Universal game server
First Claim
1. An online gaming system, comprising:
- a communication network;
at least two multiple-site geographically dispersed central servers, each of the at least two geographically dispersed central servers being coupled to the communication network; and
at least two gaming machines, each of the at least two gaming machines being coupled to the communication network and being configured to carry out a game transaction for each game played, the at least two gaming machines being configured to carry out load balancing when committing the game transactions to the at least two geographically dispersed central servers over the communication network, the load balancing including each gaming machine initially selecting only one of the at least two geographically dispersed central servers to which to commit the game transaction,wherein as between the at least two geographically dispersed central servers and the at least two gaming machines, the at least two gaming machines are each configured to construct a first synchronization log, during recovery from central server or network communication errors occurring during the game transactions, the first synchronization logs of each of the at least two gaming machines includes identifiers of any transactions that were not acknowledged by a non-responding central server to which the game transactions were committed, in response to the selected one of the at least two geographically dispersed central servers being inoperative or unreachable, the at least two gaming machines are further configured to notify a responding central server to build a second synchronization log including transaction data not received by the non-responding central server, when the non-responding central server becomes operational, the responding central server contacts the non-responding central server using a synchronization link and forwards all the transaction data not received by the non-responding central server thereto, and a corresponding one of the at least two gaming machines uses the first synchronization log to re-commit the transactions that were not acknowledged by the non-responding central server.
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Accused Products
Abstract
A trusted disaster tolerant system architecture supporting concurrently a number of distributed online gaming operations such as slip-scan lottery, video lottery, fixed odd betting terminals, Internet gaming, and interactive TV. A personality front end resolves the peculiarities of the various client systems before submitting the relevant transactional payload to a trusted transactional cache. A universal game random generator may be used either at the central game server or at each individual gaming machine, thus conferring a significant trust to the entire estate of gaming machines fitted with the game random generator. An auditable trusted log allows to rapidly resolve any dispute. The instant-draw model and the differed-draw model are supported. The system may advantageously be used in casino environments.
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Citations
24 Claims
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1. An online gaming system, comprising:
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a communication network; at least two multiple-site geographically dispersed central servers, each of the at least two geographically dispersed central servers being coupled to the communication network; and at least two gaming machines, each of the at least two gaming machines being coupled to the communication network and being configured to carry out a game transaction for each game played, the at least two gaming machines being configured to carry out load balancing when committing the game transactions to the at least two geographically dispersed central servers over the communication network, the load balancing including each gaming machine initially selecting only one of the at least two geographically dispersed central servers to which to commit the game transaction, wherein as between the at least two geographically dispersed central servers and the at least two gaming machines, the at least two gaming machines are each configured to construct a first synchronization log, during recovery from central server or network communication errors occurring during the game transactions, the first synchronization logs of each of the at least two gaming machines includes identifiers of any transactions that were not acknowledged by a non-responding central server to which the game transactions were committed, in response to the selected one of the at least two geographically dispersed central servers being inoperative or unreachable, the at least two gaming machines are further configured to notify a responding central server to build a second synchronization log including transaction data not received by the non-responding central server, when the non-responding central server becomes operational, the responding central server contacts the non-responding central server using a synchronization link and forwards all the transaction data not received by the non-responding central server thereto, and a corresponding one of the at least two gaming machines uses the first synchronization log to re-commit the transactions that were not acknowledged by the non-responding central server. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. An online gaming system, comprising:
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a communication network; a plurality of gaming machines, each of the plurality of gaming machines being configured to carry out game transactions and being coupled to the communication network; and N multi-site geographically dispersed central servers, wherein N is equal to at least two, each of the N geographically dispersed central servers being coupled to the communication network, selected ones of the plurality of gaming machines being further configured to perform load balancing when committing transactions to the N geographically dispersed central servers, the load balancing including having each gaming machine initially select at least one of the N geographically dispersed central servers to which to commit the game transactions, wherein as between the plurality of gaming machines and the central servers, the plurality of gaming machines are configured as sole masters of game transactions, wherein each of the plurality of gaming machines is configured to construct a first synchronization log, during recovery from central server or network communication errors occurring during the game transactions, the first synchronization logs of each of the plurality of gaming machines includes identifiers of any transactions that were not acknowledged by a non-responding central server to which the game transactions were committed, in response to one of the N geographically dispersed central servers being inoperative or unreachable, the plurality of gaming machines are further configured to notify a responding central server to build a second synchronization log including transaction data not received by the non-responding central server, when the non-responding central server becomes operational, the responding central server contacts the non-responding central server using a synchronization link and forwards all the transaction data not received by the non-responding central server thereto, and a corresponding one of the plurality of gaming machines uses the first synchronization log to re-commit the transactions that were not acknowledged by the non-responding central server to the non-responding central server and at least one other one of the central servers. - View Dependent Claims (13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24)
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Specification