Device connection proxy through cloud to optimize network messages
First Claim
1. A method for optimizing network connections using proxy connections, comprising:
- receiving, at a computing device, requests for network connections with remote servers from multiple computer applications running on the computing device, wherein a gaming application is one of the multiple computer applications, wherein the gaming application utilizes gaming content available through one or more remote servers, the gaming content enabling a user of the computing device to play a game associated with the gaming application on the computing device;
establishing, by the computing device, a network connection with a proxy server separate from the remote servers, wherein the proxy server is configured to maintain proxy network connections with the remote servers; and
receiving, at the computing device, network messages in a batch for the computer applications through the network connection with the proxy server, wherein the network messages are generated by the remote servers, wherein the gaming content for enabling the user of the computing device to play the game is received as one or more network messages;
wherein the proxy server batches the network messages such that the computing device stays at a high power consumption state for a time period shorter than an overall time period for which the computing device would stay at the high power consumption if the network messages were sent individually without batching;
wherein the network messages are aggregated in the batch by delaying at least one network message of the network messages,wherein the proxy server aggregates network messages received in a time period into a single batch, a time length of the time period being determined based on one or more game events of the game, wherein a given game event includes a starting of a given game by the user, a entering of a new stage in the given game by the user, a entering of a new place in the given game by the user, a completing of a mission in the given game by the user, an obtaining of a game item in the given game by the user, a meeting of another character in the given game by the user, a talking with another character in the given game by the user, an occurrence of a scene change in the given game, any predefined game-related events, any predefined game-related milestones, or a suspension of the given game at a point of play intended to avoid disrupting an experience for the user.
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Accused Products
Abstract
Technology is disclosed herein for optimizing network connections using proxy connections. According to at least one embodiment, a computing device receives requests for network connections with remote servers from multiple computer applications running on the computing device. The computing device further establishes a network connection with a proxy server. The proxy server initiates and maintains proxy network connections with the remote servers. The proxy server can delay at least one network message of the network messages received from the remote servers such that the proxy server sends the network messages to the computing device in a batch. The proxy server batches the network messages such that the computing device stays at a high power consumption state for a time period shorter than an overall time period for which the computing device would stay at the high power consumption if the network messages were sent individually without batching.
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Citations
22 Claims
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1. A method for optimizing network connections using proxy connections, comprising:
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receiving, at a computing device, requests for network connections with remote servers from multiple computer applications running on the computing device, wherein a gaming application is one of the multiple computer applications, wherein the gaming application utilizes gaming content available through one or more remote servers, the gaming content enabling a user of the computing device to play a game associated with the gaming application on the computing device; establishing, by the computing device, a network connection with a proxy server separate from the remote servers, wherein the proxy server is configured to maintain proxy network connections with the remote servers; and receiving, at the computing device, network messages in a batch for the computer applications through the network connection with the proxy server, wherein the network messages are generated by the remote servers, wherein the gaming content for enabling the user of the computing device to play the game is received as one or more network messages; wherein the proxy server batches the network messages such that the computing device stays at a high power consumption state for a time period shorter than an overall time period for which the computing device would stay at the high power consumption if the network messages were sent individually without batching; wherein the network messages are aggregated in the batch by delaying at least one network message of the network messages, wherein the proxy server aggregates network messages received in a time period into a single batch, a time length of the time period being determined based on one or more game events of the game, wherein a given game event includes a starting of a given game by the user, a entering of a new stage in the given game by the user, a entering of a new place in the given game by the user, a completing of a mission in the given game by the user, an obtaining of a game item in the given game by the user, a meeting of another character in the given game by the user, a talking with another character in the given game by the user, an occurrence of a scene change in the given game, any predefined game-related events, any predefined game-related milestones, or a suspension of the given game at a point of play intended to avoid disrupting an experience for the user. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A computing device comprising:
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a networking component capable of switching between states including a high power consumption state and a low power conservation state; a battery configured to provide power to the networking component; a processor configured to run computer applications and an operating system of the computing device; and a memory component storing instructions of the operating system which, when executed by the processor, cause the operating system to perform a process including; receiving, from the computer applications, requests for network connections with remote servers, wherein a gaming application is one of the computer applications, wherein the gaming application utilizes gaming content available through one or more remote servers, the gaming content enabling a user of the computing device to play a game associated with the gaming application on the computing device; establishing a network connection with a proxy server, wherein the proxy server is configured to maintain proxy network connections with the remote servers; and receiving, from the proxy server, network messages in a batch for the computer applications though the network connection with the proxy server, wherein the network messages are generated by the remote servers, wherein the gaming content for enabling the user of the computing device to play the game is received as one or more network messages; wherein the proxy server batches the network messages such that the networking component stays at the high power consumption state for a time period shorter than an overall time period for which the networking component would stay at the high power consumption if the network messages were sent individually without batching, wherein the network messages are aggregated in the batch by delaying at least one network message of the network messages, wherein the proxy server aggregates network messages received in a time period into a single batch, a time length of the time period being determined based on one or more game events of a game, wherein a given game event includes a starting of a given game by the user, a entering of a new stage in the given game by the user, a entering of a new place in the given game by the user, a completing of a mission in the given game by the user, an obtaining of a game item in the given game by the user, a meeting of another character in the given game by the user, a talking with another character in the given game by the user, an occurrence of a scene change in the given game, any predefined game-related events, any predefined game-related milestones, or a suspension of the given game at a point of play intended to avoid disrupting an experience for the user. - View Dependent Claims (9, 10, 11, 12, 13, 14, 15, 16)
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17. A non-transitory computer readable storage medium storing computer executable instructions for optimizing network connections, comprising:
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instructions for receiving requests for network connections with remote servers from multiple computer applications running on the computing device, wherein a gaming application is one of the multiple computer applications, wherein the gaming application utilizes gaming content available through one or more remote servers, the gaming content enabling a user of the computing device to play a game associated with the gaming application on the computing device; instructions for establishing a network connection with a proxy server separate from the remote servers, wherein the proxy server is configured to maintain proxy network connections with the remote servers; and instructions for receiving the network messages in a batch for the computer applications through the network connection with the proxy server, wherein the network messages are generated by the remote servers, wherein the gaming content for enabling the user of the computing device to play the game is received as one or more network messages; wherein the proxy server batches the network messages such that the computing device stays at a high power consumption state for a time period shorter than an overall time period for which the computing device would stay at the high power consumption if the network messages were sent individually without batching, wherein the network messages are aggregated in the batch by delaying at least one network message of the network messages, wherein the proxy server aggregates network messages received in a time period into a single batch, a time length of the time period being determined based on one or more game events of a game, wherein the game is one of the multiple computer applications, wherein a given game event includes a starting of a given game by the user, a entering of a new stage in the given game by the user, a entering of a new place in the given game by the user, a completing of a mission in the given game by the user, an obtaining of a game item in the given game by the user, a meeting of another character in the given game by the user, a talking with another character in the given game by the user, an occurrence of a scene change in the given game, any predefined game-related events, any predefined game-related milestones, or a suspension of the given game at a point of play intended to avoid disrupting an experience for the user. - View Dependent Claims (18, 19, 20, 21, 22)
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Specification