WO2006128353A1 - Procede permettant d’entrer l’etat d’un jeu a l’aide du numero de compte d’un jeu - Google Patents

Procede permettant d’entrer l’etat d’un jeu a l’aide du numero de compte d’un jeu Download PDF

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Publication number
WO2006128353A1
WO2006128353A1 PCT/CN2006/000991 CN2006000991W WO2006128353A1 WO 2006128353 A1 WO2006128353 A1 WO 2006128353A1 CN 2006000991 W CN2006000991 W CN 2006000991W WO 2006128353 A1 WO2006128353 A1 WO 2006128353A1
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WO
WIPO (PCT)
Prior art keywords
game
account
information
server
matching
Prior art date
Application number
PCT/CN2006/000991
Other languages
English (en)
French (fr)
Inventor
Quan Qi
Jieping Zhong
Qian Liu
Qian Sun
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 WO2006128353A1 publication Critical patent/WO2006128353A1/zh

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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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • 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
    • A63F2300/50Features 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
    • 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
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • 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
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history

Definitions

  • the present invention relates to online game technology, and more particularly to a method for entering a game account into a game state. Background of the invention
  • each game user generally corresponds to a game account, and the game user logs in to the game system by using the game account at a game terminal such as a mobile phone or a computer.
  • a game terminal such as a mobile phone or a computer.
  • Many game systems require the game user to specify pre-related information related to the game before the game account corresponding to the game user enters the game state.
  • the so-called pre-information is required to be provided to the game server when the user enters the game state.
  • the general name of the parameter information is required to be provided to the game server when the user enters the game state.
  • the game user In a battle game, the game user is generally required to select an account of the designated opponent; in a team game, the game user is required to select an account of a designated team member or specify a team logo to be joined; In the service system, the user is also required to specify the name or logo of the game to be entered.
  • the pre-information input by the terminal side is sent to the game server, and the game server returns the processing result to the terminal accordingly.
  • the input of the pre-information increases the processing load on the user's terminal side, and this interaction process also requires a certain amount of network resources and consumes a certain communication time and cost.
  • some low-end mobile phones in wireless network games do not support a graphical interface, so they cannot provide a graphical interface that is required by an opponent. At this time, the user cannot input corresponding pre-information through the game terminal, and as a result, the game cannot be performed. Summary of the invention
  • the object of the present invention is to provide a method for entering a game account into a game state, which solves the problem in the prior art that a user needs to pass the game before the game account enters the game state.
  • the terminal provides a problem that the terminal-side user has a heavy processing burden caused by the game-related pre-information.
  • the present invention provides a method for causing a game account to enter a game state, which includes presetting and saving game preposition information; the method includes the following steps: the game terminal uses a game account to log in to the game server;
  • the game server enters the game account into a game state according to the game pre-information.
  • the pre-setting and saving game pre-information is: pre-setting and saving game pre-information corresponding to the game account.
  • the pre-setting and saving the game pre-information is: pre-setting and saving the game pre-position information corresponding to the game account in the game terminal;
  • the step of the game terminal logging in to the game server further includes: the game terminal transmitting the game pre-position information corresponding to the game account saved by itself to the game server;
  • the step of the game server to enter the game account into the game state comprises: the game server enters the game account into the game state according to the received game pre-information b
  • the pre-setting and saving game pre-information is: pre-setting and saving game pre-position information corresponding to the game account on the game server;
  • the step of the game server to enter the game account into the game state includes: the game server enters the game account into the game state according to the game pre-hold information corresponding to the game account saved by itself.
  • the manner in which the game pre-information corresponding to the game account is set and saved in advance on the game server is: the game server receives the game pre-send sent by the user via the network WEB, the wireless application protocol WAP or the short message mode. Information, and storing the received game pre-information in the user information list corresponding to the user in the data library; or the game server sets and saves the game pre-message information for the game account by default, and makes The set front information corresponds to the user.
  • the game pre-information includes: game identification information, game parameter information, matching information, or any combination of the above.
  • the manner of setting and saving the game pre-position information is: setting and saving a game identification list corresponding to the game account and consisting of at least one game identifier;
  • Step of the game server to enter the game account into the game state ⁇ The game server selects the game identifier from the game identification list according to a random selection manner, a sequential selection manner or a matching time period, and then the game account is made Enter the game state of the game corresponding to the game logo.
  • the matching information includes: a random matching manner, a level matching manner, a pairing list manner, a user attribute matching manner, or any combination of the foregoing.
  • the setting and saving the game pre-location information corresponding to the game account includes: setting and saving one or more matching information corresponding to the game account, and all of the settings are Matching information sets priority respectively;
  • the step of the game server to enter the game account into the game state includes: the game server selects the matching information according to the set priority, selects a common player account for the game account, and then causes the game account and the selected common player account to enter the game. status.
  • the step of the game server to enter the game account into the game state includes: the game server selects a matching common player account for the game account according to the set matching information. Then, the game account and the selected common player account are entered into the game state.
  • the setting and saving the game pre-information corresponding to the game account further comprises: setting a time when the game terminal is in a waiting state after the first matching failure or a number of times the game server re-matches when the first matching fails.
  • the setting and saving the game pre-information corresponding to the game account includes: setting an attribute of receiving a common player's power entry notification from the game server when the game account is in a waiting state.
  • the step of the game server entering the game account into the game state further comprises: when the game server selects a matching common player account for the game account according to the set matching information, detecting, corresponding to the game account The pre-information and the pre-information corresponding to the common player account determine whether the game account and the common player account match each other, and if yes, execute the game account and the selected common player account to enter the game state. Step; otherwise, no processing.
  • the game server before the game server enters the game account into the game state, the game server includes: the game server establishes one or more waiting queues respectively set with different matching conditions; and the step of the game server to enter the game account into the game state includes: The game server adds the game account to the waiting queue that meets the set matching condition according to the saved user attribute information or pre-post information corresponding to the game account, and detects that the number of game personnel in the waiting queue is sufficient. At the same time, the game account and other game accounts in the waiting queue are entered into the game state of the corresponding game.
  • the present invention pre-sets and saves the game pre-information; the game terminal uses the game account to log in to the game server; the game server enters the game account according to the saved game pre-information, thereby avoiding the user.
  • the trouble of inputting the relevant game preposition information not only reduces the processing load of the game user, but also improves the processing efficiency of the game system.
  • FIG. 1 is a flow chart of a method of entering a game account into a game state in accordance with the present invention.
  • Figure 2 shows the composition of a game platform.
  • FIG. 3 is a flow chart of a method based on the specific embodiment of the gaming platform shown in FIG. 2 of the present invention. Mode for carrying out the invention
  • the core idea of the present invention is: pre-set and save game pre-information; the game terminal uses the game account to log in to the game server; the game server enters the game account according to the saved game pre-information, thereby avoiding the user passing In the process of logging in the game server to the game server, the trouble of inputting the relevant game pre-information reduces the processing burden of the game user and improves the processing efficiency of the game system.
  • the method is as shown in FIG. 1 , and specifically includes the following steps:
  • Step 101 Set and save the game pre-set information in advance.
  • the game pre-information generally corresponds to the specific user, that is, the game account.
  • the system can also adopt the general game pre-information setting for all users.
  • the game pre-information generally includes game identification information, game parameter information, matching information, etc., and all or all of the above contents may be included according to the category of the selected game and the user setting when performing the pre-set information setting.
  • the following types of pre-information are described separately:
  • the game identification information is the unique logo and game of the game - correspondingly, the game logo can be the game name or game code.
  • the game server runs a plurality of games at the same time, in the process of logging in to the game server using the game account, the user needs to select the game logo to be entered in the game list displayed in the game terminal or the game hall graphical interface. Therefore, in the present invention, when such pre-form information is set, a game identification list as pre-information can be set in advance, and then the game identification list is saved in the game terminal or the game server.
  • game parameter information That is, the parameter configuration information of the specific game, such as the difficulty level, etc., when entering the game, the game server will configure the corresponding level of the game according to this parameter configuration.
  • the matching information may specifically include: Method, level matching method, pairing list method or user attribute matching method.
  • the random matching method refers to: In the process of the user logging in to the game server through the game account, the game server arbitrarily selects the common game state in the idle state for the game account. After the user logs in to the game server through the game account, if the account does not start the game immediately, that is, if the game state is not immediately entered, the user is in an idle state, or is in a waiting state. Generally, each account that has been logged in is saved in the memory of the game server. Status information, the game server can know whether the account is ⁇ : in the idle state by querying the status information of the account in the memory.
  • the game server may first send a message including the inquiry whether to enter the game state to the terminal where the account of the common player in the idle state is located, when the game server receives the message. After the confirmation message returned by the corresponding terminal, the account and the selected account are jointly entered into the game state.
  • the level matching method refers to: setting and saving the account level range information of the opponent or the game common player corresponding to the account at the game terminal or the game server; and then, when the user logs in to the game server through the game account, the game server selects The game account that is in the idle state and belongs to the above-mentioned level range finally makes the account and the selected account jointly enter the game state of the corresponding game.
  • the above level is a flag indicating the user's game level.
  • multiple levels can be defined, such as: Go games can be set to 9 levels, corresponding to the segment; or can be divided by points, such as every 1000. Divided into one level. As the number of times a user wins in the game changes, the user's game level information changes accordingly.
  • the pairing list means setting and saving and specific tour in the game terminal or game server
  • the account matching list information corresponding to the play then, in the process of the user logging in to the game server through the game account, the game server queries the account pairing list corresponding to the game to be played, and selects from the list that the account matches the idle The account of the status, and finally the account and the selected account jointly enter the game state of the corresponding game.
  • the user attribute specifically includes: information such as gender, age, region, network speed, and disconnection rate, and the user attribute is usually stored in the database of the game server in the form of a user information table.
  • the user attribute matching method specifically refers to: setting matching user attributes in the game terminal or the game server, such as setting the matching game account gender to female, and the age is 18 to 24 years old, etc.; then, the user logs in to the game service through the game account.
  • the game server obtains the user attribute matching information set for the account, and obtains the user attribute information of the current idle account from the database and compares the user attribute matching information with the user attribute matching information, and selects the user set with the account.
  • the account with the attribute condition matching in the idle state can set a matching information separately, such as a pairing list mode, or a plurality of matching information, such as a pairing list mode and a random selection mode, when the matching information is set.
  • a matching information separately, such as a pairing list mode, or a plurality of matching information, such as a pairing list mode and a random selection mode, when the matching information is set.
  • the game server fails to match according to the set matching information, the game server can continue to perform matching according to the second matching information, thereby increasing the success rate of the matching. For example: When the game server queried according to the set pairing list to find that the account in the paired account list is not idle, it can only notify the game terminal where the current game account is located.
  • the game server may continue to query other game accounts that are currently in an idle state corresponding to the game identifier, and then randomly select a common player's account number from the middle, and finally make the The account number and the selected account share the game state of the corresponding game together, thereby preventing the user from waiting too long and improving the utilization of system resources.
  • Each type of matching information is set to set different priority information.
  • the game server can select the matching order according to the priority of the set matching information, so as to satisfy the user setting as much as possible, and it is not too long to wait for the user to wait too long.
  • the pairing list mode is set to the highest priority
  • the level matching mode is set to the higher priority
  • the random matching mode is set to the lowest priority.
  • the game server determines that there is no matching common player in the idle state according to the pairing list manner, the player continues to select the opponent according to the level matching manner, and if not, continues to use the random matching method to select the opponent, thereby improving the success rate of the matching. , in turn, improve the success rate of the game account into the game state, to avoid the user waiting too long, improve the utilization of system resources.
  • a waiting time can be set in advance.
  • the game server fails to match according to the set matching information, the game terminal corresponding to the game account is notified to enter a waiting state or exit.
  • the game server may re-match, if the matching is successful, the game terminal corresponding to the game account is entered into the game state; otherwise, the matching failure notification is sent to the game terminal. It is also possible to set a number of retries in advance. If the matching still fails after the retry of the predetermined number of times, that is, after the rematch is completed, the game terminal is notified that the game terminal cannot enter the game state.
  • the game server in order to increase the success rate of the game account entering the game state, after the game server matches within the preset waiting time or the set number of retries, if the match still fails, the matching condition is lowered, for example, the level requirement is lowered. Etc., thereby expanding the matching range; or the game server directly selects the account that is closest to the pre-information condition in the game account that is currently in the idle state and has not entered the game state, such as the game account with the closest level or credit, and the game service.
  • the terminal sends a message to the game terminal, and when the game server receives the confirmation message returned by the game terminal, the game account is brought into the game state.
  • the message sent to the game terminal by the game server includes information such as the account number, points, and level of the other party.
  • a group game such as a mahjong
  • the game server can send a notification message to the waiting game terminal every time a game member is added.
  • the game server can also add the game account requesting a certain group game to the waiting group with the largest number of waiting persons, so that the game members in the team enter the game state as early as possible, reducing the waiting time of the user.
  • Another method for avoiding the user waiting too long is: when the user logs in using the game account, and the game server determines that the game account cannot enter the game state according to the set pre-information, after the game terminal exits, The game server monitors the login of the opponent who meets the condition within a preset time, for example, within one hour, and sends a notification to the game terminal by sending a short message, etc., and causes the above-mentioned opponent account to satisfy the condition, and at the same time
  • the account is no longer matched with other accounts to enter the game state within a certain period of time, and a lock flag may be set in the memory for the opponent account that satisfies the condition.
  • the game terminal can choose to log in again, so that the game server enters the game state with the above-mentioned opponent account.
  • the set time is exceeded, the setting is automatically invalidated and the game server no longer sends a notification.
  • the game server detects that the account satisfying the condition has entered the game state, the user must wait for the other game to end. Instead of starting the game, the above method of avoiding the user waiting time is also adopted.
  • the game server sends a notification to the game terminal.
  • the above explains the specific content of the game front information.
  • the following describes the setting and saving method of the game front information.
  • the above game pre-information can be stored in the game terminal or in the game server.
  • the game terminal needs to call the account saved by itself.
  • the game's pre-post information is then sent to the game server.
  • the game server directly calls the relevant pre-store information saved by itself, thereby avoiding the steps of the game terminal interacting with the game server, reducing the number of steps.
  • the consumption of network resources, communication time and expenses makes it easier for game accounts to enter the game state.
  • the pre-stored information stored on the game server can be set by the user through the network (WEB), the wireless application protocol ( WAP) or sending a short message, or can be set by the system according to the default manner, such as matching.
  • WEB the network
  • WAP wireless application protocol
  • the game server can be set for all users or multiple users, or can be set separately for individual users, that is, set the corresponding pre-information for each game account in the user information table saved in the game server database.
  • the game server only needs to obtain the pre-position information corresponding to the game account from the user information table, and then performs corresponding processing according to the pre-information, and finally causes the game account to enter the game state.
  • Step 102 The game terminal uses the game account to log in to the game server.
  • the game terminal when the current information is stored in the game terminal, as described above, in the process of the user logging in to the game server through the game terminal using the game account, the game terminal needs to send the pre-information together with the game account and password to the game server. Or the game terminal first sends the game account and password to the game server. After the game terminal receives the verification pass message returned by the game server, the game terminal sends the saved pre-post information to the game server.
  • the game server When the current information is saved on the game server, in the subsequent user login process, the game server directly calls the relevant pre-store information saved by itself.
  • Step 103 The game server enters the game account according to the pre-information information.
  • the game server will cause the corresponding game account to enter the game state according to the game pre-set information set in the above step 101.
  • the game server selects the entered game for the game account according to the set game identification list, the following methods may be specifically adopted: Random selection method: arbitrarily select a game from the game identification list, and then make the game account enter the game state of the corresponding game. When there is only one game identifier in the game identification list, the game corresponding to the game identification is directly entered.
  • the game server can select the game in order according to the order of the list elements in the game identification list, and preferentially select the list elements with the highest order. For example, the game server preferentially causes the game account to enter the first game in the list. If it is detected that the game cannot reach because the number of people has reached the upper limit, then try to make the game account enter the second game in the list. analogy.
  • each game identifier in the game identification list corresponds to the time period, and the game identifier corresponding to the time period of the current time is selected.
  • the pre-information corresponding to the game account of the common player may also be detected at the same time, and it is determined whether the user satisfies the opponent. Matching conditions in the set pre-information, such as level conditions, etc., only make the game account enter the game state when they match each other.
  • a waiting state which is a state in which the game account has not entered the game after login, that is, an idle state.
  • the game server makes the user and the user who meets the condition enter the game state together, and if it is a multi-player game, the user who satisfies the pre-information condition with each other is in a waiting state until When the game server detects that the number of users satisfying the pre-information condition to each other reaches the number required by the game, the game server enters the game state together.
  • a multiplayer game such as a common four-player game
  • This game server needs to perform 6 matches, which is inefficient.
  • a plurality of waiting queues respectively set different matching conditions for each game may be established in the game server memory, so that when the user logs in, the game server may according to the user's attribute information, such as points, etc.
  • the pre-selection information selects the waiting pair column that satisfies the condition, so that when the game server detects that the number of people in the queue is sufficient, the game server enters the game state.
  • the game server Since the game server only compares the user information with the setting information of the waiting queue, and the game accounts located in the same waiting queue no longer match each other, the number of matching is reduced, and the efficiency of the game server is improved. If a game is divided into 3 levels according to user points, 3 waiting queues are established for 3 levels. After the three levels of user accounts are logged in, the game server assigns them to different waiting queues according to their points.
  • the game server detects that the user game terminal does not support the graphical interface and does not have preset pre-set information, the system default pre-information setting is adopted to make the corresponding game account enter the game state.
  • the method of the present invention is described in detail below by way of a specific embodiment, which is based on a mobile game platform (Mobile Game Platform) conforming to the Open Mobile Alliance (OMA) standard as shown in FIG. 2, and the game platform includes: an access center (Access Center) ), Control Center and Database Server; The control center mainly includes the following three modules: Session Manager, Game Container, and System Authentication and Accounting Server (AAA Server). ).
  • the game platform is located on the game server side, and the game server side also includes a game module running on the game platform.
  • the method for the method for entering the game account into the game state based on the above mobile game platform is shown in FIG. 3.
  • the user pre-sets the game pre-position information of the game account through the Web/WAP Portal, and sets the front of the game.
  • the information and the user attribute information are saved in the database server, and the method specifically includes the following steps:
  • Step 301 The game terminal is flat to the mobile game through a mobile communication network such as 2.5G or 3G.
  • the station sends a user login request message.
  • Step 302 After receiving the login request message sent by the game terminal, the access center of the mobile game platform sends the message to the session management server, and then the session management server forwards the user login request message to the system authentication and accounting server.
  • the authentication billing server authenticates the mobile terminal user according to the user attribute information stored in the database server.
  • Step 303 When the authentication is passed, the system authentication and accounting server returns a login response to the session management server.
  • Step 304 The session management server returns a login response to the game terminal through the access center.
  • Step 305 The game terminal sends a message requesting to join the game to the session management server through the access center.
  • Step 306 The session management server sends a message requesting to join the corresponding game to the game container according to the game pre-information corresponding to the game account stored in the database server, such as the game identification information.
  • Step 307 The game container matches the game account in the idle state of the game room according to the game pre-position information corresponding to the game account saved in the database server, such as matching information, and then through the session management server and the access center.
  • the game terminal returns a response message.
  • Step 308 After the game terminal receives the response message, the game server starts the corresponding game, and causes the corresponding game account to enter the game state, so that the user can play the game with other users in the game terminal.
  • the game terminal When the general game account enters the game state, the game terminal starts the corresponding game module to interact with the corresponding game module running on the game server, and the game server performs corresponding processing according to the input of the game terminal.
  • the game terminal does not need to start any game module, and only needs to send the short message command input by the user on the terminal to the game server and receive the short message or multimedia message returned by the game server to play the game. The interaction.
  • a special matching unit may be set in the game platform to perform the matching process described in the foregoing step 307, that is, the step 307 is performed: the game container is corresponding to the game account.
  • the matching information in the game pre-information sends a matching request to the matching unit; after the matching unit is successfully matched, the response message is returned to the gaming terminal through the game container and the session management server.

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Description

使游戏帐号进入游戏状态的方法 技术领域
本发明涉及网络游戏技术, 特别是指一种使游戏帐号进入游戏状态 的方法。 发明背景
在网络游戏***中, 每个游戏用户一般对应一个游戏帐号, 游戏用 户在诸如手机或电脑等游戏终端通过使用游戏帐号登录游戏***。 很多 游戏***在游戏用户对应的游戏帐号进入游戏状态前需要游戏用户指 定与游戏相关的前置信息,·其中, 所谓前置信息是用户进入游戏状态时 所需提供给游戏服务端的与进入游戏相关的参数信息的总称。 例如: 在 对战类游戏中, 一般需要游戏用户选择指定对手的帐号; 在团队类游戏 中, 需要游戏用户选择指定团队组员的帐号或者指定要加入的团队标 识; 在运行有多种游戏的游戏服务***中, 还需要用户指定要进入的游 戏名称或标识等。 终端侧输入的这些前置信息会发送给游戏服务端, 游 戏服务端据此返回处理结果给终端。 然而前置信息的输入增加了用户终 端侧的处理负担, 而且这一交互过程也需要占用一定的网络资源和消耗 一定的通信时间和费用。 另外, 在无线网络游戏中有些低端手机并不支 持图形界面, 因此无法提供 择对手等需要的图形界面, 这时用户就无 法通过游戏终端输入相应的前置信息, 结果导致游戏无法进行。 发明内容
有鉴于此, 本发明的目的在于提供一种使游戏帐号进入游戏状态的 方法, 解决现有技术中在游戏帐号进入游戏状态之前需要用户通过游戏 终端提供与游戏相关的前置信息所导致的终端侧用户处理负担较重的 问题。
为了达到上述目的, 本发明提供一种使游戏帐号进入游戏状态的方 法, 其包括预先设置并保存游戏前置信息; 该方法包括如下步骤: 游戏终端使用游戏帐号登录游戏服务端;
游戏服务端根据所述游戏前置信息使该游戏帐号进入游戏状态。 在上述方法中, 所述预先设置并保存游戏前置信息为: 预先设置并 保存与游戏帐号对应的游戏前置信息。
在上述方法中, 所述预先设置并保存游戏前置信息为: 预先在游戏 终端设置并保存与游戏帐号对应的游戏前置信息;
所述游戏终端登录游戏服务端的步骤进一步包括: 游戏终端将自身 保存的与所述游戏帐号对应的游戏前置信息发送至游戏服务端;
所述游戏服务端使游戏帐号进入游戏状态的步骤包括: 游戏 务端 根据接收到的游戏前置信息使该游戏帐号进入游戏状态 b
在上述方法中, 所述预先设置并保存游戏前置信息为: 预先在游戏 服务端设置并保存与游戏帐号对应的游戏前置信息;
所述游戏服务端使游戏帐号进入游戏状态的步骤包括: 游戏服务端 根据自身保存的与该游戏帐号对应的游戏前置信息使该游戏帐号进入 游戏状态。
在上述方法中, 所述预先在游戏服务端设置并保存与游戏帐号对应 的游戏前置信息的方式为: 戏服务端接收用户通过网络 WEB、 无线 应用协议 WAP或短消息方式发送的游戏前置信息, 并将接收到的游戏 前置信息保存于数椐库中与该用户对应的用户信息列表中; 或者游戏服 务端按照缺省方式为该游戏帐号设置并保存游戏前置信 '息, 并使得设置 的前置信息与用户相对应。 在上述方法中, 所述游戏前置信息包括: 游戏标识信息、 游戏参数 信息、 匹配信息或上述三者的任意组合。
在上述方法中, 当所述前置信息包括游戏标识信息时, 所述设置并 保存游戏前置信息的方式为: 设置并保存与游戏帐号对应的、 由至少一 个游戏标识组成的游戏标识列表;
所述游戏服务端使游戏帐号进入游戏状态的步骤包^: 游戏服务端 按照随机选取方式、 顺序选取方式或与设置的时间段相匹配的方式从游 戏标识列表中选取游戏标识, 然后使游戏帐号进入与该游戏标识所对应 游戏的游戏状态。
在上述方法中, 所述匹配信息包括: 随机匹配方式、 级别匹配方式、 配对列表方式、 用户属性匹配方式或上述四者的任意组合。
在上述方法中, 当所述前置信息包括匹配信息时, 所述设置并保存 与游戏帐号对应的游戏前置信息包括: 设置并保存与游戏帐号对应的一 个以上匹配信息, 且为设置的所有匹配信息分别设置优先级;
所述游戏服务端使游戏帐号进入游戏状态的步骤包括: 游戏服务端 根据设置的优先级选择匹配信息为该游戏帐号选取共同游戏者帐号, 然 后使该游戏帐号以及选取的共同游戏者帐号进入游戏状态。
在上述方法中, 当所述前置信息包括匹配信息时, 所述游戏服务端 使游戏帐号进入游戏状态的步骤包括: 游戏服务端按照设置的匹配信息 为该游戏帐号选取匹配的共同游戏者帐号, 然后使该游戏帐号以及选取 的共同游戏者帐号进入游戏状态。
在上述方法中, 所述设置并保存与游戏帐号对应的游戏前置信息进 一步包括: 设置当首次匹配失败后游戏终端处于等待状态的时间或当首 次匹配失败后游戏服务端进行重新匹配的次数。
在上述方法中, 所述设置并保存与游戏帐号对应的游戏前置信息进 一步包括: 设置当该游戏帐号处于等待状态时从游戏服务端接收共同游 戏者力 P入通知的属性。
在上述方法中, 所述游戏服务端使游戏帐号进入游戏状态的步骤进 一步包括: 当游戏服务端按照设置的匹配信息为该游戏帐号选择匹配的 共同游戏者帐号时, 检测与该游戏帐号对应的前置信息和与共同游戏者 帐号对应的前置信息, 判断该游戏帐号与共同游戏者帐号是否相互匹 配, 如果是, 则执行所述使该游戏帐号以及选取的共同游戏者帐号进入 游戏状态的步驟; 否则, 不作处理。
在上述方法中 , 在游戏服务端使游戏帐号进入游戏状态之前包括: 游戏服务端为游戏建立一个以上分别设置有不同匹配条件的等待队列; 所述游戏服务端使游戏帐号进入游戏状态的步骤包括: 游戏服务端 根据保存的与该游戏帐号对应的用户属性信息或前置信息将该游戏帐 号添加至满足设置的匹配条件的等待队列中, 且当检测到该等待队列中 的游戏人员数量凑足时, 使该游戏帐号以及等待队列中的其它游戏帐号 一起进入相应游戏的游戏状态。
综上所述, 本发明通过预先设置并保存游戏前置信息; 游戏终端使 用游戏帐号登录游戏服务端; 游戏服务端根据保存的游戏前置信息使该 游戏帐号进入游戏状态, 从而避免了在用户通过游戏帐号登录游戏服务 端的过程中, 输入相关的游戏前置信息的麻烦, 既减轻了游戏用户的处 理负担, 又提高了游戏***的处理效率。 附图简要说明
图 1为根据本发明的使游戏帐号进入游戏状态的方法流程图。
图 2为一个游戏平台的组成结构图。
图 3为本发明基于图 2所示游戏平台的具体实施例的方法流程图。 实施本发明的方式
为使本发明的目的、 技术方案和优点更加清楚, 下面结合附图对本 发明作进一步的详细描述。
本发明的核心思想是: 预先设置并保存游戏前置信息; 游戏终端使 用游戏帐号登录游戏服务端; 游戏服务端根据保存的游戏前置信息使该 游戏帐号进入游戏状态, 从而避免了在用户通过游戏帐号登录游戏服务 端的过程中, 输入相关的游戏前置信息的麻烦, 既减轻了游戏用户的处 理负担, 又提高了游戏***的处理效率。
明的使
方法, 该方法流程如图 1所示, 具体包括如下步骤:
步骤 101: 预先设置并保存游戏前置信息。
游戏前置信息一般是与具体的用户即游戏帐号相对应的, 当然也可 采用***针对所有的用户采用通用的游戏前置信息设置。 游戏前置信息 一般包括游戏标识信息、 游戏参数信息以及匹配信息等, 在进行前置信 息设置时具体根据所选择游戏的类别以及用户设置可以包括以上全部 或部分内容。 下面对上述几类前置信息分别进行说明:
第一、 游戏标识信息。'游戏标识作为游戏的唯一标识与游戏——对 应, 游戏标识可以是游戏名称或游戏代码等。 当游戏服务端同时运行多 种游戏时, 用户在使用游戏帐号登录游戏服务端的过程中, 就需要在游 戏终端显示的游戏列表或游戏大厅图形界面中选择要进入的游戏标识。 因此, 本发明中, 在设置该类前置信息时, 可以预先设置作为前置信息 的游戏标识列表, 然后在游戏终端或游戏服务端保存游戏标识列表。
第二、 游戏参数信息。 即具体游戏的参数配置信息, 如难度等级等, 当进入游戏时, 游戏服务端将根据此参数配置启动相应级别的游戏。
第三、 匹配信息。在为当前游戏帐号选择要进入游戏的游戏标识后, 且该游戏标识对应的游戏为非单人游戏时, 就需要进一^为该游戏帐号 确定共同游戏者的帐号, 这时需要设置选取共同游戏者的方式, 该匹配 信息具体可以包括: 随机匹配方式、 级别匹配方式、 配对列表方式或者 用户属性匹配方式等。
其中, 随机匹配方式是指: 在用户通过游戏帐号登录游戏服务端的 过程中, 游戏服务端为该游戏帐号任意选取处于空闲状态的共同游戏者 态。 在用户通过游戏帐号登录游戏服务端后, 如果该帐号没有立即开始 游戏, 即没有立即进入游戏状态则处于空闲状态, 或者说是等待状态, 一般在游戏服务端的内存中保存每个已经登录帐号的状态信息, 游戏服 务端通过查询内存中帐号的状态信息即可获知帐号是否^:于空闲状态。 另外, 游戏服务端在选取了处于空闲状态的共同游戏者的帐号后, 可以 先向处于空闲状态的共同游戏者的帐号所在的终端发送包含询问是否 希望进入游戏状态的消息, 当游戏服务端接收到相应终端所返回的确认 消息后, 再使该帐号以及选取的帐号共同进入游戏状态。
级别匹配方式是指: 在游戏终端或游戏服务端设置并保存与该帐号 相对应的对手或游戏共同者的帐号级别范围信息; 然后在用户通过游戏 帐号登录游戏服务端的过程中, 游戏服务端选取处于空闲状态且属于上 述级别范围的游戏帐号 , 最后使该帐号以及选取的帐号共同进入相应游 戏的游戏状态。 需要说明的是: 上述级别是表示用户游戏水平的标志, 针对具体的游戏可以定义多个级别,如: 围棋类游戏可以设置 9个级别, 与段位对应; 也可以用积分来划分, 如每 1000分为一个等级。 随着用 户在游戏中获胜的次数的变化, 用户的游戏级别信息也会发生相应的变 化。
配对列表方式是指: 在游戏终端或游戏服务端设置并保存与具体游 戏相对应的帐号配对列表信息; 然后在用户通过游戏帐号登录游戏服务 端的过程中, 游戏服务端查询与所要进行的游戏相对应的帐号配对列 表, 并从列表中选取与该帐号匹配的处于空闲状态的帐号, 最后使该帐 号以及选取的帐号共同进入相应游戏的游戏状态。
用户属性匹配方式。 其中, 用户属性具体包括: 性别、 年龄、 地域、 网速以及断线率等信息, 用户属性通常以用户信息表的方式保存于游戏 服务端的数据库中。 用户属性匹配方式具体是指: 在游戏终端或游戏服 务端设置匹配的用户属性, 如设置匹配的游戏帐号的性别为女, 并且年 龄为 18至 24岁等;然后在用户通过游戏帐号登录游戏服务端的过程中, 游戏服务端获取对该帐号设置的用户属性匹配信息, 并从数据库中获取 当前处于空闲状态的帐号的用户属性信息与上述用户属性匹配信息进 行对比, 选取与该帐号设定的用户属性条件匹配的处于空闲状态的帐 在设置上述匹配信息时, 既可以单独设置一种匹配信息, 如配对列 表方式, 也可以组合设置多种匹配信息, 如配对列表方式和随机选取方 式, 从而当游戏服务端在根据设置的一种匹配信息匹配失败时, 可以继 续才艮据第二种匹配信息进行匹配, 增加匹配的成功率。 例如: 当游戏月 务端根据设置的配对列表方式查询到配对帐号列表中的帐号都为非空 闲状态时, 就只能通知当前游戏帐号所在的游戏终端等待。 而如果将配 对列表方式和随机匹配方式结合起来进行使用时, 游戏服务端可以继续 查询与该游戏标识对应的当前处于空闲状态的其它游戏帐号, 然后从中 随机选择共同游戏者的帐号 , 最后使该帐号以及选取的 它帐号共同进 入相应游戏的游戏状态, 从而避免用户等待过长时间, 提高***资源的 利用率。
而且当采取上述组合方式设置多种匹配信息时, 还可以进一步为设 置的每一种匹配信息设置不同的优先级信息。 这样当用户使用游戏帐号 登录游戏服务端时, 游戏服务端就可以根据设置的匹配信息的优先级选 择匹配的顺序, 从而在尽量满足用户设置的同时, 又不阜于使用户等待 的时间过长。 举例来说, 在设置匹配信息时, 将配对列表方式设置为最 高优先级, 而将级別匹配方式设置为较高优先级, 将随机匹配方式设置 为最低优先级。 这样当游戏服务端根据配对列表方式判定没有匹配的处 于空闲状态的共同游戏者时, 则继续根据级别匹配方式选择对手, 如果 还没有, 则继续使用随机匹配方式选择对手, 从而提高匹配的成功率, 进而也提高游戏帐号进入游戏状态的成功率, 避免用户等待过长时间, 提高***资源的利用率。
另外, 还可以预先设定一个等待时间。 当游戏服务端根据设置的匹 配信息匹配失败时, 通知该游戏帐号对应的游戏终端进入等待状态或退 出。 在等待过程中, 游戏服务端可以重新进行匹配, 如果匹配成功, 则 使该游戏帐号对应的游戏终端进入游戏状态; 否则, 向游戏终端发送匹 配失败通知。 也可以预先设定一个重试次数, 如果在进行了预定次数的 重试, 即进行完毕重新匹配之后, 匹配依然失败时, 则通知游戏终端无 法进入游戏状态。 当然为了增加游戏帐号进入游戏状态的成功率, 游戏 服务端在预先设定的等待时间内或进行了设定的重试次数的匹配后, 如 果匹配仍然失败, 则降低匹配条件, 例如降低级别要求等, 从而扩大匹 配范围; 或者游戏服务端直接在目前处于空闲状态尚未进入游戏状态的 游戏帐号中挑选最接近前置信息条件的帐号 , 如级别或积分最接近的游 戏帐号进行匹配, 同时游戏服务端发送消息给游戏终端, 而且当游戏服 务端接收到游戏终端返回的确认消息后, 使该游戏帐号进入游戏状态。 其中, 在游戏服务端发送给游戏终端的消息中包括对方的帐号、 积分以 及级别等信息。 当涉及团体游戏时, 如麻将, 由于必须凑足游戏成员才可进入游戏 状态, 因此在进入团体游戏状态时, 1可能因为游戏成员不足导致选择 进行团体游戏的用户等待较长时间。 为了避免用户感觉等待时间太长以 及提高***资源的利用率, 游戏服务端可以在每加入一个游戏成员就向 等待的游戏终端发送一条通知消息。 而且游戏服务端还可以使请求进行 某个团体游戏的游戏帐号加入当前处于等待状态且人数最多的等待团 队,以便使该团队中的游戏成员尽早进入游戏状态,减少用户等待时间。
另外一种避免用户等待时间过长的方法则是: 当用户使用游戏帐号 登录, 而游戏服务端根据设置的前置信息判定无法使该游戏帐号进入游 戏状态时, 则在该游戏终端退出后, 游戏服务端在预先设定的时间如 1 小时内监测到有满足条件的对手登录, 则通过发送短消息等方式向该游 戏终端发送通知, 并使上述满足条件的对手帐号处于等待状态, 同时为 了使该帐号在一定时间内不再与其它帐号匹配进入游戏状态, 还可以为 该满足条件的对手帐号在内存中设置一个锁定标志。 这羊该游戏终端在 接到通知后就可以选择重新登录, 从而游戏服务端使之与上述对手帐号 进入游戏状态。 而当超过该设定时间, 则该设置自动失效, 游戏服务端 不再发送通知。 另外, 当用户使用游戏帐号登录游戏***后, 如果满足 条件的对手正与其他用户进行游戏即游戏服务端检测到满足条件的帐 号都已进入游戏状态, 则该用户必须要等对方游戏结束后才能与其开始 游戏, 也可采用上面避免用户等待时间过长的方法, 在对手与其它用户 游戏结束时, 游戏服务端向该游戏终端发送通知。
以上说明了游戏前置信息的具体内容, 下面说明游戏前置信息的设 置及保存方法。 上述游戏前置信息既可以保存于游戏终端, 也可以保存 于游戏服务端。 当前置信息被保存于游戏终端时, 则在后续的用户通过 游戏帐号登录游戏服务端时, 游戏终端需要调用自身保存的与该帐号相 关的游戏前置信息, 然后发送至游戏服务端。 当前置信息保存于游戏服 务端时, 则在后续用户登录过程中, 游戏服务端直接调用自身保存的相 关前置信息即可, 从而避免了游戏终端与游戏^■务端交互的步骤, 減少 了网络资源、 通信时间和费用的消耗, 使游戏帐号更便捷地进入游戏状 态。保存于游戏服务端的前置信息既可以采用由用户通过网络( WEB )、 无线应用协议 ( WAP )或者发送短消息的方式进行设置, 也可以采用由 ***按照缺省方式进行设置, 如在进行匹配信息设置时; ***可以将用 户的对手级别默认设置为与用户自身的級别相同。 而且游戏服务端既可 以针对所有用户或多个用户进行通用设置, 也可针对个别用户进行单独 设置, 即在游戏服务端数据库中保存的用户信息表中为每个游戏帐号设 置相应的前置信息, 而在游戏帐号登录***时, 游戏服务端只需从用户 信息表中获取该游戏帐号对应的前置信息, 然后根据前置信息进行相应 处理, 最后使游戏帐号进入游戏状态。
步骤 102: 游戏终端使用游戏帐号登录游戏服务端。
其中, 当前置信息被保存于游戏终端时, 如上所述, 在用户通过游 戏终端使用游戏帐号登录游戏服务端的过程中, 游戏终端需要将前置信 息与游戏帐号和密码一起发送至游戏服务端, 或者游戏终端首先将游戏 帐号和密码发送至游戏服务端, 当游戏终端接收到游戏服务端返回的验 证通过消息后, 再将保存的前置信息发送至游戏服务端。
当前置信息被保存在游戏服务端时, 则在后续用户登录过程中, 游 戏服务端直接调用自身保存的相关前置信息即可。
步驟 103: 游戏服务端 据前置信息使该游戏帐号进入游戏状态。 在本步骤中, 游戏服务端会才艮据上述步骤 101中设置的游戏前置信 息使相应的游戏帐号进入游戏状态。 而当游戏服务端根据设置的游戏标 识列表为游戏帐号选择进入的游戏时, 则具体可以采取以下几种方式: 随机选取方式: 从游戏标识列表中任意选取一个游戏, 然后使该游 戏帐号进入相应游戏的游戏状态, 当游戏标识列表中只有一个游戏标识 时, 则直接进入该游戏标识对应的游戏。
顺序选取方式: 游戏服务端可以按照游戏标识列表中列表元素的排 列次序依次为选取游戏, 优先选取次序靠前的列表元素。 如: 游戏服务 端优先使游戏帐号进入列表中的第一个游戏, 如果检测到该游戏由于人 数已达上限而无法进入时, 则尝试使该游戏帐号进入列表中的第二个游 戏, 以此类推。
或者将游戏标识列表中的每个游戏标识与时间段相对应, 选取与当 前时间所在时间段相对应的游戏标识。
另外, 当游戏服务端根据设置的匹配信息为游戏帐号选择共同游戏 者或共同游戏者的帐号时, 还可以同时检测与共同游戏者的游戏帐号所 对应的前置信息, 判断该用户是否满足对手设置的前置信息中的匹配条 件, 如级别条件等, 只有当互相匹配时才使该游戏帐号进入游戏状态。
当用户使用游戏帐号登录后有如下两种情形, 即
第一, 当前没有其他用户处于等待状态, 则该用户进入等待状态, 等待状态是指游戏帐号登录后尚未进入游戏的状态 , 即空闲状态。
第二, 当前至少有一个用户处于等待状态, 则对该用户检测是否有 互相满足前置信息条件的等待用户。如果有,则如果进行的是双人游戏, 则游戏服务端使该用户和满足条件的用户共同进入游戏状态, 而如果是 多人游戏, 则使互相满足前置信息条件的用户处于等待状态, 直到游戏 服务端检测到互相满足前置信息条件的用户数量达到游戏要求的数量 时再使之共同进入游戏状态。
对于上述情形, 当进行多人游戏时, 如常见的 4人游戏, 由于必须 使得共同参与游戏的所有游戏帐号互相满足前置信息中的匹配条件, 因 此游戏服务端需要进行 6次匹配, 效率较低。 为了提高匹配效率, 可以 采取在游戏服务端内存中为每个游戏建立多个分别设置有不同匹配条 件的等待队列, 这样在用户登录时, 游戏服务端就可以根据用户的属性 信息, 如积分等以及前置信息选择满足条件的等待对列, 这样当游戏服 务端检测到该队列的人数凑足时, 则游戏服务端使之进入游戏状态。 由 于游戏服务端只将用户信息与等待队列的设置信息进行比较, 而位于同 一等待队列的游戏帐号之间不再进行互相匹配, 因此减少了匹配次数, 提高了游戏服务端的效率。 如某个游戏按用户积分分为 3个等级, 则为 3个等级建立 3个等待队列, 三个等级的用户帐号登录后游戏服务端根 据其积分将其分配到不同等待队列中。
当游戏服务端检测到用户游戏终端既不支持图形界面, 又没有预先 设置的前置信息时, 则采用***默认的前置信息设置使相应的游戏帐号 进入游戏状态。
下面通过具体实施例详细说明本发明方法, 该方法基于如图 2所示 的一个符合开放移动联盟 ( OMA )标准的移动游戏平台 (Mobile Game Platform ),该游戏平台包括:接入中心( Access Center )、控制中心( Control Center ) 以及数据库服务器( Database Server ); 其中, 控制中心主要包 括以下三个模块:会话管理服务器( Session Manager )、游戏容器( Game Container ) 以及***认证计费服务器(AAA Server ) 。 游戏平台位于游 戏服务端, 游戏服务端还包括运行在游戏平台上的游戏模块。 本发明基 于上述移动游戏平台的使游戏帐号进入游戏状态的方法流程如图 3 所 示, 在该方法中, 用户通过 Web/WAP Portal预先设置游戏帐号的游戏 前置信息, 并将设置的前置信息以及用户属性信息保存于数据库服务器 中, 该方法具体包括如下步骤:
步棟 301: 游戏终端通过 2.5G或 3G等移动通信网络向移动游戏平 台发送用户登录请求消息。
步骤 302: 移动游戏平台的接入中心接收到游戏终端发送的登录请 求消息后, 将该消息发送至会话管理服务器, 然后由会话管理服务器将 用户登录请求消息转发至***认证计费服务器, 由***认证计费服务器 根据数据库服务器中保存的用户属性信息对该移动终端用户进行鉴权。
步骤 303: 当鉴权通过时, 则由***认证计费服务器向会话管理服 务器返回登录响应。
步骤 304:会话管理服务器通过接入中心向游戏终端返回登录响应。 步骤 305: 游戏终端通过接入中心向会话管理服务器发送请求加入 游戏的消息。
步骤 306: 会话管理服务器根据数据库服务器中保存的与该游戏帐 号对应的游戏前置信息如游戏标识信息向游戏容器发送请求加入相应 游戏的消息。
步骤 307: 游戏容器根据数据库服务器中保存的与该游戏帐号对应 的游戏前置信息如匹配信息为该用户选择游戏室中处于空闲状态的游 戏帐号进行匹配, 然后通过会话管理服务器以及接入中心向游戏终端返 回响应消息。
步骤 308: 游戏终端接收到响应消息后, 游戏服务端启动相应游戏, 并使相应的游戏帐号进入游戏状态, 这样用户即可在游戏终端与其他用 户进行联网游戏了。
一般游戏帐号进入游戏状态时, 游戏终端要启动相应的游戏模块与 游戏服务端上运行的相应游戏模块进行交互, 游戏服务端根据游戏终端 的输入进行相应的处理。 另外对于基于短消息的游戏, 则游戏终端不需 要启动任何游戏模块, 只要向游戏服务端发送用户在终端上输入的短消 息指令以及接收游戏服务端返回的短消息或多媒体消息即可进行游戏 的交互了。
较佳地, 如果上述前置信息中包含匹配信息, 可以在游戏平台中设 置专门的匹配单元来进行上述步骤 307中所述的匹配过程, 即上述步驟 307执行: 游戏容器 居与该游戏帐号对应的游戏前置信息中的匹配信 息向匹配单元发送匹配请求; 匹配单元匹配成功后通过游戏容器以及会 话管理服务器向游戏终端返回响应消息。
总之, 以上所述仅为本发明的较佳实施例而已, 并非用于限定本发 明的保护范围。

Claims

权利要求书
1、一种使游戏帐号进入游戏状态的方法,其特征在于,该方法包括: 预先设置并保存游戏前置信息; 该方法包括如下步驟:
游戏终端使用游戏帐号登录游戏服务端;
游戏服务端根据所述游戏前置信息使该游戏帐号进入游戏状态。
2、根据权利要求 1所述的方法, 其特征在于, 所述预先设置并保存 游戏前置信息为: 预先设置并保存与游戏帐号对应的游戏前置信息。
3、根据权利要求 2所述的方法, 其特征在于, 所述预先设置并保存 游戏前置信息为: 预先在游戏终端设置并保存与游戏帐号对应的游戏前 置信息;
所述游戏终端登录游戏服务端的步骤进一步包括: 游戏终端将自身 保存的与所述游戏帐号对应的游戏前置信息发送至游戏服务端;
所述游戏服务端使游戏帐号进入游戏状态的步骤包括: 游戏服务端 根据接收到的游戏前置信息使该游戏帐号进入游戏状态。
4、根据权利要求 2所述的方法, 其特征在于, 所述预先设置并保存 游戏前置信息为: 预先在游戏服务端设置并保存与游戏帐号对应的游戏 前置信息;
所述游戏良务端使游戏帐号进入游戏状态的步骤包括: 游戏服务端 根据自身保存的与该游戏帐号对应的游戏前置信息使该游戏帐号进入 游戏状态。
5、根据权利要求 4所述的方法, 其特征在于, 所述预先在游戏服务 端设置并保存与游戏帐号对应的游戏前置信息的方式为: 游戏服务端接 收用户通过网络 WEB、无线应用协议 WAP或短消息方式发送的游戏前 置信息, 并将接收到的游戏前置信息保存于数据库中与该用户对应的用 户信息列表中; 或者游戏服务端按照缺省方式为该游戏帐号设置并保存 游戏前置信息, 并使得设置的前置信息与用户相对应。
6、根据权利要求 1至 5中任一项所述的方法, 其特征在于, 所述游 戏前置信息包括: 游戏标识信息、 游戏参数信息、 匹配信息或上述三者 的任意组合。
7、根据权利要求 6所述的方法, 其特征在于, 当所述前置信息包括 游戏标识信息时, 所述设置并保存游戏前置信息的方式为: 设置并保存 与游戏帐号对应的、 由至少一个游戏标识组成的游戏标识列表;
所述游戏服务端使游戏帐号进入游戏状态的步骤包括: 游戏服务端 按照随机选取方式、 顺序选取方式或与设置的时间段相匹配的方式从游 戏标识列表中选取游戏标识, 然后使游戏帐号进入与该游戏标识所对应 游戏的游戏状态。
8、 根据权利要求 6所述的方法, 其特征在于, 所述匹配信息包括: 随机匹配方式、 级别匹配方式、 配对列表方式、 用户属性匹配方式或上 述四者的任意组合。
9、根据权利要求 8所述的方法, 其特征在于, 当所述前置信息包括 匹配信息时, 所述设置并保存与游戏帐号对应的游戏前置信息包括: 设 置并保存与游戏帐号对应的一个以上匹配信息, 且为设置的所有匹配信 息分别设置优先级;
所述游戏服务端使游戏帐号进入游戏状态的步骤包括: 游戏服务端 根据设置的优先级选择匹配信息为该游戏帐号选取共同游戏者帐号, 然 后使该游戏帐号以及选取的共同游戏者帐号进入游戏状态。
10、 根据权利要求 6所述的方法, 其特征在于, 当所述前置信息包 括匹配信息时, 所述游戏服务端使游戏帐号进入游戏状态的步骤包括: 游戏服务端按照设置的匹配信息为该游戏帐号选取匹配的共同游戏者 帐号, 然后使该游戏帐号以及选取的共同游戏者帐号进入游戏状态。
11、根据权利要求 10所述的方法, 其特征在于, 所述设置并保存与 游戏帐号对应的游戏前置信息进一步包括: 设置当首次匹配失败后游戏 配的次数。
12、根据权利要求 10所述的方法, 其特征在于, 所述设置并保存与 游戏帐号对应的游戏前置信息进一步包括: 设置当该游戏帐号处于等待 状态时从游戏服务端接收共同游戏者加入通知的属性。
13、根据权利要求 10所述的方法, 其特征在于, 所迷游戏服务端使 游戏帐号进入游戏状态的步骤进一步包括: 当游戏服务端按照设置的匹 配信息为该游戏帐号选择匹配的共同游戏者帐号时, 检测与该游戏帐号 对应的前置信息和与共同游戏者帐号对应的前置信息, 判断该游戏帐号 与共同游戏者帐号是否相互匹配, 如果是, 则执行所述使该游戏帐号以 及选取的共同游戏者帐号进入游戏状态的步骤; 否则, 不作处理。
14、根据权利要求 10所述的方法, 其特征在于, 在游戏服务端使游 戏帐号进入游戏状态之前包括: 游戏服务端为游戏建立一个以上分别设 置有不同匹配条件的等待队列;
所述游戏服务端使游戏帐号进入游戏状态的步骤包括: 游戏服务端 根据保存的与该游戏帐号对应的用户属性信息或前置信息将该游戏帐 号添加至满足设置的匹配条件的等待队列中, 且当检测到该等待队列中 的游戏人员数量凑足时, 使该游戏帐号以及等待队列中的其它游戏帐号 一起进入相应游戏的游戏状态。
PCT/CN2006/000991 2005-06-01 2006-05-16 Procede permettant d’entrer l’etat d’un jeu a l’aide du numero de compte d’un jeu WO2006128353A1 (fr)

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