System and method for remote updates
First Claim
1. A method, comprising:
- accessing, using a computing device, a batch file transmitted after a threshold period of time by a remote game application executing an instance of a computer-implemented game, wherein the batch file includes a plurality of events generated by the remote game client application;
accessing, in response to the batch file, a game state data object associated with the instance of the computer-implemented game, wherein the game state data object is a Binary Large Object (BLOB) and includes one or more game state parameters formatted as serialized unstructured data;
parsing the game state data object to identify the one or more game state parameters;
processing the plurality of events in the batch file against game logic to update one or more of the game state parameters;
re-serializing the one or more game state parameters into an updated game state data object; and
storing the game state data object in a memory cache for subsequent asynchronous processing to update a database that persistently stores the game state data object as a BLOB.
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Accused Products
Abstract
In one embodiment, accessing, using a computing device, a batch file comprising a plurality of events generated by a remote game client application executing an instance of a computer-implemented game; accessing, in response to the batch file, a game state data object associated with the instance of the computer-implemented game, wherein the game state data object includes one or more game state parameters formatted as serialized unstructured data; parsing the game state data object to identify the one or more game state parameters; processing the plurality of events in the batch file against game logic to update one or more of the game state parameters; re-serializing the one or more game state parameters into an updated game state data object; and storing the game state data object in a memory cache.
36 Citations
12 Claims
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1. A method, comprising:
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accessing, using a computing device, a batch file transmitted after a threshold period of time by a remote game application executing an instance of a computer-implemented game, wherein the batch file includes a plurality of events generated by the remote game client application; accessing, in response to the batch file, a game state data object associated with the instance of the computer-implemented game, wherein the game state data object is a Binary Large Object (BLOB) and includes one or more game state parameters formatted as serialized unstructured data; parsing the game state data object to identify the one or more game state parameters; processing the plurality of events in the batch file against game logic to update one or more of the game state parameters; re-serializing the one or more game state parameters into an updated game state data object; and storing the game state data object in a memory cache for subsequent asynchronous processing to update a database that persistently stores the game state data object as a BLOB. - View Dependent Claims (2, 3, 4)
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5. A system, comprising:
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a memory comprising instructions executable by one or more processors; and one or more processors coupled to the memory and operable to execute the instructions, the one or more processors being operable when executing the instructions to; access a batch file transmitted after a threshold period of time by a remote game application executing an instance of a computer-implemented game, wherein the batch file includes a plurality of events generated by the remote game client application; access, in response to the batch file, a game state data object associated with the instance of the computer-implemented game, wherein the game state data object is a Binary Large Object (BLOB) and includes one or more game state parameters formatted as serialized unstructured data; parse the game state data object to identify the one or more game state parameters; process the plurality of events in the batch file against game logic to update one or more of the game state parameters; re-serialize the one or more game state parameters into an updated game state data object; and store the game state data object in a memory cache for subsequent asynchronous processing to update a database that persistently stores the game state data object as a BLOB. - View Dependent Claims (6, 7, 8)
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9. One or more computer-readable storage media, which are non-transitory, embodying software operable when executed by one or more computing devices to:
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access a batch file transmitted after a threshold period of time by a remote game application executing an instance of a computer-implemented game, wherein the batch file includes a plurality of events generated by the remote game client application; access, in response to the batch file, a game state data object associated with the instance of the computer-implemented game, wherein the game state data object is a Binary Large Object (BLOB) and includes one or more game state parameters formatted as serialized unstructured data; parse the game state data object to identify the one or more game state parameters; process the plurality of events in the batch file against game logic to update one or more of the game state parameters; re-serialize the one or more game state parameters into an updated game state data object; and store the game state data object in a memory cache for subsequent asynchronous processing to update a database that persistently stores the game state data object as a BLOB. - View Dependent Claims (10, 11, 12)
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Specification