Methods and apparatus for remote updates
First Claim
1. A method, comprising operations of:
- receiving, at a server, a batch file transmitted from an instance of a computer-implemented game executing on a client device, wherein the batch file includes a plurality of events and has reached a size as determined by a threshold number of events;
processing the plurality of events in the batch file against game logic to update one or more of game state parameters contained in a string of text data which is serialized and unstructured and which is stored in an intermediate memory cache (memcache) layer that supports lazy updates to a persistent database, the string of text data being de-serialized by the server in order to update the one or more game state parameters for synchronizing the server with the client device; and
transmitting a copy of the string having the update to the client device, wherein the instance further modifies the game state parameters according to game logic and events generated in response to a user playing the game, wherein each operation is performed by one or more processors.
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Accused Products
Abstract
Software on a server transmits a copy of a string of text data containing game state parameters to a client device executing an instance of a computer-implemented game. The string is serialized and unstructured. The instance modifies the game state parameters according to game logic and events generated by a user as the user plays the game. The software on the server then receives a batch file transmitted after a threshold period of time by the instance. The batch file includes a plurality of events. The software processes the plurality of events in the batch file against game logic to update one or more of game state parameters in the string and stores the text data in the updated string in a persistent database.
32 Citations
20 Claims
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1. A method, comprising operations of:
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receiving, at a server, a batch file transmitted from an instance of a computer-implemented game executing on a client device, wherein the batch file includes a plurality of events and has reached a size as determined by a threshold number of events; processing the plurality of events in the batch file against game logic to update one or more of game state parameters contained in a string of text data which is serialized and unstructured and which is stored in an intermediate memory cache (memcache) layer that supports lazy updates to a persistent database, the string of text data being de-serialized by the server in order to update the one or more game state parameters for synchronizing the server with the client device; and transmitting a copy of the string having the update to the client device, wherein the instance further modifies the game state parameters according to game logic and events generated in response to a user playing the game, wherein each operation is performed by one or more processors. - View Dependent Claims (2, 3, 4, 5, 6)
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7. One or more non-transitory media that are computer-readable and that store instructions, which when executed by a processor, perform the following operations:
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receive, at a server, a batch file transmitted from an instance of a computer-implemented game executing on a client device, wherein the batch file includes a plurality of events and has reached a size as determined by a threshold number of events; process the plurality of events in the batch file against game logic to update one or more of game state parameters contained in a string of text data which is serialized and unstructured and which is stored in an intermediate memory cache (memcache) layer that supports lazy updates to a persistent database, the string of text data being de-serialized by the server in order to update the one or more game state parameters for synchronizing the server with the client device; and transmit a copy of the string having the update to the client device, wherein the instance further modifies the game state parameters according to game logic and events generated in response to a user playing the game. - View Dependent Claims (8, 9, 10, 11, 12)
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13. A computer-implemented method, comprising:
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transmitting, from a server, a copy of a string of text data containing game state parameters to a client device executing an instance of a computer-implemented game, wherein the string, stored by the server serialized and unstructured and is stored in an intermediate memory cache (memcache) layer that supports lazy updates to a persistent database and wherein the instance modifies further the game state parameters according to game logic and events generated in response to a user playing the game; receiving, at the server, a batch file transmitted by the instance, wherein the batch file includes a plurality of events and has reached a size as determined by a threshold number of events; and processing, by the server, the plurality of events in the batch file against game logic to update one or more of game state parameters in the string to synchronize the server with the client device and storing the text data in the updated string in a persistent database. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20)
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Specification