U.S. patent application number 11/866731 was filed with the patent office on 2008-10-02 for method, game server and mobile terminal for providing game server with game room information.
This patent application is currently assigned to HUAWEI TECHNOLOGIES CO., LTD.. Invention is credited to Qian LIU, Jieping ZHONG.
Application Number | 20080242424 11/866731 |
Document ID | / |
Family ID | 37077686 |
Filed Date | 2008-10-02 |
United States Patent
Application |
20080242424 |
Kind Code |
A1 |
LIU; Qian ; et al. |
October 2, 2008 |
METHOD, GAME SERVER AND MOBILE TERMINAL FOR PROVIDING GAME SERVER
WITH GAME ROOM INFORMATION
Abstract
A method, a game server and a mobile terminal for providing a
game user with game room information is disclosed in the present
invention, the method including: the game server detecting a game
user's state change in the game room; if a game user joins the
game, storing the game user's table and seat state as occupied; if
the game user leaves the game, storing the game user's table and
seat state as unoccupied, and sending to the game user the IDs of
all the tables and seats with state change between the time when
the game user last joins the game and the time when the game user
leaves the game. In accordance with the present invention, the game
user is provided with the IDs of the tables and seats with state
change when the game user leaves the game. Therefore, the data flow
is reduced considerably, the game speed is accelerated, and the
user may pay fewer network fees.
Inventors: |
LIU; Qian; (Shenzhen,
CN) ; ZHONG; Jieping; (Shenzhen, CN) |
Correspondence
Address: |
LEYDIG VOIT & MAYER, LTD
TWO PRUDENTIAL PLAZA, SUITE 4900, 180 NORTH STETSON AVENUE
CHICAGO
IL
60601-6731
US
|
Assignee: |
HUAWEI TECHNOLOGIES CO.,
LTD.
Shenzhen
CN
|
Family ID: |
37077686 |
Appl. No.: |
11/866731 |
Filed: |
October 3, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
PCT/CN2006/000656 |
Apr 12, 2006 |
|
|
|
11866731 |
|
|
|
|
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/332 20140902;
A63F 2300/406 20130101; A63F 13/79 20140902; A63F 2300/8023
20130101; A63F 2300/5533 20130101; A63F 13/12 20130101; A63F 13/35
20140902; A63F 2300/5546 20130101; A63F 2300/535 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Apr 12, 2005 |
CN |
200510064238.1 |
Claims
1. A method for providing a game user with game room information,
wherein the game room information comprises identifications (IDs)
of table and seat, the method comprising: storing the time when
each game user joins a game in a game room, and storing the state
of the table and seat of the game user as occupied when the game
user joins the game; storing the time when the game user leaves the
game, and storing the state of the table and seat of the game user
as unoccupied when the game user leaves the game; and sending IDs
of all the tables and seats with state change between the time when
the game user last joins the game and the time when the game user
leaves the game to the game user.
2. The method of claim 1, further comprising: sending IDs of the
unoccupied tables and seats to the game user before the game user
joins the game at first time.
3. The method of claim 2, wherein the sending the IDs of the
unoccupied tables and seats to the game user before the game user
joins the game at first time comprises: sending to the game user
the IDs of the unoccupied tables and seats in response to a request
before the game user joins the game at first time, when receiving
the request sent from the game user for the IDs of the unoccupied
tables and seats.
4. The method of claim 2, wherein the sending the IDs of the
unoccupied tables and seats to the game user before the game user
joins the game at first time comprises: sending IDs of the
unoccupied tables and seats when the game user joins the game room
to the game user; and sending IDs of the tables and seats with
state change after the game user has been in the game room to the
game user in real time.
5. The method of claim 1, wherein the game room information further
comprises user base information, and the user base information
comprises user IDs, the method further comprising: storing the user
base information of the game user when the game user joins the
game; and sending the user base information of all the game users
joining the game between the time when the game user last joins the
game and the time when the game user leaves the game to the game
user when the game user leaves the game.
6. The method of claim 5, wherein the user base information further
comprises: at least one of head portrait ID, level, credit, and
configuration information.
7. The method of claim 1, wherein the game room information further
comprises user information about leaving game room, and the user
information about leaving game room comprises user IDs, the method
further comprising: storing the user information about leaving game
room of the game user when the game user leaves the game room;
sending the user information about leaving game room of all the
other game users leaving the game between the time when the game
user last joins the game and the time when the game user leaves the
game to the game user, after the game user leaves the game.
8. The method of claim 1, further comprising: receiving a request
for the game room information sent from the game user leaving the
game before sending the IDs of all the tables and seats with state
change to the game user leaving the game.
9. The method of claim 1, when the game user leaves the game and
wants to start a new one, the method further comprising: sending
the game room information comprising at least the IDs of the tables
and seats with state change to the game user in real time; or
sending to the game user the game room information comprising at
least the IDs of the tables and seats with state change between the
time when the game user leaves the game and the present time in
response to a request sent from the game user for the game room
information.
10. The method of claim 1, wherein the IDs of the tables and seats
are sent to the game user via table and seat information of
user.
11. The method of claim 10, wherein the table and seat information
of user further comprises at least one of user ID, states of table
and seat, and table and seat password.
12. The method of claim 1, wherein the sending the IDs of all the
tables and seats with state change between the time when the game
user last joins the game and the time when the game user leaves the
game to the game user comprises: determining state change of the
tables and seats by comparing the states of the tables and seats at
the time when the game user last joins the game with the states of
the tables and seats at the time when the game user leaves the
game; and sending the IDs of all the tables and seats with state
change to the game user.
13. A game server, comprising: a first unit configured to store the
time when each game user joins a game in a game room, and store the
state of the table and seat of the game user as occupied when the
game user joins the game; store the time when the game user leaves
the game, and store the state of the table and seat of the game
user as unoccupied when the game user leaves the game; and a second
unit configured to send identifications (IDs) of all the tables and
seats with state change between the time when the game user last
joins the game and the time when the game user leaves the game to
the game user.
14. The game server of claim 13, further comprising: a third unit
configured to send IDs of the unoccupied tables and seats to the
game user before the game user joins the game at first time.
15. A mobile terminal, comprising: a first unit configured to
receive identifications (IDs) of the unoccupied tables and seats
from a game server before a game user of the mobile terminal first
joins a game, and receive IDs of the tables and seats with state
change between the time when the game user last joins the game and
the time when the game user leaves the game from the game server; a
second unit configured to determine unoccupied tables and seats by
comparing the IDs of the unoccupied tables and seats between the
latest time when the game user joins the game and the time when the
game use leaves the game with the IDs of the tables and seats with
state change.
Description
[0001] This application is a continuation of International Patent
Application No. PCT/CN2006/000656, filed Apr. 12, 2006, which
claims priority to Chinese Patent Application No. 200510064238.1,
filed Apr. 12, 2005, both of which are hereby incorporated by
reference.
FIELD OF THE INVENTION
[0002] The present invention relates to the mobile game field of
mobile communications, and particularly to a method, a game server
and a mobile terminal for providing a game user with game room
information.
BACKGROUND OF THE INVENTION
[0003] The mobile game is a game running on a mobile terminal based
on a mobile communication network. The mobile game represents a
major direction for entertainment services. At present, the
development of mobile games, however, suffers from the following
two deficiencies.
[0004] I. The capabilities of a mobile terminal, including
performance, memory, etc., are limited. Due to mediocre processing
capability and small memory capacity of the chip in the mobile
terminal, data processing of large capacity or with high frequency
should be avoided.
[0005] II. The rate and capacity of the mobile communication
network are also limited. Due to a relatively low transmission rate
of the mobile communication network, excessive interaction with a
game server may not be supported. Therefore, for the mobile game,
the data interaction of large capacities between the client and
game server should be avoided, and the frequency of data
interaction should be reduced.
[0006] Therefore, for an online mobile game, the data capacity is
carefully controlled in the process of the game.
[0007] At present, major flow of the online mobile game is the
synchronous data of game room sent from a game server to game
users. In the prior art, user data in the game room is synchronized
in two modes as follows.
[0008] I. A game server broadcasts each action of each game user in
a game room to all the other game users in the game room in real
time.
[0009] For example, when a game user enters a game room, a game
server will send all the game room information to the game
user.
[0010] The game room information mainly includes:
[0011] user base information (UserBaseInfo), including: user
identification (UserID), name, head portrait ID, level, credit,
configuration information, etc.;
[0012] table and seat information of user (UserTabInfo), including:
UserID, table ID, seat ID, operation ID, password, etc. The
operation ID is used to identify whether a table and seat are
occupied or unoccupied. For example, a value of 1 indicates that
the table and seat are occupied, and a value of 0 indicates that
the table and seat are unoccupied;
[0013] user information about leaving game room
(UserLeaveRoomInfo), including: UserID, etc.
[0014] The UserID is used to uniquely identify the game user.
[0015] Then, as long as there is a change about any game room
information, the game server will notify the game user of the room
information changed in real time, which includes the processes as
follows.
[0016] A. If another game user joins the game room, the game server
sends to the game user the UserBaseInfo of the game user joining
the game room.
[0017] B. If another game user joins the game, the game server
sends to the game user the UserTabInfo of the game user joining the
game.
[0018] C. If another game user leaves the game, the game server
sends to the game user the UserTabInfo of the game user leaving the
game.
[0019] D. If another user leaves the game room, the game server
sends to the game user the UserLeaveRoomInfo of the game user
leaving the game.
[0020] Now the mobile game only supports a single window, and is
incapable of multitasking. Therefore, if game room information is
sent to a game user playing a game, the game user will do nothing
in response to the game room information, in other words, in the
process of playing the game, it is only necessary for the game user
to know the change in the current game interface, instead of the
change in the game room. Only when the game user leaves the current
game to select a new one, it is necessary for the game user to know
which tables and seats are unoccupied, and the game server is
required to provide the game user with the game room information.
Otherwise, it is not necessary for the game server to send the room
information to the game user.
[0021] II. A game user requests game room information from a game
server on his or her own initiative.
[0022] Similarly, when, for example, a game user just enters a game
room, the game server sends all the game room information to the
game user. Then when the game user in the game room does not play
any games, as long as there is a change in the game room
information, the game server will send the game room information
changed to the game user in real time. Meanwhile, if the game user
requires the game room information when leaving a game table, the
game user may sends to the game server a request for game room
information (RequestRoomInfo), and the game server sends all the
current room information to the game user in response to the
request. When sending to the game user the game room information,
the game server will not consider whether the game user has
obtained some of the game room information before the game user
plays the game, as well as whether some of the room information
keeps unchanged when the game user plays the game. It is obvious
that redundant data will be generated in this method: the game
server once again sends the game room information which the game
user has obtained to the game user while the room information has
not changed in the game room.
[0023] It can be seen from the description above that redundant
data will be generated in both the above two methods for providing
the game user with the game room information. The redundant data
brings the game user excessive data flow which raises the burden of
processing on a client. Accordingly, game interfaces are refreshed
slowly, game pictures can not be displayed fluently, and the game
user has to pay more network fees.
SUMMARY OF THE INVENTION
[0024] The present invention provides a method, a game server and a
mobile terminal for providing a game user with game room
information, to reduce data flow of a mobile game when the game
user can obtain the necessary game room information.
[0025] The present invention provides the following technical
scheme.
[0026] A method for providing a game user with game room
information, the game room information including identifications
(IDs) of table and seat, the method includes:
[0027] storing the time when each game user joins a game in a game
room, and storing the state of the table and seat of the game user
as occupied when the game user joins the game;
[0028] storing the time when the game user leaves the game, and
storing the state of the table and seat of the game user as
unoccupied when the game user leaves the game; and
[0029] sending IDs of all the tables and seats with state change
between the time when the game user last joins the game and the
time when the game user leaves the game to the game user.
[0030] The method o further includes:
[0031] sending IDs of the unoccupied tables and seats to the game
user before the game user joins the game at first time.
[0032] The sending the IDs of the unoccupied tables and seats to
the game user before the game user joins the game at first time
includes:
[0033] sending to the game user the IDs of the unoccupied tables
and seats in response to a request before the game user joins the
game at first time, when receiving the request sent from the game
user for the IDs of the unoccupied tables and seats.
[0034] The sending the IDs of the unoccupied tables and seats to
the game user before the game user joins the game at first time
includes:
[0035] sending IDs of the unoccupied tables and seats when the game
user joins the game room to the game user; and
[0036] sending IDs of the tables and seats with state change after
the game user has been in the game room to the game user in real
time.
[0037] The game room information further includes user base
information, and the user base information includes user IDs, the
method further includes:
[0038] storing the user base information of the game user when the
game user joins the game; and
[0039] sending the user base information of all the game users
joining the game between the time when the game user last joins the
game and the time when the game user leaves the game to the game
user when the game user leaves the game.
[0040] The user base information further includes:
[0041] at least one of head portrait ID, level, credit, and
configuration information.
[0042] The game room information further includes user information
about leaving game room, and the user information about leaving
game room includes user IDs, the method further includes:
[0043] storing the user information about leaving game room of the
game user when the game user leaves the game room;
[0044] sending the user information about leaving game room of all
the other game users leaving the game between the time when the
game user last joins the game and the time when the game user
leaves the game to the game user, after the game user leaves the
game.
[0045] The method further includes:
[0046] receiving a request for the game room information sent from
the game user leaving the game before sending the IDs of all the
tables and seats with state change to the game user leaving the
game.
[0047] When the game user leaves the game and wants to starts a new
one, the method further includes:
[0048] sending the game room information including at least the IDs
of the tables and seats with state change to the game user in real
time; or
[0049] sending to the game user the game room information including
at least the IDs of the tables and seats with state change between
the time when the game user leaves the game and the present time in
response to a request sent from the game user for the game room
information.
[0050] The IDs of the tables and seats are sent to the game user
via table and seat information of user.
[0051] The table and seat information of user further includes at
least one of user ID, states of table and seat, and table and seat
password.
[0052] The sending the IDs of all the tables and seats with state
change between the time when the game user last joins the game and
the time when the game user leaves the game to the game user
includes:
[0053] determining state change of the tables and seats by
comparing the states of the tables and seats at the time when the
game user last joins the game with the states of the tables and
seats at the time when the game user leaves the game; and
[0054] sending the IDs of all the tables and seats with state
change to the game user.
[0055] A game server includes:
[0056] a first unit configured to store the time when each game
user joins a game in a game room, and store the state of the table
and seat of the game user as occupied when the game user joins the
game; store the time when the game user leaves the game, and store
the state of the table and seat of the game user as unoccupied when
the game user leaves the game; and
[0057] a second unit configured to send identifications (IDs) of
all the tables and seats with state change between the time when
the game user last joins the game and the time when the game user
leaves the game to the game user.
[0058] The game server further includes:
[0059] a third unit configured to send IDs of the unoccupied tables
and seats to the game user before the game user joins the game at
first time.
[0060] A mobile terminal includes:
[0061] a first unit configured to receive identifications (IDs) of
the unoccupied tables and seats from a game server before a game
user of the mobile terminal first joins a game, and receive IDs of
the tables and seats with state change between the time when the
game user last joins the game and the time when the game user
leaves the game from the game server;
[0062] a second unit configured to determine unoccupied tables and
seats by comparing the IDs of the unoccupied tables and seats
between the latest time when the game user joins the game and the
time when the game use leaves the game with the IDs of the tables
and seats with state change.
[0063] In comparison with the prior art, in the present invention,
each time the game user leaves the game, the game server sends to
the game user the IDs of the tables and seats with state change.
Since the game user has obtained the IDs of the unoccupied tables
and seats from the game server before the game user joins the game
at first time, the game user can obtain the IDs of the current
unoccupied tables and seats by comparing the IDs of the unoccupied
tables and seats with the received IDs of all the tables and seats
with state change when the game user leaves the game. In other
words, only when the game user leaves the game, the game user, in
accordance with the present invention, are provided with the IDs of
the tables and seats with the state change. Accordingly, the data
flow of system is reduced considerably, the speed of the game is
accelerated, and the game user may pay fewer network fees.
Meanwhile, in view of the requirement of the game user, other game
room information changed apart from the IDs of the tables and seats
with state change may be sent to the game user when the game user
leaves the game, so as to meet the game user's diversified demands
with data flow reduced.
BRIEF DESCRIPTION OF THE DRAWINGS
[0064] FIG. 1 is a schematic diagram illustrating the basic states
and basic state changes of a game user as defined in accordance
with the present invention.
[0065] FIG. 2 is a flowchart for providing a game user with game
room information in accordance with embodiment 1 of the present
invention by taking any game user as an example.
EMBODIMENTS OF THE INVENTION
[0066] The present invention will hereinafter be described in
detail with reference to accompanying drawings and specific
embodiments.
[0067] The basic states and basic state changes of a game user are,
as shown in FIG. 1, described as follows.
[0068] There are 3 basic states of game user: out of game room
(OutRoomState), in game room (InRoomState), and in game
(InGameState).
[0069] There are 4 basic state changes of game user:
[0070] joining game room (JoinRoom), that is the game user changes
from being in the OutRoomState to being in the InRoomState;
[0071] joining game (JoinGame), that is the game user changes from
being in the InRoomState to being in the InGameState;
[0072] leaving game (JoinGame), that is the game user changes from
being in the InGameState to being in the InRoomState; and
[0073] leaving game room (LeaveRoom), that is the game user changes
from being in the InRoomState to being in the OutRoomState.
[0074] In accordance with the present invention, before each game
user joins a game at first time, a game server sends IDs of
unoccupied tables and seats in a game room to the game user. The
game server checks states of each game user in the game room; if it
is detected that the game user joins the game, the game server
stores the time when the game user joins the game, and stores the
state of the table and seat of the game user as occupied; if it is
detected that the game user leaves the game, the game server stores
the time when the game user leaves the game, stores the state of
the table and seat of the game user as unoccupied, and sends the
IDs of all the tables and seats with state change between the time
when the game user last joins the game and the time when the game
user leaves the game to the game user.
[0075] FIG. 2 is a flowchart for providing a game user with game
room information in accordance with an embodiment of the present
invention by talking any game user as an example, as shown in FIG.
2, including the following processes.
[0076] Block 201: Before a game user joins a game at first time, a
game server sends IDs of the unoccupied tables and seats in the
game room to the game user.
[0077] The IDs of table and seat comprise a table ID and a seat ID,
and the IDs of table and seat may be sent to the game user via
UserTabInfo. The UserTabInfo includes the IDs of table and seat,
and may also include: an operation ID, a password, etc. The game
server may send the game room information required by the game user
to the game user via the UserTabInfo.
[0078] The game server may record the states of all tables and
seats in the game room, i.e., the operation IDs, and updates the
operation IDs when there is a change in the states of the tables
and seats.
[0079] In this process, before the game user joins the game at
first time, the game server may send the IDs of the unoccupied
tables and seats to the game user in two modes below.
[0080] Mode 1: When each game user just enters the game room, the
game server sends to the game user the IDs of unoccupied tables and
seats, and sends the IDs of tables and seats with state change to
the game user as long as there is a change in the state of any
table and seat. In this manner, before joining the game at first
time, the game user may obtain the IDs of the current unoccupied
tables and seats by comparing the IDs of the tables and seats with
state change currently obtained with the IDs of the unoccupied
tables and seats received at first time.
[0081] Mode 2: The game server does not send any game room
information to the game user before the game user enters the game
room, but sends to the game user the IDs of the current unoccupied
tables and seats in response to a request sent from the game user
for the IDs of the unoccupied tables and seats, before the game
user joins the game at first time.
[0082] Block 202: The game server determines whether the state
change of the game user is JoinGame or LeaveGame; if the state
change is JoinGame, continue with Block 203; if the state change is
LeaveGame, continue with Block 204; otherwise, directly cycle back
to Block 202 to continue to perform the operation for determining
whether the state change of the game user is JoinGame or
LeaveGame.
[0083] Block 203: The game server stores the time of JoinGame of
the game user, and stores the operation IDs of the table and seat
of the game user as 1, and cycle back to Block 202.
[0084] That the operation IDs of the table and seat equal to 1
indicates that the table and seat are occupied.
[0085] Block 204: The game server stores the time of LeaveGame of
the game user, stores the operation IDs of the table and seat of
the game user as 0, and sends to the game user the IDs of the
tables and seats with state change between the time of last
JoinGame and the time of LeaveGame, and cycle back to Block
202.
[0086] That the operation IDs of the table and seat equal to 0
indicates that the table and seat are unoccupied.
[0087] The game server may determine state change of the tables and
seats by searching the operation IDs of tables and seats of the
game room. For certain table and seat, if the operation IDs of
table and seat at the time of last JoinGame of the game user are
different from that at the time of last LeaveGame of the game user,
the game server can determines that there is a change in the state
of the table and seat.
[0088] It should be noted that if there is a state change of table
and seat during the time between the game user leaves a game and
the game user starts a new one, the game server will also send the
IDs of the table and seat with state change to the game user in two
modes below.
[0089] Mode 1: The game server sends the IDs of the tables and
seats with state change to the game user in real time.
[0090] Mode 2: The game server sends to the game user the IDs of
the tables and seats with state change between the time of
LeaveRoom and the present time in response to a request, when the
game user sends the request for the game room information to the
game server.
[0091] In the present embodiment, the game user has obtained the
IDs of the unoccupied tables and seats from the game server at the
time when the game user joins the game at first time. Therefore,
the game user may obtain the IDs of the unoccupied tables and
seats, when the game user leaves the game and wants to start a new
game, by comparing the IDs of the unoccupied tables and seats with
state change currently received from the game server with the IDs
of all of the tables and seats with state change previously
received from the game server and the IDs of the unoccupied tables
and seats obtained from the game server.
[0092] Given by embodiment 1 is the case where the game server
provides the game user with the least but necessary game room
information. Actually, before starting a new game, the game user
may also want to know other game room information apart from
requiring the game server to provide the game user with the
necessary IDs of the unoccupied tables and seats. Similarly, when
leaving the game room, the game user may also want to know other
game room information changed apart from his requirement of knowing
the IDs of the tables and seats with state change. The process for
providing a game user with game room information is given as
follows by taking any game user as an example in accordance with
another embodiment of the present invention.
[0093] Process 1: Before a game user first joins a game, a game
server sends game room information to the game user.
[0094] The game room information includes the IDs of the unoccupied
tables and seats in UserTabInfo, and the other information. The
other information is classified into two cases as follows.
[0095] Case 1: The other information includes one of or any
combination of the operation ID and password in the
UserTabInfo.
[0096] Case 2: The other information at least includes the UserID
in the UserTabInfo, and further includes one of or any combination
of the operation ID and password in the UserTabInfo, or further
includes one of or any combination of the UserID, name, head
portrait ID, level, credit, and configuration information in the
UserBaseInfo, or further includes the UserID in
UserLeaveRoomInfo.
[0097] The mode in which the game server sends the game room
information to the game user is the same as that in which the game
user obtains the IDs of the unoccupied tables and seats in Block
201.
[0098] Process 2: The game server determines whether there is a
state change of the game user; if there is a state change of the
game user, the game server stores a new change state of the game
user, and continue with Process 3; otherwise, cycle back to Process
2 to continue with the operation for determining whether there is a
state change of the game user.
[0099] Process 3: The game server determines which of the following
three: JoinGame, LeaveGame or LeaveRoom the state change of the
game user is, and stores the state change of the game user, and
performs the following processes.
[0100] Process A. If the state change of the game user is JoinGame,
the game server stores the time of JoinGame of the game user, and
stores the operation IDs of the table and seat of the game user as
1, and cycle back to Process 2.
[0101] Process B. If the state change of the game user is
LeaveGame, the game server stores the time of LeaveGame of the game
user, and stores the operation IDs of the table and seat of the
game user as 0. The game server sends the game room information
changed between the time of the last JoinGame of the game user and
the time of LeaveGame of the game user to the game user.
[0102] The game room information changed includes the IDs of the
tables and seats with state change, and further includes other game
room information changed. The processes are described as
follows.
[0103] a. Sending the UserTabInfo of all other game users of which
the states are changed into JoinGame.
[0104] b. Sending to the game user the UserTabInfo of all the other
game users of which the states are changed into LeaveGame.
[0105] c. Sending to the game user the UserTabInfo of all the other
game users of which the states are changed into UserBaseInfo.
[0106] d. Sending to the game user the UserBaseInfo+UserTabInfo of
all the other game users of which the states are changed into
JoinRoom+JoinGame.
[0107] e. Sending to the game user the UserLeaveRoomInfo of all the
other game users of which the states are changed into
LeaveRoom.
[0108] f. Sending to the game user the
UserLeaveRoomInfo+UserTabInfo of all the other game users of which
the states are changed into LeaveGame+LeaveRoom.
[0109] g. Sending to the game user the
UserTabInfo1+UserTabInfo2+UserTabInfo3+UserTabInfo4+ . . . of all
the other game users of which the states are changed into
JoinGame+LeaveGame+JoinGame+LeaveGame+ . . . .
[0110] h. Sending to the game user the
UserBaseInfo+UserTabInfo1+UserTabInfo2+UserTabInfo3+UserTabInfo4+ .
. . of all the other game users of which the states are changed
into JoinRoom+JoinGame+LeaveGame+JoinGame+LeaveGame+ . . . .
[0111] From g and h, what information is sent to the game user
leaving the game is determined by the times of the lastest state
changes and the information stored in the game server.
[0112] From a to h, the state change before "+" occurs prior to
that after "+", e.g., "JoinRoom+JoinGame" shows that the "JoinRoom"
of the game user occurs prior to "JoinGame". The user information
before "+" is stored prior to that after "+", e.g.,
"UserTabInfo1+UserTabInfo2" shows that "UserTabInfo1" is stored
prior to "UserTabInfo2".
[0113] As described in Process B from a to h the game server
provides the game user with all the information changed in the game
room. Actually, it is possible that the game user only needs the
UserTabInfo, so the game server may determine whether to send the
UserBaseInfo and UserLeaveRoomInfo included in Process B from a to
h to the game user according to a request from the game user.
[0114] From a to h, except for the IDs of table and seat, the
UserTabInfo further includes the information corresponding to that
obtained from the game server in Process 1, i.e., as long as there
is a change in any information in the UserTabInfo of other game
users obtained in Process 1, the game server will send the
information changed to the game user leaving the game. Further, if
the UserTabInfo does not include certain information, the certain
information acts as information newly added to the UserTabInfo, the
game server may also send the information newly added to the game
user leaving the game.
[0115] From a to h, the UserBaseInfo should include at least
UserID, and further include the information changed in the
information obtained in Process 1. Similarly, if the information
not included in Process 1 is newly added to UserBaseInfo, the game
server may also send the information newly added of other game
users to the game user leaving the game.
[0116] From a to h, UserLeaveRoomInfo includes at least UserID.
[0117] In applications, the game server may select one of or any
combination of game room information from a to h and send it to the
game user.
[0118] It should be noted that both the UserLeaveRoomInfo and
UserTabInfo are data of small quantity.
[0119] Because the state change of each game user has been stored
in the game server, when the state change of the game user is
LeaveGame, the game server may obtain the time of last JoinGame of
the game user and the time of LeaveGame of the game user, and
searches for other game users whose states are changed between
these two times; if the game server finds game users with state
change, the game server sends the game room information
corresponding to the game users with state change to the game user
according to the state change.
[0120] It should be noted that if there is a change in any game
room information, the game server will send the game room
information changed to the game user in two modes described as
follows, when the game user leaves a game and wants to starts a new
one.
[0121] Mode 1: The game server sends the game room information
changed to the game user in real time.
[0122] Mode 2: The game server sends to the game user the game room
information changed between the time when the game user leaves the
game room and the present time in response to a request, when the
game user sends the request for the game room information to the
game server.
[0123] Since the game user has obtained the game room information
at the time from the game server before the game user joins the
game at first time, the game user may obtain the current game room
information by comparing the game room information currently and
previously obtained with the game room information obtained at
first time, when the game user leaves the game and wants to start a
new game.
[0124] Process C. If the state change of the game user is
LeaveRoom, the game server does not send any information to the
game user, and the process is over.
[0125] It should be noted that in embodiments 1 and 2, when the
game user leaves the game, the game user can also send a request
for the game room information to the game server on his or her own
initiative, and the game server sends the game room information
changed between the time of last JoinGame of the game user and the
time of LeaveGame of the game user to the game user in response to
the request.
[0126] The above is only preferred embodiments of this invention,
and is not for use in limiting the invention. Any modification,
equivalent replacement or improvement made in accordance with the
present invention should be covered within the protection scope of
this invention.
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