Interactive gaming utilizing a dispersed storage network
First Claim
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1. A method for use in conjunction with a dispersed storage processing unit coupled to a data network, the method comprising:
- receiving game data at the dispersed storage processing unit, the game data associated with a game being played in association with at least one of a plurality of user devices;
storing the game data in a cache memory associated with the dispersed storage processing unit;
generating dispersed storage metadata associated with the cached game data;
generating a data block based on the cached game data and further based on the dispersed storage metadata;
storing the data block as a write threshold number of slices in a plurality of storage devices at a corresponding plurality of different locations of a dispersed storage network, wherein the data block is assessable for the game being played via the at least one of the plurality of user devices by retrieval of a read threshold number of the slices, wherein the read threshold is less than the write threshold.
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Abstract
Game data is received at a dispersed storage processing unit, the game data associated with at least one of a plurality of user devices. The game data is stored in a cache memory associated with the dispersed storage processing unit. Dispersed storage metadata associated with the cached game data is generated. A data block is generated based on the cached game data and further based on the dispersed storage metadata. The data block is stored in a dispersed storage network.
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Citations
20 Claims
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1. A method for use in conjunction with a dispersed storage processing unit coupled to a data network, the method comprising:
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receiving game data at the dispersed storage processing unit, the game data associated with a game being played in association with at least one of a plurality of user devices; storing the game data in a cache memory associated with the dispersed storage processing unit; generating dispersed storage metadata associated with the cached game data; generating a data block based on the cached game data and further based on the dispersed storage metadata; storing the data block as a write threshold number of slices in a plurality of storage devices at a corresponding plurality of different locations of a dispersed storage network, wherein the data block is assessable for the game being played via the at least one of the plurality of user devices by retrieval of a read threshold number of the slices, wherein the read threshold is less than the write threshold. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A method for use in conjunction with a dispersed storage processing unit coupled to a data network, the method comprising:
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receiving game data at the dispersed storage processing unit, the game data associated with at least one of a plurality of user devices; storing the game data in a cache memory associated with the dispersed storage processing unit; generating dispersed storage metadata associated with the cached game data; generating a data block based on the cached game data and further based on the dispersed storage metadata; storing the data block as a write threshold number of slices in a plurality of storage devices at a corresponding plurality of different locations of a dispersed storage network, wherein the data block is assessable for the game being played via the at least one of the plurality of user devices by retrieval of a read threshold number of the slices, wherein the read threshold is less than the write threshold. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20)
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Specification