means for using a LobbySession object to encapsulate access to a Lobby Server;
means for using said LobbySession object to retrieve a list of available games registered with the Lobby Server; and
means for using said LobbySession object to return a common GameSession object in response to both a user requesting to register a game with the LobbySession, or requesting to join a registered game. - View Dependent Claims (8, 9, 10, 11, 12)
means for using said LobbySession object to create a new game.
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9. The system of claim 7, further comprising:
means for using said LobbySession object to join an existing game.
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10. The system of claim 7, further comprising:
means for using said LobbySession object to lurk an existing game.
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11. The system of claim 7, further comprising:
means for configuring said Lobby Server to run as part of a cluster Lobby Servers.
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12. The system of claim 11, wherein said LobbySession object selects a Lobby Server from among those available in said cluster.
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13. A computer program product recorded on computer readable medium for providing a network interface in a data processing system to connect multiple users for a multi-user game, comprising:
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computer readable means for using a LobbySession object to encapsulate access to a Lobby Server;
computer readable means for using said LobbySession object to retrieve a list of available games registered with the Lobby Server; and
computer readable means for using said LobbySession object to return a common GameSession object in response to both a user requesting to register a game with the LobbySession, or requesting to join a registered game. - View Dependent Claims (14, 15, 16, 17, 18)
computer readable means for using said LobbySession object to create a new game.
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15. The program product of claim 13, further comprising:
computer readable means for using said LobbySession object to join an existing game.
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16. The program product of claim 13, further comprising:
computer readable means for using said LobbySession object to lurk an existing game.
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17. The program product of claim 13, further comprising:
computer readable means for configuring said Lobby Server to run as part of a cluster of Lobby Servers.
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18. The program product of claim 17, wherein said LobbySession object selects a Lobby Server from among those available in said cluster.
Specification