U.S. patent application number 11/496931 was filed with the patent office on 2007-08-09 for method for processing the data distributed at online game server and a system thereof.
Invention is credited to Jong Suk Lee.
Application Number | 20070184904 11/496931 |
Document ID | / |
Family ID | 34836692 |
Filed Date | 2007-08-09 |
United States Patent
Application |
20070184904 |
Kind Code |
A1 |
Lee; Jong Suk |
August 9, 2007 |
Method for processing the data distributed at online game server
and a system thereof
Abstract
A distributed data processing method which defines a
predetermined section of the boundary with an adjacent game zone as
a buffer sector and flexibly controls a zone server, and a system
thereof, wherein the zone server is connected to a client in
accordance with a type that an indication area includes the buffer
sector. There is an effect that it is possible to provide a
distributed data processing method by an online game server and a
system thereof, in which a predetermined range based on the
boundary with a game zone is defined as a buffer sector, and as a
section of the buffer sector is included in an indication area, a
user character connects a zone server of a game zone to which the
user character moves next, to a client.
Inventors: |
Lee; Jong Suk; (Seoul,
KR) |
Correspondence
Address: |
KNOBBE MARTENS OLSON & BEAR LLP
2040 MAIN STREET
FOURTEENTH FLOOR
IRVINE
CA
92614
US
|
Family ID: |
34836692 |
Appl. No.: |
11/496931 |
Filed: |
July 31, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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PCT/KR05/00341 |
Feb 4, 2005 |
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11496931 |
Jul 31, 2006 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/407 20130101;
A63F 2300/5533 20130101; A63F 13/352 20140902; A63F 13/12 20130101;
A63F 2300/513 20130101; A63F 2300/50 20130101; A63F 13/335
20140902; A63F 13/10 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 5, 2004 |
KR |
10-2004-0007586 |
Claims
1. A method for providing an online game, the method comprising:
maintaining game map data of at least one game zone; associating a
plurality of zone servers for a plurality of game zones, wherein
each zone server processes information about a user character in an
associated game zone; determining the character location space on
the game map data; connecting the client to a first zone server for
a first game zone at which a predetermined user character is
located, wherein the first game zone is adjacent to a second game
zone; defining a section of the first game zone as a buffer sector
based on a boundary of the first game zone with the second game
zone; determining whether the character location space includes a
portion of the buffer sector; and subsequent to determining whether
the character location space includes a portion of the buffer
sector, connecting the client to a second zone server for the
second game zone.
2. The method of claim 1, wherein the game map data is stored in a
zone information database.
3. The method of claim 1, wherein said step of connecting the
client to a second zone server comprises: controlling the first
zone server, wherein the first zone server is responsible for the
instruction processing including controlling the user character;
and controlling the second zone server, wherein the second zone
server is responsible for an event within the character location
space occurring within the second game zone, including a
visualization of game progress by other characters.
4. The method of claim 2, further comprising the steps of:
maintaining a character information database for storing character
data for the user character; copying the character data to the
first zone server; granting the first zone server authorization to
modify the copied character data according to the instruction
processing of the first zone server; determining whether the user
character leaves the first game zone; and subsequent to determining
whether the user character leaves the first game zone, denying the
first zone server authorization to modify the copied character
data.
5. The method of claim 4, further comprising the steps of: copying
the copied character data from the first zone server to the second
zone server; granting the second zone server authorization to
modify the second zone's copied character data; controlling the
second zone server responsible for instruction processing; and
controlling the first zone server responsible for an event within
the character location space occurring in the first game zone.
6. The method of claim 5, wherein said step of denying the first
zone server authorization to modify the copied character data
comprises: defining a section of the second game zone as a second
buffer sector, based on a boundary of the second game zone with the
first game zone; determining whether the character location space
includes at least one section of the second buffer sector;
determining whether the character location space does not include
the second buffer sector; and subsequent to determining whether the
character location space does not include the second buffer sector,
terminating a connection between the first zone server and the
client.
7. The method of claim 6, wherein terminating a connection between
the first zone server and the client further includes deleting the
copied character data maintained in the first zone server.
8. The method of claim 1, further comprising the steps of: defining
a movement control line within the character location space for
changing a determining point on the game map; determining a
location of the user character within the character location space;
determining whether the location of the user character is identical
to the movement control line; and subsequent to determining whether
the location of the user character is identical to the movement
control line, determining the character location space on the game
map using the entry direction of the user character.
9. A method providing an online game, the method comprising:
maintaining game map data including a buffer sector between an
first game zone and an adjacent second game zone; selecting a first
zone server associated with the first game zone and a second zone
server associated with the second game zone; determining a
character location space on the game map data; controlling a zone
server to be connected to a client based on the location of the
character location space; determining whether the character
location space includes a portion of the buffer sector; and
subsequent to determining whether the character location space
includes a portion of the buffer sector, connecting the first zone
server and the second zone server to the client.
10. A computer-readable medium storing instructions when executed
perform a method comprising: maintaining game map data divided into
at least one game zone; associating a plurality of zone servers for
a plurality of game zones, wherein each zone server implements
instruction processing for a user character in an associated game
zone; determining the character location space on the game map
data; connecting the client to a first zone server for a first game
zone at which a predetermined user character is located, wherein
the first game zone is adjacent to a second game zone; defining a
section of the first game zone as a buffer sector based on a
boundary of the first game zone with the second game zone;
determining whether the character location space includes a portion
of the buffer sector; and subsequent to determining whether the
character location space includes a portion of the buffer sector,
connecting the client to a second zone server for the second game
zone.
11. An online game system, the system comprising: a zone
information database configured to store game map data including at
least one game zone; a management module configured to associate a
plurality of zone servers for a plurality of game zones, wherein
each zone server implements instruction processing for a user
character in an associated game zone; a definition module
configured to define a section of a first game zone as a buffer
sector based on a boundary between the first game zone and an
adjacent second game zone; a determination module configured to
determine the character location space on the game map data and a
target game zone in which the character location space is located,
and to determine whether the at least one section of the character
location space includes a portion of the buffer sector; a
connection means configured to connect a client to a zone server
associated with the target game zone; and a control means
configured to control a zone server associated with a game zone
adjacent to the target game zone subsequent to determining whether
the at least one section of the character location space includes a
portion of the buffer sector.
12. A method for providing an online game, the method comprising:
determining a character location space located in a first game zone
on a game map, wherein the first game zone includes a buffer sector
based on a boundary of the first game zone with an adjacent second
game zone; connecting a client to a first zone server associated
with the first game zone; determining whether the character
location space includes a portion of the buffer sector; and
subsequent to determining whether the character location space
includes a portion of the buffer sector, connecting the client to a
second zone server associated with the second game zone.
13. An online game system, the system comprising: a determination
module configured to determine a character location space located
in a first game zone on a game map, wherein the first game zone
includes a buffer sector based on a boundary of the first game zone
with an adjacent second game zone, and to determine whether the
character location space includes a portion of the buffer sector;
and a connection module configured to connect a client to a first
zone server associated with the first game zone, and subsequent to
determining whether the character location space includes a portion
of the buffer sector, further configured to connect the client to a
second zone server associated with the second game zone.
14. A method for providing an online game, the method comprising:
means for determining a character location space located in a first
game zone on a game map, wherein the first game zone includes a
buffer sector based on a boundary of the first game zone with an
adjacent second game zone; means for connecting a client to a first
zone server associated with the first game zone; means for
determining whether the character location space includes a portion
of the buffer sector; and means for connecting the client to a
second zone server associated with the second game zone subsequent
to determining whether the character location space includes a
portion of the buffer sector.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of International Patent
Application No. PCT/KR2005/000341, filed on Feb. 4, 2005, which
claims priority to Korean Patent Application No. 10-2004-0007586,
filed on Feb. 5, 2004, each of which is incorporated herein by
reference.
BACKGROUND
[0002] 1. Field of the Invention
[0003] The present disclosure relates to a distributed data
processing method by an online game server and a system thereof.
More particularly, the present disclosure relates to a distributed
data processing method and a system thereof which defines a
predetermined section of the boundary with an adjacent game zone as
a buffer sector and flexibly controls a zone server connected to a
client in accordance with a type that an indication area includes
the buffer sector.
[0004] 2. Description of the Related Art
[0005] In case that a wide game area is signal-processed by one
game server under general online game environments, it causes a lot
of problems in aspects of system functions and efficiency of signal
processing. In order to solve the problems like above, a variety of
data distribution methods are being serviced.
[0006] For example, a representative method among the existing data
distribution methods is to divide a game area into zones based on a
certain criterion, and to allocate an exclusive game server to the
divided zones, thereby inducing data distribution.
[0007] In distributed data processing by using a division of zones
and an exclusive game server like above, in case that a character
of a client moves from a current zone to another zone while a game
in progress, a time of starting connection or a type of connection
of an exclusive game server to be connected in the next are very
important factors. This is because there may be tremendous
difference in efficiency of data distribution processing by the
time of starting connection or the type of connection of the
exclusive game server connected to the client.
[0008] Hereinafter, a data distribution method considering time of
starting connection or a type of connection of an exclusive game
server will be briefly described.
[0009] First, there may be a data distribution method providing a
session server between a client and an exclusive game server. The
data distribution method is configured to transmit data of the
exclusive game server to the client via the session server. Thus,
data generated by the exclusive game server are temporarily
recorded in the session server and received by the client.
Accordingly, in case that zones provided for the client are at
least two, the session server requests an exclusive game server
associated with each zone to transmit predetermined data, thereby
receives the same and transfers the predetermined data to the
client. The data distribution method like above has to transmit
data associated with a necessary zone, always, via the session
server. Therefore, there is a disadvantage that load by data
processing may concentrate on the session server.
[0010] Moreover, there may be a data distribution method which
receives data associated with an adjacent zone from an exclusive
game sever of a zone at which a character is currently located, and
provides a client with the received data. At this time, the data
associated with the adjacent zone are generated when the character
of the client approaches the boundary with the zone. For example,
in case that the character of the client is located at the zone A
and also faces to the adjacent zone B, the client is connected to
the exclusive game server A, the exclusive game server B transmits
data in relation to an event occurring at the zone B to the
exclusive game server A, and the exclusive game server A collects
all the data of the game zones A and B and transmits the collected
data to the client.
[0011] However, the data distribution method like above has a
problem that communication load may suddenly increase between
exclusive game servers. In addition, in case that the character
moves from the zone A to the zone B, the client has to stop a
connection to the zone A and set a connection to the zone B.
Therefore, there may be the time difference between two
connections. Moreover, in the client's place, there is a limit that
loading time by movement of a zone is required for game progress.
This may reduce concentration on the game.
[0012] Accordingly, there is required a new concept of a data
distribution processing model which enables data to be efficiently
distributed by restraining load of data from concentrating on a
particular exclusive game server. In addition, there is also
required a data distribution processing model which, in case that a
predetermined range based on the boundary with an adjacent game
zone is defined as a buffer sector and an indication area includes
the buffer sector, can reduce communication load remarkably by
connecting a next zone server to a client.
SUMMARY
[0013] The present disclosure is conceived to solve the
aforementioned problems. Thus, the present disclosure provides a
distributed data processing method by an online game server and a
system thereof, in which a predetermined range based on the
boundary with a game zone is defined as a buffer sector, and as a
section of the buffer sector is included in an indication area, a
user character connects a zone server of a game zone to which the
user character moves next, to a client.
[0014] Furthermore, the present disclosure also provides a
distributed data processing method by an online game server and a
system thereof which may confirm that an indication area is located
on a different game zone and restrain load of data from
concentrating on a particular zone server by connecting an
associated zone server to a client.
[0015] Furthermore, the present disclosure also provides a
distributed data processing method by an online game server and a
system thereof which perform information transfer with respect to
character information when a user character within an indication
area changes a game zone to another and is located thereat.
[0016] Furthermore, the present disclosure provides a distributed
data processing method by an online game server and a system
thereof which perform information transfer and updating with
respect to character information by location of a user character,
thereby efficiently reducing loss or distort of character
information.
[0017] In order to achieve the above objects, a distributed data
processing method by an online game server according to one
embodiment of the present disclosure comprises the steps of:
maintaining a zone information database for storing game map data
that is divided into at least one game zone; allocating zone
servers for implementing an instruction processing with respect to
a user character, to each of the game zones; mapping an indication
area indicated on a predetermined display means, on the game map
data, and identifying a game zone at which the mapped indication
area is located; and connecting a predetermined client to a zone
server that is allocated to the identified game zone; wherein said
step of connecting a predetermined client to a zone server that is
allocated to the identified game zone comprises the steps of:
connecting the client to a first zone server of a first game zone
at which a predetermined user character is located; defining a
section of the first game zone as a buffer sector, based on a
boundary with a second game zone, wherein the second game zone is
adjacent to the first game zone; and in case that the indication
area includes at least one section of the buffer sector, connecting
the client to the second zone server.
[0018] Moreover, in order to achieve the above objects, a
distributed data processing system by an online game server
comprises: a zone information database for storing game map data
that is divided into at least one game zone; a management means for
allocating zone servers for implementing instruction processing
with respect to a user character, to the game zone respectively; a
definition means for defining a section of the game zone as a
buffer sector based on a boundary with an adjacent game zone; a
mapping means for mapping an area indicated by a predetermined
display means on the game map data and identifying a game zone at
which the indication area is located; and a control means for
connecting a predetermined client to a zone server allocated to the
identified game zone; wherein in case that at least one section of
the indication area is located at the buffer sector, the control
means controls the zone server associated with the at least one
adjacent game zone, to be connected to the client.
BRIEF DESCRIPTION OF THE DRAWINGS
[0019] FIG. 1 is a drawing for explaining schematic configuration
of a distributed data processing system according to the present
disclosure.
[0020] FIG. 2 is a drawing illustrating a distributed data
processing system according to a preferred embodiment of the
present disclosure.
[0021] FIG. 3 is a drawing for explaining game map data and a game
zone formed by dividing the game map data, according to the present
disclosure,
[0022] FIG. 4 is a drawing for explaining a phase of a connection
between a client and a zone server in accordance with movement of a
user character.
[0023] FIG. 5 is a flowchart illustrating a distributed data
processing method according to a preferred embodiment of the
present disclosure.
[0024] FIG. 6 is a flowchart illustrating a method of changing a
zone server based on a mapping location of an indication area
according to the present disclosure,
[0025] FIG. 7 is a flowchart illustrating a method of specifying a
type of processing in a zone server.
[0026] FIG. 8 is a flowchart illustrating a method of updating
character information according to the present disclosure,
[0027] FIG. 9 is a flowchart illustrating a method of transferring
information on character information,
[0028] FIG. 10 is a flowchart illustrating a method of determining
whether a connection between a first zone server and a client is
cut off.
[0029] FIG. 11 is a flowchart illustrating a method of resetting a
mapping point of an indication area according to the present
disclosure.
[0030] FIG. 12 is an internal block diagram of a general-purpose
computer which may be adopted in implementing a distributed data
processing method according to the present disclosure.
DETAILED DESCRIPTION
[0031] Hereinafter, a distributed data processing method and a
system thereof will be in detail described with reference to the
accompanying drawings.
[0032] A game zone used in this specification may be one region in
which game map data, a background of game progress, are divided on
the basis of a predetermined criterion. At this time, individual
game servers (hereinafter, zone servers) are allocated to each of
game zones to restrictedly perform instruction processing that
occurs in a corresponding region. The game zones like above are
resulted from the determination that it is systematically
unreasonable for one game server to be in charge of a large range
of game map area. Thus, an area range of a game zone to be divided
may be flexibly set by the operator of the present system, based on
system capacity of an allocated zone server. In addition, a zone
server indicates a game server performing instruction processing
with respect to a game zone of which the zone server is in charge,
and the zone server serves to update character information (e.g.,
power, items, etc) of a user character in accordance with game
progress.
[0033] FIG. 1 is a drawing for explaining schematic configuration
of a distributed data processing system according to the present
disclosure.
[0034] A distributed data processing system 100 serves to
distribute instruction processing at an online game service by
controlling data to be processed by unit of a game zone 112 that is
divided into a predetermined region.
[0035] First, an online game server 110 is connected to a
predetermined terminal (not illustrated) of a client 120 through
the distributed data processing system 100 of the present
disclosure. The online game server 110 may be a MUD (Multiple User
Dialogue) game server, a MUG (Multiple User Graphic) game server,
and the like, which provides an online game service for the client
120 that is under a predetermined contract. In case that the client
120 who installed a game-related program in a terminal accesses the
online game server 110, a game service provided by the online game
server 110 transmits predetermined game progress data or game
patch, required for a game, to the terminal and supports game
progress using a user character controlled by the client 120.
Moreover, the online game server 110 divides game map data
necessary for game progress, into a predetermined range (size) of
area, thereby forming the game zones 114, and enables the zone
servers 112 to be allocated to each of the game zones 114. For
example, in FIG. 1, game map data are divided into four game zones
(game zone A.about. game zone D) and four zone servers (zone server
A.about. zone server D) are allocated to each of zone servers. As
aforementioned, the number of the game zones 114 and the size of
area thereof may be set by the operator of the present system, and
data distribution processing may be performed by limiting
instruction processing at an online game by unit of the game zones
114.
[0036] At this time, instruction processing may be signal
processing, enabling game progress by operating a particular user
character in accordance with an instruction signal received from
the client 120. For example, instruction processing generated at
the game zone 114 may be processing related to control of a user
character such as moving the user character, attacking a monster,
or the like in accordance with control and operation of the client
120, and processing that controls a background object (a tree, a
building, water, etc) or other characters (a monster, other user
character, NPC, etc) appearing in the corresponding game zone 114
to be indicated differently by movement of the user character.
[0037] The client 120 has a terminal for accessing a communication
network 130. The client 120 may be an Internet user who is provided
with an online game service by receiving game data or game patch
for game progress from the online game server 110 that is under a
predetermined contract for providing a game service. The terminal
is a device for maintaining a connection state with the online game
server 110 through the communication network 130, such as an
Internet network, a telephone line, etc, and implementing a game.
For example, the terminal may be a personal computer, a handheld
computer, a PDA, a cellular phone, a smart phone, and the like, in
which a predetermined memory means is provided and a predetermined
microprocessor is mounted.
[0038] The distributed data processing system 100 serves to
identify an area of the game zone 114 to be indicated on the
terminal in accordance with movement of a user character and to
control the zone server 112 allocated to the identified game zone
114 to be connected to the client 120. The control like above with
respect to the zone server 120 is implemented to restrain data load
from concentrating on the particular zone sever 112. Hereinafter, a
distributed data processing system 200 of the present disclosure
will be fully described with reference to FIG. 2.
[0039] FIG. 2 is a drawing illustrating a distributed data
processing system according to a preferred embodiment of the
present disclosure.
[0040] The distributed data processing system 200 of the present
disclosure comprises a zone information database 210, a management
means 220, a definition means 230, a mapping means 240, a control
means 250, a confirmation means 260, and a character information
database 270.
[0041] First, the zone information database 210 is a device for
storing game map data divided into at least one game zone 114, and
serves to store information on a map that is used at a
predetermined online game. That is, the zone information database
210 retains the entire map necessary for game progress and in case
that there is a request for abstraction of a map with respect to a
particular region by the control means 250, abstracts game map data
of the area and provides the same. At this time, the control means
250 will be described later. Division of the game zone 114 may be
set by the operator of the present system, based on capacity of the
zone server 112 allocated to each game zone 114 or the number
thereof 112. Hereinafter, a game zone 320 dividing game map data
310 will be described with reference to FIG. 3.
[0042] FIG. 3 is a drawing for explaining game map data and a game
zone formed by dividing the game map data, according to the present
disclosure
[0043] As illustrated in FIG. 3, the game map data 310 consist of a
plurality of sectors 330 and one game zone 320 is formed collecting
the predetermined number of sectors 330. The game map data 310,
6.times.6 sectors, are illustrated in FIG. 3. Three divided game
zones 320, i.e. the game zone A and the game zone B consist of
3.times.4 sectors, and the game zone C consists of 6.times.2
sectors. Each sector 330 is a basic unit for control with respect
to game characters (a user character, NPC, etc), items (weapons,
potion, etc), objects (a mountains, a road, etc), and the like, or
for updating with respect to character information in accordance
with game progress of the user character. In addition, the
predetermined number (or width) of sectors 330 from the boundary
with another adjacent game zone 320, may be defined as a buffer
sector (refer to FIG. 4), and information on the defined buffer
sector is stored in the zone information database 210.
[0044] The management means 220 is a device for respectively
allocating the zone servers 112 for performing instruction
processing to the game zones 320. Especially, the management means
220 enables instruction processing generating within a range of an
area limited to the game zone 320 to be processed exclusively at
the particular zone server 112. Thus, data load may be restrained
through data distribution. For example, in FIG. 3, as there are
three game zones 320, at least three zone servers 112 also have to
be provided. At this time, allocation of the zone server 112 with
respect to the game zone 320 is based on the number of sectors 330
retained by each of the game zones 320. The zone server 112 with
efficient capacity may be allocated to the game zone 320 retaining
the more number of sectors 330, and on the contrary, the zone
server 112 with less efficient capacity may be allocated to the
game zone 320 retaining the less number of sectors 330. This is to
enable the zone server 112 with the optimal capacity to be
allocated in proportion to the range of an area for performing
instruction processing. For example, in FIG. 3, as each of game
zones 320 retains the same number of sectors 330, the zone servers
310 with similar capacity are allocated to each of game zones 320.
In the present embodiment, as for example, the zone server 112 is
allocated based on the number of sectors 330 included in the
divided game zone 320, however, this is for convenient explanation.
Thus, it is apparent that there may be a variety of division
methods, such as for example, a method of setting the appropriate
number of sectors 330 per each zone server 112 by considering
capacity of the zone server 112 and dividing game map data into
game zones 320 on the basis of the set number, and the like.
[0045] The definition means 230 is a device for defining a section
of the game zone 320 as a buffer sector, based on the boundary with
the adjacent game zone 320. The area range of the defined buffer
sector may be set, for example, on the basis of the mapping change
speed of an indication area in accordance with the speed of game
progress, or loading time for a connection between the zone server
112 and the client 120. Namely, in case that the speed of game
progress is fast or loading time for a connection is delayed, the
definition means 230 enables a stable change of connection of the
zone server 112 by enlarging an area to be defined as a buffer
sector. Especially, only in the present embodiment in which the
game map data 310 consist of a plurality of sectors 330, the
definition means 230 may define the sector 330 adjacent to the
boarder with another game zone 320 as a buffer sector. In addition,
the definition means 230 may determine the area range of the buffer
sector on the basis of the number of buffer sectors 330 defined as
the buffer sector (e.g., in FIG. 4, the width of one sector 330 is
determined as an area of the buffer sector). At this time, the
buffer sector may be a sector having a function of, in case that as
the user character moves by game progress and the game zone 320 at
which the user character is located is changed, enabling the
distributed data processing system 200 of the present disclosure to
recognize in advance a change of the zone server 112 to be
connected to the client 120. In the present embodiment, the buffer
sector is compared with a mapping location of an indication area
provided for a display means (not illustrated) of the client 120 as
a game screen, and the zone server 112 to be connected to the
client 120 is adjusted in accordance with the correlation. That is,
in case that a mapped indication area includes at least one section
of the defined buffer sector, the zone server 112 of the adjacent
game zone 320 is connected to the client 120.
[0046] In one embodiment, an indication area, or character location
space, is a region defined about a user character. In another
embodiment, a character location space is the viewable area
including the user character. In yet another embodiment, a
character location space is the viewable area including the user
character and an additional predefined space. The mapping means 240
is a device for mapping an indication area indicated by the display
means of the client 120 on the game map data 310 and identifying
the game zone 320 at which the indication area is located. That is,
the mapping means 240 serves to indicate a location on the game map
data 310, so that a map provided for the client 120 may be
abstracted from the game map data 310. For this, predetermined
virtual coordinates may be provided on the game map data 310 and
the location of the indication area may be mapped on the game map
data 310 through the virtual coordinates. In the present
embodiment, the game map data 310 consist of a plurality of
individual sectors 330 and a location of a mapped indication area
may be determined as a location of the sector within the game map
data 310. At this time, the mapping means 240 may control the size
of the indication area to be a multiple of the area of the sector
330, so that the sector 330 may be completely included within the
indication area. Thus, instruction processing is performed stably
by unit of the sector 330.
[0047] The control means 250 is a device for connecting the zone
server 112 allocated to the identified game zone 320 to the client
120. The control means 250 serves to identify the indication area
mapped on the game map data 310 and a location of the user
character, selectively connect the particular zone server 112 to
the client 120 in accordance with a predetermined criterion, or
control information transfer with respect to character information
to be performed. In distributed data processing, it is important a
point of time when the zone server 112 distributing instruction
processing by the game zone 320 to the client 120. In the present
embodiment, time of starting connection with respect to the
particular zone server 112 is determined using the aforementioned
buffer sector. Hereinafter, a variety of phases of a connection
between the client 120 and the zone server 112 will be described
with reference to FIG. 4.
[0048] FIG. 4 is a drawing for explaining a connection type between
a client and a zone server in accordance with movement of a user
character.
[0049] In FIG. 4, it is assumed that a game is in progress while a
user character 360 moves from the game zone A (allocating the zone
server A thereto) to the game zone B (allocating the zone server B
thereto). In addition, the buffer sectors 340 and 345 are defined
as a row of the sector 330 adjacent to the boundary with the game
zone A and the game zone B and it is assumed that the size of an
indication area 350 is four times of the area of the sector 330
(the buffer sector is indicated as
[0050] First, in the screen 1, the indication area 350 is mapped
only within the predetermined sector 330 of the game zone A, not in
the first buffer sector 340. Thus, instruction processing is
performed in such a manner that the client 120 is connected to the
zone server A. That is, in the screen 1, the client 120 is
connected to the zone server A and character information changes in
accordance with instruction processing by the zone server and the
character information is maintained in the zone server A.
[0051] In case that the user character 360 moves while a game in
progress and a section of the indication area 350 is mapped on the
first buffer sector 340 of the game zone A, as shown in the screen
2, the control means 250 controls the zone server B of the game
zone B at which the user character 360 is expected to be located in
the next to be connected to the client 120. At this time, a
connection between the zone server A and the client 120 is
maintained. Especially, the control means 250 confirms that the
indication area 350 enters the first buffer sector 340 and, based
on a mapping direction of the indication area 350, provides a
network address (a URL, an IP address, a domain, etc: a network
address of the zone server B, in FIG. 4) for the zone server 112
accessible in the next, as a terminal of the client 120, and
controls the same to be connected to the zone server B. Information
on the network address like above may be provided from the sector
330, and as the indication area 350 is mapped, the sector 330
provides the control means 250 with information on a stored network
address of a particular zone server. At this time, in the screen 2,
the user character 360 is located at the game zone A so that
instruction processing by the zone server A may be maintained.
Namely, in the screen 2, the client 120 is connected to both the
zone server A and the zone server B at the same time, and in the
indication area 350, a region corresponding to the game zone A is
controlled to be indicated by the zone server A and a region
corresponding to the game zone B to be included as the next
indication area 350 by movement of the user character 360 is
controlled to be indicated by the zone server B. At this time, the
zone server A is maintained to continuously perform the
aforementioned instruction processing, and the zone server B
performs event processing (processing so that movement of other
character, performed by instruction processing of the zone server
B, may be realized on a display means). Character information is
maintained in the zone server A in accordance with a location of
the user character 360.
[0052] The screen 3 shows that the user character A moves from the
game zone A to the game zone B and the mapped indication area 350
includes a section of the second buffer sector 345 of the game zone
B. Accordingly, types of processing are exchanged to each other
between the zone server A and the zone server B, and event
processing is performed by the zone server A and instruction
processing is performed by the zone server B. In addition,
information transfer with respect to character information is
generated in accordance with a change of the game zone 320 of the
user character 360, and character information of the user character
360 retained in the existing zone server A is duplicated and
transmitted to the zone server B. At this time, character
information retained in the zone server A is maintained without
deletion before a predetermined criterion is satisfied. Thus, it
may be prepared for a change of character information by loss of
character information or transmission error that may occur during
information transfer.
[0053] The screen 4 shows that movement of the user character 360
is furthered, a matching point of the indication area 350 is out of
the second buffer sector 345, and the indication area 350 is mapped
only within the sector 330 of the game zone B, not by the second
buffer sector 345. Accordingly, the control means 250 cuts off a
connection between the zone server A and the client B 120 and
controls character information maintained in the zone server A to
be deleted.
[0054] Therefore, only for the case that the indication area 350 is
mapped on the buffer sectors 340 and 345, the zone server 112
associated with each game zone 320 is controlled to be connected to
the client 120. This may enable information transfer to be
organically performed and a connection of the zone server to be
efficiently changed in distributed data processing.
[0055] Moreover, in FIG. 4, a movement control line 370 included in
the indication area 350 is for changing mapping with respect to the
indication area 350. In case that the location of the user
character 360 is identical to the movement control line 370, the
indication area is enabled to be remapped on the basis of the entry
direction of the user character. Accordingly, mapping of the
indication area 350 according to movement of the user character 360
may be re-performed. In addition, because control of a change with
respect to the zone server 112 is enabled in accordance with a
change of the game zone 320 at which the user character 360 is
located, effects of data distribution may be improved.
[0056] In FIG. 4, mapping with respect to the indication area 350
is enabled to completely include the sector 330, however, it will
be apparent to those skilled in the related art that only one
section of the particular sector 330 is enabled to be included in
the indication area 350 by considering flexibility in converting a
game screen.
[0057] The confirmation means 260 is a device for confirming a map
(or a stage) at which the user character 360 is located when a game
is in progress, thereby generating character location information.
The generated character location information may be used as data
for deciding a mapping location of the indication area 350. That
is, the confirmation means 260 recognizes a character location at
an online game provided for the client 120 and enables the mapping
location of the indication area 350 to be selected by the mapping
means 240.
[0058] The character information database 270 is a device for
updating and storing character information changing in accordance
with game progress. The character information database 270 records
and maintains character information updated by the zone server 112
having a right for updating. In the present embodiment, character
information is mainly managed by the character information database
270, however, in case that the game is in progress by connection of
the client 120, management with respect to character information
may be performed by the zone server 112 performing instruction
processing. That is, character information stored in the character
information database 270 is duplicated and transmitted to the zone
server 112 having a right for updating, and updating with respect
to the transmitted character information is performed by the zone
server 112. The character information updated by the zone server
112 may be transferred to another game zone 320 (or character
information database 270) in accordance with change of a right for
updating, or may be transferred to the character information
database 270 in accordance with a signal of the client 120 for
ending a connection to the game.
[0059] Although not illustrated in FIG. 2, the distributed data
processing system 200 according to one preferred embodiment of the
present disclosure may further include a database management module
for managing the aforementioned databases 210 and 270. The database
management module of the distributed data processing system 200
according to the present disclosure may be embodied for the object
of the present disclosure using RDBMS (Relational Database
Management Systems) such as Oracle, Infomix, Sybase, DB2, and the
like, or OODBMS (Object-Oriented Database Management Systems) such
as Gemston, Orion, O2, and the like.
[0060] Operations of the distributed data processing system 200
having a configuration like above according to the present
disclosure will be in detail described.
[0061] FIG. 5 is a flowchart illustrating a distributed data
processing method according to a preferred embodiment of the
present disclosure.
[0062] The distributed data processing method according to the
present embodiment is performed by the aforementioned distributed
data processing system 200.
[0063] First, the distributed data processing system 200 maintains
the zone information database 210 for storing the game map data 310
that are divided into at least one game zone 320 (S510). This step
is a procedure for recording and maintaining information on the
game zone 320 constituting the game map data 310. Thus, the entire
map on which game is performed is stored (refer to FIG. 3).
[0064] In the next, the distributed data processing system 200
allocates zone servers 112 for implementing instruction processing
with respect to the user character 360, to each of the game zones
320 (S520). This step S520 is a procedure for associating the zone
server 112 by particular areas, thereby generating effects of
physical data distribution. Therefore, the zone server 112 is
allocated to the game zone 320, so as to generate effects of the
optimal data distribution on the basis of data processing capacity
of the zone server 112 or the size of the game zone 320 (the number
of retaining sectors 330).
[0065] Moreover, the distributed data processing system 200 maps
the indication area 350 indicated on a predetermined display means,
on the game map data 310, and identifies the game zone 320 at which
the mapped indication area 350 is located (S530). This step S530 is
a procedure for confirming the location of the user character 360
on the game map data 310, abstracting a predetermined area
including the user character 360, and displaying the abstracted
area on the display means.
[0066] Furthermore, the distributed data processing system 200
connects the client 120 to the zone server 112 that is allocated to
the identified game zone 320 (S540). This step S540 is a procedure
for determining the zone server 112 to process a control
instruction of the client 120 with respect to the user character
360 and connecting the zone server 112 to the client 120.
Especially, in this step S540, the number of zone servers 112 to be
connected may be flexibly adjusted in accordance with a mapping
point of the indication area 350, and in order to guarantee the
flexibility in a connection of the zone server 112 like above, the
present disclosure defines a predetermined area of the game zone
320 as a buffer sector. Hereinafter, a change of the zone server
112 connected to the client 120 in accordance with a mapping
location of the indication area 350 will be described with
reference to FIG. 6.
[0067] FIG. 6 is a flowchart illustrating a method of changing a
zone server based on a mapping location of an indication area
according to the present disclosure.
[0068] At this time, a first game zone indicates the game zone 320
at which the user character 360 is currently located (e.g., the
game zone A in FIG. 4), and a second game zone may indicate the
game zone 320 to which the user character 360 may moves in the next
(e.g., the game zone B in FIG. 4).
[0069] First, the distributed data processing system 200 connects
the client 120 to a first zone server allocated to the first game
zone at which the user character 360 is located (S610). This step
S610 is a procedure for connecting the first zone server 112
processing a control instruction received from the client 120. At
this time, the first zone server connected to the client 120
performs instruction processing with respect to the user character
360.
[0070] In the next, the distributed data processing system 200
defines a section of the first game zone as a buffer sector, based
on a boundary with the second game zone (S620). This step S620 is a
procedure for making a boundary with the first game zone and the
second game zone recognized by the distributed data processing
system 200 in accordance with movement of the user character 360.
For example, the sector 330 may be defined as a buffer sector or
the range of a predetermined area (width) from the game zone 320
may be defined as a buffer sector by the definition means 230. In
the present embodiment, the particular sector 330 is defined as a
buffer sector by considering the fact that the game zone 320
consists of the predetermined number of sectors 330, however, this
is for unified explanations.
[0071] Furthermore, the distributed data processing system 200
determines whether the indication area 350 includes at least one
section of the buffer sector (S630). This step S630 is a procedure
for determining whether any mapping point of the indication area
350 mapped by movement of the user character 360 is overlapped with
the range (width) defined as the buffer sector. For example, the
control means 250 confirms whether a buffer sector specified by
predetermined virtual coordinates is identical to the indication
area 350.
[0072] In case that it is determined that the indication area 350
includes one section of the buffer sector in the step S630 (Yes
direction in S630), the distributed data processing system 200
transmits a network address of the second zone server allocated to
the second game zone to the client 120 (S640). This step S640 is a
procedure for informing in advance that the game zone 320 at which
the user character 360 is located is changed in the near time. For
example, the game zone 320, a next mapping point of the indication
area 350, is pre-recognized on the basis of a mapping direction of
the indication area 350 (entry direction of the user character
360). At this time, the game zone 320 capable of being mapped in
the next may be at least one. The network address of the zone
server 112 allocated to the game zone 320 may be an IP address, a
URL, a Domain, and the like.
[0073] Furthermore, the distributed data processing system 200
connects the second zone server to the client 120 based on the
transmitted network address (S650). This step S650 is a procedure
for connecting the client 120 to the second zone server based on
the transmitted network address as a section of the indication area
350 enters a buffer sector. That is, this step S650 shows that it
is necessary to provide a game screen related to the second game
zone in the near time, from game screens provided for the client
120. As the user character 360 approaches a boundary with the game
zone, all the related zone servers 112 are connected to the client
120. Accordingly, the zone servers 112 connected to the client 120
are the first zone server and the second zone server, and only for
the case where a mapping point of the indication area 350 is
located on a buffer sector, at least two zone servers 112 are
connected. In this manner, the object of the present disclosure for
efficiently generating effects of data distribution is faithfully
performed.
[0074] Furthermore, in the step S650, the distributed data
processing system 200 may control the zone servers 112 connected to
the client 120 to be in charge of respectively different kinds of
processing in accordance with a location of the user character 360
within the indication area 350. This will be described with
reference to FIG. 7.
[0075] FIG. 7 is a flowchart illustrating a method of specifying a
type of processing in a zone server.
[0076] As illustrated in FIG. 7, the distributed data processing
system 200 controls the first zone server to be in charge of
instruction processing (S752). This step S752 is a procedure for
controlling instruction processing with respect to the user
character 360 to be performed by the first zone server, considering
that the user character 360 is located at the first game zone.
[0077] Moreover, the distributed data processing system 200
controls the second zone server to be in charge of an event
occurring at the second game zone that is indicated on the
indication area 350 (S754). This step S754 is a procedure for
visualizing a phase of game progress of other characters (other
user character, a NPC, a monster, etc) processed by the second zone
server and providing the same for the client 120 locating the user
character at the first game zone. The event processing like above
is performed by the second zone server.
[0078] Accordingly, only for the case where the user character 360
approaches a boundary with the game zone 320 and thereby is
required to receive data from respectively different zone servers
112, the client 120 is connected to related zone servers 112 at the
same time. Thus, there is an effect that it is possible to restrain
data from concentrating on the particular zone server 112.
[0079] The present embodiment does not particularly define whether
a user character crosses a boundary with a first game zone and a
second game zone. However, in case that the user character crosses
the boundary with the game zone to enter the second game zone, it
may be easily induced that the existing second game zone becomes a
first game zone and based on the aforementioned embodiments, there
is a change of processing that the first zone server or the second
zone server is in charge of.
[0080] Hereinafter, as for another embodiment of the present
disclosure, updating with respect to character information changing
in accordance with game progress and information transfer of
character information will be described.
[0081] FIG. 8 is a flowchart illustrating a method of updating
character information according to the present disclosure.
[0082] Updating with respect to character information and
information transfer of character information may be performed in
succession after the step S650 in FIG. 6.
[0083] First, the distributed data processing system 200 maintains
the character information database 270 for storing character
information of the user character 360 (S810). This step S810 is a
procedure for storing character information on power, items,
technology, etc, retained by the user character 360. Character
information may be stored in the character information database
270, in such a manner that updated information is received in real
time from each of the zone servers 112 or that character
information of the corresponding user character 360 is received at
once from the zone server 112 when a right for updating is
retrieved. The present disclosure may adopt the aforementioned two
storage methods, and in the following embodiment, a method of
storing character information in accordance with a change of a
right for updating will be described.
[0084] In the next, the distributed data processing system 200
duplicates character information from the character information
database 270, thereby providing the same for the first zone server
(S820). This step S820 is a procedure for providing character
information for the first zone server of the first game zone at
which the user character 360 is located. For example, when the
client 120 is connected to a game for the first time, transfer with
respect to character information may be performed.
[0085] In addition, the distributed data processing system 200
gives a right for updating the provided character information to
the first zone server (S830). This step S830 is a procedure for
enabling the first zone server to update obtained items/technology
and all the numerical values changing in accordance with game
progress of the user character 360, in which the first zone server
performs instruction processing with respect to the user character
360. That is, character information is updated by the zone server
112 of the game zone 320 at which the user character is
located.
[0086] Furthermore, the distributed data processing system 200
updates character information in accordance with instruction
processing of the first zone server (S840). This step S840 is a
procedure for reflecting changed matters of data generating by
instruction processing with respect to the user character in
character information. Accordingly, character information is
enabled to be updated continuously and in real time and updated
character information is recorded in a predetermined memory (not
illustrated) of the first zone server.
[0087] In case that the user character 360 leaves the first game
zone by movement of the user character 360 while a game in
progress, the distributed data processing system 200 retrieves the
given right for updating (S850). This step S850 is a procedure for,
in case that the user character 360 changes the game zone 320
located thereby 360, retrieving a right for updating given to the
existing first game zone and giving a right for updating the
corresponding user character 360 to the zone server 112 of the game
zone 320 to which the user character 360 moves. At this time, the
distributed data processing system 200 may control updated
character information, besides the aforementioned right for
updating, to be transmitted to the zone server 112 (or the
character information database 270) to which the user character 360
moves.
[0088] Accordingly, according to the present disclosure, there is
an effect that loss or distort of character information may be
reduced by enabling updating with respect to character information
and information transfer to be performed in accordance with a
location of the user character 360.
[0089] Hereinafter, information transfer of character information
in accordance with movement of the user character 360 to another
game zone 320 will be described.
[0090] FIG. 9 is a flowchart illustrating a method of transferring
information on character information.
[0091] The distributed data processing system 200 duplicates
updated character information from the first zone server and
transmits the duplicated character information to the second zone
server (S960). This step S960 is a procedure for transferring
information on character information in case that the user
character 360 leaves the first game zone to enter the second game
zone. For example, updated character information is duplicated form
the first zone server by the control means 250 and recorded in the
second zone server. At this time, it is prepared for loss or
distort of character information that may occur by enabling the
first zone server to record and maintain character information.
[0092] In the next, the distributed data processing system 200
controls the second zone server to be in charge of instruction
processing by giving a right for updating to the second zone server
(S970). This step S970 is a procedure for updating transferred
character information in accordance with game progress by enabling
instruction processing with respect to the user character 360 to be
performed by the second zone server. Namely, as the user character
360 is located at the second game zone, the zone server 112 for
performing instruction processing is changed.
[0093] In addition, the distributed data processing system 200
controls the first zone server to be in charge of an event
occurring at the first game zone that is indicated on the
indication area 350 (S980). This step S980 is a procedure for
enabling kinds of processing to be converted, so that the first
zone server performing instruction processing may process an event.
A screen associated with the first game zone on the indication area
350 is provided for the client 120 (refer to FIG. 4).
[0094] Accordingly, there is an effect that data distribution
processing between the boundaries with the game zones 320 may be
efficiently performed by enabling flexible conversion of processing
between the zone servers 112 in accordance with movement of the
user character 360 to another game zone 320.
[0095] As for another embodiment of the present disclosure, in the
step S850 of retrieving the aforementioned right for updating, a
connection between the first zone server and the client 120 is cut
off, based on whether a mapping point of the indication area 350
leaves a buffer sector defined in the second game zone.
[0096] FIG. 10 is a flowchart illustrating a method of determining
whether a connection between a first zone server and a client is
cut off.
[0097] First, the distributed data processing system 200 defines a
section of the second game zone as a second buffer sector, based on
a boundary with the first game zone (S1051). This step S1051 is a
procedure for defining a section of the sector 330 of the second
game zone as a buffer sector by the definition means 230. The
explanation in relation thereto is same to the aforementioned
procedure of defining a buffer sector and omitted herein.
[0098] In the next, the distributed data processing system 200
determines whether the indication area 350 includes at least one
section of the second buffer sector (S1052). This step S1052 is a
procedure for confirming whether the indication area 350 is mapped
on the second buffer sector after the user character 360 leaves the
first game zone. That is, it is identified to what extent the user
character 360 located at the second game zone approaches a boundary
with the first game zone and it is confirmed whether it is required
to provide a game screen related to the first game zone from game
screens provided for the client 120.
[0099] In case that it is determined that the indication area 350
includes a section of the second buffer sector (Yes direction in
the step S1052), the distributed data processing system 200
maintains a connection between the first zone server and the client
120 (S1053). This step S1053 is a procedure for maintaining a
connection with the first zone server so that an event may be
performed by the first zone server. Therefore, after a certain
period passes, it is controlled to return to the step S1052 and
continuously determined whether the indication area 350 includes at
least one section of the buffer sector.
[0100] On the other hand, in case that it is determined that the
indication area 350 does not includes the second buffer sector (No
direction in the step S1052), the distributed data processing
system 200 cuts off a connection between the first zone server and
the client 120 (S1054). This step S1054 is a procedure for removing
a connection between the first zone server and the client 120 as a
target of an event is extinguished in connection with the first
game zone within the indication area 350. Hereafter, the client 120
maintains a connection only with the second zone server for
instruction processing with respect to the user character 360.
[0101] Moreover, in case that it is determined that the indication
area 350 does not include a buffer sector, the distributed data
processing system 200 deletes character information maintained in
the first zone server (S1055). This step S1055 is a procedure for
deleting character information stored in the first zone server at a
point of time when a location of the user character 360 is changed
into the second game zone and a mapping point of the indication
area 350 is out of the second buffer sector. Namely, when
information transfer with respect to character information is
performed, character information maintained in the first zone
server in preparation for loss or distort of information is deleted
and updating with respect to character information is performed by
the second zone server. In the present embodiment, character
information is deleted on the basis of when a mapping point of the
indication area 350 leaves the first game zone. However, this is
only one embodiment of the present disclosure. For example, there
may be a variety of methods of setting criteria such as a method
based on the point of time when a location of the user character
360 moves to another game zone 320. A method of determining when to
delete character information may be flexibly determined by the
operator of the present system considering system environments.
[0102] Therefore, according to the present disclosure, it may be
possible to enhance a change of the zone server 112 connected to
the client 120 in accordance with movement of the user character
360. Thus, there is an effect that it is possible to restrain data
load from concentrating on the particular zone server 112 and it is
also possible to reduce loss or distort of information that may
occur during information transfer of character information.
[0103] Hereinafter, as for another embodiment of the present
disclosure, remapping of the indication area 350 in accordance with
movement of the user character 360 will be described.
[0104] FIG. 11 is a flowchart illustrating a method of resetting a
mapping point of an indication area according to the present
disclosure.
[0105] The present embodiment may be performed in the step S530 for
identifying the game zone 320 at which the aforementioned
indication area 350 is located. In addition, the movement control
line 370 is a dotted line in FIG. 4.
[0106] First, the distributed data processing system 200 confirms
the movement control line 370 for changing a mapping point on the
game map within the indication area 350 (S1110). This step S1110 is
a procedure for drawing a kind of virtual line in order to
recognize a change of a mapping point of the indication area 350.
The movement control line 370 may be flexibly determined by the
operator of the present system considering the optimal range in
which movement of the user character 360 and a smooth game screen
thereby may be provided for the client 120.
[0107] In the next, the distributed data processing system 200
identifies a location of the user character 360 within the
indication area 350 (S1120). This step SI 120 is a procedure for
recognizing a location of the user character 360 within the mapped
indication area. Especially, it is determined whether the location
of the user character 360 is identical to the movement control line
370 (S1125). Namely, as the user character 360 continues to move
toward a certain direction, the same 360 approaches the movement
control line 370 and it is identified that the user character 360
is located on the movement control line 370 at a certain point of
time.
[0108] In case that it is determined that the location of the user
character 360 is identical to the movement control line 370 in the
step S1125, the distributed data processing system 200 remaps the
indication area 350 on the game map on the basis of an entry
direction of the user character 360 (S1130). Namely, predetermined
game map data 310 are re-abstracted considering movement of the
user character 360 and the re-abstracted map is provided for the
client 120. At this time, the predetermined game map data 310
become the background of a game screen.
[0109] On the other hand, in case that it is determined that the
location of the user character 360 is not identical to the movement
control line 370 in the step S1125, the distributed data processing
system 200 maintains a map provided as a game screen and performs
instruction processing with respect to the user character 360. In
addition, the distributed data processing system 200 performs the
step S1125 every predetermined period (or in real time) and
continuously identifies a location of the user character 360.
[0110] Accordingly, according to the present disclosure, a screen
may be smoothly converted by remapping the indication area 350 in
accordance with movement of the user character 360. In addition,
movement of the user character 360 within a certain range is
guaranteed without conversion of a screen. Thus, there is an effect
that it is possible to prevent unnecessary conversion of a screen
and to save system resources.
[0111] The embodiments of the present disclosure include computer
readable media including program instructions to implement various
operations embodied by a computer. The media may also include,
alone or in combination with the program instructions, data files,
data structures, tables, and the like. The media and program
instructions may be those specially designed and constructed for
the purposes of the present disclosure, or they may be of the kind
well known and available to those having skill in the computer
software arts. Examples of computer-readable media include magnetic
media such as hard disks, floppy disks, and magnetic tape; optical
media such as CD-ROM disks; magneto-optical media such as floptical
disks; and hardware devices that are specially configured to store
and perform program instructions, such as read-only memory devices
(ROM) and random access memory (RAM). The media may also be a
transmission medium such as optical or metallic lines, wave guides,
etc. including a carrier wave transmitting signals specifying the
program instructions, data structures, etc. Examples of program
instructions include both machine code, such as produced by a
compiler, and files containing higher level code that may be
executed by the computer using an interpreter.
[0112] FIG. 12 is an internal block diagram of a general-purpose
computer which can be more adopted in implementing the distributed
data processing method according to the present disclosure.
[0113] The computer system 1200 includes any number of processors
1210 (also referred to as central processing units, or CPUs) that
are coupled to storage devices including primary storage (typically
a random access memory, or "RAM 1220"), primary storage (typically
a read only memory, or "ROM 1230"). As is well known in the art,
ROM 1230 acts to transfer data and instructions uni-directionally
to the CPU and RAM 1220 is used typically to transfer data and
instructions in a bi-directional manner. Both of these primary
storage devices may include any suitable type of the
computer-readable media described above. A mass storage device 1240
is also coupled bi-directionally to CPU and provides additional
data storage capacity and may include any of the computer-readable
media described above. The mass storage device 1240 may be used to
store programs, data and the like and is typically a secondary
storage medium such as a hard disk that is slower than primary
storage. A specific mass storage device such as a CD-ROM 1260 may
also pass data uni-directionally to the CPU. Processor 1210 is also
coupled to an interface 1250 that includes one or more input/output
devices such as such as video monitors, track balls, mice,
keyboards, microphones, touch-sensitive displays, transducer card
readers, magnetic or paper tape readers, tablets, styluses, voice
or handwriting recognizers, or other well-known input devices such
as, of course, other computers. Finally, processor 1210 optionally
may be coupled to a computer or telecommunications network using a
network connection as shown generally at a network interface 1270.
With such a network connection, it is contemplated that the CPU
might receive information from the network, or might output
information to the network in the course of performing the
above-described method steps. The above-described devices and
materials will be familiar to those of skill in the computer
hardware and software arts.
[0114] The hardware elements above may be configured to act as one
or more software modules for implementing the operations of this
invention.
[0115] The foregoing descriptions of specific embodiments of the
present disclosure have been presented for purposes of illustration
and description. They are not intended to be exhaustive or to limit
the invention to the precise forms disclosed, and obviously many
modifications and variations are possible in light of the above
teaching.
[0116] Therefore, it is intended that the scope of the invention be
defined by the claims appended thereto and their equivalents.
[0117] Although the present disclosure has been described in
connection with the embodiment of the present disclosure
illustrated in the accompanying drawings, it is not limited thereto
since it will be apparent to those skilled in the art that various
substitutions, modifications and changes may be made thereto
without departing from the scope and spirit of the invention.
[0118] Thus, according to the present disclosure, there is provided
a distributed data processing method by an online game server and a
system thereof, in which a predetermined range based on the
boundary with a game zone is defined as a buffer sector, and as a
section of the buffer sector is included in an indication area, a
user character connects a zone server of a game zone to which the
user character moves next, to a client.
[0119] Furthermore, according to the present disclosure, there is
also provided a distributed data processing method by an online
game server and a system thereof which may confirm that an
indication area is located on a different game zone and restrain
load of data from concentrating on a particular zone server by
connecting an associated zone server to a client.
[0120] Furthermore, according to the present disclosure, there is
also provided a distributed data processing method by an online
game server and a system thereof which perform information transfer
with respect to character information when a user character within
an indication area changes a game zone to another and is located
thereat.
[0121] Furthermore, according to the present disclosure, there is
provided a distributed data processing method by an online game
server and a system thereof which perform information transfer and
updating with respect to character information by location of a
user character, thereby efficiently reducing loss or distort of
character information.
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