Client-server gaming
First Claim
1. In a client-server game system, a method comprising:
- a server receiving through a network error-checking data associated with a plurality of clients that are participating in a game through the network;
the server analyzing the error-checking data to determine whether a simulation error has been caused by at least one of the clients while participating in the game; and
upon determining that the simulation error has been caused, the server a) causing a reference simulation to be performed, b) based on the results of the reference simulation, identifying one or more of the clients that caused the simulation error, and c) sending a patch through the network to the one or more clients that caused the simulation error for the one or more clients to correct and reset an in-game simulation.
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Accused Products
Abstract
In a client-server game system, or in accordance with a computer-readable program stored on a non-transitory computer-readable medium, a client participates in a game with other clients by performing an in-game simulation. Based on results of the in-game simulation, the client sends error-checking data to a server. The server analyzes the error-checking data to determine whether a simulation error has been caused by at least one of the clients. Upon determining that the simulation error has been caused, the server causes a reference simulation to be performed. Based on the results of the reference simulation, the server identifies the client(s) that caused the simulation error. The server then sends a patch to the client(s) that caused the simulation error. The client applies the patch to correct and reset the in-game simulation.
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Citations
20 Claims
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1. In a client-server game system, a method comprising:
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a server receiving through a network error-checking data associated with a plurality of clients that are participating in a game through the network; the server analyzing the error-checking data to determine whether a simulation error has been caused by at least one of the clients while participating in the game; and upon determining that the simulation error has been caused, the server a) causing a reference simulation to be performed, b) based on the results of the reference simulation, identifying one or more of the clients that caused the simulation error, and c) sending a patch through the network to the one or more clients that caused the simulation error for the one or more clients to correct and reset an in-game simulation. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. In a client-server game system, a method comprising:
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a client, which has a display and a control device and is connected to a network and is one of a plurality of clients participating in a game through the network, performing an in-game simulation and presenting the in-game simulation through the display; the client generating error-checking data based on results of the in-game simulation; the client sending the error-checking data through the network to a server for the server to analyze the error-checking data to determine whether at least one of the plurality of clients has generated a simulation error, to identify which one or more of the plurality of clients generated the simulation error, and to generate a patch for correcting the simulation error; and upon receiving the patch from the server through the network, the client applying the patch to correct and reset the in-game simulation. - View Dependent Claims (12, 13, 14, 15)
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16. A computer-readable program stored on a non-transitory computer-readable medium, the program, when executed by a computer, causing the computer to perform a method comprising:
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the computer, which is a client in a client-server game system, performing an in-game simulation for a networked computerized game, the computer being connected to a network, the computer being one of a plurality of clients participating in the game via the network, the computer having a display and a control device, the in-game simulation being for presentation through the display to a user when the user is playing the game by manipulating the control device; the computer generating error-checking data based on results of the in-game simulation; the computer sending the error-checking data through the network to a server for the server to analyze the error-checking data to determine whether at least one of the plurality of clients has generated a simulation error, to identify which one or more of the plurality of clients generated the simulation error, and to generate a patch for correcting the simulation error; and upon receiving the patch from the server through the network, the computer applying the patch to correct and reset the in-game simulation and presenting the corrected in-game simulation through the display. - View Dependent Claims (17, 18, 19, 20)
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Specification