发明名称 System and method for transmitting P2P message in multi-access online game
摘要 A system and method for transmitting a P2P message in a multi-access online game is disclosed. The system includes a game server for receiving game messages from a first user client, processing the received game messages, and transmitting game messages, needed to be transmitted to a second user client, to the second user client; and a database (DB) server for receiving status change information, and storing the received status change information in a database, wherein the game server, upon receiving a request of the second user client, having received a game message from the first user client as a P2P message, blocks the game message from being transmitted to the second user client. Therefore, some parts of transmission messages of the game server are transmitted or received as the P2P messages by the user clients, resulting in reduction of load at the game server.
申请公布号 US8758104(B2) 申请公布日期 2014.06.24
申请号 US200711843064 申请日期 2007.08.22
申请人 Intellectual Discovery Co., Ltd. 发明人 Kim Seonghun
分类号 A63F13/00 主分类号 A63F13/00
代理机构 H.C. Park & Associates, PLC 代理人 H.C. Park & Associates, PLC
主权项 1. A system for reducing a load of a game server associated with a multi-access online game, the system comprising: a game server, being connected to a plurality user clients comprising a transmitting user client and a receiving user client, configured to receive game messages from the transmitting user client to process the received game messages associated with status change information of a game character corresponding to the transmitting user client according to a predetermined game logic; and a database server configured to store the status change information, wherein the game server is configured to receive a first message comprising first game information transmitted from the transmitting user client and to block transmission of the first message to the receiving user client in response to receiving a cutoff request from the receiving user client, the cutoff request message being generated by the receiving user client, wherein upon receiving the first message, the receiving user client, is configured to determine a time for which the game messages are to be blocked by calculating guaranteed time information of the message of the first game information, and wherein the transmission of the first message between the transmitting user client and the receiving user client is blocked, according to the guaranteed time information.
地址 Seoul KR