WO2008112448A1 - Secured cross platform networked multiplayer communication and game play - Google Patents
Secured cross platform networked multiplayer communication and game play Download PDFInfo
- Publication number
- WO2008112448A1 WO2008112448A1 PCT/US2008/055573 US2008055573W WO2008112448A1 WO 2008112448 A1 WO2008112448 A1 WO 2008112448A1 US 2008055573 W US2008055573 W US 2008055573W WO 2008112448 A1 WO2008112448 A1 WO 2008112448A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- computing device
- platform
- clearinghouse
- application
- game
- Prior art date
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
- A63F13/323—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
-
- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/34—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/25—Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
- H04N21/266—Channel or content management, e.g. generation and management of keys and entitlement messages in a conditional access system, merging a VOD unicast channel into a multicast channel
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/532—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L63/00—Network architectures or network communication protocols for network security
- H04L63/06—Network architectures or network communication protocols for network security for supporting key management in a packet data network
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L63/00—Network architectures or network communication protocols for network security
- H04L63/08—Network architectures or network communication protocols for network security for authentication of entities
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/12—Protocols specially adapted for proprietary or special-purpose networking environments, e.g. medical networks, sensor networks, networks in vehicles or remote metering networks
Definitions
- Xbox LiveTM is an online multiplayer gaming and content delivery system created and operated by Microsoft Corporation.
- Microsoft's Live AnywhereTM enables a variety of non-Xbox platforms such as a PC and mobile phones to connect to Xbox Live, though with lesser functionality.
- cross-platform play is not available, such that PC players cannot compete against Xbox players.
- a user of a software application (e.g., game or title) running at a gaming console may interact securely in real-time with a user of the same software application running at a general purpose computing device, such as a PC.
- a game player on the gaming console may play online with a game player on a PC.
- the gaming console may securely communicate with the general purpose computing device either via a clearinghouse or directly via a network or system link connection, for example.
- the stack and ports are set to accommodate the cross-platform features. Additionally, a secure key exchange is provided, as well as big-endian and little-endian byte ordering.
- Figure 1 is a block diagram of an exemplary cross-platform networked system.
- Figure 2 is a block diagram of another exemplary cross-platform networked system.
- Figure 3 is a flow diagram of an example porting technique.
- Figure 4 is a diagram of an example key exchange process for a clearinghouse embodiment.
- Figure 5 is a diagram of an example key exchange process for a system link embodiment.
- Figure 6 depicts an exemplary operating environment.
- FIG. 1 is a block diagram of an exemplary cross-platform system in which a gaming console 10 is networked to a general purpose computing device 30, via a clearinghouse 20.
- the gaming console 10 may be any computing device adapted for online gaming.
- the gaming console 10 may be a personal computer (PC) loaded with one or more online game titles.
- the gaming console 10 may be a handheld device, and may be enabled for use with one or more game titles.
- a game title may be a discrete application that may be loaded and run on the gaming console 10.
- the game title may be stored on a medium readable by the gaming console 10, such as a CD, DVD, game cartridge, or the like.
- a user may possess a number of game titles.
- the user may load and run an individual game title onto the gaming console 10 to play an online game with other users that have loaded and run the same game title on their respective gaming console or computing device.
- the gaming console 10 is desirably a game-specific console, such as Microsoft Corporation's XboxTM for example, and the general purpose computing device 30 is desirably a PC, handheld device, or mobile phone, for example.
- the clearinghouse 20 may be an online multiplayer gaming and content delivery service or system, for example, such as Xbox LiveTM.
- the gaming console 10 and the computing device 30 may each be in communication with the clearinghouse 20 via the internet or another network, for example.
- the clearinghouse 20 desirably has its own network stack protocol 22 that allows for secure internet access.
- the network stack protocol 22 described further below, is used by the gaming console 10, and may be ported to the computing device 30, such that the computing device 30 has code that has the same protocol as the clearinghouse 20.
- the protocol can talk cross-platform between the gaming console 20 and the computing device 30.
- a key exchange that includes platform type (e.g., gaming console, PC, etc.) so that trust can be achieved.
- the platform type may be included in the key exchange message, and may be sent through the clearinghouse 20 which verifies that the device is a gaming console or a PC, for example. Key exchange is described further below.
- FIG 2 is a block diagram of an exemplary system in which a gaming console 10 is networked to a general purpose computing device 30, not via a clearinghouse 20 as in Figure 1 , but directly via a system link or local area network (LAN) connection, for example.
- a gaming console 10 is networked to a general purpose computing device 30, not via a clearinghouse 20 as in Figure 1 , but directly via a system link or local area network (LAN) connection, for example.
- LAN local area network
- System link allows gaming consoles to connect directly to each other without having to go through the clearinghouse.
- the protocol for establishing the connection is different from establishing a connection to a console via the clearinghouse. Instead of going through the clearinghouse, the console sends a broadcast packet out and awaits a response.
- This means that system link will work on a subnet and will not work across any type of router unless it is configured to route broadcast traffic.
- the broadcast packets are encrypted using a shared (per game title) key.
- the key structure may accommodate a flag that indicates cross-platform play.
- a user of a software application e.g., game or title
- a software application running at the gaming console
- a game player on a gaming console may play online with a game player on a PC.
- FIG. 1 Although one gaming console 10 and one computing device 30 are shown in Figures 1 and 2, it is contemplated that multiple consoles 10 and computing devices 30 may be networked together, via a clearinghouse, system link, LAN, or other means.
- each process or application may need its own broadcast port and perhaps a different game data port.
- FIG. 3 is a flow diagram of an example porting technique in a system link configuration.
- a game title or other application is activated on a general purpose computing device.
- the computing device determines which port to use. The port may be based on the game title or application that has been activated, or may be set by a user.
- the computing device sets the port accordingly.
- Ethernet level addressing is typically used in gaming console broadcasting. That is, packets are routed directly to the MAC address of the receiver below the IP level. Therefore, the address in the IP header is not used and does not matter, so it is desirably set to a particular address (e.g., 0.0.0.1) and sent from a particular port (e.g., port 3074).
- a particular address e.g., 0.0.0.1
- the port used in the computing device for cross-platform networked game play may be different from the port using on a gaming console (e.g., port 3074). It is contemplated that the port on the gaming console may vary depending on game title or user configuration, for example.
- cross-platform communication is desirably only enabled if a cross-platform privilege bit is set in the game's executable header.
- the bit that may be set indicates that the game will use IP addressing for system link instead of Ethernet addressing. This will allow system link between a gaming console and a general purpose computing device. If the bit is not set, the initial key exchange between the gaming console and the computing device will be rejected.
- cross-platform communication is desirably always enabled.
- APIs are described that can be called from the application or game's code.
- the application or game can fix the port it uses in its code or expose a user interface for the user to view and modify the port used.
- Setting the system link port desirably does not affect which port is used for connectivity through a clearinghouse, which remains as 3074, for example, or the port negotiated with the device if it does not allow 3074.
- An example API is:
- the parameter wSystemLinkPort refers to the port number to use for system link broadcasts and data.
- the API returns zero if successful, and an error code otherwise.
- XNetSetSystemLinkPort fails unless the XEX PRIVILEGE CROSSPLATFORM SYSTEM LINK bit is set in the game's executable header. "Address in use", for example, may be returned if the port chosen is in use by the system.
- port 3074 is the default port if XNetSetSystemLinkPort has not been called. Desirably, XNetSetSystemLinkPort is called before startup of the application or game, otherwise the application or game will fail.
- XNetSetSystemLinkPort If XNetSetSystemLinkPort succeeds, the set port is guaranteed to be available for binding when the application or game is started. That is, XNetSetSystemLinkPort locks the port for use so there is no possibility the port being retained by another process between calling XNetSetSystemLinkPort and the startup of the application or game.
- the port number is not persisted to disk and is stored globally for use until the application or game ends.
- the system link port is reset (e.g., back to 3074).
- the parameter pwSystemLinkPort is the port number currently set for system link broadcasts and data.
- Secure key exchange is desirably performed.
- an example connection protocol desirably requires that all connections between the clients (gaming consoles and general purpose computing devices) require a key exchange. Packets are inspected to determine whether they were from a general purpose computing device. If so, that information is indicated to the clearinghouse or other destination so that it can handle the data differently, if desired.
- FIG. 4 is a diagram of an example key exchange process for a clearinghouse embodiment, and shows a client 400, such as a game client, in communication with an authentication service 410, a clearinghouse key server 420, and a clearinghouse gateway server 430.
- the game client 400 sends login credentials 405 to the authentication service 410.
- the authentication service 410 responds to the client 400 with an authentication ticket 415.
- the game client 400 presents the authentication ticket 415 to the clearinghouse key server 420.
- the clearinghouse key server 420 responds with a clearinghouse ticket 425 and a pointer 427 to the clearinghouse gateway server 430.
- the game client 400 may then connect to the clearinghouse gateway server 430 to use the clearinghouse services.
- the key exchange messages desirably include the port number that the machine running the game should use to connect to the clearinghouse.
- key exchange desirably uses a flag in the key that indicates a cross-platform connection.
- Figure 5 is a diagram of an example key exchange process for a system link embodiment.
- Figure 5 shows a game client 500 that acts as a host and another game client 550.
- the clients may be in communication over a LAN subnet, for example. Additional game clients are contemplated on the network, although they are not shown.
- the host game client 500 broadcasts its existence and availability 505.
- the game client 550 decrypts the broadcast and responds with a broadcast to join the game 510.
- the host game client 500 accepts the join request and broadcasts the game session key 515.
- the game clients 500, 550 desirably unicast with each other 520 to carry out the game session.
- unicast is the sending of information packets to a single destination. Desirably, all broadcasts are encrypted with the title specific key, and all unicasts are encrypted with the game session specific key.
- endianness is the ordering used to represent some kind of data as a sequence of smaller units. Typical cases are the order in which integer values are stored as bytes in computer memory (relative to a given memory addressing scheme) and the transmission order over a network. Regarding bytes, endianness is also referred to as byte order.
- All computer architectures are big-endian or little-endian. Big-endian architectures are found in Microsoft's Xbox and IBM's Power PC, for example. Intel x86 processors (and their clones) use the little-endian format.
- FIG. 6 and the following discussion are intended to provide a brief general description of a suitable computing environment in which the present invention and/or portions thereof may be implemented.
- the invention is described in the general context of computer-executable instructions, such as program modules, being executed by a computer, such as a client workstation or a server.
- program modules include routines, programs, objects, components, data structures and the like that perform particular tasks or implement particular abstract data types.
- the invention and/or portions thereof may be practiced with other computer system configurations, including hand-held devices, multiprocessor systems, microprocessor-based or programmable consumer electronics, network PCs, minicomputers, mainframe computers and the like.
- the invention may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network.
- program modules may be located in both local and remote memory storage devices.
- an exemplary general purpose computing system includes a conventional personal computer 120 or the like, including a processing unit 121, a system memory 122, and a system bus 123 that couples various system components including the system memory to the processing unit 121.
- the system bus 123 may be any of several types of bus structures including a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures.
- the system memory includes read-only memory (ROM) 124 and random access memory (RAM) 125.
- ROM read-only memory
- RAM random access memory
- a basic input/output system 126 (BIOS) containing the basic routines that help to transfer information between elements within the personal computer 120, such as during start-up, is stored in ROM 124.
- the personal computer 120 may further include a hard disk drive 127 for reading from and writing to a hard disk (not shown), a magnetic disk drive 128 for reading from or writing to a removable magnetic disk 129, and an optical disk drive 130 for reading from or writing to a removable optical disk 131 such as a CD-ROM or other optical media.
- the hard disk drive 127, magnetic disk drive 128, and optical disk drive 130 are connected to the system bus 123 by a hard disk drive interface 132, a magnetic disk drive interface 133, and an optical drive interface 134, respectively.
- the drives and their associated computer-readable media provide non- volatile storage of computer readable instructions, data structures, program modules and other data for the personal computer 120.
- exemplary environment described herein employs a hard disk, a removable magnetic disk 129, and a removable optical disk 131
- other types of computer readable media which can store data that is accessible by a computer may also be used in the exemplary operating environment.
- Such other types of media include a magnetic cassette, a flash memory card, a digital video disk, a Bernoulli cartridge, a random access memory (RAM), a read-only memory (ROM), and the like.
- a number of program modules may be stored on the hard disk, magnetic disk 129, optical disk 131, ROM 124 or RAM 125, including an operating system 135, one or more application programs 136, other program modules 137 and program data 138.
- a user may enter commands and information into the personal computer 120 through input devices such as a keyboard 1 40 and pointing device 142.
- Other input devices may include a microphone, joystick, game pad, satellite disk, scanner, or the like.
- serial port interface 146 that is coupled to the system bus, but may be connected by other interfaces, such as a parallel port, game port, or universal serial bus (USB).
- a monitor 147 or other type of display device is also connected to the system bus 123 via an interface, such as a video adapter 148.
- a personal computer typically includes other peripheral output devices (not shown), such as speakers and printers.
- the exemplary system of Figure 6 also includes a host adapter 155, a Small Computer System Interface (SCSI) bus 156, and an external storage device 162 connected to the SCSI bus 156.
- SCSI Small Computer System Interface
- the personal computer 120 may operate in a networked environment using logical connections to one or more remote computers, such as a remote computer 149.
- the remote computer 149 may be another personal computer, a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to the personal computer 120, although only a memory storage device 150 has been illustrated in Figure 6.
- the logical connections depicted in Figure 6 include a local area network (LAN) 151 and a wide area network (WAN) 152.
- LAN local area network
- WAN wide area network
- the personal computer 120 When used in a LAN networking environment, the personal computer 120 is connected to the LAN 151 through a network interface or adapter 153. When used in a WAN networking environment, the personal computer 120 typically includes a modem 154 or other means for establishing communications over the wide area network 152, such as the internet.
- the modem 154 which may be internal or external, is connected to the system bus 123 via the serial port interface 146.
- program modules depicted relative to the personal computer 120, or portions thereof may be stored in the remote memory storage device. It will be appreciated that the network connections shown are exemplary and other means of establishing a communications link between the computers may be used.
Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2009553683A JP2010521744A (en) | 2007-03-13 | 2008-02-29 | Secure cross-platform for multiplayer network gameplay |
EP08731184.1A EP2122528A4 (en) | 2007-03-13 | 2008-02-29 | Secured cross platform networked multiplayer communication and game play |
CA002681006A CA2681006A1 (en) | 2007-03-13 | 2008-02-29 | Secured cross platform networked multiplayer game play |
IL200500A IL200500A0 (en) | 2007-03-13 | 2009-08-20 | Secured cross platform networked multiplayer communication and game play |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/717,387 | 2007-03-13 | ||
US11/717,387 US20080227548A1 (en) | 2007-03-13 | 2007-03-13 | Secured cross platform networked multiplayer communication and game play |
Publications (1)
Publication Number | Publication Date |
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WO2008112448A1 true WO2008112448A1 (en) | 2008-09-18 |
Family
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/US2008/055573 WO2008112448A1 (en) | 2007-03-13 | 2008-02-29 | Secured cross platform networked multiplayer communication and game play |
Country Status (8)
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US (1) | US20080227548A1 (en) |
EP (1) | EP2122528A4 (en) |
JP (1) | JP2010521744A (en) |
KR (1) | KR20090118955A (en) |
CN (1) | CN101636741A (en) |
CA (1) | CA2681006A1 (en) |
IL (1) | IL200500A0 (en) |
WO (1) | WO2008112448A1 (en) |
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CN103078788A (en) * | 2011-06-27 | 2013-05-01 | 北京奇虎科技有限公司 | Information interaction method and information interaction system based on application |
US9704350B1 (en) | 2013-03-14 | 2017-07-11 | Harmonix Music Systems, Inc. | Musical combat game |
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AU2008205413A1 (en) * | 2007-08-15 | 2009-03-05 | Aristocrat Technologies Australia Pty Limited | A Gaming System and a Method of Gaming |
CN101635710B (en) * | 2009-08-25 | 2011-08-17 | 西安西电捷通无线网络通信股份有限公司 | Pre-shared-key-based method for controlling secure access to networks and system thereof |
US9770654B1 (en) * | 2009-09-30 | 2017-09-26 | Amazon Technologies, Inc. | Cross device operation of games |
US9183560B2 (en) | 2010-05-28 | 2015-11-10 | Daniel H. Abelow | Reality alternate |
US10046241B1 (en) * | 2010-11-01 | 2018-08-14 | Ronald Charles Krosky | Output production |
US9182978B2 (en) | 2012-03-05 | 2015-11-10 | Microsoft Technology Licensing, Llc | Application configuration using binary large objects |
US9112935B2 (en) | 2012-03-05 | 2015-08-18 | Microsoft Technology Licensing, Llc | Manipulating binary large objects |
US9645860B2 (en) * | 2013-09-06 | 2017-05-09 | Microsoft Technology Licensing, Llc | Verification that particular information is transferred by an application |
JP6535159B2 (en) | 2014-08-27 | 2019-06-26 | 株式会社スクウェア・エニックス | Program, game system, control method and recording medium |
US10255083B2 (en) * | 2014-09-12 | 2019-04-09 | Ubisoft Entertainment | Method and system for unified input in cross-platform streaming applications in cloud computing environments |
CN105119918B (en) * | 2015-08-21 | 2019-01-08 | 腾讯科技(深圳)有限公司 | Realize the method and terminal device of application cross-platform interaction |
US9813468B2 (en) | 2015-09-08 | 2017-11-07 | Microsoft Technology Licensing, Llc | Wireless control of streaming computing device |
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2007
- 2007-03-13 US US11/717,387 patent/US20080227548A1/en not_active Abandoned
-
2008
- 2008-02-29 CN CN200880008142A patent/CN101636741A/en active Pending
- 2008-02-29 JP JP2009553683A patent/JP2010521744A/en active Pending
- 2008-02-29 CA CA002681006A patent/CA2681006A1/en not_active Abandoned
- 2008-02-29 WO PCT/US2008/055573 patent/WO2008112448A1/en active Application Filing
- 2008-02-29 KR KR1020097018515A patent/KR20090118955A/en not_active Application Discontinuation
- 2008-02-29 EP EP08731184.1A patent/EP2122528A4/en not_active Withdrawn
-
2009
- 2009-08-20 IL IL200500A patent/IL200500A0/en unknown
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CN101636741A (en) | 2010-01-27 |
JP2010521744A (en) | 2010-06-24 |
US20080227548A1 (en) | 2008-09-18 |
KR20090118955A (en) | 2009-11-18 |
IL200500A0 (en) | 2010-04-29 |
EP2122528A4 (en) | 2013-11-20 |
EP2122528A1 (en) | 2009-11-25 |
CA2681006A1 (en) | 2008-09-18 |
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