U.S. patent application number 11/617789 was filed with the patent office on 2007-07-26 for method and system for sharing game data.
This patent application is currently assigned to HUAWEI TECHNOLOGIES CO., LTD.. Invention is credited to Qian Liu, Jieping Zhong.
Application Number | 20070173332 11/617789 |
Document ID | / |
Family ID | 36805931 |
Filed Date | 2007-07-26 |
United States Patent
Application |
20070173332 |
Kind Code |
A1 |
Liu; Qian ; et al. |
July 26, 2007 |
Method And System For Sharing Game Data
Abstract
Embodiments of the present invention provide a method and system
for sharing game data. The method includes: generating, by a first
client, game data, encapsulating the game data, and sending the
game data encapsulated; de-encapsulating, by a server, the game
data sent from the first client, separating the game data
de-encapsulated according to different categories, storing the game
data separated in the server; downloading, by a second client, the
game data stored in the server. The system includes: a first
client, providing a game, generating game data, encapsulating the
game data and sending the encapsulated game data, a server,
de-encapsulating, separating the game data sent from the first
client, and storing the game data, and a second client, downloading
the game data stored in the server. Therefore, a sense of
satisfaction of a client user's game experience is enhanced.
Inventors: |
Liu; Qian; (Shenzhen,
CN) ; Zhong; Jieping; (Shenzhen, CN) |
Correspondence
Address: |
HARNESS, DICKEY & PIERCE, P.L.C.
P.O. BOX 828
BLOOMFIELD HILLS
MI
48303
US
|
Assignee: |
HUAWEI TECHNOLOGIES CO.,
LTD.
Huawei Administration Building, Bantian, Longgang District,
Guangdong P.R.
Shenzhen
CN
518129
|
Family ID: |
36805931 |
Appl. No.: |
11/617789 |
Filed: |
December 29, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
PCT/CN06/01265 |
Jun 9, 2006 |
|
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|
11617789 |
Dec 29, 2006 |
|
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/77 20140902;
A63F 2300/5533 20130101; A63F 13/35 20140902; A63F 13/12 20130101;
A63F 2300/534 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Aug 17, 2005 |
CN |
200510090543.8 |
Claims
1. A method for sharing game data, comprising: generating, by a
first client, game data, encapsulating the game data, and sending
the game data encapsulated; de-encapsulating, by a server, the game
data sent from the first client, separating the game data
de-encapsulated according to different categories, and storing the
game data separated in the server; downloading, by a second client,
the game data stored in the server.
2. The method of claim 1, further comprising: storing the game data
generated locally if a user of the first client does not need to
upload the game data; encapsulating the game data stored locally
and sending the game data encapsulated to the server if the user
needs to upload the game data.
3. The method of claim 1, further comprising: storing the game data
generated by the first client locally if network connection is
abnormal; encapsulating the game data stored locally and sending
the game data encapsulated by the first client to the server if the
network connection is normal.
4. The method of claim 2, further comprising: storing the game data
generated by the first client locally if network connection is
abnormal; encapsulating the game data stored locally and sending
the game data encapsulated by the first client to the server if the
network connection is normal.
5. The method of claim 1, further comprising: choosing, by a user
of the first client, the game data to be uploaded through a preset
interface in the first client.
6. The method of claim 1, wherein the game data stored in the
server comprises: at least one of process data, score data, prop
data, and money data.
7. The method of claim 1, wherein the process of downloading the
game data comprises: sending, by the second client, downloading
request information to the server; separating, by the server, the
downloading request information sent from the second client
according to different categories; acquiring, by the server, the
game data according to the different categories of the downloading
request information and sending the game data acquired to the
second client; processing, by the second client, the game data sent
from the server.
8. The method of claim 7, wherein the process of processing the
game data sent from the server comprises: reproducing game process
according to the process data in the game data sent from the
server.
9. The method of claim 8, further comprising: taking, by a user of
the second client, the game process corresponding to the process
data in the game data sent from the server as a participant of a
local game through a preset interface in the second client.
10. A system for sharing game data, comprising: a first client,
providing a game, generating game data, encapsulating the game data
generated, and sending the game data encapsulated; a server,
de-encapsulating, separating the game data sent from the first
client, and storing the game data separated; a second client,
downloading the game data stored in the server.
11. The system of claim 10, wherein the first client further stores
the game data generated if the user does not need to upload the
game data or the network connection is abnormal, encapsulates the
game data stored in the server and sends the game data encapsulated
to the server when the user needs to upload the game data generated
or the network connection is normal.
12. The system of claim 10, wherein the second client further takes
the game process corresponding to a process data in the game data
downloaded by the second client as a participant of a local
game.
13. The system of claim 10, wherein the server further receives
downloading request information sent by the second client, and
sends the game data stored in the server to the second client
according to the downloading request information.
14. A client for sharing game data, comprising: a game logic
processing unit, providing a game and generating game data; a game
data processing unit, encapsulating the game data generated by the
game logic processing unit; a game data receiving/sending unit,
forwarding the game data encapsulated by the game data processing
unit to a server.
15. The client of claim 14 further comprising: a game data storing
unit, storing the game data generated by the game logic processing
unit; wherein: the game data processing unit further encapsulates
the game data stored in the game data storing unit and forwards the
game data generated by the game logic processing unit to the game
data storing unit.
16. The client of claim 14, wherein: the game data processing unit
further sends downloading request information to a game data
analyzing unit of a server via the game data receiving/sending unit
of the client and a game data receiving/sending unit of a server;
the game data receiving/sending unit further receives the game data
sent from the server and sends the game data sent from the server
to the game data processing unit; the game logic processing unit
further receives the game data sent from the game data processing
unit and reproduces the game process according to process data in
the game data sent from the server.
17. A server for sharing game data, comprising: a game data
receiving/sending unit, receiving game data sent from a client; a
game data analyzing unit, de-encapsulating and separating the game
data sent from the game data receiving/sending unit; a game data
processing unit, forwarding the game data separated by the game
data analyzing unit; a game data storing unit, storing the game
data separated by the game data analyzing unit sent from the game
data processing unit.
18. The server of claim 17, wherein the game data receiving/sending
unit further receives downloading request information sent from a
client, and sends the game data stored in server to the client
according to the downloading request information; the game data
analyzing unit further receives and separates the downloading
request information from the game data receiving/sending unit and
forwards the game data stored in server to the game data
receiving/sending unit; the game data processing unit further
acquires the game data from the game data storing unit according to
the downloading request information separated by the game data
analyzing unit and forwards the game data acquired by the game data
processing unit to the game data analyzing unit.
19. The server of claim 17, wherein the game data processing unit
of the server comprises: at least one of a score data processing
module, a prop data processing module, and a money data processing
module, used for forwarding different categories of game data
separated by the game data analyzing unit to the game data storing
unit.
20. The server of claim 17 wherein the game data storing unit of
the server comprises: at least one of a process data storing
module, a score data storing module, a prop data storing module,
and a money data storing module, used for storing the different
categories of game data.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of International
Application No. PCT/CN2006/001265 filed on Jun. 9, 2006. This
application claims the benefit of Chinese Patent Application No.
200510090543.8 filed on Aug. 17, 2005. The disclosures of the above
applications are incorporated herein by reference.
FIELD
[0002] The present disclosure relates to the data sharing
technology, and particularly, to a method and system for sharing
game data.
BACKGROUND
[0003] The statements in this section merely provide background
information related to the present disclosure and may not
constitute prior art.
[0004] It is well known that fun of an internet game is game
competition between a user and rivals of the user. Besides network
games, there are many offline games which are convenient for a user
to play all the same without thinking of network connection. For
example, users may download games to clients such as computers or
mobile terminals, and then each plays a game in a client.
[0005] The inventor finds in the process of invention, at present,
clients may not share offline game data. Therefore, only a user
himself may experience a game and achievement while other users may
not learn of the game procedure and the achievement. Thus, on the
one hand, the experience and achievement of an offline game user is
less impressive; on the other hand, other users may not sense an
intense challenge, consequently it is difficult to make them
interested in the game.
SUMMARY
[0006] Embodiments of the present invention provide a method for
sharing game data, including:
[0007] generating, by a first client, game data, encapsulating the
game data, and sending the game data encapsulated;
[0008] de-encapsulating, by a server, the game data sent from the
first client, separating the game data de-encapsulated according to
different categories, and storing the game data separated in the
server;
[0009] downloading, by a second client, the game data stored in the
server.
[0010] The method further includes:
[0011] storing the game data generated locally if a user of the
first client does not need to upload the game data;
[0012] encapsulating the game data stored locally and sending the
game data encapsulated to the server if the user needs to upload
the game data.
[0013] The method further includes:
[0014] storing the game data generated by the first client locally
if network connection is abnormal;
[0015] encapsulating the game data stored locally and sending the
game data encapsulated by the first client to the server if the
network connection is normal.
[0016] The method further includes:
[0017] choosing, by a user of the first client, the game data to be
uploaded through a preset interface in the first client.
[0018] The game data stored in the server includes: at least one of
process data, score data, prop data, and money data.
[0019] The process of downloading the game data includes:
[0020] sending, by the second client, downloading request
information to the server;
[0021] separating, by the server, the downloading request
information sent from the second client according to different
categories;
[0022] acquiring, by the server, the game data according to the
different categories of the downloading request information and
sending the game data acquired to the second client;
[0023] processing, by the second client, the game data sent from
the server.
[0024] The process of processing the game data sent from the server
includes:
[0025] reproducing game process according to the process data in
the game data sent from the server.
[0026] The method further includes:
[0027] taking, by a user of the second client, the game process
corresponding to the process data in the game data sent from the
server as a participant of a local game through a preset interface
in the second client.
[0028] Embodiments of the present invention also provide a system
for sharing game data, including:
[0029] a first client, providing a game, generating game data,
encapsulating the game data generated, and sending the game data
encapsulated;
[0030] a server, de-encapsulating, separating the game data sent
from the first client, and storing the game data separated;
[0031] a second client, downloading the game data stored in the
server.
[0032] The first client further stores the game data generated if
the user does not need to upload the game data or the network
connection is abnormal, encapsulates the game data stored in the
server and sends the game data encapsulated to the server when the
user needs to upload the game data generated or the network
connection is normal.
[0033] The second client further takes the game process
corresponding to a process data in the game data downloaded by the
second client as a participant of a local game.
[0034] The server further receives downloading request information
sent by the second client, and sends the game data stored in the
server to the second client according to the downloading request
information.
[0035] Embodiments of the present invention also provide a client
for sharing game data, including:
[0036] a game logic processing unit, providing a game and
generating game data;
[0037] a game data processing unit, encapsulating the game data
generated by the game logic processing unit;
[0038] a game data receiving/sending unit, forwarding the game data
encapsulated by the game data processing unit to a server.
[0039] The client further includes:
[0040] a game data storing unit, storing the game data generated by
the game logic processing unit; wherein:
[0041] the game data processing unit further encapsulates the game
data stored in the game data storing unit and forwards the game
data generated by the game logic processing unit to the game data
storing unit.
[0042] The game data processing unit further sends downloading
request information to a game data analyzing unit of a server via
the game data receiving/sending unit of the client and a game data
receiving/sending unit of a server;
[0043] the game data receiving/sending unit further receives the
game data sent from the server and sends the game data sent from
the server to the game data processing unit;
[0044] the game logic processing unit further receives the game
data sent from the game data processing unit and reproduces the
game process according to process data in the game data sent from
the server.
[0045] Embodiments of the present invention also provide a server
for sharing game data, including:
[0046] a game data receiving/sending unit, receiving game data sent
from a client;
[0047] a game data analyzing unit, de-encapsulating and separating
the game data sent from the game data receiving/sending unit;
[0048] a game data processing unit, forwarding the game data
separated by the game data analyzing unit;
[0049] a game data storing unit, storing the game data separated by
the game data analyzing unit sent from the game data processing
unit.
[0050] The game data receiving/sending unit further receives
downloading request information sent from a client, and sends the
game data stored in server to the client according to the
downloading request information;
[0051] the game data analyzing unit further receives and separates
the downloading request information from the game data
receiving/sending unit and forwards the game data stored in server
to the game data receiving/sending unit;
[0052] the game data processing unit further acquires the shared
game data from the game data storing unit according to the
downloading request information separated by the game data
analyzing unit and forwards the game data acquired by the game data
processing unit to the game data analyzing unit.
[0053] The game data processing unit of the server includes: at
least one of a score data processing module, a prop data processing
module, and a money data processing module, used for forwarding
different categories of game data separated by the game data
analyzing unit to the game data storing unit.
[0054] The game data storing unit of the server includes: at least
one of a process data storing module, a score data storing module,
a prop data storing module, and a money data storing module, used
for storing the different categories of game data.
[0055] As can be seen from the above technical solutions, in
accordance with embodiments of the present invention, if the
network connection between the client and the server is abnormal or
the client temporarily decides not to upload the game data after
the user of the client stops experiencing a game, the client may
store the game data only to the local game data storing unit; if
the network connection between the client and the server is normal
or a user of the client decides to upload the game data, the game
data processing unit of the client encapsulates the game data to be
uploaded into data packets and sends the data packets to the game
data receiving/sending unit of the server through the game data
receiving/sending unit of the client; the game data
receiving/sending unit of the server forwards the game data
received to the game data analyzing unit of the server, then, after
de-encapsulating and separating the game data received, the game
data analyzing unit of the server sends different categories of
game data to the different processing modules, then the different
processing modules store the different categories of game data,
such as game process data, score data, game prop data and game
money data in corresponding storing modules in the game data
storing unit of the server.
[0056] As can be seen from the above technical solutions, the user
of the client may upload the game data to the server for sharing
after stopping experiencing a game, so that second client may
download interesting sharing game data from the server through a
network. On the one hand, such processing enhances a satisfaction
of game experience of the user of the client having uploaded the
game data; on the other hand, such processing also makes the user
of the client who would download the sharing game data sense an
intense challenge, and consequently be interested in the game.
[0057] Further areas of applicability will become apparent from the
description provided herein. It should be understood that the
description and specific examples are intended for purposes of
illustration only and are not intended to limit the scope of the
present disclosure.
DRAWINGS
[0058] The drawings described herein are for illustration purposes
only and are not intended to limit the scope of the present
disclosure in any way.
[0059] FIG. 1 shows a simplified block diagram of a system for
sharing game data in accordance with an embodiment of the present
invention.
[0060] FIG. 2 shows a simplified schematic flowchart for sharing
game data in accordance with an embodiment of the present
invention.
[0061] FIG. 3 shows a simplified schematic flowchart for
downloading shared game data by a client in accordance with another
embodiment of the present invention.
DETAILED DESCRIPTION
[0062] The following description is merely exemplary in nature and
is not intended to limit the present disclosure, application, or
uses. It should be understood that throughout the drawings,
corresponding reference numerals indicate like or corresponding
parts and features.
[0063] According to an embodiment of the present invention, after a
user of a client stops experiencing a game, the client may
temporarily store game data locally; or the client encapsulates the
game data to be uploaded with a game data processing unit of the
client and sends the game data encapsulated by the client to a game
data receiving/sending unit of a server via a game data
receiving/sending unit of the client; the game data
receiving/sending unit of the server forwards the game data
encapsulated by the client to a game data analyzing unit of the
server, then the game data analyzing unit of the server sends
different categories of game data to different processing modules
after de-encapsulating and separating the game data encapsulated by
the client, and the different processing modules store the
different categories of game data received in corresponding storing
modules in a game data storing unit of the server. In the method in
accordance with an embodiment of the present invention, game data
of the client are uploaded to a server, and the server may share
the game data with other clients; therefore, satisfaction of game
experience of the user of the client may be enhanced.
[0064] The present invention is hereinafter further described in
detail with reference to the accompanying drawings and preferred
embodiments to further clarify the technical solutions and
advantages of the present invention.
[0065] FIG. 1 shows a simplified block diagram of a system for
sharing game data in accordance with an embodiment of the present
invention. As shown in FIG. 1, the system includes two parts: a
client and a server, wherein the client may upload game data of its
own to the server and may also download shared game data provided
by other clients in the server; the server mainly administrates the
shared game data, for example, the server receives game data
uploaded by a client, and stores the game data under categories
after analyzing them, or the server receives downloading request
information of the other clients, and acquires the shared game data
of a category needed from a corresponding storing unit according to
the downloading request information and sends the game data of the
category to the client. Composing units of a client and a server
are hereinafter described specifically.
[0066] The client includes four units, that is, a game logic
processing unit, a game data processing unit, a game data storing
unit and a game data receiving/sending unit.
[0067] The game logic processing unit is used for providing a game
such as a racing game or a mine sweeping game; specifically, in the
one hand, for generating game data, such as score data of a user,
prop data acquired in the game by the user, and process data of the
whole game after the user of the client stops experiencing a game;
on the other hand, for reproducing a game process corresponding to
the game data after receiving the process data from the game data
processing unit of the client. It is to be noted that generation of
game data is determined by a game itself and is independent of the
method in accordance with an embodiment of the present
invention.
[0068] The game data processing unit is used for processing game
data, including, when determining that a network connection between
the client and the server is normal and a user of the client
decides to upload the game data, encapsulating the game data
generated by the game logic processing unit into a data packet, and
uploading the data packet to the server via the game data
receiving/sending unit of the client; or when determining that the
network connection between the client and the server is abnormal or
when a user of the client decides not to upload the game data,
sending the game data generated by the game logic processing unit
to the game data storing unit of the client; or sending downloading
request information for downloading the shared game data in the
server, such as acquiring a score, a prop or a game process in game
data, from the game data storing unit in the server to the game
data analyzing unit of the server through the game data
receiving/sending unit of the client and the game data
receiving/sending unit of the server.
[0069] The game data receiving/sending unit is used for data
communication between the client and the server, that is,
forwarding the game data from the game data processing unit of the
client to the game data receiving/sending unit of the server; or
forwarding the game data from the game data receiving/sending unit
of the server to the game data processing unit of the client.
[0070] The game data storing unit is used for storing the game data
generated by the game logic processing unit temporarily when the
game data processing unit of the client detects that the network
connection between the client and the server is abnormal. The game
data storing unit is important in the case that the client is a
mobile terminal. It guarantees that game data, which may not be
uploaded by the mobile terminal when there is no network signal,
may be stored locally temporarily; then the game data stored in the
game data storing unit may be uploaded to the server when the
client may access the network.
[0071] The game data storing unit of the client may store the game
data under categories; for example, score data are stored in a
score data storing module, prop data are stored in a prop data
storing module and process data are stored in a process data
storing module; or may store the game data without classifying the
game data.
[0072] A server includes four units, that is, a game data analyzing
unit, a game data processing unit, a game data receiving/sending
unit, and a game data storing unit.
[0073] The game data receiving/sending unit is used for data
communication between the server and a client, that is, forwarding
the game data from the game data analyzing unit of the server to
the game data receiving/sending unit of the client; or forwarding
the game data from the game data receiving/sending unit of the
client to the game data analyzing unit of the server.
[0074] The game data analyzing unit is used for analyzing game
data. Specifically, on the one hand, the game data analyzing unit
sends different categories of the game data to different processing
modules of the game data processing unit of the server after
encapsulating and analyzing the game data sent from the game data
receiving/sending unit of the server; on the other hand, the game
data analyzing unit separates downloading request information sent
from the game data receiving/sending unit of the server according
to different categories and sends the information to the different
processing modules of the game data processing unit of the server;
then after encapsulating the game data sent from the different
processing modules, the game data analyzing unit sends the game
data encapsulated to the game data receiving/sending unit of the
server.
[0075] The game data processing unit is used for forwarding game
data. Specifically, different processing modules of the game data
processing unit such as processing module 1, processing module 2, .
. . , processing module n, receive different categories of game
data from the game data analyzing unit and store the game data
received in corresponding different storing modules; For example,
if game data are score data, a score data processing module in the
game data processing unit stores the score data in a corresponding
score data storing module, and if the game data are prop data, a
prop processing module in the game data processing unit stores the
prop data in a corresponding prop data storing module. The game
data processing unit also receives downloading request information
from the game data analyzing unit, then acquires the game data
needed from the different categories of storing modules according
to the downloading request information and sends the game data
acquired to the game data analyzing unit.
[0076] In general, according to different categories of game data,
the game data processing unit may be divided into different
processing modules such as:
[0077] a score data processing module used for generating a score
list by sorting scores from the highest to the lowest, etc.;
[0078] a prop data processing module used for forwarding prop data
etc.;
[0079] a money data processing module used for purchasing a prop
etc.
[0080] The processing modules in the game data processing unit of
the server are not limited to the three categories of processing
modules above and a user may add or delete categories of processing
modules according to need.
[0081] The game data storing unit is used for storing the game data
uploaded by a client, and in general, according to categories of
the game data, the game data storing unit may be classified into
different storing modules, such as:
[0082] a score data storing module used for storing score data;
[0083] a prop data storing module used for storing prop data;
[0084] a money data storing module used for storing money data,
where the money is virtual money in a game and may be used to
purchase a prop etc.;
[0085] a process storing module used for storing process data of a
whole game or process data of a part of a game.
[0086] It is to be noted that the storing modules in the game data
storing unit of the server are not limited to the four categories
of storing modules above and a user may increase or decrease
categories of storing modules on demands. For a complex game, other
categories of data storing modules may be added; for example,
process data in the game data uploaded may be segmented according
to different scenarios and stored in different process storing
modules; while for a simple game, there may be only one score data
storing module, thus, it is implemented by a whole system that a
client may save the score data, or there is one process storing
module, and other clients may reproduce the whole process of the
game by downloading the process data. Furthermore, the game data
storing unit of the server may store game data without classifying
the game data.
[0087] In addition, for the game data which may be transferred,
such as props and money, after a client stores the game data in the
server, a user of the client may notify another user to acquire
above the game data from the server by some means, such as
communication or an oral notice.
[0088] The composition of the system, as shown in FIG. 1, for
sharing the game data in accordance with an embodiment of the
present invention, implements sharing game data of a client, which
enhances satisfaction of game experience of a user of the client.
At the same time, the client may also download the shared game data
from a server by the system, which provides more game challenges
for other users.
[0089] FIG. 2 shows a simplified flowchart for sharing game data;
after a user of a client stops experiencing a game in accordance
with the present invention, the method in accordance with an
embodiment of the present invention is described specifically with
reference to FIG. 1 as follows.
[0090] Process 200: the client detects whether the network
connection is normal, and the procedure continues with Process 202
if the network connection is normal; otherwise, the procedure
continues with Process 201.
[0091] In the case that the network connection between the client
and a server is abnormal, the game data are stored in the game data
storing unit of the client. For example, as a client, the mobile
terminal may store locally the game data which may not be uploaded
for the moment when there is no network signal, that is, the
network connection is abnormal, and may upload the game data stored
locally to the server when the client may access the network.
[0092] Process 201: game data of this game will be stored in a
local game data storing unit and the procedure terminates, or the
procedure continues with Process 200 when the user needs to upload
the game data stored in the client.
[0093] Process 202: the client judges whether a user needs to
upload the game data, and the procedure continues with Process 203
if a user needs to upload the game data; otherwise, the procedure
continue with Process 201.
[0094] In general, after a user of a client stops experiencing a
game, the user may perform an interaction by a preset interface to
decide whether to upload the game data of this game, and to further
choose which categories of game data, such as process data, score
data and prop data, are to be uploaded.
[0095] Process 203.about.Process 204: a game data processing unit
of the client encapsulates the game data to be uploaded and sends
the game data encapsulated to a game data receiving/sending unit of
the server through a game data receiving/sending unit of the
client, then the game data encapsulated is forwarded to a game data
analyzing unit of the server by the game data receiving/sending
unit of the server.
[0096] The game data receiving/sending unit of the client and the
game data receiving/sending unit of the server adopt a uniform
communication protocol. After encapsulating the game data chosen in
Process 202 and setting different labels to different categories of
game data, the game data processing unit of the client sends the
game data with different labels to the server through the game data
receiving/sending unit of the client and the game data
receiving/sending unit of the server according to the preset
protocol.
[0097] The data encapsulating technology and the network
transferring technology are common technologies to those skilled in
the art which may be implemented by using various existing methods
and will not be described again herein.
[0098] Process 205: the game data analyzing unit of the server de-
encapsulates and classifies the game data encapsulated and stores
different categories of the game data in corresponding storing
modules in the game data storing unit of the server through the
different processing modules in the game data processing unit.
[0099] The game data analyzing unit of the server de-encapsulates
the game data encapsulated according to the preset protocol, and
after classifying the game data encapsulated according to the
different labels, sends the game data to the different processing
modules in the game data processing unit of the server; then the
different processing modules store the game data in different local
storing modules. The data de-encapsulating technology is a common
technology to those skilled in the art which may be implemented by
using various existing methods and will not be described again
herein.
[0100] What is emphasized herein is that the server stores the game
data received in the server locally under categories via the
different processing modules so as to enable the game data to be
downloaded by other clients. Furthermore, for processing modules
for some categories of game data, corresponding processing may be
performed to the game data stored; for example, after receiving
score data, a score data processing module may perform a score list
processing to all the score data stored, that is, sorting the
scores in a descending order.
[0101] Thus, in accordance with the embodiment of the present
invention, sharing game data is implemented and users of other
clients may download game data in which they are interested from
the game data shared in the server, respectively. FIG. 3 shows a
simplified flowchart for downloading shared game data by a client
in accordance with another embodiment of the present invention and
the procedure includes the following process specifically.
[0102] Process 300.about.Process 301: a game data processing unit
of a client sends downloading request information to a game data
receiving/sending unit of a server through a game data
receiving/sending unit of the client, then the game data
receiving/sending unit of the server forwards the downloading
request information sent from the game data receiving/sending unit
of the client to a game data analyzing unit of the server.
[0103] In general, a user may perform a download procedure
interaction through a preset interface. For example, the user may
choose and download which categories of game data, such as process
data, score data and prop data.
[0104] Process 302: the game data analyzing unit of the server
separates the downloading request information sent from the game
data receiving/sending unit of the server according to the
categories and sends different downloading request information
separated for downloading different categories of game data to
different processing modules in a game data processing unit of the
server, respectively.
[0105] The downloading request information may include only a label
used for identifying a category of game data, such as a label
identifying a score data, may also require to download score data
of several preceding elements in a score list, and may also
includes different labels used for identifying different categories
of game data. The game data analyzing unit of the server separates
the downloading request information according to the different
labels and sends different downloading request information
separated to the different processing modules in the local game
data processing unit.
[0106] Process 303: after acquiring the game data needed from a
local game data storing unit of the server according to the
downloading request information, the different processing modules
of the server forwards the game data acquired to the game data
receiving/sending unit of the server via the game data analyzing
unit of the server, then the game data is sent to the game data
processing unit of the client via the game data receiving/sending
unit of the client.
[0107] Process 304: the game data processing unit of the client
performs a related analysis to the game data.
[0108] The game data processing unit of the client performs
different processing according to different categories of the game
data. For example, for score data, a user maybe needs only to
require the server to download process data corresponding to a
score in which the user is interested in a score list after
acquiring the score data. For process data, the game data
processing unit forwards the process data received to the game
logic processing unit, then the game logic processing unit runs and
reproduces a game process in the client according to the process
data.
[0109] Furthermore, for the process data which is downloaded and
sent to the game data processing unit of the client, a user may
take a game process corresponding to the process data as a
participant of a local game, that is, may make the game process
join a local game started newly, by a preset interface. Thus, the
user may play a match with the game process reproduced by the
process data.
[0110] It is to be noted that a user may choose game data to be
downloaded and download the game data to a client multiple times
through a preset interface of the client, that is, the procedure
shown in FIG. 3 may be performed repeatedly with multiple
choices.
[0111] The foregoing are only preferred embodiments of the present
invention and are not for use in limiting the present invention,
any modification, equivalent replacement or improvement made under
the spirit and principles of the present invention should be
included in the protection scope of the present invention.
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