WO2005103936A1 - A game platform system and a method of providing game service - Google Patents

A game platform system and a method of providing game service Download PDF

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Publication number
WO2005103936A1
WO2005103936A1 PCT/CN2005/000568 CN2005000568W WO2005103936A1 WO 2005103936 A1 WO2005103936 A1 WO 2005103936A1 CN 2005000568 W CN2005000568 W CN 2005000568W WO 2005103936 A1 WO2005103936 A1 WO 2005103936A1
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WO
WIPO (PCT)
Prior art keywords
game
user
server
message
request
Prior art date
Application number
PCT/CN2005/000568
Other languages
French (fr)
Chinese (zh)
Other versions
WO2005103936A8 (en
Inventor
Quan Qi
Hongsen Huang
Jieping Zhong
Jie Tang
Qian Liu
Jingmin Jiao
Original Assignee
Huawei Technologies Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Huawei Technologies Co., Ltd. filed Critical Huawei Technologies Co., Ltd.
Publication of WO2005103936A1 publication Critical patent/WO2005103936A1/en
Publication of WO2005103936A8 publication Critical patent/WO2005103936A8/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device

Definitions

  • the present invention relates to network game technology, and in particular, to a game platform system that provides game services in a communication network and a method for providing game services.
  • the shortcomings of the existing game systems are: first, when the user enters a game system, the types of online games that can be used are single; second, the game developers spend a lot of labor and material costs to maintain the game system.
  • the main object of the present invention is to provide a game platform system, so that mobile operators can provide mobile game users with rich game services on a unified game platform.
  • Another main object of the present invention is to provide a method for providing a game service, so that mobile users can use rich game services more conveniently.
  • the present invention provides a game platform system, which is The system includes:
  • a session management server configured to record and save user information when a user logs in to the system, and delete the user information when the user logs out of the system;
  • the game container server includes a plurality of interfaces conforming to a unified standard, and the interfaces can be loaded by a plurality of uniformly conforming game logic calls to make the game logic run; when a user's game request is received, the game request The corresponding game logic adds user information obtained from the session management server to allow users to join the game; when a user's logout request is received, the user information is deleted from the game logic corresponding to the logout request, and the user logs out game.
  • the present invention provides a method for providing a game service, and the method includes:
  • the method further includes: a process of joining the game and a process of exiting the game,
  • the process of joining the game includes:
  • the process of exiting the game includes:
  • Receive a user's exit request delete the user information from the game logic corresponding to the exit request, use the user to exit the game, and return an exit response to the user.
  • the present invention provides a unified game platform system constructed by a mobile operator.
  • the system is loaded with multiple game logics issued by different game developers, and the user is added according to the user's game request. Corresponding game logic.
  • game developers construct their own game systems, and only one game runs on the system. Use multiple gaming services on one gaming platform.
  • the advantages of the present invention can be seen.
  • the present invention improves the user's satisfaction with the online game business; on the other hand, the present invention reduces the network construction and maintenance costs of game developers, allowing them to focus on In terms of financial development, you can make full use of its advantages in game development to avoid wasting money.
  • the application of the present invention can enable mobile operators to make great use of mobile games. Carry out mobile data services to attract more mobile users, and then realize the transition to 3G.
  • Figure 1 is a structural block diagram of the present game platform system
  • Figure 2 is a flowchart of a user login system and a game joining process chart according to a specific embodiment of the present invention
  • FIG. 3 is a flowchart of a user watching a game according to a specific embodiment of the present invention
  • FIG. 4 is a flowchart of a user exiting a system according to a specific embodiment of the present invention. Flow chart of one way to report points;
  • FIG. 6 is a flowchart of a user reporting points in a second manner according to a specific embodiment of the present invention.
  • FIG. 7 is a flowchart of a user ordering a game service according to a specific embodiment of the present invention. Mode of Carrying Out the Invention
  • the system of the present invention is a game platform system that conforms to a unified game standard and is formed by extracting common parts from various game applications.
  • the independent game platform system can load different game developments. Received the specific game logic developed by the When a game user (hereinafter referred to as a user) requests a game, the user is added to the requested game logic. The user is removed from the game logic when the user's exit request is received.
  • the game platform system of the present invention does not include specific game logic, a game plane. This is the biggest difference from the existing technology.
  • the existing game system includes game logic developed by the game developer, and the game logic is an integral part of the game system.
  • game logic refers to a game program.
  • the game logic includes a game server program and a client program.
  • the game logic loaded on the user's communication terminal is the client program of the game.
  • the game logic loaded on the game platform is The server-side program for the game. Since the present invention only relates to a game platform system, for convenience of description, in the context of this application, game logic refers specifically to a server-side program of a game.
  • FIG. 1 is a schematic structural diagram of a game platform system providing game services according to the present invention. It can be seen from FIG. 1 that the communication terminal is connected to the download platform and the system of the present invention via a communication network, and the download platform stores client programs for games developed by different game developers. Users can download client programs for games from the download platform. Install the program on its communication terminal. After that, the user can log in to the game platform system of the present invention and implement the online game by interacting with the game platform system's game data.
  • the game platform system includes three interconnected units: a control unit 110, a management unit 120, and a data unit 130.
  • the control unit 110 is a core component of the game platform system, and is a main place for users to implement games. Game logic developed by different game developers is loaded on the control unit 110.
  • the control unit 110 includes a plurality of interfaces conforming to a unified game standard. These interfaces are functions that can be called by specific game logic formed by separating common parts from many game applications. These interfaces are used by almost all games in Needed for execution.
  • the billing interface is a function that specifically performs billing; adding a user interface is specifically to add users to the game logic Information function.
  • the advantage of establishing an interface is to simplify the development difficulty of game developers. When game developers develop game logic, they do not need to develop these common parts, they only need to develop the individual parts of each game.
  • the control unit 110 receives a game request from the user, adds the user to the game logic requested by the user, and the game logic invokes the above-mentioned standard interface during the running process, and exchanges game data between the user and the game logic.
  • the management unit 120 is configured to review games developed by different game developers and submitted to the game platform, and then publish the game logic that passed the review, that is, save the game logic in a storage area accessible to the control unit 110 for the control unit 110 to load. In addition, the management unit 120 also performs management of the game platform system, management of game operation support, and management of the game community. The management unit 120 sends management and configuration information to the control unit 110, and receives a management and configuration response returned by the control unit 110.
  • the data unit 130 is used to manage and store data of the control unit 110 and the management unit 120, and sends the data to the control unit 110 and the management unit 120 when needed.
  • the data unit 130 includes a database server 131 that manages and stores game platform data.
  • the game platform data includes user-related information, game-related information, system-related information, etc., where the user-related information includes user registration information, game data, points, etc .; the game-related information includes vendor information, Charging rule information, copyright information, etc .; System-related information includes configuration information of the game platform, etc.
  • the specific game logic released by different developers on the game platform system can also be stored in the database server 131.
  • control unit 110 includes an access proxy server 111, a session management server 112, a game container server 113, and an authentication and accounting server 114.
  • Each type of server can be composed of multiple servers that implement the same function to provide high-quality parallel processing services.
  • the access proxy server 111 is used to access messages sent by users through various communication protocols and carried by various protocols, and sends the accessed messages to the session management server 112 or the game container service.
  • the server 113 outputs the message sent by the session management server 112 or the game container server 113 to the communication network in a manner carried by a corresponding protocol.
  • the access proxy server 111 includes channels for accessing messages carried by different protocols, including a Hypertext Transfer Protocol (HTTP) channel, a Transmission Control Protocol (TCP) channel, a Short Message (SMS) channel, etc., wherein the HTTP channel is used for access HTTP messages, TCP channels are used to access TCP and User Datagram Protocol (UDP) messages, and SMS channels are used to access SMS and multimedia short message (MMS) messages.
  • HTTP Hypertext Transfer Protocol
  • TCP Transmission Control Protocol
  • SMS Short Message
  • the session management server 112 is responsible for user session management. When a user logs in, a session is generated for the user, that is, user information is recorded, and one session corresponds to one user information.
  • the user information includes identity information and link information, where the identity information is static information, such as , The user ’s unique identification in the system, these information will not basically change; the link information is dynamic information, for example, the system sends the game ’s “route” information, that is, routing information, which can change with the user ’s location or the network Change and change.
  • the session management server 112 maintains the session process until the user exits the game platform system, that is, maintains the user information before the user exits the system.
  • the session server saves the user information in any area that the game container manager 113 can access. For example, you can It is stored in the data unit 130.
  • the session management server 112 is also responsible for the point reporting process of the stand-alone game, records the points of the user's stand-alone game, and sends the user point information to the authentication and billing server 114.
  • the session management server 112 includes a game lobby module, and the game lobby module manages a specific game room where all game services are located.
  • a game lobby can contain multiple sub-lobbyes, and the lowest game lobby contains a game room list, which is only associated with one game, and can contain multiple game rooms.
  • the remaining game halls can be related to the classification of games, and do not directly include game rooms.
  • a chess and card game hall may include a card sub hall, and a card sub hall may include an "upgrade” sub hall.
  • the "upgrade” sub hall is only related to “upgrade.” This card game is associated with multiple "upgrades.” ,, gaming room.
  • the basic flow of the signals related to the session management server 112 is as follows: Receive a user login request message from the access proxy server 111, and send it to the authentication and accounting server 114. Send the user login authentication information; receive the authentication response message from the authentication and accounting server 114, and return the user login response message to the access proxy server 111; keep the user's session process after the user logs in until the server container server 113 receives the The user exits the request; receives a game lobby request message from the access proxy server 111, and returns a game lobby response message to the access proxy server 111; receives a user point message from the access proxy server 111, and sends the point information to the authentication and billing server 114.
  • the game container server 113 is the core of the control unit. It contains multiple game containers, and each game container contains multiple interfaces that conform to the unified game standards described above. As mentioned above, the interface is a common part of the game application. A plurality of interfaces conforming to the unified game standard formed by extraction, these interfaces are used by almost all games during execution. Multiple game logics published by game developers can be loaded in each game container at the same time, as long as these game logics follow a unified game standard.
  • the game container server 113 adds the user information recorded by the session management server 112 to its requested game logic when the user's game request is received, so that the user joins the game.
  • the game container is embodied as a game room.
  • a game container may include multiple game rooms, and each game service corresponds to a game room.
  • the game room contains a specific game table, and the game table is a place where users participate in games.
  • the game container server 113 receives a request to join a game room from the access proxy server 111, determines whether to accept the request according to the current number of people in the game room, and sends the game to join the game.
  • Room response message to the access proxy server 111 receiving a game joining request message from the access proxy server 111, judging whether to accept the request based on the current number of game tables, and sending a game joining response message to the access proxy server 111; the user In the course of playing a game, sending billing information including the user's billing data to an authentication billing server; receiving a game viewing request message from the access proxy server 111, and determining whether to accept the request according to the current number of viewers, And send a game viewing response message to the access proxy server 111, and send a game end notification message to the session management server 112 and the access proxy server 111 when the game viewed by the user ends; send the game room when other users exit or join the game room Update the notification message to the access proxy server 111; send the game room invitation notification message to the access proxy server 111 when the user invites other users; send the user notification message to the access proxy server when the game platform system issues game advertisements and maintenance information 111; Receive a user exit request message from the session management server 112, send the final billing message
  • the authentication and accounting server (AAA Server) 114 is used to authenticate user information, provide accounting services, and manage virtual items of the user. It is a virtual bank of the game platform system.
  • the game platform system can support a variety of billing methods, such as monthly billing, traffic-related, usage-time related, bureau, package, and game content-related billing methods.
  • the basic flow of the signals related to the authentication and accounting server 114 is as follows: receiving a user authentication request message from the session management server 112, and sending a user authentication response message to the session management server 112 after performing user authentication; receiving The user points message from the session management server 112 sends the point ranking message to the access proxy server 111; receives the charging message from the game container server 113, performs charging according to the charging information contained in the charging message, and sends a meter A fee response message is sent to the game container server 113.
  • control unit 110 Each component of the control unit 110 has been described above.
  • the main activities of the user on the game platform system are realized through information interaction with the control unit 110.
  • the following processes can be performed in order: join game lobby, join game room, join game, exit game, exit game room, exit game lobby, and exit system.
  • the user After the user joins the game room, if the user does not join the game, the user can watch the game. The user may also report the points of the stand-alone game to the control unit 110.
  • Control unit 110 issues to users when needed Message. The following describes the general working process of the control unit 110 through several specific processes.
  • the user login system the access proxy server 111 receives the login system request message from the user communication terminal, and forwards the message to the session management server 112; the session management server 112 sends a user authentication request message to the authentication and accounting server 114; The authentication and accounting server 114 receives the user login authentication message from the session management server 112, and after the user is authenticated, sends a user authentication response message to the session management server 112; the session management server receives the user from the authentication and accounting server 114 The authentication response message forwards the message to the access proxy server 111, and the access proxy server 111 receives and forwards the message to the user communication terminal.
  • the process of executing the user login system is to authenticate the user who requests the login.
  • the authenticated user enters the system. If the user wants to play a game, he needs to request to enter the system's game lobby.
  • the access proxy server 111 receives the game lobby request message from the user communication terminal, and sends the message to the session management server 112; the session management server 112 receives the game lobby request message from the access proxy server 111 Send the game lobby response message to the access proxy server 111, and the access proxy server 111 receives and forwards the message to the user communication terminal.
  • the interface of the user communication terminal After executing the process of the user requesting the lobby, the interface of the user communication terminal displays a list of all game rooms in the game lobby. Each game room corresponds to a type of game.
  • the games on the game platform system are developed by different game developers. , If the user wants to select a game, he needs to select a game room and request to join the game room.
  • the access proxy server 111 receives a request to join the game room from the user communication terminal, and sends the message to the game container server 113; the game container server 113 determines whether to accept the game room according to the number of the current game room. Request, and send a game room join response message to the access proxy server 111; the access agent server 111 receives and forwards the game room join response message sent by the game container server 113 to the user communication terminal. After the user requests to join the game room, the user enters the game room of his choice. If the user wants to play a game, he needs to request to join the game.
  • the access proxy server 111 receives the game joining request message sent by the user communication terminal, and sends the message to the game container server 113; the game container server 113 determines whether to accept the request according to the number of current game tables And send a game join response message to the access proxy server 111. If the request is accepted, the user information is established and the corresponding game logic is loaded; the access proxy server 111 receives and forwards the game join response message from the game container server 113 to the user Communication terminal.
  • the user can start the game.
  • the game container server 113 will send the charging information related to the user's game to the authentication and accounting server, and the authentication and accounting server stores it in its memory. User's billing data.
  • the access proxy server 111 receives the game viewing request message sent by the user communication terminal, and sends the message to the game container server 113; the game container server 113 determines whether to accept the request according to the current number of viewers, and sends The game watching return message is sent to the access proxy server 111; the access proxy server 111 receives and forwards the game watching return message sent from the game container server 113 to the user's communication terminal; the game container server 113 sends a game end notification message to Access proxy server 111; The access proxy server 111 receives and forwards the message to the user communication terminal.
  • the user After executing the process of the user watching the game, the user can watch the current game situation.
  • the access proxy server 111 receives the exit game request message from the user communication terminal, and sends the message to the game container server 113; the game container server 113 receives the exit game request message, clears the user information, and exits the game logic And sends a final billing message to the authentication and billing server 114; the authentication and billing server 114 completes the billing and sends a billing response message to the game container server after clearing the user billing data in the memory 113; the game container server 113 receives the billing response message, and after the user returns to the game room, sends an exit game response message to the session management server 112 and the access proxy server 111; the access proxy server 111 receives and forwards the exit game response message to the user Communication terminal.
  • the user After the user exits the game, the user exits the game, completes the final billing for the user, and returns to the game room.
  • the access proxy server 111 receives and forwards the request to exit the game room from the user communication terminal to the session management server 112; the session management server 112 receives and forwards the request to exit the game room to the game container server 113;
  • the game container server 113 receives a request to exit the game room, allows the user to exit the game room, returns to the game lobby, and sends a message to exit the game room to the session management server 112 and the access proxy server 111;
  • the access proxy server 111 receives and forwards the exit from the game room Notification message to the user communication terminal.
  • the user After the user exits the game room, the user exits the game room, returns to the game lobby, and displays a game room list on his communication terminal.
  • the access proxy server 111 receives and forwards the request to exit the game lobby from the user communication terminal to the session management server 112; the session management server 112 receives the request to exit the game lobby, and uses the user to exit the game lobby, and Send a response message to exit the game lobby to the access proxy server 111; the access proxy server 111 receives and forwards the response message to exit the game lobby to the user communication terminal.
  • the access proxy server 111 receives and forwards the logout system request message from the user communication terminal to the session management server 112; the session management server 112 receives the logout system request message, and logs the user out of the system to clear the user's current login And send an exit system response message to the access proxy server 111; the access proxy server 111 receives and forwards the exit system response message to the user communication terminal.
  • Game room update notification The game container server 113 sends a game room update notification message to the access proxy server 111 when a user logs out or joins the game room; the access proxy server 111 receives and forwards the game room update notification message to all current ones. Communication terminal for online users.
  • Game room invitation notification The game container server 113 sends a game room invitation notification message to the access proxy server 111 when another user invites a user to join the game; the access proxy server 111 receives and forwards the game room invitation notification message to the server. Invite the user's communication terminal.
  • the game container server 113 sends a user notification message to the access proxy server 111 when the system needs to issue game advertisements and maintenance information; the access proxy server 111 receives and forwards the user notification message to the communication of all current online users terminal.
  • the access proxy server 111 receives and forwards the user credit message from the user communication terminal to the session management server 112; the session management server 112 receives the user credit message, records the credit, and sends the message to the authentication account
  • the fee server 114; the authentication and billing server 114 receives the user point message, updates the point ranking, and sends the point ranking message to the access proxy server 111; the access proxy server 111 receives and forwards the point ranking message to the user communication terminal.
  • the user After executing the user's game credit process, the user reports the credit of the stand-alone game to the game platform system, and the system updates and returns the credit ranking information to the user.
  • the management unit 120 includes three modules: a game business management module 121, a game operation support module 122, and a game community management module 123.
  • the game business management module 121 provides an interface for game developers to manage the application, approval, and release processes of the game business's game business on the game platform, that is, the game business management module 121 submits the games submitted by the game developer.
  • Server programs, client programs, business description files, and test logs are reviewed, mainly to check the game's services Whether the server-side program, client-side program, business description file, and test log conform to a unified format.
  • the server-side program of the game is released, that is, the game logic is stored in a storage area accessible by the game container server of the control unit 110 in.
  • the game business management module 121 manages and configures each server in the control unit 110, and manages the game operation status.
  • the game operation support module 122 provides a user-oriented interface for user registration and cancellation, activation and deactivation, at the same time manages billing related to game operations, and counts the operation status of the game.
  • the game operation support module 122 receives the status request message of the user, manages the status of the user in the system, and then returns a status response message to the user.
  • the game community management module 123 provides a user-oriented interface for managing the virtual community of the game platform. Users access the module to perform the following operations: browse various services of the game platform, register as users, order game services, speak in game forums, Purchase game cards and use community functions to manage user personal data. The user orders the game service by accessing the module, and the module can save the information of the user ordering the game service in the data unit 130.
  • the game platform system of the present invention has been described in detail above with reference to FIG. 1. It can be seen from the foregoing description that, on the one hand, the game platform system of the present invention provides users with a unified play, and the game platform charges the users. And points and other information for unified management; on the other hand, the game platform system of the present invention also provides a unified game platform for game developers, enabling different game developers to load their own developed game logic on the game platform for users select.
  • the advantages of applying a unified game platform are: first, it simplifies the operation of users when selecting games developed by different game developers, so that they can select multiple games with only one login, thereby improving user satisfaction; second, reducing The development cost of game developers avoids repeated development, because the common parts of game applications are already provided by the game platform. At the same time, the operating costs of game developers can be reduced, so that they can invest limited energy and financial resources into game development. Without having to be trapped in the huge maintenance work of the game system; third, it is beneficial for mobile operators to use mobile games Play mobile data business.
  • the present invention also includes a method for providing a game service.
  • the method is to set a plurality of interfaces consistent with the unified game standard described above in advance, and these interfaces can be called by a plurality of pre-loaded multiple game logic conforming to the unified game standard. Make the game logic run.
  • the user logs in, record and save the user information; when the user's game request is received, add the user information to the game logic corresponding to the game request to allow the user to join the game; when the user's logout request is received, logout The user information is requested to be deleted from the corresponding game logic, so that the user exits the game.
  • the method of the present invention will be described in detail by referring to FIG. 2 to FIG. 7 according to a specific embodiment of the present invention.
  • the method of the present invention is based on the above-mentioned game platform system.
  • FIG. 2 is a flowchart of a user login system and a game joining process according to a specific embodiment of the present invention.
  • a process of a user login system and a game joining process includes the following steps:
  • Step 201 The user sends a login system request message (MGP_LOGIN) to the session management server through the communication terminal.
  • MGP_LOGIN login system request message
  • Step 202 The session management server sends a user authentication request message to the authentication and accounting server.
  • Step 203 The authentication and accounting server performs authentication and authentication on the user.
  • Step 204 The authentication and accounting server returns a user authentication response message to the session management server. If the authentication succeeds, the user authentication response message is an authentication success message; otherwise, it is an authentication failure message.
  • Step 205 The session management server returns a user login response message (MGP_LOGINACK) to the user's communication terminal. If the authentication and accounting server returns an authentication success message, the user login response message is a login success message; otherwise, it is a login failure message ;
  • MGP_LOGINACK user login response message
  • the session management server records and saves the user information, and then executes the steps 206;
  • Step 206 The user sends a game lobby request to the session management server through the communication terminal.
  • the message (MGP-REQUESTLOBBYINFO);
  • Step 207 The session management server sends a game lobby response message (MGP—REQUESTLOBBYINFOACK) to the communication terminal, and the request game lobby response message includes a game list of the game lobby;
  • MGP game lobby response message
  • Step 208 The user selects a game room from the game list returned by the session management server, and then sends a join game room request message (MGP_JOINROOM) to the game container server through the communication terminal;-Step 209: the game container server determines the user request Whether the number of people in the game room has reached the upper limit, if yes, go to step 210; otherwise, go to step 211;
  • MGP_JOINROOM join game room request message
  • Step 210 The game container server returns a game room join response message (MGP-JOINROOMACK) to the user's communication terminal.
  • the response message is a game room join failure message.
  • the user can request to enter another game room or request to watch Games, or. Request to log out of the system;
  • Step 211 the game container server adds the user to the game room
  • Step 212 The game container server returns a game room join response message (MGP_JOINROOMACK) to the user's communication terminal, and the response message is a game room success message; 'Step 213: The user sends a game join server request message (MGP) to the game container server through the communication terminal. — JOINGAME); '
  • Step 214 The game container server determines whether the number of current game tables has reached the upper limit, and if so, executes step 215; otherwise, executes step 216;
  • Step 215 The game container server returns a game joining response message (MGPJOINGAMEACK) to the user.
  • the response message is a game joining failure message.
  • the user can request to watch the game, or request to exit the game room, or request to exit the system.
  • Step 217 The game container server server returns a game joining response message (MGP_JOINGAMEACK) to the user, where the response message is a game joining success message;
  • MGP_JOINGAMEACK game joining response message
  • Step 218 The user plays a network game with other users on the communication terminal.
  • the above is the flow of the user logging in, entering the game room and joining the game.
  • FIG. 3 is according to the present invention. As shown in the flowchart, referring to FIG. 3, the process for a user to watch a game includes the following steps:
  • Step 301 After entering the game room, the user selects a player in the current game room; Step 302: The user sends a game viewing request message to the game container server through the communication terminal (MGP-VISITGAME);
  • Step 303 The game container server determines whether the current number of viewing users has reached the upper limit, and if so, executes step 304; otherwise, executes step 305:
  • Step 304 The game container server returns a viewing game response message (MGP-VISITGAMEACK) to the user's communication terminal, and the response message is a viewing game failure message. After receiving the viewing failure message, the user is not authorized to watch the game, which may request Join the game, or request to exit the game room;
  • MGP-VISITGAMEACK viewing game response message
  • Step 305 the game server enables the user to watch the game
  • Step 306 The game container server returns a game viewing response message (MGP_VISITGAMEACK) to the user's communication terminal, where the response message is a game viewing success message;
  • MGP_VISITGAMEACK game viewing response message
  • Step 307 When the game ends, the game container server sends a game end notification message to the user's communication terminal;
  • Step 308 The user's communication terminal exits the game interface. The above is the flow of the user watching the game.
  • the system will issue notifications from time to time. These notifications include: When other users log out or join the game room, the game container server will send game room update notifications to the communication terminals of all currently logged in users; when other users invite When a user joins the game, the game container server will send a game room invitation notification to the communication terminal of the invited user; when the system issues a game advertisement or maintenance information, the game container server will send a user notification message to the communication terminals of all currently logged-in users.
  • FIG. 4 is a flowchart of a user exiting the game according to a specific embodiment of the present invention. Referring to FIG. 4, it can be seen that the process includes the following steps:
  • Step 401 The user sends a game exit request message (MGP-LOGOUT) to the game container server through the communication terminal;
  • MGP-LOGOUT game exit request message
  • Step 402 After the game container server receives the user's request to quit the game, the game container server clears the user information and uses the user to exit the game application logic;
  • Step 403 Send a final accounting message to the authentication and accounting server
  • Step 404 the authentication and accounting server completes the user's accounting and clears the memory data
  • step 405 the game container server returns the user to the game room
  • Step 406 The game container server sends a game exit response message to the session management server (MGP_LOGOUTACK);
  • Step 407 The game container server sends a game exit response message (MGP_LOGOUTACK) to the user's communication terminal. After receiving the message, the user's communication terminal exits the game interface.
  • MGP_LOGOUTACK game exit response message
  • steps 404 and 405 are steps performed by the billing authentication server and the game container server, respectively, and there is no chronological relationship, that is, two steps may be performed at the same time, or one of the steps may be executed first and then executed. Another step. After the user quits the game, he can request to join the game again or request to quit the game room.
  • the steps for the user to quit the game room are:
  • Step 1 The user sends a request to exit the game room to the game container server through the communication terminal;
  • Step 2 The game container server causes the user to exit the game room, and then sends a response message to the user's communication terminal.
  • Step 1 The user sends a request to exit the game lobby through the communication terminal to the session management server;
  • Step 2 The session management server causes the user to exit the game lobby, and then sends a logout response message to the user's communication terminal.
  • Step 1 The user sends a system exit request message to the session management server through the communication terminal;
  • Step 2 The session management server clears the user information, asks the user to log out of the system, and then sends a logout system response message to the user's communication terminal.
  • FIG. 5 is a flowchart of a user reporting points in a first manner according to a specific embodiment of the present invention. Referring to FIG. 5, it can be seen that the process of a user reporting points in a first manner includes the following steps: Step 501: A user plays on a communication terminal. One game to the end;
  • Step 502 The user sends a login system request message (MGP-LOGIN) to the session management server through the communication terminal;
  • MGP-LOGIN login system request message
  • Step 503 The session management server sends a login authentication request message to the authentication and accounting server.
  • Step 504 The authentication and accounting server authenticates the user.
  • Step 505 The authentication and accounting server returns a login authentication response message to the session management server. If the authentication succeeds, the user authentication response message is an authentication success message; otherwise, it is an authentication failure message;
  • Step 506 The session management server returns a login system response message (MGP_LOGINACK) to the user's communication terminal. If the authentication and accounting server returns an authentication success message, the user login response message is a login success message; otherwise, it is a login failure message ;
  • MGP_LOGINACK login system response message
  • the login response message with Lu is a login failure message, then exit the current process; otherwise, the user login is successful, go to step 507;
  • Step 507 The user sends the user's game point message (MGP_SCOREREPORT) to the session management server through the communication terminal;
  • MGP_SCOREREPORT game point message
  • Step 508 The session management server records the points reported by the user, and forwards the point message (MGP_SCOREREPORT) to the accounting authentication server;
  • Step 509 The charging authentication server updates the credit ranking and returns a credit ranking message (MGP-SCOREREPORTACK) to the user's communication terminal;
  • Step 510 The user sends a system withdrawal request message to the session management server through the communication terminal, and the session management server forwards the message to the authentication and accounting server.
  • Step 511 The session management server deletes the user's current login information and returns to log out. The system responds to the user's communication terminal.
  • step 501 to log in to the system again and report the point information until the user completes the last game and uploads the game. ⁇ 1 Points completed.
  • this way of reporting points is that the user logs in to the system to report points after the end of each stand-alone game, and exits the system for the next round of games after the points are reported. This cycle is repeated until the last stand-alone game is completed.
  • FIG. 6 is a flow chart of a user reporting points in a second manner according to a specific embodiment of the present invention.
  • a process of reporting points in a second manner by a user includes the following steps: Step 601: The user sends a report to the user through a communication terminal.
  • the session management server sends a login system request message (MGP- LOGIN);
  • Step 602 the session management server sends a login authentication request message to the authentication and accounting service server;
  • Step 603 The authentication and accounting server authenticates the user.
  • Step 604 The authentication and accounting server returns a login authentication response message to the session management server. If the authentication succeeds, the user authentication response message is an authentication success message; otherwise, it is an authentication failure message;
  • Step 605 The session management server returns a login system response message (MGP_LOGINACK) to the user's communication terminal. If the authentication and accounting server returns an authentication success message, the user login response message is a login success message; otherwise, it is a login failure message ;
  • MGP_LOGINACK login system response message
  • the user login response message is a login failure message, then exit the current process; otherwise, the user login is successful, go to step 606;
  • Step 606 The user starts a stand-alone game on the communication terminal, and plays a game to the end;
  • Step 607 The user sends the user a game to the session management server through the communication terminal Points message (MGP- SCOREREPORT);
  • Step 608 The session management server records the points reported by the user, and forwards the points message (MGP-SCOREREPORT) to the accounting authentication server;
  • Step 609 The charging authentication server updates the score ranking and returns a score ranking message (MGP-SCOREREPORTACK) to the communication terminal of the user;
  • Step 610 The user starts the next stand-alone game on the communication terminal, and after each round of the game is over, 'repeat the above steps 607 to 609 until the report of the game's points in the last round is completed;
  • Step 611 The user sends a logout system request message to the session management server through the communication terminal, and the session management server forwards the message to the authentication and accounting server.
  • Step 612 The session management server deletes the information of the user's current login, and returns a logout 'system response message to the user's communication terminal.
  • this way of reporting points is that the user first logs in to the system, then plays a stand-alone game, and reports the points, and then exits the system until the last game is completed.
  • FIG. 7 is a flowchart of a user ordering a game service according to a specific embodiment of the present invention. Referring to FIG. 7, it is known that a process of ordering a game service by a user includes the following steps:
  • Step 701 The user sends a game service list request message to the game community management module through the communication terminal;
  • Step 702 The game community management module forwards the game business list request message to the database.
  • Step 703 The database returns the game business list information to the game community management module.
  • Step 704 The game community management module returns the game business list information to the user's communication terminal. ;
  • Step 705 The user selects the game service of interest and the corresponding charging method, and sends a service order application message to the message, where the message includes the game service and charging method selected by the user;
  • Step 706 The game community management module receives the service order message, and submits the service order information of the user contained therein to the database;
  • Step 707 The database records the user's business order information, and returns a business order response message to the game community management module;
  • Step 708 The game community management module returns a service order response message to the user's communication terminal.
  • the user has completed the game business order, and the user has the right to use the game business that he ordered online.

Abstract

A game platform system includes: session management server and game container server for recording and storing user information when the user logs in; the game container server includes a number of interfaces, these interfaces can be invoked by a number of loaded game logic’s; upon receiving the user's game request, the user information obtained from session management server is added into the game logic corresponding to the game request to enable the user to enter the game. A method of providing game service, the method sets a number of interfaces in advance and loads a number of game logics, the process of entering the game of this method comprises: in response to the game request sent from the user, the user information is added into the game logic requested by the user; in response to the exit request sent from the user, the user information is deleted from the corresponding game logic. By applying the system and method of the present invention, it does not only improve satisfactory degree of the user for the game service, but also reduce the cost of networking and maintenance for the game developer.

Description

一种游戏平台系统和提供游戏业务的方法 技术领域  Game platform system and method for providing game business
本发明涉及网络游戏技术, 特别是涉及一种在通信网络中提供游戏 业务的游戏平台系统和一种提供游戏业务的方法。 发明背景  The present invention relates to network game technology, and in particular, to a game platform system that provides game services in a communication network and a method for providing game services. Background of the invention
随着网络技术和移动通信设备的飞速发展, 用户对移动游戏的需求 曰益增加。 现有的提供游戏业务的系统基本上都是游戏开发商自己开发 的系统, 没有统一的游戏标准, 而且一个游戏系统上通常只运行一种游 戏》  With the rapid development of network technology and mobile communication equipment, users' demand for mobile games has increased. The existing systems that provide game services are basically systems developed by game developers. There is no uniform game standard, and only one game is usually run on a game system.
现有游戏系统的缺陷是: 其一, 当用户进入一个游戏系统后, 能使 用的在线游戏类型单一; 其二, 游戏开发商为了维护游戏系统, 所耗费 的人力和物力成本非常大。  The shortcomings of the existing game systems are: first, when the user enters a game system, the types of online games that can be used are single; second, the game developers spend a lot of labor and material costs to maintain the game system.
为了满足用户日益增长的对移动游戏的需求, 需要一个能够提供丰 · 富多彩的游戏业务的游戏系统, 但是, 如果游戏开发商在其游戏系统上 提供大量游戏, 在管理和维护方面将面临更复杂的工作以及更昂贵的费 用, 比如计费、 认证、 手机定位等方面的费用。 发明内容  In order to meet the increasing demand of users for mobile games, a game system capable of providing a rich and colorful game business is needed. However, if game developers provide a large number of games on their game systems, they will face greater challenges in management and maintenance. Complex work and more expensive expenses, such as billing, authentication, mobile phone positioning, etc. Summary of the invention
有鉴于此, 本发明的主要目的在于提供一种游戏平台系统, 使移动 运营商能够在统一的游戏平台上为移动用户提供丰富的游戏服务。  In view of this, the main object of the present invention is to provide a game platform system, so that mobile operators can provide mobile game users with rich game services on a unified game platform.
本发明的另一主要目的在于提供一种提供游戏业务的方法, 使移动. 用户能够更方便地使用丰富的游戏业务。  Another main object of the present invention is to provide a method for providing a game service, so that mobile users can use rich game services more conveniently.
根据上述目的的一个方面, 本发明提供了一种游戏平台系统, 该系 统包括: According to an aspect of the above objective, the present invention provides a game platform system, which is The system includes:
会话管理服务器, 用于在用户登录系统时记录并保存用户信息, 在 用户退出系统时删除所述用户信息;  A session management server, configured to record and save user information when a user logs in to the system, and delete the user information when the user logs out of the system;
游戏容器服务器, 包含多个符合统一标准的接口, 所述接口可被加 载的多个符合统一标准的游戏逻辑调用, 以使游戏逻辑运行; 在接收到' 用户的游戏请求时, 在游戏请求所对应的游戏逻辑中加入从会话管理月艮 务器获取的用户信息, 使用户加入游戏; 在接收到用户的退出请求时, 从退出请求所对应的游戏逻辑中删除所述用户信息, 使用户退出游戏。  The game container server includes a plurality of interfaces conforming to a unified standard, and the interfaces can be loaded by a plurality of uniformly conforming game logic calls to make the game logic run; when a user's game request is received, the game request The corresponding game logic adds user information obtained from the session management server to allow users to join the game; when a user's logout request is received, the user information is deleted from the game logic corresponding to the logout request, and the user logs out game.
根据上述目的的另一方面,本发明提供了一种提供游戏业务的方法, ' 该方法包括:  According to another aspect of the foregoing objective, the present invention provides a method for providing a game service, and the method includes:
预先设置多个符合统一标准的接口;  Set multiple interfaces that conform to unified standards in advance;
预先加载多个符合统一标准的游戏逻辑, 所述游戏逻辑通过调用所 述接口而运行;  Load a plurality of game logic that conforms to a unified standard in advance, and the game logic is run by calling the interface;
该方法还包括: 加入游戏的过程和退出游戏的过程,  The method further includes: a process of joining the game and a process of exiting the game,
所述加入游戏的过程包括:  The process of joining the game includes:
接收用户的登录系统请求, 记录并保存用户信息;  Receive a user's request to log in to the system, record and save user information;
接收用户的游戏请求, 在游戏请求所对应的游戏逻辑中加入所述用 户信息, 使用户加入游戏, 并返回游戏响应至用户;  Receiving a user's game request, adding the user information to the game logic corresponding to the game request, allowing the user to join the game, and returning a game response to the user;
所述退出游戏的过程包括:  The process of exiting the game includes:
接收用户的退出请求, 从退出请求所对应的游戏逻辑中删除所述用 户信息, 使用户退出游戏, 并返回退出响应至用户。  Receive a user's exit request, delete the user information from the game logic corresponding to the exit request, use the user to exit the game, and return an exit response to the user.
从上述技术方案可以看出, 本发明提供了一个由移动运营商构建的 统一的游戏平台系统, 所述系统上加载了不同游戏开发商发布的多个游 戏逻辑, 据用户的游戏请求将用户加入对应的游戏逻辑。现有技术中, 游戏开发商构建各自的游戏系统, 系统上只运行一个游戏, 用户无法在 一个游戏平台上使用多个游戏业务。 与现有技术对比可见本发明的优 势, 一方面, 本发明提高了用户对网络游戏业务的满意度; 另一方面, 本发明降低了游戏开发商的建网和维护成本, 使其集中精力和财力在游' 戏开发上, 充分发挥其在游戏开发的优势, 避免资金浪费; 再一方面, 由于游戏业务是当前移动数据业务领域的热点, 本发明的应用可使移动 运营商借助移动游戏大力开展移动数据业务, 吸引更多的移动用户, 进 而实现向 3G过渡。 附图简要说明 As can be seen from the above technical solution, the present invention provides a unified game platform system constructed by a mobile operator. The system is loaded with multiple game logics issued by different game developers, and the user is added according to the user's game request. Corresponding game logic. In the prior art, game developers construct their own game systems, and only one game runs on the system. Use multiple gaming services on one gaming platform. Compared with the prior art, the advantages of the present invention can be seen. On the one hand, the present invention improves the user's satisfaction with the online game business; on the other hand, the present invention reduces the network construction and maintenance costs of game developers, allowing them to focus on In terms of financial development, you can make full use of its advantages in game development to avoid wasting money. On the other hand, since the game business is a hot spot in the current mobile data business field, the application of the present invention can enable mobile operators to make great use of mobile games. Carry out mobile data services to attract more mobile users, and then realize the transition to 3G. Brief description of the drawings
图 1是本; ^明的游戏平台系统的结构框图;  Figure 1 is a structural block diagram of the present game platform system;
图 2是根据本发明一个具体实施例的用户登录系统和加入游戏的流. 程图;  Figure 2 is a flowchart of a user login system and a game joining process chart according to a specific embodiment of the present invention;
图 3是根据本发明一个具体实施例的用户观看游戏的流程图; 图 4是根据本发明一个具体实施例的用户退出系统的流程图; 图 5是根据本发明一个具体实施例的用户以第一种方式上报积分的 流程图;  3 is a flowchart of a user watching a game according to a specific embodiment of the present invention; FIG. 4 is a flowchart of a user exiting a system according to a specific embodiment of the present invention; Flow chart of one way to report points;
图 6是根据本发明一个具体实施例的用户以第二种方式上报积分的 流程图;  6 is a flowchart of a user reporting points in a second manner according to a specific embodiment of the present invention;
图 7是才艮据本发明一个具体实施例的用户定购游戏业务的流程图。 实施本发明的方式  FIG. 7 is a flowchart of a user ordering a game service according to a specific embodiment of the present invention. Mode of Carrying Out the Invention
下面结合附图对本发明进行详细描述。  The present invention is described in detail below with reference to the drawings.
本发明的系统是将各种游戏应用中共性的部分抽离而形成的与具体. 游戏逻辑相独立的符合统一游戏标准的游戏平台系统, 在该独立的游戏 平台系统上, 可加载不同游戏开发商开发的具体的游戏逻辑, 在接收到 游戏用户 (下文筒称为用户)的游戏请求时将用户加入其所请求的游戏 · 逻辑; 在接收到用户的退出请求时将用户从游戏逻辑中删除。 The system of the present invention is a game platform system that conforms to a unified game standard and is formed by extracting common parts from various game applications. The independent game platform system can load different game developments. Received the specific game logic developed by the When a game user (hereinafter referred to as a user) requests a game, the user is added to the requested game logic. The user is removed from the game logic when the user's exit request is received.
换句话说, 本发明的游戏平台系统不包括具体的游戏逻辑, 游戏平 梁。 这是与现有技术最大的不同之处, 现有的游戏系统包括游戏开发商' 开发的游戏逻辑, 游戏逻辑是游戏系统的组成部分。  In other words, the game platform system of the present invention does not include specific game logic, a game plane. This is the biggest difference from the existing technology. The existing game system includes game logic developed by the game developer, and the game logic is an integral part of the game system.
一般来说, 游戏逻辑是指游戏的程序, 游戏逻辑包括游戏服务器端 程序和客户端程序, 在用户的通信终端上加载的游戏逻辑是游戏的客户 端程序, 在游戏平台上加载的游戏逻辑是游戏的服务器端程序。 由于本' 发明仅涉及游戏平台系统, 所以, 为了叙述方便, 在本申请的上下文中, 游戏逻辑专指游戏的服务器端程序。  Generally, game logic refers to a game program. The game logic includes a game server program and a client program. The game logic loaded on the user's communication terminal is the client program of the game. The game logic loaded on the game platform is The server-side program for the game. Since the present invention only relates to a game platform system, for convenience of description, in the context of this application, game logic refers specifically to a server-side program of a game.
图 1是本发明的提供游戏业务的游戏平台系统的结构示意图。 从图 1 可见, 通信终端经通信网络连接到下载平台和本发明的系统, 下载平' 台存放不同游戏开发商开发的游戏的客户端程序, 用户可以从下载平台 下载游戏的客户端程序, 在其通信终端上安装该程序。 之后, 用户可以 登录本发明的游戏平台系统, 通过与游戏平台系统交互游戏数据实施在 线游戏。  FIG. 1 is a schematic structural diagram of a game platform system providing game services according to the present invention. It can be seen from FIG. 1 that the communication terminal is connected to the download platform and the system of the present invention via a communication network, and the download platform stores client programs for games developed by different game developers. Users can download client programs for games from the download platform. Install the program on its communication terminal. After that, the user can log in to the game platform system of the present invention and implement the online game by interacting with the game platform system's game data.
游戏平台系统包括三个互相连接的单元: 控制单元 110、 管理单元 120和数据单元 130。  The game platform system includes three interconnected units: a control unit 110, a management unit 120, and a data unit 130.
控制单元 110是游戏平台系统的核心部件, 是用户实施游戏的主要 场所, 不同游戏开发商开发的游戏逻辑就加载在控制单元 110上。 在控' 制单元 110中, 包括多个符合统一游戏标准的接口, 这些接口是从众多 游戏应用中将共性部分抽离而形成的可由具体的游戏逻辑调用的函数, 这些接口是几乎所有游戏在执行时需要用到的, 举例来说, 计费接口是 专门执行计费的函数; 加入用户接口是专门执行在游戏逻辑中加入用户 信息的函数。 建立接口的好处在于简化游戏开发商的开发难度, 游戏开 发商在开发游戏逻辑的时候, 无需开发这些共性的部分, 仅需要开发每 个游戏的个性部分即可。 控制单元 110接收用户发来的游戏请求, 将用 户加入其所请求的游戏逻辑, 游戏逻辑在运行的过程中调用上述标准接 口 , 并在用户与游戏逻辑之间交互游戏数据。 The control unit 110 is a core component of the game platform system, and is a main place for users to implement games. Game logic developed by different game developers is loaded on the control unit 110. The control unit 110 includes a plurality of interfaces conforming to a unified game standard. These interfaces are functions that can be called by specific game logic formed by separating common parts from many game applications. These interfaces are used by almost all games in Needed for execution. For example, the billing interface is a function that specifically performs billing; adding a user interface is specifically to add users to the game logic Information function. The advantage of establishing an interface is to simplify the development difficulty of game developers. When game developers develop game logic, they do not need to develop these common parts, they only need to develop the individual parts of each game. The control unit 110 receives a game request from the user, adds the user to the game logic requested by the user, and the game logic invokes the above-mentioned standard interface during the running process, and exchanges game data between the user and the game logic.
管理单元 120用于对不同游戏开发商开发并提交给游戏平台的游戏 进行审查, 然后发布审查通过的游戏逻辑, 即将游戏逻辑保存在控制单 元 110可以访问的存储区域, 以供控制单元 110加载。 此外, 管理单元 120还进行游戏平台系统的管理、游戏运营支撑管理和游戏社区的管理。 管理单元 120发送管理和配置信息至控制单元 110, 接收控制单元 110 返回的管理和配置响应。  The management unit 120 is configured to review games developed by different game developers and submitted to the game platform, and then publish the game logic that passed the review, that is, save the game logic in a storage area accessible to the control unit 110 for the control unit 110 to load. In addition, the management unit 120 also performs management of the game platform system, management of game operation support, and management of the game community. The management unit 120 sends management and configuration information to the control unit 110, and receives a management and configuration response returned by the control unit 110.
数据单元 130用于管理和存储控制单元 110和管理单元 120的数据, 并在需要时将数据发送至控制单元 110和管理单元 120。 数据单元 130 包括管理和存储游戏平台数据的数据库服务器 131。 在本发明的游戏平 台数据中, 游戏平台数据包括用户相关信息、 游戏相关信息、 系统相关 信息等, 其中, 用户相关信息包括用户注册信息、 游戏数据、 积分等; 游戏相关信息包括供应商信息、 计费规则信息、 版权信息等; 系统相关 信息包括游戏平台的配置信息等。 不同开发商在游戏平台系统上发布的 具体的游戏逻辑也可以存储在数据库服务器 131中。  The data unit 130 is used to manage and store data of the control unit 110 and the management unit 120, and sends the data to the control unit 110 and the management unit 120 when needed. The data unit 130 includes a database server 131 that manages and stores game platform data. In the game platform data of the present invention, the game platform data includes user-related information, game-related information, system-related information, etc., where the user-related information includes user registration information, game data, points, etc .; the game-related information includes vendor information, Charging rule information, copyright information, etc .; System-related information includes configuration information of the game platform, etc. The specific game logic released by different developers on the game platform system can also be stored in the database server 131.
进一步, 从图 1 中可见, 控制单元 110包括接入代理服务器 111、 会话管理服务器 112、游戏容器服务器 113和认证计费服务器 114。每一 类服务器可由多个实现相同功能的服务器组成, 以提供高质量的并行处 理服务。  Further, it can be seen from FIG. 1 that the control unit 110 includes an access proxy server 111, a session management server 112, a game container server 113, and an authentication and accounting server 114. Each type of server can be composed of multiple servers that implement the same function to provide high-quality parallel processing services.
接入代理服务器 111用于接入用户通过通信网络发来的以各种协议 承载的消息, 将接入的消息发送至会话管理服务器 112或游戏容器服务 器 113, 并将会话管理服务器 112或游戏容器服务器 113发来的消息以 相应协议承载的方式输出至通信网络。 接入代理服务器 111包括分别接 入不同协议承载消息的通道, 包括超文本传输协议(HTTP )通道、 传 输控制协议(TCP )通道、 短消息 (SMS )通道等, 其中, HTTP通道 用于接入 HTTP消息, TCP通道用于接入 TCP和用户数据报协议( UDP ) 消息, SMS通道用于接入 SMS和多媒体短消息 (MMS ) 消息。 The access proxy server 111 is used to access messages sent by users through various communication protocols and carried by various protocols, and sends the accessed messages to the session management server 112 or the game container service. The server 113 outputs the message sent by the session management server 112 or the game container server 113 to the communication network in a manner carried by a corresponding protocol. The access proxy server 111 includes channels for accessing messages carried by different protocols, including a Hypertext Transfer Protocol (HTTP) channel, a Transmission Control Protocol (TCP) channel, a Short Message (SMS) channel, etc., wherein the HTTP channel is used for access HTTP messages, TCP channels are used to access TCP and User Datagram Protocol (UDP) messages, and SMS channels are used to access SMS and multimedia short message (MMS) messages.
会话管理服务器 112负责用户的会话管理, 在用户登录时为用户产 生一个会话, 即记录用户信息, 一个会话对应一个用户信息, 用户信息 包括身份信息和链接信息, 其中, 身份信息是静态信息, 例如, 用户在 系统中的唯一标识, 这些信息基本不会改变; 链接信息是动态信息, 例 如, 系统向用户发送游戏消息的 "路线" 信息, 即路由信息, 这类信息 可随用户位置变化或网络变化而改变。 在会话生成之后, 会话管理服务 器 112保持会话过程直到用户退出游戏平台系统, 即在用户退出系统之 前保持用户信息, 会话服务器将用户信息保存在游戏容器管理器 113能 够访问的任何区域, 例如, 可以保存在数据单元 130中。 会话管理服务 器 112还负责单机版游戏的积分上报流程, 记录用户单机游戏的积分, 并将用户积分信息发送至认证计费服务器 114。 会话管理服务器 112包 含游戏大厅模块, 游戏大厅模块管理所有游戏业务所在的具体游戏室。 一个游戏大厅可以包含多个子大厅, 最底层的游戏大厅包含一个游戏室 列表, 仅和一个游戏关联, 可以包含多个游戏室。 其余游戏大厅可以跟 游戏的分类相关联, 不直接包含游戏室。 例如, 棋牌类游戏大厅可以包 含牌类子大厅, 牌类子大厅又包含 "升级" 子大厅, "升级" 子大厅仅 仅和 "升级,, 这个牌类游戏相关联, 它可以包含多个 "升级,, 游戏室。  The session management server 112 is responsible for user session management. When a user logs in, a session is generated for the user, that is, user information is recorded, and one session corresponds to one user information. The user information includes identity information and link information, where the identity information is static information, such as , The user ’s unique identification in the system, these information will not basically change; the link information is dynamic information, for example, the system sends the game ’s “route” information, that is, routing information, which can change with the user ’s location or the network Change and change. After the session is generated, the session management server 112 maintains the session process until the user exits the game platform system, that is, maintains the user information before the user exits the system. The session server saves the user information in any area that the game container manager 113 can access. For example, you can It is stored in the data unit 130. The session management server 112 is also responsible for the point reporting process of the stand-alone game, records the points of the user's stand-alone game, and sends the user point information to the authentication and billing server 114. The session management server 112 includes a game lobby module, and the game lobby module manages a specific game room where all game services are located. A game lobby can contain multiple sub-lobbyes, and the lowest game lobby contains a game room list, which is only associated with one game, and can contain multiple game rooms. The remaining game halls can be related to the classification of games, and do not directly include game rooms. For example, a chess and card game hall may include a card sub hall, and a card sub hall may include an "upgrade" sub hall. The "upgrade" sub hall is only related to "upgrade." This card game is associated with multiple "upgrades." ,, gaming room.
具体来说, 和会话管理服务器 112有关的信号基本流向如下: 接收 来自接入代理服务器 111的用户登录请求消息, 向认证计费服务器 114 发送用户登录鉴权信息;接收来自认证计费服务器 114的鉴权响应消息, 向接入代理服务器 111返回用户登录响应消息; 在用户登录后保持用户 的会话过程直到接收到来自游戏容器服务器 113的用户退出请求; 接收 来自接入代理服务器 111的游戏大厅请求消息, 向接入代理服务器 111 返回游戏大厅响应消息;接收来自接入代理服务器 111的用户积分消息, 将积分信息发送至认证计费服务器 114。 Specifically, the basic flow of the signals related to the session management server 112 is as follows: Receive a user login request message from the access proxy server 111, and send it to the authentication and accounting server 114. Send the user login authentication information; receive the authentication response message from the authentication and accounting server 114, and return the user login response message to the access proxy server 111; keep the user's session process after the user logs in until the server container server 113 receives the The user exits the request; receives a game lobby request message from the access proxy server 111, and returns a game lobby response message to the access proxy server 111; receives a user point message from the access proxy server 111, and sends the point information to the authentication and billing server 114.
游戏容器服务器 113是控制单元的核心, 它包含多个游戏容器, 每 个游戏容器包含上文所述多个符合统一的游戏标准的接口, 如上文所 述, 接口是将游戏应用中的共性部分抽离而形成的多个符合统一游戏标 准的接口, 这些接口是几乎所有游戏在执行时需要用到的。 在每个游戏 容器中可同时加载游戏开发商所发布的多个游戏逻辑, 只要这些游戏逻 辑遵循统一的游戏标准。 游戏容器服务器 113在接收到用户的游戏请求 时将会话管理服务器 112记录的用户信息加入其所请求的游戏逻辑, 使 用户加入游戏。 游戏容器服务器 113在用户访问游戏平台系统时, 游戏 容器具体表现为游戏室, 一个游戏容器可包含多个游戏室, 每种游戏业 务对应一个游戏室。 游戏室中又包含具体的游戏桌, 游戏桌是用户参加 游戏的场所。  The game container server 113 is the core of the control unit. It contains multiple game containers, and each game container contains multiple interfaces that conform to the unified game standards described above. As mentioned above, the interface is a common part of the game application. A plurality of interfaces conforming to the unified game standard formed by extraction, these interfaces are used by almost all games during execution. Multiple game logics published by game developers can be loaded in each game container at the same time, as long as these game logics follow a unified game standard. The game container server 113 adds the user information recorded by the session management server 112 to its requested game logic when the user's game request is received, so that the user joins the game. When the game container server 113 accesses the game platform system, the game container is embodied as a game room. A game container may include multiple game rooms, and each game service corresponds to a game room. The game room contains a specific game table, and the game table is a place where users participate in games.
具体来说, 和游戏容器服务器 113有关的信号基本流向如下: 游戏 容器服务器 113接收来自接入代理服务器 111的加入游戏室请求消息, 根据当前游戏室的人数判断是否接受该请求, 并发送加入游戏室响应消 息至接入代理服务器 111; 接收来自接入代理服务器 111的加入游戏请 求消息, 根据当前游戏桌的人数判断是否接受该请求, 并发送加入游戏 响应消息至接入代理服务器 111; 在用户进行游戏的过程中, 发送包含 该用户计费数据的计费信息至认证计费服务器; 接收来自接入代理服务 器 111的观看游戏请求消息,根据当前的观看人数判断是否接受该请求, 并发送观看游戏响应消息至接入代理服务器 111 , 在用户观看的游戏结 束时发送游戏结束通知消息至会话管理服务器 112 和接入代理服务器 111;在有其他用户退出或加入游戏室时发送游戏室更新通知消息至接入 代理服务器 111; 在用户邀请其它用户时发送游戏室邀请通知消息至接 入代理服务器 111; 在游戏平台系统下发游戏广告和维护信息时发送用 户通知消息至接入代理服务器 111; 接收来自会话管理服务器 112的用 户退出请求消息, 清除用户信息并退出游戏应用逻辑之后发送最终计费 消息至认证计费服务器 114, 使用户返回游戏室后发送用户退出通知消 息至会话管理服务器 112和接入代理服务器 111。 Specifically, the basic flow of signals related to the game container server 113 is as follows: The game container server 113 receives a request to join a game room from the access proxy server 111, determines whether to accept the request according to the current number of people in the game room, and sends the game to join the game. Room response message to the access proxy server 111; receiving a game joining request message from the access proxy server 111, judging whether to accept the request based on the current number of game tables, and sending a game joining response message to the access proxy server 111; the user In the course of playing a game, sending billing information including the user's billing data to an authentication billing server; receiving a game viewing request message from the access proxy server 111, and determining whether to accept the request according to the current number of viewers, And send a game viewing response message to the access proxy server 111, and send a game end notification message to the session management server 112 and the access proxy server 111 when the game viewed by the user ends; send the game room when other users exit or join the game room Update the notification message to the access proxy server 111; send the game room invitation notification message to the access proxy server 111 when the user invites other users; send the user notification message to the access proxy server when the game platform system issues game advertisements and maintenance information 111; Receive a user exit request message from the session management server 112, send the final billing message to the authentication and billing server 114 after clearing the user information and exiting the game application logic, and send the user exit notification message to the session management server after the user returns to the game room 112 和 access proxy server 111.
认证计费服务器(AAA Server ) 114用于对用户的信息进行鉴权、 提供计费服务、 管理用户的虛拟物品, 是游戏平台系统的虚拟银行。 游 戏平台系统可以支持多种计费方式, 例如包月、 流量相关、 使用时长相 关、 局、 套餐、 游戏内容相关等计费方式。  The authentication and accounting server (AAA Server) 114 is used to authenticate user information, provide accounting services, and manage virtual items of the user. It is a virtual bank of the game platform system. The game platform system can support a variety of billing methods, such as monthly billing, traffic-related, usage-time related, bureau, package, and game content-related billing methods.
具体来说, 和认证计费服务器 114有关的信号基本流向如下: 接收 来自会话管理服务器 112的用户鉴权请求消息, 对用户进行鉴权认证后 发送用户鉴权响应消息至会话管理服务器 112; 接收来自会话管理服务 器 112的用户积分消息, 将积分排行消息发送至接入代理服务器 111; 接收来自游戏容器服务器 113的计费消息, 按照计费消息中包含的计费 信息实施计费, 并发送计费响应消息至游戏容器服务器 113。  Specifically, the basic flow of the signals related to the authentication and accounting server 114 is as follows: receiving a user authentication request message from the session management server 112, and sending a user authentication response message to the session management server 112 after performing user authentication; receiving The user points message from the session management server 112 sends the point ranking message to the access proxy server 111; receives the charging message from the game container server 113, performs charging according to the charging information contained in the charging message, and sends a meter A fee response message is sent to the game container server 113.
上文分别对控制单元 110的各组成部分进行了说明, 用户在游戏平 台系统上的主要活动是通过与控制单元 110的信息交互而实现的。 用户 登录系统之后, 可依次执行以下过程: 加入游戏大厅、 加入游戏室、 加 入游戏、 退出游戏、 退出游戏室、 退出游戏大厅、 退出系统。 在用户加 入游戏室之后, 如果用户不加入游戏, 可以观看游戏。 用户也可以将单 机游戏的积分上报给控制单元 110。 控制单元 110在需要时向用户下发 消息。 下面分別通过几个具体流程说明控制单元 110的大致工作流程。Each component of the control unit 110 has been described above. The main activities of the user on the game platform system are realized through information interaction with the control unit 110. After the user logs in to the system, the following processes can be performed in order: join game lobby, join game room, join game, exit game, exit game room, exit game lobby, and exit system. After the user joins the game room, if the user does not join the game, the user can watch the game. The user may also report the points of the stand-alone game to the control unit 110. Control unit 110 issues to users when needed Message. The following describes the general working process of the control unit 110 through several specific processes.
1、用户登录系统:接入代理服务器 111接收用户通信终端发来的登 录系统请求消息, 将该消息转发至会话管理服务器 112; 会话管理服务 器 112发送用户鉴权请求消息至认证计费服务器 114; 认证计费服务器 114接收来自会话管理服务器 112的用户登录鉴权消息, 对用户进行鉴 权认证后, 发送用户鉴权响应消息至会话管理服务器 112; 会话管理服 务器接收来自认证计费服务器 114的用户鉴权响应消息, 将该消息转发 至接入代理服务器 111 , 接入代理服务器 111接收并转发将该消息至用 户通信终端。 1, the user login system: the access proxy server 111 receives the login system request message from the user communication terminal, and forwards the message to the session management server 112; the session management server 112 sends a user authentication request message to the authentication and accounting server 114; The authentication and accounting server 114 receives the user login authentication message from the session management server 112, and after the user is authenticated, sends a user authentication response message to the session management server 112; the session management server receives the user from the authentication and accounting server 114 The authentication response message forwards the message to the access proxy server 111, and the access proxy server 111 receives and forwards the message to the user communication terminal.
执行用户登录系统的流程是对请求登录的用户进行鉴权, 通过鉴权 的用户进入系统,如果用户希望进行游戏,需请求进入系统的游戏大厅。  The process of executing the user login system is to authenticate the user who requests the login. The authenticated user enters the system. If the user wants to play a game, he needs to request to enter the system's game lobby.
2、用户请求游戏大厅: 接入代理服务器 111接收用户通信终端发来 的游戏大厅请求消息, 将该消息发送至会话管理服务器 112; 会话管理 服务器 112接收来自接入代理服务器 111的游戏大厅请求消息, 将游戏 大厅响应消息发送至接入代理服务器 111 , 接入代理服务器 111接收并 转发该消息至用户通信终端。  2. The user requests the game lobby: The access proxy server 111 receives the game lobby request message from the user communication terminal, and sends the message to the session management server 112; the session management server 112 receives the game lobby request message from the access proxy server 111 Send the game lobby response message to the access proxy server 111, and the access proxy server 111 receives and forwards the message to the user communication terminal.
执行用户请求游 大厅的流程后, 用户通信终端的界面上显示游戏 大厅中所有游戏室的列表, 每一个游戏室对应一种类型的游戏, 游戏平 台系统上的游戏是由不同游戏开发商开发的 , 如果用户希望选择一种游 戏, 需选择一个游戏室并请求加入该游戏室。  After executing the process of the user requesting the lobby, the interface of the user communication terminal displays a list of all game rooms in the game lobby. Each game room corresponds to a type of game. The games on the game platform system are developed by different game developers. , If the user wants to select a game, he needs to select a game room and request to join the game room.
3、用户请求加入游戏室:接入代理服务器 111接收用户通信终端发 来的加入游戏室请求消息, 将该消息发送至游戏容器服务器 113; 游戏 容器服务器 113根据当前游戏室的人数判断是否接受该请求, 并发送加 入游戏室响应消息至接入代理服务器 111; 接入代理服务器 111接收并 转发游戏容器服务器 113发来的加入游戏室响应消息至用户通信终端。 执行用户请求加入游戏室的流程后, 用户进入其选择的游戏室, 如' 果用户希望进行游戏, 需请求加入游戏。 3. The user requests to join the game room: The access proxy server 111 receives a request to join the game room from the user communication terminal, and sends the message to the game container server 113; the game container server 113 determines whether to accept the game room according to the number of the current game room. Request, and send a game room join response message to the access proxy server 111; the access agent server 111 receives and forwards the game room join response message sent by the game container server 113 to the user communication terminal. After the user requests to join the game room, the user enters the game room of his choice. If the user wants to play a game, he needs to request to join the game.
4、用户加入游戏:接入代理服务器 111接收用户通信终端发来的加 入游戏请求消息, 并将该消息发送至游戏容器服务器 113; 游戏容器服 务器 113根据当前游戏桌的人数判断是否接受该请求, 并发送加入游戏' 响应消息至接入代理服务器 111, 如果接受请求, 则建立用户信息, 加 载对应的游戏逻辑;接入代理服务器 111接收并转发游戏容器服务器 113 发来的加入游戏响应消息至用户通信终端。  4. The user joins the game: The access proxy server 111 receives the game joining request message sent by the user communication terminal, and sends the message to the game container server 113; the game container server 113 determines whether to accept the request according to the number of current game tables And send a game join response message to the access proxy server 111. If the request is accepted, the user information is established and the corresponding game logic is loaded; the access proxy server 111 receives and forwards the game join response message from the game container server 113 to the user Communication terminal.
执行用户加入游戏的流程后, 用户可以开始游戏, 在游戏进行过程' 中 , 游戏容器服务器 113将向认证计费服务器发送与用户进行游戏相关 的计费信息, 认证计费服务器在其内存中保存用户的计费数据。  After the user joins the game, the user can start the game. During the process of the game, the game container server 113 will send the charging information related to the user's game to the authentication and accounting server, and the authentication and accounting server stores it in its memory. User's billing data.
5、用户观看游戏:接入代理服务器 111接收用户通信终端发来的观 看游戏请求消息, 并将该消息发送至游戏容器服务器 113; 游戏容器服 务器 113根据当前观看人数判断是否接受该请求, 并发送观看游戏返回 消息至接入代理服务器 111; 接入代理服务器 111接收并转发游戏容器 服务器 113发来的观看游戏返回消息至用户的通信终端; 游戏容器服务 器 113在游戏结束时发送游戏结束通知消息至接入代理服务器 111; 接 入代理服务器 111接收并转发将该消息至用户通信终端。  5. The user watches the game: The access proxy server 111 receives the game viewing request message sent by the user communication terminal, and sends the message to the game container server 113; the game container server 113 determines whether to accept the request according to the current number of viewers, and sends The game watching return message is sent to the access proxy server 111; the access proxy server 111 receives and forwards the game watching return message sent from the game container server 113 to the user's communication terminal; the game container server 113 sends a game end notification message to Access proxy server 111; The access proxy server 111 receives and forwards the message to the user communication terminal.
执行用户观看游戏的流程后, 用户可以观看当前正在进行的游戏情 况。  After executing the process of the user watching the game, the user can watch the current game situation.
6、用户退出游戏:接入代理服务器 111接收用户通信终端发来的退 出游戏请求消息, 将该消息发送至游戏容器服务器 113; 游戏容器服务 器 113接收退出游戏请求消息, 清除用户信息, 退出游戏逻辑, 并发送 最终计费消息至认证计费服务器 114; 认证计费服务器 114完成计费, 清除内存中的用户计费数据之后发送计费响应消息至游戏容器服务器 113; 游戏容器服务器 113接收计费响应消息, 使用户返回游戏室之后, 发送退出游戏响应消息至会话管理服务器 112和接入代理服务器 111; 接入代理服务器 111接收并转发退出游戏响应消息至用户通信终端。 6. The user exits the game: The access proxy server 111 receives the exit game request message from the user communication terminal, and sends the message to the game container server 113; the game container server 113 receives the exit game request message, clears the user information, and exits the game logic And sends a final billing message to the authentication and billing server 114; the authentication and billing server 114 completes the billing and sends a billing response message to the game container server after clearing the user billing data in the memory 113; the game container server 113 receives the billing response message, and after the user returns to the game room, sends an exit game response message to the session management server 112 and the access proxy server 111; the access proxy server 111 receives and forwards the exit game response message to the user Communication terminal.
执行用户退出游戏的流程后,用户退出游戏,对用户完成最终计费, 用户返回游戏室。  After the user exits the game, the user exits the game, completes the final billing for the user, and returns to the game room.
7、用户退出游戏室: 接入代理服务器 111接收并转发用户通信终端 发来的退出游戏室请求消息至会话管理服务器 112;会话管理服务器 112 接收并转发退出游戏室请求消息至游戏容器服务器 113; 游戏容器服务 器 113接收退出游戏室请求消息, 使用户退出游戏室, 返回游戏大厅, 发送退出游戏室响应消息至会话管理服务器 112和接入代理服务器 111; 接入代理服务器 111接收并转发退出游戏室通知消息至用户通信终端。  7, the user exits the game room: the access proxy server 111 receives and forwards the request to exit the game room from the user communication terminal to the session management server 112; the session management server 112 receives and forwards the request to exit the game room to the game container server 113; The game container server 113 receives a request to exit the game room, allows the user to exit the game room, returns to the game lobby, and sends a message to exit the game room to the session management server 112 and the access proxy server 111; the access proxy server 111 receives and forwards the exit from the game room Notification message to the user communication terminal.
执行用户退出游戏室的流程后, 用户退出游戏室, 返回游戏大厅, 在其通信终端上显示游戏室列表。  After the user exits the game room, the user exits the game room, returns to the game lobby, and displays a game room list on his communication terminal.
8、用户退出游戏大厅:接入代理服务器 111接收并转发用户通信终 端发来的退出游戏大厅请求消息至会话管理服务器 112; 会话管理服务 器 112接收退出游戏大厅请求消息, 使用户退出游戏大厅, 并发送退出 游戏大厅响应消息至接入代理服务器 111; 接入代理服务器 111接收并 转发退出游戏大厅响应消息至用户通信终端。  8. The user exits the game lobby: The access proxy server 111 receives and forwards the request to exit the game lobby from the user communication terminal to the session management server 112; the session management server 112 receives the request to exit the game lobby, and uses the user to exit the game lobby, and Send a response message to exit the game lobby to the access proxy server 111; the access proxy server 111 receives and forwards the response message to exit the game lobby to the user communication terminal.
执行用户退出游戏大厅的流程后, 用户退出游戏大厅。  After the user exits the game lobby, the user exits the game lobby.
9、用户退出系统: 接入代理服务器 111接收并转发用户通信终端发 来的退出系统请求消息至会话管理服务器 112; 会话管理服务器 112接 收退出系统请求消息, 使用户退出系统, 清除用户本次登录的信息, 并 发送退出系统响应消息至接入代理服务器 111; 接入代理服务器 111接 收并转发退出系统响应消息至用户通信终端。  9. User logout system: The access proxy server 111 receives and forwards the logout system request message from the user communication terminal to the session management server 112; the session management server 112 receives the logout system request message, and logs the user out of the system to clear the user's current login And send an exit system response message to the access proxy server 111; the access proxy server 111 receives and forwards the exit system response message to the user communication terminal.
执行用户退出系统的流程后, 用户退出游戏平台系统。 10、 游戏室更新通知: 游戏容器服务器 113在有用户退出或加入游 戏室时, 发送游戏室更新通知消息至接入代理服务器 111 ; 接入代理服 务器 111接收并转发游戏室更新通知消息至当前所有在线用户的通信终 端。 After the user exits the system, the user exits the game platform system. 10. Game room update notification: The game container server 113 sends a game room update notification message to the access proxy server 111 when a user logs out or joins the game room; the access proxy server 111 receives and forwards the game room update notification message to all current ones. Communication terminal for online users.
11、 游戏室邀请通知: 游戏容器服务器 113在其它用户邀请某用户 加入游戏时, 发送游戏室邀请通知消息至接入代理服务器 111; 接入代 理服务器 111接收并转发游戏室邀请通知消息至该被邀清用户的通信终 端。  11. Game room invitation notification: The game container server 113 sends a game room invitation notification message to the access proxy server 111 when another user invites a user to join the game; the access proxy server 111 receives and forwards the game room invitation notification message to the server. Invite the user's communication terminal.
12、 用户通知: 游戏容器服务器 113在系统需要下发游戏广告和维 护信息时, 发送用户通知消息至接入代理服务器 111; 接入代理服务器 111接收并转发用户通知消息至当前所有在线用户的通信终端。  12. User notification: The game container server 113 sends a user notification message to the access proxy server 111 when the system needs to issue game advertisements and maintenance information; the access proxy server 111 receives and forwards the user notification message to the communication of all current online users terminal.
13、 用户上报游戏积分: 接入代理服务器 111接收并转发用户通信 终端发来的用户积分消息至会话管理服务器 112; 会话管理服务器 112 接收用户积分消息, 记录积分, 并将该消息发送至认证计费服务器 114; 认证计费服务器 114接收用户积分消息, 更新积分排行, 并将积分排行 消息发送至接入代理服务器 111; 接入代理服务器 111接收并转发积分 排行消息至用户通信终端。  13. The user reports game credits: The access proxy server 111 receives and forwards the user credit message from the user communication terminal to the session management server 112; the session management server 112 receives the user credit message, records the credit, and sends the message to the authentication account The fee server 114; the authentication and billing server 114 receives the user point message, updates the point ranking, and sends the point ranking message to the access proxy server 111; the access proxy server 111 receives and forwards the point ranking message to the user communication terminal.
执行用户上 4艮游戏积分的流程后, 用户将单机游戏的积分上报给游 戏平台系统, 系统更新并返回积分排行信息至用户。  After executing the user's game credit process, the user reports the credit of the stand-alone game to the game platform system, and the system updates and returns the credit ranking information to the user.
从图 1可见, 管理单元 120包括三个模块: 游戏业务管理模块 121、 游戏运营支撑模块 122和游戏社区管理模块 123。  It can be seen from FIG. 1 that the management unit 120 includes three modules: a game business management module 121, a game operation support module 122, and a game community management module 123.
其中, 游戏业务管理模块 121提供面向游戏开发商的接口, 用于管 理游戏开发商在游戏平台上的游戏业务的申请、 审批和发布的流程, 即 游戏业务管理模块 121对游戏开发商提交的游戏的l 务器端程序、 客户 端程序、 业务描述文件和测试日志等进行审查, 主要是检查游戏的服务 器端程序、客户端程序、业务描述文件和测试日志是否符合统一的格式, 在审查合格后, 发布该游戏的服务器端程序, 即将游戏逻辑存储在控制 单元 110的游 容器服务器能够访问的存储区域中。、游戏业务管理模块 121管理并配置控制单元 110中的各个服务器, 并管理游戏运营状况。 Among them, the game business management module 121 provides an interface for game developers to manage the application, approval, and release processes of the game business's game business on the game platform, that is, the game business management module 121 submits the games submitted by the game developer. Server programs, client programs, business description files, and test logs are reviewed, mainly to check the game's services Whether the server-side program, client-side program, business description file, and test log conform to a unified format. After passing the examination, the server-side program of the game is released, that is, the game logic is stored in a storage area accessible by the game container server of the control unit 110 in. The game business management module 121 manages and configures each server in the control unit 110, and manages the game operation status.
游戏运营支撑模块 122提供面向用户的接口, 用于用户的注册与注 销、 激活与去激活, 同时管理与游戏运营相关的计费, 并统计游戏的运 营状况。 游戏运营支撑模块 122接收用户的状态请求消息, 对用户在系 统中的状态进行管理 , 然后返回状态响应消息至用户。  The game operation support module 122 provides a user-oriented interface for user registration and cancellation, activation and deactivation, at the same time manages billing related to game operations, and counts the operation status of the game. The game operation support module 122 receives the status request message of the user, manages the status of the user in the system, and then returns a status response message to the user.
游戏社区管理模块 123提供面向用户的接口, 用于管理游戏平台的 虚拟社区, 用户通过访问该模块进行以下操作: 浏览游戏平台的各个业 务, 注册为用户, 定购游戏业务, 在游戏论坛中发言, 购买游戏卡, 使 用社团的功能,管理用户个人数据。用户通过访问该模块定购游戏 务, 该模块可将用.户定购游戏业务的信息保存在数据单元 130中。  The game community management module 123 provides a user-oriented interface for managing the virtual community of the game platform. Users access the module to perform the following operations: browse various services of the game platform, register as users, order game services, speak in game forums, Purchase game cards and use community functions to manage user personal data. The user orders the game service by accessing the module, and the module can save the information of the user ordering the game service in the data unit 130.
上文通过参考图 1对本发明的游戏平台系统进行了详细说明, 从上 述说明可以看出, 一方面, 本发明的游戏平台系统为用户提供了统一的 戏,并由游戏平台对用户的计费和积分等信息进行统一管理; 另一方面, 本发明的游戏平台系统也为游戏开发商提供了统一的游戏平台, 使不同 游戏开发商将自己开发的游戏逻辑加载在该游戏平台上, 供用户选择。 应用统一的游戏平台的优势在于, 其一, 简化用户在选择不同游戏开发 商开发的游戏时的操作, 使其仅登录一次就可选择多种游戏, 从而提高 用户的满意度; 其二, 降低游戏开发商的开发成本, 避免重复开发, 因 为游戏应用中的共性部分已经由游戏平台提供, 同时也可降低游戏开发 商的运营成本, 使其将有限的精力和财力投入到游戏的开发上, 而无需 陷于游戏系统的庞大维护工作中; 其三, 有利于移动运营商借助移动游 戏开展移动数据业务。 The game platform system of the present invention has been described in detail above with reference to FIG. 1. It can be seen from the foregoing description that, on the one hand, the game platform system of the present invention provides users with a unified play, and the game platform charges the users. And points and other information for unified management; on the other hand, the game platform system of the present invention also provides a unified game platform for game developers, enabling different game developers to load their own developed game logic on the game platform for users select. The advantages of applying a unified game platform are: first, it simplifies the operation of users when selecting games developed by different game developers, so that they can select multiple games with only one login, thereby improving user satisfaction; second, reducing The development cost of game developers avoids repeated development, because the common parts of game applications are already provided by the game platform. At the same time, the operating costs of game developers can be reduced, so that they can invest limited energy and financial resources into game development. Without having to be trapped in the huge maintenance work of the game system; third, it is beneficial for mobile operators to use mobile games Play mobile data business.
本发明还包括一种提供游戏业务的方法, 该方法是预先设置多个上 文所述的符合统一游戏标准的接口, 这些接口可以被预先加载的多个符 合统一游戏标准的游戏逻辑调用, 以使游戏逻辑运行。 在用户登录时记. 录并保存用户信息; 在接收到用户的游戏请求时, 在游戏请求所对应的 游戏逻辑中加入用户信息, 使用户加入游戏; 在接收到用户的退出请求 时, 在退出请求所对应的游戏逻辑中删除用户信息, 使用户退出游戏。  The present invention also includes a method for providing a game service. The method is to set a plurality of interfaces consistent with the unified game standard described above in advance, and these interfaces can be called by a plurality of pre-loaded multiple game logic conforming to the unified game standard. Make the game logic run. When the user logs in, record and save the user information; when the user's game request is received, add the user information to the game logic corresponding to the game request to allow the user to join the game; when the user's logout request is received, logout The user information is requested to be deleted from the corresponding game logic, so that the user exits the game.
下面, 参考图 2至图 7, 通过根据本发明的一个具体实施例对本发. 明的方法进行详细说明, 在本实施例中, 本发明的方法基于上述游戏平 台系统。  Hereinafter, the method of the present invention will be described in detail by referring to FIG. 2 to FIG. 7 according to a specific embodiment of the present invention. In this embodiment, the method of the present invention is based on the above-mentioned game platform system.
图 2是才艮据本发明一个具体实施例的用户登录系统和加入游戏的流 程图, 参见图 2, 用户登录系统和加入游戏的流程包括如下步骤:  FIG. 2 is a flowchart of a user login system and a game joining process according to a specific embodiment of the present invention. Referring to FIG. 2, a process of a user login system and a game joining process includes the following steps:
步驟 201:用户通过通信终端发送登录系统请求消息( MGP— LOGIN ) 至会话管理服务器;  Step 201: The user sends a login system request message (MGP_LOGIN) to the session management server through the communication terminal.
步骤 202: 会话管理服务器发送用户鉴权请求消息至认证计费服务 器;  Step 202: The session management server sends a user authentication request message to the authentication and accounting server.
步骤 203: 认证计费服务器对用户进行鉴权认证;  Step 203: The authentication and accounting server performs authentication and authentication on the user.
步骤 204: 认证计费服务器返回用户鉴权响应消息至会话管理服务 器, 如果鉴权通过, 则用户鉴权响应消息为鉴权成功消息; 否则为鉴权 失败消息;  Step 204: The authentication and accounting server returns a user authentication response message to the session management server. If the authentication succeeds, the user authentication response message is an authentication success message; otherwise, it is an authentication failure message.
步骤 205: 会话管理服务器向用户的通信终端返回用户登录响应消 息 (MGP—LOGINACK ), 如果认证计费服务器返回的是鉴权成功消息, 则用户登录响应消息为登录成功消息; 否则为登录失败消息;  Step 205: The session management server returns a user login response message (MGP_LOGINACK) to the user's communication terminal. If the authentication and accounting server returns an authentication success message, the user login response message is a login success message; otherwise, it is a login failure message ;
如果用户登录响应消息是登录失败消息, 则退出当前流程; 否则, ' 用户登录成功, 会话管理服务器记录并保存用户俜息, 然后执行步骤 206; If the user login response message is a login failure message, then exit the current process; otherwise, 'The user is logged in successfully, the session management server records and saves the user information, and then executes the steps 206;
步骤 206: 用户通过通信终端向会话管理服务器发送游戏大厅请求. 消息 ( MGP— REQUESTLOBBYINFO );  Step 206: The user sends a game lobby request to the session management server through the communication terminal. The message (MGP-REQUESTLOBBYINFO);
步骤 207: 会话管理服务器向通信终端发送请求游戏大厅响应消息 ( MGP— REQUESTLOBBYINFOACK ) , 该请求游戏大厅响应消息包含 游戏大厅的游戏列表;  Step 207: The session management server sends a game lobby response message (MGP—REQUESTLOBBYINFOACK) to the communication terminal, and the request game lobby response message includes a game list of the game lobby;
步骤 208: 用户从会话管理服务器返回的游戏列表中选择了一个游 戏室, 然后通过通信终端发送加入游戏室请求消息(MGP—JOINROOM ) 至游戏容器服务器; - 步骤 209: 游戏容器服务器判断用户请求的游戏室的人数是否已经. 达到上限, 如果是, 则执行步骤 210; 否则, 执行步骤 211 ;  Step 208: The user selects a game room from the game list returned by the session management server, and then sends a join game room request message (MGP_JOINROOM) to the game container server through the communication terminal;-Step 209: the game container server determines the user request Whether the number of people in the game room has reached the upper limit, if yes, go to step 210; otherwise, go to step 211;
步骤 210: 游戏容器服务器向用户的通信终端返回加入游戏室响应 消息(MGP— JOINROOMACK ), 该响应消息是加入游戏室失败消息, 用 户接收到失败消息后, 可以请求进入其它游戏室, 或请求观看游戏, 或. 请求退出系统;  Step 210: The game container server returns a game room join response message (MGP-JOINROOMACK) to the user's communication terminal. The response message is a game room join failure message. After receiving the failure message, the user can request to enter another game room or request to watch Games, or. Request to log out of the system;
步骤 211 : 游戏容器服务器将用户加入游戏室;  Step 211: the game container server adds the user to the game room;
步骤 212: 游戏容器服务器向用户的通信终端返回加入游戏室响应 消息 (MGP_JOINROOMACK ), 该响应消息是加入游戏室成功消息; ' 步骤 213: 用户通过通信终端向游戏容器服务器发送加入游戏请求 消息 ( MGP— JOINGAME ); '  Step 212: The game container server returns a game room join response message (MGP_JOINROOMACK) to the user's communication terminal, and the response message is a game room success message; 'Step 213: The user sends a game join server request message (MGP) to the game container server through the communication terminal. — JOINGAME); '
步驟 214: 游戏容器服务器判断当前游戏桌的人数是否已经达到上 限, 如果是, 则执行步骤 215; 否则, 执行步骤 216;  Step 214: The game container server determines whether the number of current game tables has reached the upper limit, and if so, executes step 215; otherwise, executes step 216;
步骤 215 : 游戏容器服务器向用户返回加入游戏响应消息 ( MGPJOINGAMEACK ),该响应消息是加入游戏失败消息,用户接收 到失败消息后, 可以请求观看游戏, 或请求退出游戏室, 或请求退出系 步骤 216: 游戏容器服务器将用户加入游戏; Step 215: The game container server returns a game joining response message (MGPJOINGAMEACK) to the user. The response message is a game joining failure message. After receiving the failure message, the user can request to watch the game, or request to exit the game room, or request to exit the system. Step 216: the game container server adds the user to the game;
步骤 217 : 游戏容器月良务器向用户返回加入游戏响应消息 ( MGP_JOINGAMEACK ), 该响应消息是加入游戏成功消息;  Step 217: The game container server server returns a game joining response message (MGP_JOINGAMEACK) to the user, where the response message is a game joining success message;
步骤 218: 用户在通信终端上与其他用户进行联网游戏。  Step 218: The user plays a network game with other users on the communication terminal.
以上是用户登录、 进入游戏室并加入游戏的流程。  The above is the flow of the user logging in, entering the game room and joining the game.
在用户登录游戏平台系统,并进入游戏室之后,也可以不加入游戏, 而选择观看当前游戏室中某个玩家的游戏进行情况, 图 3是根据本发明 . 一个具体实施例的用户观看游戏的流程图, 参见图 3可知, 用户观看游 戏的流程包括如下步骤:  After the user logs in to the game platform system and enters the game room, it is also possible not to join the game, but to choose to watch the game progress of a player in the current game room, FIG. 3 is according to the present invention. As shown in the flowchart, referring to FIG. 3, the process for a user to watch a game includes the following steps:
步骤 301: 用户在进入游戏室之后, 选择当前游戏室的某个玩家; 步骤 302: 用户通过通信终端向游戏容器服务器发送观看游戏请求' 消息 ( MGP— VISITGAME );  Step 301: After entering the game room, the user selects a player in the current game room; Step 302: The user sends a game viewing request message to the game container server through the communication terminal (MGP-VISITGAME);
步骤 303: 游戏容器服务器判断当前观看用户人数是否已经达到上 限, 如果是, 则执行步骤 304; 否则, 执行步骤 305:  Step 303: The game container server determines whether the current number of viewing users has reached the upper limit, and if so, executes step 304; otherwise, executes step 305:
步骤 304: 游戏容器服务器向用户的通信终端返回观看游戏响应消' 息 (MGP— VISITGAMEACK ), 该响应消息是观看游戏失败消息, 用户 接收到观看游戏失败消息后, 无权观看游戏, 其可以请求加入游戏, 或 请求退出游戏室;  Step 304: The game container server returns a viewing game response message (MGP-VISITGAMEACK) to the user's communication terminal, and the response message is a viewing game failure message. After receiving the viewing failure message, the user is not authorized to watch the game, which may request Join the game, or request to exit the game room;
步驟 305: 游戏容 ϋ服务器使用户观看游戏;  Step 305: the game server enables the user to watch the game;
步骤 306: 游戏容器服务器向用户的通信终端返回观看游戏响应消 息 (MGP_VISITGAMEACK ), 该响应消息是观看游戏成功消息;  Step 306: The game container server returns a game viewing response message (MGP_VISITGAMEACK) to the user's communication terminal, where the response message is a game viewing success message;
步骤 307: 当游戏结束时, 游戏容器服务器向用户的通信终端发送 游戏结束通知消息;  Step 307: When the game ends, the game container server sends a game end notification message to the user's communication terminal;
步骤 308: 用户的通信终端退出游戏的界面。 以上是用户观看游戏的流程。 Step 308: The user's communication terminal exits the game interface. The above is the flow of the user watching the game.
对于已经登录的用户, 系统将不定期下发通知, 这些通知包括: 当 其他用户退出或加入游戏室, 游戏容器服务器将发送游戏室更新通知至 当前所有登录用户的通信终端; 当有其他用户邀请某用户加入游戏, 游 戏容器服务器将发送游戏室邀请通知至该被邀请用户的通信终端; 当系 统下发游戏广告或维护信息, 游戏容器服务器将发送用户通知消息至当 前所有登录用户的通信终端。  For users who have logged in, the system will issue notifications from time to time. These notifications include: When other users log out or join the game room, the game container server will send game room update notifications to the communication terminals of all currently logged in users; when other users invite When a user joins the game, the game container server will send a game room invitation notification to the communication terminal of the invited user; when the system issues a game advertisement or maintenance information, the game container server will send a user notification message to the communication terminals of all currently logged-in users.
在用户登录系统、进入游戏室并加入游戏之后,可以请求退出游戏, 图 4是根据本发明一个具体实施例的用户退出游戏的流程图, 参见图 4 可知, 该流程包括如下步骤:  After the user logs in to the system, enters the game room, and joins the game, he can request to exit the game. FIG. 4 is a flowchart of a user exiting the game according to a specific embodiment of the present invention. Referring to FIG. 4, it can be seen that the process includes the following steps:
步骤 401 : 用户通过通信终端向游戏容器服务器发送退出游戏请求 消息 (MGP— LOGOUT );  Step 401: The user sends a game exit request message (MGP-LOGOUT) to the game container server through the communication terminal;
步骤 402: 游戏容器服务器接收到用户的退出游戏请求消息后, 游 戏容器服务器清除用户信息, 使用户退出游戏应用逻辑;  Step 402: After the game container server receives the user's request to quit the game, the game container server clears the user information and uses the user to exit the game application logic;
步骤 403: 发送最终计费消息至认证计费服务器;  Step 403: Send a final accounting message to the authentication and accounting server;
步骤 404: 认证计费服务器完成该用户的计费, 并清除内存数据; 步驟 405: 游戏容器服务器使用户返回游戏室;  Step 404: the authentication and accounting server completes the user's accounting and clears the memory data; step 405: the game container server returns the user to the game room;
步骤 406: 游戏容器服务器向会话管理服务器发送退出游戏响应消. 息 ( MGP—LOGOUTACK );  Step 406: The game container server sends a game exit response message to the session management server (MGP_LOGOUTACK);
步骤 407: 游戏容器服务器向用户的通信终端发送退出游戏响应消 息(MGP—LOGOUTACK ), 用户的通信终端接收到该消息后, 退出游戏 界面。  Step 407: The game container server sends a game exit response message (MGP_LOGOUTACK) to the user's communication terminal. After receiving the message, the user's communication terminal exits the game interface.
注意, 上述步骤 404与步骤 405是分别由计费认证服务器和游戏容 器服务器执行的步骤, 在时间上没有先后的关系, 也就是说, 可以同时 执行两个步驟, 或先执行其中一个步骤后执行另外一个步骤。 当用户退出游戏之后, 可以再一次请求加入游戏, 也可以请求退出 游戏室, 用户退出游戏室的步骤为: Note that the above steps 404 and 405 are steps performed by the billing authentication server and the game container server, respectively, and there is no chronological relationship, that is, two steps may be performed at the same time, or one of the steps may be executed first and then executed. Another step. After the user quits the game, he can request to join the game again or request to quit the game room. The steps for the user to quit the game room are:
步骤一: 用户通过通信终端发送退出游戏室请求消息至游戏容器服 务器;  Step 1: The user sends a request to exit the game room to the game container server through the communication terminal;
步骤二: 游戏容器服务器使用户退出游戏室, 然后发送退出游戏室 响应消息至用户的通信终端。  Step 2: The game container server causes the user to exit the game room, and then sends a response message to the user's communication terminal.
当用户退出游戏室之后, 可以再一次请求加入游戏室, 也可以请求 退出游戏大厅, 用户退出游戏大厅的步骤为:  After the user exits the game room, he can request to join the game room again or request to exit the game lobby. The steps for the user to exit the game lobby are:
步骤一: 用户通过通信终端发送退出游戏大厅请求消息至会话管理 服务器;  Step 1: The user sends a request to exit the game lobby through the communication terminal to the session management server;
步驟二: 会话管理服务器使用户退出游戏大厅, 然后发送退出游戏 大厅响应消息至用户的通信终端。  Step 2: The session management server causes the user to exit the game lobby, and then sends a logout response message to the user's communication terminal.
当用户退出游戏大厅之后, 可以再一次请求加入游戏大厅, 也可以 请求退出系统, 用户退出系统的步骤为:  After the user exits the game lobby, he can request to join the game lobby again or request to log out of the system. The steps for the user to log out of the system are:
步驟一: 用户通过通信终端发送退出系统请求消息至会话管理服务 器;  Step 1: The user sends a system exit request message to the session management server through the communication terminal;
步骤二: 会话管理服务器清除用户信息, 使用户退出系统, 然后发 送退出系统响应消息至用户的通信终端。  Step 2: The session management server clears the user information, asks the user to log out of the system, and then sends a logout system response message to the user's communication terminal.
以上是用户退出游戏、 退出游戏室和退出游戏大厅的步驟。  The above are the steps for the user to exit the game, exit the game room, and exit the game lobby.
上面说明了用户如何加入和观看游戏, 本发明的游戏平台系统不仅' 向用户提供游戏, 也可以对用户的单机游戏积分进行统计管理。 当用户 完成单机游戏之后, 可将积分上报至游戏平台系统, 用户可以以两种方 式上报积分, 第一种方式是用户在每局游戏结束之后登录系统上报积 分, 然后退出系统进行下一局游戏; 第二种方式是用户先登录系统, 再' 进行单机游戏, 并上报积分, 直至最后一局游戏完成再退出系统。 图 5是根据本发明一个具体实施例的用户以第一方式上报积分的流 程图, 参见图 5可知, 用户以第一方式上 积分的过程包括如下步骤: . 步骤 501: 用户在通信终端上玩一局游戏至结束; The above illustrates how users join and watch games. The game platform system of the present invention not only provides games to users, but also performs statistical management on the user's stand-alone game points. After the user completes the stand-alone game, the points can be reported to the game platform system. The user can report the points in two ways. The first way is that the user logs in to the system to report the points after each game ends, and then exits the system for the next game. The second way is for the user to log in to the system first, then 'play a stand-alone game, and report points, and then exit the system until the last game is completed. FIG. 5 is a flowchart of a user reporting points in a first manner according to a specific embodiment of the present invention. Referring to FIG. 5, it can be seen that the process of a user reporting points in a first manner includes the following steps: Step 501: A user plays on a communication terminal. One game to the end;
步骤 502: 用户通过通信终端向会话管理服务器发送登录系统请求 消息 (MGP— LOGIN );  Step 502: The user sends a login system request message (MGP-LOGIN) to the session management server through the communication terminal;
步骤 503: 会话管理服务器发送登录鉴权请求消息至认证计费服务 器;  Step 503: The session management server sends a login authentication request message to the authentication and accounting server.
步骤 504: 认证计费服务器对用户鉴权认证;  Step 504: The authentication and accounting server authenticates the user.
步驟 505: 认证计费服务器返回登录鉴权响应消息至会话管理服务 器, 如果鉴权通过, 则用户鉴权响应消息为鉴权成功消息; 否则为鉴权' 失败消息;  Step 505: The authentication and accounting server returns a login authentication response message to the session management server. If the authentication succeeds, the user authentication response message is an authentication success message; otherwise, it is an authentication failure message;
步骤 506: 会话管理服务器向用户的通信终端返回登录系统响应消 息 (MGP— LOGINACK ), 如果认证计费服务器返回的是鉴权成功消息, 则用户登录响应消息为登录成功消息; 否则为登录失败消息;  Step 506: The session management server returns a login system response message (MGP_LOGINACK) to the user's communication terminal. If the authentication and accounting server returns an authentication success message, the user login response message is a login success message; otherwise, it is a login failure message ;
如果用卢登录响应消息是登录失败消息, 则退出当前流程; 否则, 用户登录成功, 执行步骤 507;  If the login response message with Lu is a login failure message, then exit the current process; otherwise, the user login is successful, go to step 507;
步骤 507: 用户通过通信终端向会话管理服务器发送用户一局游戏 的积分消息 (MGP_SCOREREPORT );  Step 507: The user sends the user's game point message (MGP_SCOREREPORT) to the session management server through the communication terminal;
步骤 508: 会话管理服务器记录用户上报的积分, 转发积分消息 ( MGP_SCOREREPORT )至计费认证服务器;  Step 508: The session management server records the points reported by the user, and forwards the point message (MGP_SCOREREPORT) to the accounting authentication server;
步骤 509: 计费认证服务器更新积分排行, 并向用户的通信终端返 回积分排行消息 (MGP— SCOREREPORTACK );  Step 509: The charging authentication server updates the credit ranking and returns a credit ranking message (MGP-SCOREREPORTACK) to the user's communication terminal;
步骤 510: 用户通过通信终端发送退出系统请求消息至会话管理月艮 务器, 会话管理服务器转发该消息至认证计费服务器;  Step 510: The user sends a system withdrawal request message to the session management server through the communication terminal, and the session management server forwards the message to the authentication and accounting server.
步骤 511: 会话管理服务器删除用户本次登录的信息, 并返回退出 系统响应消息至用户的通信终端。 Step 511: The session management server deletes the user's current login information and returns to log out. The system responds to the user's communication terminal.
至此, 用户上艮了一局单机版游戏的积分, 用户可以继续下一局游 戏, 在下一局游戏结束后, 执行步驟 501 , 再次登录系统并上报积分信 息, 直至用户完成最后一局游戏并上^ 1积分完毕。  At this point, the user has scored a single game version of the game, and the user can continue to the next game. After the next game ends, execute step 501 to log in to the system again and report the point information until the user completes the last game and uploads the game. ^ 1 Points completed.
从上述流程可以看出, 这种上报积分的方式是用户在每局单机游戏 结束之后再登录系统上报积分, 积分上报完毕之后退出系统进行下一局 游戏, 如此循环直至完成最后一局单机游戏。  It can be seen from the above process that this way of reporting points is that the user logs in to the system to report points after the end of each stand-alone game, and exits the system for the next round of games after the points are reported. This cycle is repeated until the last stand-alone game is completed.
图 6是根据本发明一个具体实施例的用户以第二方式上报积分的流' 程图, 参见图 6可知, 用户以第二方式上报积分的过程包括如下步骤: 步骤 601: 用户通过通信终端向会话管理服务器发送登录系统请求 消息 (MGP— LOGIN );  FIG. 6 is a flow chart of a user reporting points in a second manner according to a specific embodiment of the present invention. Referring to FIG. 6, it can be seen that a process of reporting points in a second manner by a user includes the following steps: Step 601: The user sends a report to the user through a communication terminal. The session management server sends a login system request message (MGP- LOGIN);
步骤 602: 会话管理服务器发送登录鉴权请求消息至认证计费服务' 器;  Step 602: the session management server sends a login authentication request message to the authentication and accounting service server;
步骤 603: 认证计费服务器对用户鉴权认证;  Step 603: The authentication and accounting server authenticates the user.
步驟 604: 认证计费服务器返回登录鉴权响应消息至会话管理服务 器, 如果鉴权通过, 则用户鉴权响应消息为鉴权成功消息; 否则为鉴权' 失败消息;  Step 604: The authentication and accounting server returns a login authentication response message to the session management server. If the authentication succeeds, the user authentication response message is an authentication success message; otherwise, it is an authentication failure message;
步驟 605: 会话管理服务器向用户的通信终端返回登录系统响应消 息 (MGP— LOGINACK ), 如果认证计费服务器返回的是鉴权成功消息, 则用户登录响应消息为登录成功消息; 否则为登录失败消息;  Step 605: The session management server returns a login system response message (MGP_LOGINACK) to the user's communication terminal. If the authentication and accounting server returns an authentication success message, the user login response message is a login success message; otherwise, it is a login failure message ;
如果用户登录响应消息是登录失败消息, 则退出当前流程; 否则, 用户登录成功, 执行步骤 606;  If the user login response message is a login failure message, then exit the current process; otherwise, the user login is successful, go to step 606;
步骤 606: 用户在通信终端上开始一局单机版游戏, 并玩一局游戏 至结束;  Step 606: The user starts a stand-alone game on the communication terminal, and plays a game to the end;
步骤 607: 用户通过通信终端向会话管理服务器发送用户一局游戏 的积分消息 (MGP— SCOREREPORT ); Step 607: The user sends the user a game to the session management server through the communication terminal Points message (MGP- SCOREREPORT);
步骤 608: 会话管理服务器记录用户上报的积分, 转发积分消息' ( MGP— SCOREREPORT )至计费认证服务器;  Step 608: The session management server records the points reported by the user, and forwards the points message (MGP-SCOREREPORT) to the accounting authentication server;
步骤 609: 计费认证服务器更新积分排行, 并向用户的通信终端返 回积分排行榜消息 ( MGP— SCOREREPORTACK );  Step 609: The charging authentication server updates the score ranking and returns a score ranking message (MGP-SCOREREPORTACK) to the communication terminal of the user;
步骤 610: 用户在通信终端上开始下一局单机游戏, 每局游戏结束,' 重复上述步骤 607至 609, 直至最后一局游戏的积分上报完成;  Step 610: The user starts the next stand-alone game on the communication terminal, and after each round of the game is over, 'repeat the above steps 607 to 609 until the report of the game's points in the last round is completed;
步骤 611: 用户通过通信终端发送退出系统请求消息至会话管理服 务器, 会话管理服务器转发该消息至认证计费服务器;  Step 611: The user sends a logout system request message to the session management server through the communication terminal, and the session management server forwards the message to the authentication and accounting server.
步骤 612: 会话管理服务器删除用户本次登录的信息, 并返回退出' 系统响应消息至用户的通信终端。  Step 612: The session management server deletes the information of the user's current login, and returns a logout 'system response message to the user's communication terminal.
从上述流程可以看出, 这种上报积分的方式是用户先登录系统, 再 进行单机游戏, 并上报积分, 直至最后一局游戏完成再退出系统。  It can be seen from the above process that this way of reporting points is that the user first logs in to the system, then plays a stand-alone game, and reports the points, and then exits the system until the last game is completed.
用户可以在游戏平台系统上定购其感兴趣的游戏业务, 并选择该项 游戏业务的计费方法, 完成定购后用户即可使用该项游戏业务。 图 7是 根据本发明一个具体实施例的用户定购游戏业务的流程图, 参见图 7可 知, 用户定购游戏业务的过程包括如下步骤:  Users can order the game service they are interested in on the game platform system, and select the billing method for the game service. After completing the order, the user can use the game service. FIG. 7 is a flowchart of a user ordering a game service according to a specific embodiment of the present invention. Referring to FIG. 7, it is known that a process of ordering a game service by a user includes the following steps:
步骤 701 : 用户通过通信终端发送游戏业务列表请求消息至游戏社 区管理模块;  Step 701: The user sends a game service list request message to the game community management module through the communication terminal;
步骤 702: 游戏社区管理模块转发游戏业务列表清求消息至数据库; 步骤 703: 数据库向游戏社区管理模块返回游戏业务列表信息; 步驟 704: 游戏社区管理模块将游戏业务列表信息返回至用户的通 信终端;  Step 702: The game community management module forwards the game business list request message to the database. Step 703: The database returns the game business list information to the game community management module. Step 704: The game community management module returns the game business list information to the user's communication terminal. ;
步骤 705: 用户选择感兴趣的游戏业务及相应的计费方式, 并向发 送业务定购申请消息, 该消息中包含用户选择的游戏业务及计费方式; 步骤 706: 游戏社区管理模块接收业务定购消息, 将其中包含的用 户的业务定购信息提交至数据库; Step 705: The user selects the game service of interest and the corresponding charging method, and sends a service order application message to the message, where the message includes the game service and charging method selected by the user; Step 706: The game community management module receives the service order message, and submits the service order information of the user contained therein to the database;
步骤 707: 数据库记录用户的业务定购信息, 并向游戏社区管理模 块返回业务定购响应消息;  Step 707: The database records the user's business order information, and returns a business order response message to the game community management module;
步驟 708: 游戏社区管理模块向用户的通信终端返回业务定购响应 消息。  Step 708: The game community management module returns a service order response message to the user's communication terminal.
至此, 用户完成了游戏业务定购, 用户有权在线使用其所定购的游 戏业务。  At this point, the user has completed the game business order, and the user has the right to use the game business that he ordered online.
在具体的实施过程中可对根据本发明的系统和方法进行适当的改 进, 以适应具体情况的具体需要。 因此可以理解, 根据本发明的具体实 施方式只是起示范作用, 并不用以限制本发明的保护范围。  In the specific implementation process, the system and method according to the present invention can be appropriately improved to meet the specific needs of specific situations. Therefore, it can be understood that the specific implementation manners according to the present invention are merely exemplary, and are not used to limit the protection scope of the present invention.

Claims

权利要求书 Claim
1、 一种游戏平台系统, 其特征在于, 其包括:  1. A game platform system, characterized in that it comprises:
会话管理服务器, 用于在用户登录系统时记录并保存用户信息, 在 用户退出系统时删除所述用户信息;  A session management server, configured to record and save user information when a user logs in to the system, and delete the user information when the user logs out of the system;
游戏容器服务器, 包含多个符合统一标准的接口, 所述接口可被加' 载的多个符合统一标准的游戏逻辑调用, 以使游戏逻辑运行; 在接收到 用户的游戏请求时, 在游戏请求所对应的游戏逻辑中加入从会话管理服 务器获取的用户信息, 使用户加入游戏; 在接收到用户的退出请求时, 从退出请求所对应的游戏逻辑中删除所述用户信息, 使用户退出游戏。 · The game container server includes a plurality of interfaces conforming to a unified standard, and the interfaces may be loaded with a plurality of uniformly conforming game logic calls to make the game logic run; when a user's game request is received, the game request The corresponding game logic adds user information obtained from the session management server to allow the user to join the game; when a user's logout request is received, the user information is deleted from the game logic corresponding to the logout request, and the user logs out of the game. ·
2、根据权利要求 1所述的系统, 其特征在于, 所述游戏逻辑是游戏 的服务器端程序; 2. The system according to claim 1, wherein the game logic is a server-side program of a game;
所述接口是从多个游戏逻辑中抽离出的共性部分所形成的可被所有 符合统一标准的游戏逻辑调用的函数。  The interface is a function formed by common parts extracted from a plurality of game logics and which can be called by all game logics conforming to a unified standard.
3、 根据权利要求 1所述的系统, 所述用户信息包括:  3. The system according to claim 1, wherein the user information comprises:
标识用户身份的信息; 和  Information identifying the user; and
系统向用户发送消息的路由信息。  The system sends routing information to users.
4、 根据权利要求 1所述的系统, 其特征在于, 系统进一步包括: 接入代理服务器, 用于接收并转发用户的登录请求或退出系统请求 至会话管理服务器, 接收并转发会话管理服务器的登录响应或退出系统 响应至用户; 接收并转发用户的游戏请求至游戏容器服务器, 接收并转 发游戏容器月良务器的游戏响应至用户; 在用户和游戏容器服务器之间接 ' 收并转发所述游戏逻辑运行时产生的游戏数据。  4. The system according to claim 1, further comprising: an access proxy server configured to receive and forward a user's login request or logout system request to a session management server, and receive and forward the login of the session management server Respond to or exit the system and respond to the user; receive and forward the user ’s game request to the game container server, receive and forward the game container ’s game response to the user; and receive and forward the game between the user and the game container server Game data generated when the logic runs.
5、根据权利要求 4所述的系统, 其特征在于,接入代理服务器包括 超文本传输协议 HTTP通道、 传输控制协议 TCP通道和短消息 SMS通 道, 其中, 5. The system according to claim 4, wherein the access proxy server comprises a Hypertext Transfer Protocol (HTTP) channel, a Transmission Control Protocol (TCP) channel, and a short message SMS channel. Road, where
HTTP通道用于接收 HTTP消息;  The HTTP channel is used to receive HTTP messages;
TCP通道用于接收 TCP或用户数据报协议 UDP消息;  The TCP channel is used to receive TCP or User Datagram Protocol UDP messages;
SMS通道用于接收 SMS或多媒体短消息 MMS。  The SMS channel is used to receive SMS or multimedia short message MMS.
6、 根据权利要求 1所述的系统, 其特征在于, 系统进一步包括: 认证计费服务器, 用于在接收到游戏容器服务器的计费消息时, 根 据计费消息中的计费数据进行计费; 接收会话管理服务器转发的用户积 · 分消息, 更新并发送积分排行消息至用户。  6. The system according to claim 1, further comprising: an authentication and accounting server, configured to perform accounting according to the accounting data in the accounting message when the accounting message of the game container server is received. ; Receive user points and points messages forwarded by the session management server, and update and send points ranking messages to users.
7、 根据权利要求 1所述的系统, 其特征在于, 系统进一步包括: 游戏业务管理模块, 用于对游戏开发商提交的游戏进行审查, 将通 过审查的游戏逻辑存储在游戏容器服务器能够访问的存储区域。  7. The system according to claim 1, further comprising: a game business management module, configured to review a game submitted by a game developer, and store the game logic that passes the review in a game container server accessible Storage area.
8、根据权利要求 7所述的系统, 其特征在于, 所述游戏业务管理模 块对游戏进行审查为: 游戏业务管理模块检查游戏服务器端逻辑、 客户 端逻辑、 业务描述文件和测试日志是否符合统一的格式。  8. The system according to claim 7, wherein the game business management module checks the game as: the game business management module checks whether the game server-side logic, client-side logic, service description file, and test log are consistent Format.
9、 根据权利要求 1所述的系统, 其特征在于, 系统进一步包括: ' 游戏运营支撑模块, 用于接收用户的状态请求消息, 对用户在系统 中的状态进行管理, 然后返回状态响应消息至用户。  9. The system according to claim 1, further comprising: a game operation support module, configured to receive a user's status request message, manage a user's status in the system, and then return a status response message to user.
10、 根据权利要求 7所述的系统, 其特征在于, 系统进一步包括: 游戏社区管理模块, 用户通过该模块浏览游戏业务、定购游戏业务、' 登录并使用系统的虚拟社区及论坛。  10. The system according to claim 7, further comprising: a game community management module, through which the user browses the game business, orders the game business, and logs in and uses the system's virtual community and forum.
11、 根据权利要求 10所述的系统, 其特征在于, 系统进一步包括: 数据库服务器, 用于存储和管理会话管理服务器、 游戏容器服务器、 游 戏业务管理模块和游戏社区管理模块发来的游戏平台数据, 并在所述服 ' 务器或模块请求时将游戏平台数据发送至所述服务器或模块。  11. The system according to claim 10, further comprising: a database server, configured to store and manage the game platform data sent by the session management server, the game container server, the game business management module, and the game community management module. And send game platform data to the server or module when requested by the server or module.
12、根据权利要求 11所述的系统, 其特征在于, 游戏平台数据包括 用户相关数据、 游戏相关数据和系统相关数据; 12. The system according to claim 11, wherein the game platform data includes User related data, game related data and system related data;
用户相关数据包括用户注册信息、 游戏数据和积分;  User-related data includes user registration information, game data and points;
游戏相关数据包括游戏开发商信息、 计费规则信息和版权信息; 系统相关数据包括游戏平台系统的配置信息。  Game-related data includes game developer information, billing rule information, and copyright information; system-related data includes configuration information for the game platform system.
13、 一种提供游戏业务的方法, 其特征在于, 该方法包括: 预先设置多个符合统一标准的接口;  13. A method for providing a game service, characterized in that the method includes: presetting a plurality of interfaces conforming to a unified standard in advance;
预先加载多个符合统一标准的游戏逻辑, 所述游戏逻辑通过调用所 述接口而运行;  Load a plurality of game logic that conforms to a unified standard in advance, and the game logic is run by calling the interface;
该方法还包括: 加入游戏的过程和退出游戏的过程,  The method further includes: a process of joining the game and a process of exiting the game,
所述加入游戏的过程包括:  The process of joining the game includes:
接收用户的登录系统请求, 记录并保存用户信息;  Receive a user's request to log in to the system, record and save user information;
接收用户的游戏请求, 在游戏请求所对应的游戏逻辑中加入所述用 户信息, 使用户加入游戏, 并返回游戏响应至用户;  Receiving a user's game request, adding the user information to the game logic corresponding to the game request, allowing the user to join the game, and returning a game response to the user;
所述退出游戏的过程包括:  The process of exiting the game includes:
接收用户的退出请求, 从退出请求所对应的游戏逻辑中删除所述用 户信息, 使用户退出游戏, 并返回退出响应至用户。  Receive a user's exit request, delete the user information from the game logic corresponding to the exit request, use the user to exit the game, and return an exit response to the user.
14、根据权利要求 13所述的方法, 其特征在于, 所述游戏逻辑是游 戏的服务器端程序;  14. The method according to claim 13, wherein the game logic is a server-side program of a game;
所述接口是从多个游戏逻辑中抽离出的共性部分所形成的可被所有 符合统一标准的游戏逻辑调用的函数。  The interface is a function formed by common parts extracted from a plurality of game logics and which can be called by all game logics conforming to a unified standard.
15、 居权利要求 13所述的方法, 所述用户信息包括:  15. The method according to claim 13, wherein the user information comprises:
标识用户身份的信息; 和  Information identifying the user; and
系统向用户发送消息的路由信息。  The system sends routing information to users.
16、 根据权利要求 13所述的方法, 其特征在于,  16. The method according to claim 13, wherein:
所述加入游戏的过程包括: Al、 接收用户发来的登录系统请求消息, 记录并保存用户信息, 然 后返回登录系统响应消息至用户; The process of joining the game includes: Al. Receive a login system request message sent by a user, record and save user information, and then return a login system response message to the user;
A2、 接收用户发来的游戏大厅请求消息, 返回包含游戏列表的游戏 大厅响应消息至用户, 使用户浏览游戏列表;  A2. Receive a game lobby request message from the user, return a game lobby response message containing the game list to the user, and let the user browse the game list;
A3、 接收用户发来的加入游戏室请求消息, 如果游戏室人数未达上 限, 则将用户加入游戏室, 返回加入游戏室响应消息至用户, 使用户浏 览当前游戏室中参加游戏的用户;  A3. Receive a request to join the game room from the user. If the number of players in the game room does not reach the upper limit, add the user to the game room, return the message to the user to the game room, and let the user browse the users participating in the current game room.
A4、 接收用户发来的加入游戏请求消息, 如果游戏人数未达上限, 则在加入游戏请求消息对应的游戏逻辑中加入用户信息, 使用户加入游 戏, 返回加入游戏响应消息至用户。  A4. Receive a game joining request message from the user. If the number of players does not reach the upper limit, add user information in the game logic corresponding to the game joining request message, use the user to join the game, and return a game joining response message to the user.
17、根据权利要求 16所述的方法, 其特征在于, 所述加入游戏的过 程进一步包括观看游戏的过程, 该过程在步驟 A3之后执行, 其包括: 接收用户发来的观看游戏请求消息, 该消息包含用户在通信终端上 选定的当前参与游戏的用户信息; '  17. The method according to claim 16, wherein the process of joining a game further comprises a process of watching a game, the process is performed after step A3, and comprises: receiving a game viewing request message sent by a user, The message contains information of the user currently participating in the game selected by the user on the communication terminal;
如果当前观看游戏的人数未达上限, 则使用户观看选定用户的游戏 情况, 并返回观看游戏响应消息至用户;  If the number of people currently watching the game does not reach the upper limit, the user is caused to watch the game situation of the selected user, and a response message for watching the game is returned to the user;
游戏结束时, 发送游戏结束通知消息至用户, 使用户的通信终端退 出游戏界面。  When the game ends, a game end notification message is sent to the user, and the user's communication terminal is used to exit the game interface.
18、根据权利要求 13所述的方法, 其特征在于, 所述退出游戏的过 程包括:  18. The method according to claim 13, wherein the process of exiting the game comprises:
Bl、 接收用户发来的退出游戏请求消息, 对用户进行计费; B2、 从退出游戏请求消息所对应的游戏逻辑中删除用户信息, 使用 户退出游戏, 返回游戏室, 并发送退出游戏响应消息至用户。  Bl. Receive the game exit request message sent by the user to charge the user. B2. Delete the user information from the game logic corresponding to the game exit request message, allow the user to exit the game, return to the game room, and send a game exit response message. To the user.
19、根据权利要求 13所述的方法, 其特征在于, 该方法进一步包括 上报单机游戏积分的过程, 其包括: Cl、 接收用户发来的用户积分消息, 用户积分消息包含用户在一局 单机游戏中的积分信息, 更新其保存的积分排行, 然后发送积分排行消 息至用户; 19. The method according to claim 13, wherein the method further comprises a process of reporting a stand-alone game credit, comprising: Cl. Receive a user point message from the user. The user point message contains the user's point information in a stand-alone game, updates its saved point ranking, and then sends the point ranking message to the user;
C2、用户在通信终端上继续下一局单机游戏, 然后返回步骤 Cl, 直 至完成单机游戏的最后一局并上报完最后一局的积分。  C2. The user continues the next stand-alone game on the communication terminal, and then returns to step Cl until the last round of the stand-alone game is completed and the points of the last round are reported.
20、根据权利要求 13所述的方法, 其特征在于, 该方法进一步包括 定购游戏业务的过程, 其包括:  20. The method according to claim 13, further comprising a process of ordering a game service, comprising:
Dl、 接收用户发来的游戏业务列表请求消息, 将游戏业务列表发送 给用户;  D1. Receive a game service list request message from a user, and send the game service list to the user;
D2、接收并保存用户发来的从所述游戏业务列表中选择的游戏业务 的信息。  D2. Receive and save the information of the game service selected from the game service list sent by the user.
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