U.S. patent application number 12/434133 was filed with the patent office on 2009-08-27 for network system capable of serving a large number of interactive users.
Invention is credited to Derek Liu, John Loehrer.
Application Number | 20090215541 12/434133 |
Document ID | / |
Family ID | 38334717 |
Filed Date | 2009-08-27 |
United States Patent
Application |
20090215541 |
Kind Code |
A1 |
Liu; Derek ; et al. |
August 27, 2009 |
NETWORK SYSTEM CAPABLE OF SERVING A LARGE NUMBER OF INTERACTIVE
USERS
Abstract
A network system includes a first server that can receive a
first message from a client application running on one of the
plurality of computer devices in a non-persistent network
connection. The first message includes client status information
about the client application. The first server can produce a data
base query in response to the first message. A data base can store
the client status information about the client application in the
first message. The first server can produce a second message in
response to results of the data base query. The first server can
send the second message to the client application in the
non-persistent network connection. A second server can receive a
third message from the client application in a persistent network
connection and respond to the client application in real time
without requiring a data query at a data base.
Inventors: |
Liu; Derek; (Milpitas,
CA) ; Loehrer; John; (Gresham, OR) |
Correspondence
Address: |
XIN WEN
3449 RAMBOW DRIVE
PALO ALTO
CA
94306
US
|
Family ID: |
38334717 |
Appl. No.: |
12/434133 |
Filed: |
May 1, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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11349791 |
Feb 8, 2006 |
|
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|
12434133 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/407 20130101;
G07F 17/3276 20130101; G07F 17/3223 20130101; A63F 13/12 20130101;
A63F 2300/402 20130101; A63F 13/358 20140902; A63F 2300/532
20130101; G07F 17/32 20130101; A63F 2300/513 20130101; A63F
2300/401 20130101; A63F 13/335 20140902; A63F 13/79 20140902; A63F
13/71 20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1-20. (canceled)
21. A network system, comprising: a computer network configured to
communicate with a plurality of computer devices; a first server in
connection to the computer network and configured to receive a
first message from a client application running on one of the
plurality of computer devices in a non-persistent network
connection, wherein the first message comprises client status
information about the client application, wherein the first server
is configured to produce a data base query in response to the first
message; a data base in communication with the first server,
wherein the data base is configured to store the client status
information about the client application in the first message,
wherein the first server is configured to produce a second message
in response to results of the data base query, wherein the first
server is configured to send the second message to the client
application in the non-persistent network connection; and a second
server in connection to the computer network and configured to
receive a third message from the client application in a persistent
network connection, wherein the second server is configured to
respond to the client application in real time without requiring a
data query at a data base.
22. The network system of claim 21, wherein the client status
information includes one or more of user identification, user
account information, users' history, user's preferences, users'
credits and currencies, users' contacts, teammates, and buddies, or
session identification.
23. The network system of claim 21, wherein the first message
comprise a first request, wherein the first server is configured to
produce the data base query to the data base in response to the
first request.
24. The network system of claim 23, wherein first server is
configured to produce the second message in response to result of
the data base query retrieved from the data base.
25. The network system of claim 23, further comprising a connection
pool server in communication with the first server and the data
base, wherein the connection pool server is configured to direct
the data base query to the data base on which the information
related to the first request is stored.
26. The network system of claim 25, wherein the connection pool
server is in communication with the first server and the data base
in persistent network connections.
27. The network system of claim 21, further comprising a load
balancer in communication with the computer network, the first
server and the second server, wherein the load balancer is
configured to receive the first message and the third message from
the one of the plurality of computer devices and to store the first
message and the third message in a request queue, wherein the load
balancer is configured to send the first message to the first
server when the first server is available for handling a new
request.
28. The network system of claim 21, the first message and the third
message are encrypted in a plurality of encryption protocols, the
network system further comprising a computer storage device in
communication with the first server and the second server, wherein
the computer storage device is configured to store a plurality of
protocols for message encryption and message decryption.
29. The network system of claim 28, wherein the first message is
serialized, wherein the first server is configured to deserialize
the first message to extract a first request in the first
message.
30. The network system of claim 28, wherein the third message is
serialized, wherein the second server is configured to deserialize
the third message to respond to the client application in real
time.
31. The network system of claim 21, wherein the client application
is a game application, wherein the third message includes game
logic information.
32. A network system, comprising: a computer network configured to
communicate with a plurality of computer devices each running a
client application; a first server in connection to the computer
network and configured to receive a plurality of first messages
from client applications respectively running on the plurality of
computer devices in non-persistent network connections, wherein the
first messages comprises client status information about the client
applications and first requests, wherein the first server is
configured to produce data base queries in response to the first
requests; a data base in communication with the first server,
wherein the data base is configured to store the client status
information about the client applications in the first messages,
wherein the first server is configured to produce the second
messages in response to results of the data base queries, wherein
the first server is configured to send the second messages to the
client application in the non-persistent network connection; a
second server in connection to the computer network and configured
to receive a third message from one of the client applications in a
first persistent network connection, wherein the second server is
configured to respond to the one of the client applications in real
time without requiring a data query at a data base; and a
connection pool server in communication with the first server and
the data base, wherein the connection pool server is configured to
direct the data base queries to the data base in a second
persistent network connection.
33. The network system of claim 32, wherein the client status
information includes one or more of user identification, user
account information, users' history, user's preferences, users'
credits and currencies, users' contacts, teammates, and buddies, or
session identification.
34. The network system of claim 32, wherein first server is
configured to produce the second messages in response to results
retrieved from the data base in response to the data base
queries.
35. The network system of claim 32, further comprising a load
balancer in communication with the computer network, the first
server and the second server, wherein the load balancer is
configured to receive the first message and the third message from
the one of the plurality of computer devices and to store the first
message and the third message in a request queue, wherein the load
balancer is configured to send the first message to the first
server when the first server is available for handling a new
request.
36. The network system of claim 32, the first message and the third
message are encrypted in a plurality of encryption protocols, the
network system further comprising a computer storage device in
communication with the first server and the second server, wherein
the computer storage device is configured to store a plurality of
protocols for message encryption and message decryption.
37. The network system of claim 36, wherein the first messages are
serialized, wherein the first server is configured to deserialize
the first messages to extract first requests in the first
messages.
38. The network system of claim 36, wherein the third message is
serialized, wherein the second server is configured to deserialize
the third message to respond to the client application in real
time
39. The network system of claim 32, wherein the client applications
comprise a game application, wherein the third message includes
game logic information.
Description
[0001] This application is a continuation application and claims
priority to commonly assigned U.S. patent application Ser. No.
11/349,791, filed Feb. 8, 2006, by Liu et al, the content of which
is incorporated herein by reference.
TECHNICAL FIELD
[0002] This application relates to a network system capable of
serving a large number of interactive users.
BACKGROUND
[0003] Interactive online digital entertainment has advanced on
many fronts in recent years, especially with respect to video
gaming. For example, users can login to websites to find an
opponent and then a game of chess or a card game in the virtual
world. As a player may be competing against another player, the
communication is bi-directional. However, not all video games can
be played online. For a game of chess where time to make a move
does not have an immediate and consequential effect on the outcome,
players have time to contemplate the next move, counter move, game
strategy and so on and the game does not need to provide real-time
feedback. However, in a majority of real-time video games, time
needed to make a decision and act upon that decision is relatively
short so that players involved feel a sense of realism and
engagement. In such a real-time game, action must occur in close
proximity to real life events. Real-time action is required for the
action games, simulation games such as flight simulators and sport
games. In most cases persistent communications, scoring, player
attributes, etc. cannot be offered together with real-time realism
and engagement.
[0004] Another difficulty to the network systems is scalability.
While some existing network-based systems can handle tens of
thousands of game players, it is a serious challenge to provide
game applications in real time reliably and simultaneously to
millions or even tens of millions of game players. Another
challenge is to provide a large number of game rooms each hosting a
number of game players. A further desired feature for network
systems is to effectively provide a wide selection of games to the
players while maintaining the same performance in real-time
responses to a large number of players or offering many games to
game players within a unified social context and user identity.
SUMMARY
[0005] Implementations of the system may include one or more of the
following. In one general aspect, the present invention relates to
a A network system, comprising: a computer network configured to
communicate with a plurality of computer devices; a first server in
connection to the computer network and configured to receive a
first message from a client application running on one of the
plurality of computer devices in a non-persistent network
connection, wherein the first message comprises client status
information about the client application, wherein the first server
is configured to produce a data base query in response to the first
message; a data base in communication with the first server,
wherein the data base is configured to store the client status
information about the client application in the first message,
wherein the first server is configured to produce a second message
in response to results of the data base query, wherein the first
server is configured to send the second message to the client
application in the non-persistent network connection; and a second
server in connection to the computer network and configured to
receive a third message from the client application in a persistent
network connection, wherein the second server is configured to
respond to the client application in real time without requiring a
data query at a data base.
[0006] In another general aspect, the present invention relates to
a network system, comprising: a computer network configured to
communicate with a plurality of computer devices each running a
client application; a first server in connection to the computer
network and configured to receive a plurality of first messages
from client applications respectively running on the plurality of
computer devices in non-persistent network connections, wherein the
first messages comprises client status information about the client
applications and first requests, wherein the first server is
configured to produce data base queries in response to the first
requests; a data base in communication with the first server,
wherein the data base is configured to store the client status
information about the client applications in the first messages,
wherein the first server is configured to produce the second
messages in response to results of the data base queries, wherein
the first server is configured to send the second messages to the
client application in the non-persistent network connection; a
second server in connection to the computer network and configured
to receive a third message from one of the client applications in a
first persistent network connection, wherein the second server is
configured to respond to the one of the client applications in real
time without requiring a data query at a data base; and a
connection pool server in communication with the first server and
the data base, wherein the connection pool server is configured to
direct the data base queries to the data base in a second
persistent network connection.
[0007] Implementations of the system may include one or more of the
following. The one or more web servers can convert the requests
from the game client applications to data base queries. The network
system can further include a plurality of data bases storing game
information that can be retrieved in response to the data queries.
The network system can further include a connection pool server in
communication with the one or more web servers and the data bases,
wherein the connection pool server is configured to direct one of
the data base queries to one of the data bases on which the game
information related to the data base query is stored. The
connection pool server is configured to communicate with the one or
more web servers and the data bases in persistent network
connections. The data bases can be configured to store game
information including one or more of user identification, user
account information, users' gaming history, user's game
preferences, users' credits and currencies, users' contacts,
playmates, teammates, and buddies, session identification, and game
room information. The load balancer can be configured to store
status information about one or more of the web servers, and
wherein the status information indicates whether the web servers
are available or unavailable for receiving new requests. At least
one of the web servers can store a game-system-interface (GSI)
program that can convert the plurality of requests from the game
client applications to data base queries. The GSI program can
communicate with the game client applications in a non-persistent
network connection.
[0008] Embodiments may include one or more of the following
advantages. An advantage of the present invention is that the
disclosed network system can effectively provide gaming services to
a massive number of game players while maintaining performance at
the gaming website. The architecture of the disclosed network
system can be scaled to handle the increased amount of user data,
game information, and simultaneous web requests by the game players
as the number of game players rapidly increases. The disclosed
network system can provide excellent network performance when the
user base is increased from hundreds of thousands, to millions of
players and beyond.
[0009] Another advantage of the present invention is that the
disclosed network-based gaming system can provide game applications
simultaneously to many remote game players. A plurality of game
players can play the same game in the same game room from different
locations convenient to them. Many game players can play the same
game applications while competing against each other or play
separate game applications. The persistent communication paths
allow game applications to be played with instantaneous responses
without network latency at multiple remote locations.
[0010] Another advantage of the invention is that the disclosed
system can provide many game applications to remote game players
over a computer network using different serialization encryption
protocols such as ATOMIC, XML, AMF, XML-RPC, etc. The game players
can access game applications based on any of the protocols from a
single network-based service. The selection of the game
applications is significantly increased. Different game
applications used by different game players can use different
encryption protocols to play the same game or even play in the same
game room.
[0011] Yet another advantage of the present invention is that the
disclosed system can provide game applications to remote game
players with persistent network connections while efficiently
tracking and updating the game status of each of the players in an
efficient manner. The disclosed system includes a persistent
communication path that provides instantaneous message exchanges
for the game applications in real time. The disclosed system
includes a separate communication path that can respond to the
requests game applications without consuming significant network
resources and store game status information in storage devices.
[0012] Still another advantage of the invention is that the
disclosed game system is efficient. The disclosed game system
includes a communication path to the game client that does not need
to be persistent through a game session. A call from the game
client is answered and the communication session is closed and
network connection freed up.
[0013] The efficient communication architecture allows the
disclosed system to be scaled up easily without consuming
significant network bandwidth as in the prior art systems. It can
host millions of game players in millions of game sessions over a
computer network. The number of game players supported by the
disclosed system can be one or more orders of magnitudes higher
than conventional network systems.
[0014] Another advantage of the present invention is that it allows
scalability to the hosting of a large number of game players in the
same game room or in different game rooms. The communications to
the game client application are divided into a persistent
communication and an efficient but non-persistent communication
path. The amount of information communicated in real time is
minimized. A flexible layer by game-system-interface (GSI) program
handles the non-persistent communications, which allows the network
system to handle a large number and variety of game client
applications.
[0015] The details of one or more embodiments are set forth in the
accompanying drawing and in the description below. Other features,
objects, and advantages of the invention will become apparent from
the description and drawings, and from the claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIG. 1 is a system diagram of the network-based game system
in accordance with the present invention.
[0017] FIG. 2 shows a game client application that can be running
on a computer device shown in FIG. 1.
[0018] FIG. 3 shows a game engine application that can be stored on
a game server shown in FIG. 1.
[0019] FIG. 4A shows a Game System Interface application that is
stored on a server in the network-based game system shown in FIG. 1
in accordance to an embodiment of the present invention.
[0020] FIG. 4B shows a Game System Interface application that is
stored on a web server of FIG. 1 in accordance to another
embodiment of the present invention.
[0021] FIG. 5 shows a system diagram of a persistent and efficient
game architecture compatible with the network-based game system of
FIG. 1.
[0022] FIG. 6 shows a system diagram of a game architecture
compatible with the network-based game system of FIG. 1. The game
architecture is capable of communicating in serialized messages
under a plurality of communication protocols.
[0023] FIG. 7 shows a table that lists a plurality of game engines
that can communicate under different serialization protocols.
[0024] FIG. 8 shows a flow chart for the communication between the
Game System Interface application and a game client application or
a game engine in a network-based game system.
[0025] FIG. 9 is a block diagram for the client application, the
load balancer, and the web servers.
[0026] FIG. 10 is a block diagram for the web servers, the
connection poolers, and the data bases.
[0027] FIG. 11 is a flow chart for the communications among the web
servers, the connection poolers, and the data bases.
DETAILED DESCRIPTION
[0028] Reference will now be made in detail to the preferred
embodiments of the invention, examples of which are illustrated in
the accompanying drawings. While the invention will be described in
conjunction with the preferred embodiments, it will be understood
that they are not intended to limit the invention to these
embodiments. On the contrary, the invention is intended to cover
alternatives, modifications and equivalents, which may be included
within the spirit and scope of the invention as defined by the
appended claims. Furthermore, in the following detailed description
of the present invention, numerous specific details are set forth
in order to provide a thorough understanding of the present
invention. However, it will be obvious to one of ordinary skill in
the art that the present invention may be practiced without these
specific details. In other instances, well known methods,
procedures, components, and circuits have not been described in
detail as not to unnecessarily obscure aspects of the present
invention.
[0029] Shown in FIG. 1, a network-based game system 100 can provide
game applications over a communication network 105 to be played on
many computer devices 106 and 107. The communication network 105
can include various wired, wireless, satellite communication
arrangements including but not limited to a wide area network such
as the Internet, a local area network, a cellular phone network
under various communication protocols such as 2G, 2.5G and 3G,
Global System for Mobile Communications (GSM), General Packet Radio
Service (GPRS), EDGE, Code Division Multiple Access (CDMA),
Wideband CDMA, TD-SCDMA, Universal Mobile Telecommunications System
(UMTS), etc., and Wi-Fi wireless communication standards such as
IEEE 802.11, Wi-Max, and IEEE 802.16, and others. The computer
devices 106 and 107 can include personal computers, portable
digital assistance (PDA) devices, cell phones, digital image
capture devices, and dedicated game devices such as Microsoft XBOX,
the SONY PlayStation OR PS2, and/or the Nintendo 64, GameCube, or
GameBoy.
[0030] The network-based game system 100 can include a load
balancer 115, one or more web servers 121-124, one or more session
server system 130, a server 140, one or more game servers 141-143,
one or more connection poolers 160, one or a plurality of data
bases 150, and a storage area network 151 in connection with the
data bases 150. The network-based game system 100 can be operated
by a game service provider such as Gaia Interactive Inc., based in
California, USA. The network-based game system 100 can provide a
website on the Internet to host a game community and provide
various game services such as games, discussion groups, and mails
etc. A player can sign up at the website to own his or her own
account. The player can also personalize his or her own profiles.
As described below, the network-based system 100 can store game
statistics and other game properties associated with a player in a
networked storage device, available and updatable to the game
player.
[0031] A game player can access the web site of the game service
provider using computer devices 106 and 107 with a web browser
application executed on the computer devices 106 or 107. The web
browser applications are available from several manufacturers
including Internet Explorer.TM. from Microsoft, Netscape.TM. from
AOL, and Firefox.TM. from Mozilla and so on. Various Internet
browsing applications are available to cellular phones, PDAs, game
consoles, which are also compatible with the disclosed system and
methods.
[0032] A game client application 200 can reside on the computer
device 106 or 107 as shown in FIG. 2. The game client application
200 can be executed by a plug-in to the web browser application.
The game client application 200 can include game logic for one or
more games and enable animation display for the games. The
web-browser plug-in can enable the web browser to audio or video
messages and properly display vector graphics images independent of
the manufacturer or the version of the web browser. The web-browser
plug-in can allow animations to be properly scaled to as web
browser window is resized. The game client application 200 can use
the web browser's communication API (Application Programming
Interface) to communicate with various servers and devices (115,
121-124, 140-143 etc.) in the network-based game system 100.
[0033] Specifically, without limitation, the computer devices 106
and 107 can be installed with Flash plug-in produced by Macromedia
Inc. Flash is a bandwidth friendly and browser independent
vector-graphic animation technology. Animation is choreographed
using one or more sequential timelines in which actions and
interactions are defined. The Flash plug-in is attached to the web
browsers running on the computer devices 106 and 107 to allow the
web browser play SWF (Small Web Format) movie clips referenced in a
webpage. Macromedia's Flash MX and Freehand applications and other
Flash files can also be viewed through a Web browser plug-in (or
the Flash player) or multimedia applications that access the player
directly. Flash files can include sound. Flash can use the FLA
files for source files and SWF files for the Flash movies. Flash
files are space-efficient and suitable for interactions, comparing
to other movie files (AVI, MPG, etc.) files.
[0034] The game client application 200 can be written in one or
more SWF movie clips to be loaded in the web browser. Each game
client application 200 can correspond to one or more games. The SWF
movie clips include game logic as well as animations, images, and
other effects. The SWF movie clips can communicate with servers in
the network-based game system 100 using the library of functions
provided by Macromedia's Flash plug-in. A library of APIs can be
developed for the SWF movie clips that can be re-used in multiple
games.
[0035] FIG. 3 shows a game engine application 300 stored on a game
server 141, 142, or 143. The game engine application 300 is
responsible for providing real-time responses to the game client
application 200 during a game session. In the present application,
the term "real-time communication" refers to the types of
communications facilitated by a persistent network connection. The
persistent network connection allows instantaneous and reliable
communications between two components over the network without
network latency.
[0036] The game server 141, 142, or 143 on which the game engine
application 300 is stored can keep an open socket connection with
the computer device 106 or 107. The game engine application 300 and
the game client application 200 can send and receive TCP/IP
messages to and from each other by writing and reading data to and
from the socket. Messages can be sent and received from either the
game server 141 (or 142 and 143) or the computer device 106 or 107
at any time. The persistent network connection allows instantaneous
two-way communications and guarantees the games updated in real
time without network latency at all time during a game session. A
loss of connection in the persistent communication can be
interpreted as that the game client application 200 has left the
game.
[0037] The game engine application 300 is compatible with different
server software implementations such as Sushi Multiuser Server,
ElectroServer 3, and Terazona Network Engine. The network-based
game system 100 can include many the game engine applications 300
developed using different server software. Different server
software may require serialized messages encrypted under different
serialization protocols. The communication protocols with these
game engine applications 300 are provided by the GSI program
400.
[0038] The message serialization and de-serialization are used as
examples of the encryption and decryption methods in the disclosed
system and methods. The examples are meant to depict the
flexibility and capability of the invention system. The present
invention is compatible with other encryption and decryption
techniques, and associated protocols.
[0039] The network-based game system 100 includes a Game System
Interface (GSI) program 400 that can be stored on a server 140 as
shown in FIG. 4A, on the web server 121, 122, or 123 as shown in
FIG. 4B, or on other servers such as the game servers 141-143
connected to the computer network. This server that the GSI program
400 resides on can be a single computer or a load-balanced cluster
of servers. Each request to the GSI program 400 is an autonomous
transaction and therefore does not require a persistent connection
between the GSI program 400 and the other party (e.g. the game
client application 200 or the game engine application 300).
[0040] The GSI program 400 provides information to clients such as
the game client application 200 in response to requests but does
initiate communications. The GSI program 400 can respond to the
requests from the game client applications 200 running on the
computer devices 106 and 107. Similarly, the GSI program 400 can
also provide game information in response to the requests from the
game engine application 300.
[0041] FIG. 5 shows a system diagram of a persistent and efficient
game architecture 500 in the network-based game system 100. The
persistent and efficient game architecture 500 include the game
client application 200, the game engine application 300, and the
GSI program 400, which provide a persistent communication path and
an efficient but non-persistent communication path for the game
client application 200. The GSI program 400 is connected to the
data base 150 and a Storage Area Network 151 for saving updated
data in the current game and retrieving data from the current and
past games. The games are run on the game client applications 200
and communicate with the game engine applications 300 through the
protocols defined by the game client application 400.
[0042] One or more connection poolers can be added between the web
servers 121-124 or the server 140 running the GSI 400 and the data
bases 150 to support a large number of game players. The
connections between the web servers 121-124 or the server 140 and
the data bases 150 are combined to form proxy data base connections
by the connection poolers. The proxy data base connections can be
efficiently used to process simultaneous web queries by the game
client applications 200. Details of the scaled up network-based
game system is shown in FIG. 10.
[0043] An advantageous feature of the disclosed network-based game
system is that it includes a persistent communication path and a
non-persistent communication path for the remote game client
application. The persistent communication path is used for
exchanging short and instantaneous messages that a game needs to be
updated in real time, but does not need to be stored permanently on
data storage. The real-time two-way communications between the game
client application 200 and the game engine application 300 are fast
and without network latency. There is no cycle time spent on
accessing and storing the exchange information on a data storage
device. The persistency of the network connection between the game
client application 200 and the game engine application 300
typically last through a game session.
[0044] The non-persistent communication path is efficient, which
allows the amount of information communicated in real time to be
minimized. As a result, the network-based system is scalable to a
large number of game players. The non-persistent communication path
is used to communicate information that is of "long-term" use to
the games or the game players and does not require instantaneous
and resource-intensive communications. The information may include
the attributes and statistics of the game player such as his or her
game scores, the equipment he or she purchased to be used in the
games, the "money" he or she owns from the past and the current
games, and so on. The information not only is needed for the
current game, but also needs to be stored and retrieved for future
games. Thus the information exchanged between the game client
application 200 and the GSI program 400 often involves the access
or retrieving data from the data base 150 and a data storage device
such as SAN 151, and writing and saving data to the data base 150
and a data storage device. The interactions between the game client
application 200 and the GSI program 400 are usually single requests
that can be answered. The connection is then closed. In other
words, no persistent network connection is required for these
communications throughout a game session.
[0045] The persistent and efficient game architecture 500 shown in
FIG. 5 differs from certain prior art systems that integrate the
different types of communications into the same application layer.
The same application layer handles real-time persistent
communications and communications that do not need to be real time
(which is in contrast to the separate game engine application 300
and the GSI 400 provided in the persistent and efficient game
architecture 500). This type of prior art systems requires
persistent network connections for both types of server
communications throughout the game sessions. Each of the server
instances is to be managed by a much larger and more
resource-intensive application layer than the presently disclosed
system. The burden to the application layer grows rapidly as the
number of game clients or the number of games grows, which often
increases the chance for failure, slows the responses, or degrades
reliability. Furthermore, the present disclosed system is much more
scalable compared to this type of prior art systems.
[0046] Each game engine application 300 can support one or many
game client applications 200. The GSI program 400 can support many
game client applications 200 and many game engine applications 300.
The game logic can be stored inside the game client application
200, for example, in the form of compiled flash SWF files that are
loaded on the web browsers on the computer devices 106 and 107.
[0047] The game client application 200 can be loaded via web
browser running on the computer devices 106 and 107. The game
client application 200 can include many game logics to allow a
player to play many games. Alternatively, the game play logic can
also be remotely stored on a server (such as 121-124 or 140-143) in
the network-based game system 100. For example, the game logic can
be included in the game engine application 300 or the GSI program
400 that can typically accommodate more complex game logic than
game client applications. The remotely stored game logic can be
activated remotely in real-time with secure processing on the
servers (such as 121-124 or 140-143) or downloaded to the game
players' computer devices 106 and 107 before a session starts.
[0048] To start a game, a game player can access a game service
website operated by Gaia Interactive Inc., based in California,
USA. The game player can initiate a game session by clicking a game
client application 200 on a web page presented by a web browser
application running on a computer device 106 or 107. In the present
invention, a game session refers to an active connection between
the client game application 200 and other programs such as game
engine application 300 and GSI program 400 stored in the
network-based game system 100. The game client application 200 can
also be in the form of stream media (e.g. Flash SWF) so a game can
keep loading as game-play starts.
[0049] In one embodiment, a game can be started and a game session
can be initiated directly from the game client application 200 to
the game engine application 300 after authenticating with GSI 400,
without the need to access a webpage.
[0050] Many game client applications can be loaded on a computer
device 106 or 107. Each game client application 200 can include
game logic for one or more games. In one embodiment, the game
client application 200 can be a Flash plug-in provided by
Macromedia. The Flash plug-in can be downloaded, installed, and
attached to a web browser. The Flash plug-in allows the web browser
to play SWF movie clips in the web-browser it finds referenced in a
webpage. Each SWF movie clip can include a unique game. The SWF
movie clips contain the game logic as well as animations, images,
and other effects. The SWF movie clip can communicate with servers
in the network-based game system 100 using the library of functions
provided by Macromedia's Flash plug-in and libraries of APIs
developed for the network-based game system 100. Each game engine
application 300 can support one or many game client applications
200 and thus many game logics.
[0051] During a game session, each game client application 200 can
be supported by a game engine application 300 with a persistent
connection in the network-based game system 100, that is, the game
client application 200 and the game engine application 300 can send
requests to each other and receive instantaneous responses at any
time during a game session. A stop in the two-way communications
between the game client application 200 and the game engine
application 300 is typically interpreted by the game engine
application 300 as the leaving of the game session by the game
client application 200.
[0052] The network-based game system 100 can include many game
engine applications 300 stored on the game servers 141-143. Each of
the game engine applications 300 can be based on different game
platforms that may be developed by the game service provider such
as Gaia Interactive, Inc., or sourced from a third party game
developer. The game player can thus access a wide range of
network-based games at many game engine applications 300 that run
on game platforms. Different game client applications 200 can be
installed on the computer devices to run specific games supported
by the corresponding game engine applications 300.
[0053] During a game session, the game client application 200 can
pull information related to the specific game or game session from
the game engine application 300. The game engine application 300
can respond to the requests instantaneously. The game engine
application 300 can also update the game client application 200
with animations and short-term game information that do not need to
be permanently stored. The short-term information, for example, can
include the position of a soccer-ball on a field as it is being
kicked around, the path a player's avatar is moving along on the
field or the current pose an avatar is in, and the instant message
chat communication between players in a game room, including
text-based chats and emoticons. A game room allows a plurality of
remote game players to play the same game with each other. The game
players can play team based competitive games such as soccer, ice
hockey, or football, or they can play individual based games such
as fishing, car racing, etc.
[0054] In another embodiment, the network-based game system 100 can
host many game players playing the same game client applications in
a common game session. The game players can, for example, compete
with each other in a ball game or fishing game in the game session.
The game players playing can also be depicted as playing in the
same game room. In the multi-player game sessions, the game engine
application 300 can broadcast updates to many game client
applications 200 running on many computer devices 106, 107 that are
in the same game room.
[0055] The game engine application 300 can establish the players in
the same game room as peers. The game engine application 300 can
conduct peer-to-peer communications in real time by broadcasting a
player's actions or events over that player's game client
application to other peers' game client applications in the same
game room. Each game client application 200 in the game room can
construct a message and request the game engine application 300 to
forward to the message another peer or all the peers in the same
game room.
[0056] The GSI program 400 can respond to the requests from the
game client application 200 running on the computer devices 106 and
107. The GSI program 400 typically answers questions but does not
initiate requests by the game client applications 200. When a
player enters the game website or when the player starts a game
session, the game client application 200 requests an authorization
from the GSI program 400. The GSI program 400 creates a new session
ID for the user at login. The GSI program 400 verifies the user ID
and session ID and returns validation message to authenticate the
game session. The responses by the GSI program 400 in general do
not need to be persistent. For example, they do not have to
communicate through SOCKET connections. This flexibility allows a
GSL program 400 to answer more calls and enables the network-based
game system 100 to handle a large number of game client
applications and game players simultaneously.
[0057] The game client application 200 asks the GSI program 400
which game room to join for a given game. The GSI program 400
checks information received from the game engine applications 300
to see whether or not a game room has been created for that game.
If the game room exists, the game client application 200 enters it.
If the game room does not exist, the game client application 200
requests the game engine applications 300 to create one. The game
engine application 300 creates the game room and passes the
information to the GSI program 400 for verification. The GSI
program 400 validates and returns a verification message including
a new game room ID to the game engine application 300 that in turn
returns the verification information to the game client application
200. The game client application enters the new game room. In this
sequence of the communications, the GSI program 400 does not
initiate the request. It only validates the information in requests
it receives.
[0058] After the game engine applications 300 creates the game
room, it writes information about the game room back into the GSI
program 400 and waits for the GSI program 400 to validate that the
game room is OK. After receiving the validation from the GSI
program 400, the game engine application 300 allows the game client
application to enter the new game room.
[0059] The game client application 200 then requests the load of
the game. For example, a SWF file is loaded by the plug-in at the
request of the web browser. The SWF is executed by a Flash Plugin.
Instructions inside the SWF tell it to connect to the GSI program
400. Instructions inside the SWF also instruct it to display the
game environment and run the game interactions.
[0060] The GSI program 400 returns the variables necessary for
loading the game and information for saving game results to the
game client application 200. During the game session, the game
client application 200 can request the saving of the game results.
The GSI program 400 validates the data to be saved and returns
whether or not the saving is succeeded. The GSI program 400 also
gathers information about all the players in the same game room and
broadcast the information to the game room. In general, the GSI
program 400 can respond to hundreds of different types of calls by
the game client applications 200. The GSI program 400 can typically
communicate with game client application 200 in the range of
0.001-0.1 milliseconds depending on network latency and the
processing time. The priority for the performance of the GSI
program 400 is that it can respond to all the requests, but not
necessarily in real time.
[0061] The GSI program 400 controls the load balance and the
distribution of players in the game rooms across multiple game
servers 141-143 on which the game engine applications 300 reside.
The GSI program 400 verifies that game rooms for a given game are
not duplicated by accident. During the game sessions, the game
client applications 200 updates the GSI program 400 with game
status information such as game statistics and game configurations.
Game statistics for example can include game scores of a game
player, the asset and money that a player has accumulated, number
of games played etc. Game configuration can include game equipment,
game location, favorite games, etc.
[0062] Tokens and validation keys can also be passed from the game
engine application 300 to the game client applications 200 to make
sure different actions are occurring in the correct order and are
not being spoofed by the client game application 200. The game
client application 200 may be required to return the tokens and
keys combined with other variables to ensure that the game's
integrity has not been compromised.
[0063] The GSI program 400 sends the game status information to
data base 150 and storage area network to store the game status
information into the user account such that the user can keep his
or her record even after the specific game session is ended.
[0064] An advantage of the present invention is that it allows
scalability up to a large number of game players in the same game
room or in different game rooms. The communications to the game
client applications are divided into persistent real-time
communications and efficient but non-persistent communications. The
amount of information communicated in real time is minimized. A
flexible layer by game-system-interface (GSI) program handles the
non-persistent communications, which allows the network-based game
system to handle an ever-increasing number and variety of game
client applications.
[0065] The GSI program 400 can also respond to requests from the
game engine application 300 as shown in FIG. 5. The GSI program 400
provides information to the game engine application 300 as
requested but the GSI program 400 does not initiate messages to the
game engine application 300. The game engine application 300
informs the GSI program 400 of all players and game rooms created.
The game engine application 300 also sends user ID, session ID,
game room ID to the GSI program 400 for validation. The GSI program
400 responds to the game engine application 300 to validate of the
game rooms, the game sessions and the user ID. The game engine
application 300 can communicate with the GSI application 400 over
its own local host loop-back IP address (since the GSI program 400
can be installed and run on the same computer as the game engine
application 300), eliminating network latency between the game
engine application 300 and the GSI program 400.
[0066] FIG. 6 shows a system diagram of a game architecture capable
of communicating in serialized messages under a plurality of
communication protocols. A plurality of game client applications
611-613 can be running on a multiple of computer devices 106 and
107 to support multiple game players to play in the same or
different game rooms. Each computer devices 106 and 107 can host
multiple of game client applications 611-613. The game client
applications 611-613 can communicate with one or more game engine
applications 621-623 in communication paths that are persistent
through game sessions. The responses are real time without network
latency, but the information communicated is specific to each game
session and are not required to be stored after a game session is
ended. The game engine applications 621-623 can communicate in
different languages defined by serialization communication
protocols in computer programming languages such as PHP (Hypertext
Preprocessor), XML, AMF, XML-RPC (Remote Procedure Call), etc.
[0067] The game client applications 611-613 can also communicate
with a Game System Interface (GSI) program 630 in an efficient
communication path. The GSI program 630 is intended to provide a
logical structure for connecting the game client applications
611-613 to application logic on one or more servers in the
network-based game system 100. The GSI program 630 can respond to
requests from the game client applications 611-613 and the game
engine applications 621-623. Each request/response cycle is a
separate session that is not required to be persistent through the
game session. Moreover, the requests to and responses by the GSI
program 630 can be asynchronous communications. The GSI program 630
includes two application layers: a GSI controller 640 and a GSI
model 650. The GSI controller 640 can access a game protocol
library 660 that can be stored in a storage device connected in the
network.
[0068] An exemplified table 700 in the game protocol library 660 is
shown in FIG. 7. The table 700 lists a plurality of Game IDs such
as "Fishing", "Soccer", "Halloween", "Treasure Hunt", "Survival",
etc. One or more game IDs are supported by a game engine (GE1, GE2,
GE3 . . . ). The game engines GE1, GE2, GE3 . . . are coded to
communicate under different serialization protocols defined in
computer programming languages such as PHP, XML, AMF, and XML-RPC
that can be transported using a variety of Internet protocols,
including HTTP, SMTP, and MIME. The communication protocols are
independent from the operating systems on the computer devices 106
and 107 or on the servers in the network based game system 100. The
communication protocols can be independent of the game logic, the
game rooms, and the game engine applications. Different game client
applications 611-613 can even use many different communication
protocols to enter the same game room at the same time. The GSI
program 630 provides multiple message serialization protocols,
allowing multiple client types to communicate with the game engine
applications 621-623, the data base 670 and storage device 671
through the GSI model 650.
[0069] The GSI program 630 publishes a list of communication
protocols to provide a standardized method of message delivery. For
instance, a communication protocol can abstract different
representations of different types of data into a serialized
encapsulation, which allows a common representation of data for
different languages used on different computer devices.
Importantly, this enables communication with unknown client
applications residing on a computer whose programming language is
unknown to the GSI program.
[0070] The communication protocols can include encryption rules and
decryption rules for serializing or de-serializing messages as
shown in FIG. 7. The game client applications 611-613 and the game
engine applications 621-623 are built with libraries that handle
the translations under different protocols. For example, the game
client applications 611-613 and the game engine applications
621-623 can decode serialized packet into its own internal language
to understand data contained in a serialized encapsulation.
Similarly, request messages to the GSI program 630 can be encrypted
using these natively stored protocols before sent to the GSI
program 630. The game client applications 611-613 and the game
engine applications 621-623 use the communication protocols to
invoke requests to the GSI program 630 and interpret reply messages
from GSI program 630.
[0071] The GSI program 630 provides a single entry point for
requests from all game client applications 611-613. This
architecture allows the game client applications 611-613 bundle
multiple asynchronous requests in the same HTTP requests (i.e.
boxcar method). Furthermore, requests in different communications
protocols can be bundled in the same HTTP message. The GSI program
can subsequently respond to the bundled HTTP requests in one
bundled HTTP response. The boxcar method allows efficient
information transfer at low communication barrier. In contrast, a
game architecture comprising multiple entry points for the game
client applications cannot allow the bundling of different requests
if the requests are intended to be received by different entry
points.
[0072] The GSI program 630 separates message serialization from
application logic. The message serialization and de-serialization
is handled by the GSI controller 640 whereas the application logic
is processed by the GSI model 650. The GSI program 630 is built
using a hybridized MVC (Model View Controller) architecture
including two application layers the GSI controller 640 and one or
more GSI models 650. The GSI controller 640 is a single gateway
responsible for controlling the requests and routing the requests
to specific GSI models 650 and then returning the responses back to
the game client application 611-613. Each GSI model contains the
application logic for each particular method call. The GSI models
650 accept parameters and return responses. The GSI models
interpret de-serialize messages sent by the game client
applications 613-613 or the game engine applications 621-623 and
serialize the responses from the model using the same protocol as
the initial request. Views de-serialize messages sent by the client
application and then serialize the response from the model using
the same protocol as the initial request. In sum, the GSI
controller 640 controls what application logic is called. The GSI
models 650 house that application logic. The view formats the
information provided by the GSI model 650.
[0073] The architecture comprising the GSI program 621-623 includes
one or more advantages. The GSI program 621-623 allows a
lightweight client to server-side application logic. The GSI
program 621-623 allows the connection of two different servers that
do not use the same programming language such as Java, Flash
ActionScript, and PHP. The serialization protocol makes it possible
to represent data-structures that are different from one server to
the next. For the data in a received message to be used by a
server, the message must be de-serialized and translated into its
own language so that the data can be manipulated. The serialization
protocol provides read-only representations of the data. Once the
data is de-serialized, it is manipulated by the native language
methods until the data needs to be returned. It is then
re-serialized and sent off. The client applications can communicate
with the servers in the network-based system 100 in different
message serialization protocols. Furthermore, the application logic
accessible to GSI models 650 can be broken down into a series of
discreet requests for specific information and each method
invocation answers a specific question.
[0074] One or more connection poolers can be added between the web
servers 121-124 or the server 140 running the GSI program 630 and
the data bases 670 to support a large number of game players. The
connections between the web servers 121-124 or the server 140 and
the data bases 670 are combined to form proxy data base connections
by the connection poolers. The proxy data base connections can be
efficiently reused to process simultaneous web queries by the game
client applications 611-613. Details of the scaled up network-based
game system is shown in FIG. 10.
[0075] FIG. 8 shows an exemplified flow chart for the communication
between Game System Interface application and a game client
application or a game engine. A game client application 200,
611-613 submits a request to a URL or other communication layer,
which is received by the web server 121-124. In step 810, the web
server 121-124 instantiates a GSI controller 640 to handle the
request. In step 820, the GSI controller 640 evaluates the request
and determines which communication protocol is to be used. The
communication protocol may be indicated in a header in the request
message or stored at a storage location defined by an URL. The GSI
controller 640 then instantiates a view object from the game
protocol library 660. The view object can include decryption and
encryption rules for the protocol. The GSI controller 640 asks the
view object to de-serialize the request. The view object
de-serializes the request in step 830 and returns the request in a
standardized format to the GSI controller 640. The GSI controller
640 evaluates the request in step 850. The GSI controller 640
instantiates a GSI model 650 to handle different sections of the
request. The GSI model 650 accepts the parameters passed in by the
GSI controller 640 and returns a response in step 860. The GSI
controller 640 captures the result of these operations and passes
them to the view object. The view object serializes the response in
step 870. The GSI controller 640 returns the serialized response to
the game client application 200, 611-613. A GSI program 621-623
closes the request. The message from the game client application
200, 611-613 often includes game status information that need to be
stored in the player's account to allow the information to be
available after the game session ends. The game status information
can include game scores of a game player, the asset and money that
a player has accumulated, game equipment, and game location. A DAO
(Data Access Object) is instantiated in step 880. A data base query
(e.g. SQL query) is instantiated to update the data base 150, 670
in step 890. The game status information in the request is written
in the storage device 671 in step 895. The request/response
communication cycles between the game engine applications 300,
621-623 and the GSI program 400, 650 can be conducted in a similar
fashion as described above.
[0076] The massive growth in the number of game players is a
serious challenge to the capability of a network-based gaming
system. For a network-based system such as Gaia Interactive, Inc.,
the number of game players can grow from hundreds of thousands, to
millions, or even tens of millions at each time. The massive amount
of activities can produce tremendous web traffic to the web servers
in the network-based gaming system. The spiking of web traffic by
simultaneous users during the peak hours can cause an overload of
the network-based gaming system, which can cause sluggish web page
loads, errors in connecting to data stores, and the denial of
services to the users.
[0077] In a conventional load balancing architecture, the load
balancer funnels traffic to the web servers as long as they are
responding, regardless of whether or not the web servers can
efficiently process the requests. The load balancer guesses whether
or not a web server is healthy, which can result in a huge spurt of
traffic to the web server until the web server becomes so
overloaded and stops responding. When this situation occurs, the
web server slows down; and the connection to a data base stays open
and sits idle longer. The productivities of the web servers and the
data bases can all take big hits. Meanwhile, the users waiting for
the response from the web servers usually try reloading the same
web pages when they don't get an immediate response, causing
repeated requests of the same information to be made. During these
events, the web traffic can be so overwhelming that the gaming web
site becomes unusable.
[0078] The network-based game system 100 can overcome the above
described problems by improved network architecture for the game
client applications, the web servers, and the data bases. One or a
cluster of load balancers can be placed between the web servers and
the game client applications to manage the request to the web
servers. Simultaneous requests to individual web servers can be
regulated to prevent the web servers from being overwhelmed. The
connections between the web servers and the data bases are combined
to form proxy data base connections by a server (i.e. connection
pooler). As described below in more detail below, the proxy data
base connections with the connection poolers can be shared by web
queries from different game client applications or game engine
applications. The web queries can be efficiently processed.
[0079] FIG. 9 is a block diagram for a client application 910, a
load balancer 920, and web servers 91-934 in the network-based game
system 100. The game client application 910 running on a computer
device 106 or 107 first makes a web request 911. The web request
911 is typically made at a website hosted by the network-based game
system 100. The request is accepted by a load-balancer server 920.
In general, the requests from the game client applications 910 can
be handled by one or a cluster of load-balancer servers 920 inside
the network-based game system 100. The requests from a number of
game client applications 910 running on one or a large number of
computer devices 106 or 107 can be managed in the request queue 921
that is stored on the load balancer 920. The request queue 921 can
be processed in a first-in-first-out fashion (FIFO), that is, the
oldest request in the request queue is the always the next request
to be processed.
[0080] The network-based game system 100 includes a plurality of
web servers 931-934. A software agent is stored in each of the web
servers 931-934 to keep track of the total requests handled by the
web server 931-934. The agent can be programmed by a set of
predetermined policies to govern the request workload at the web
server 931-934. For example, the agent can set a maximum number of
requests that can be handled by each web server 931-934. When the
requests being handled by a web server 931-934 is at its maximum,
the software agent will flag the web server 931-934 unavailable for
receiving more requests. When the requests being handled by a web
server 931-934 is below its maximum, the software agent can flag
the web server 931-934 to be available for receiving more requests.
In general, the available and the unavailable criteria can be based
on different request numbers with the available request number
being lower than or equal to the unavailable request number. The
constraint on the maximum request at a web server reduces the
probability that the web server becomes overloaded. The web server
can therefore process web requests quickly and move on to the next
incoming web request faster.
[0081] The web server status 922 of the web servers 931-933 can be
communicated to the load balancer 920 and stored as web server
status 923 in the load balancer 920. Once the web server status 923
indicates that one of web server 931-934 becomes available to
accept new requests, the load balancer 920 can send a new request
924 to that web server. The web server communicates with the
connection poolers 160, 1011-1014 to query and retrieve the
information requested (see FIGS. 10 and 11 and related discussions
below). The web server 931-934 returns the requested information to
the load-balancer cluster 920. The web server 931-934 is now ready
to accept for a new request. Meanwhile, the load-balancer 920
returns requested information 912 to game client application 910.
The requested information 912 can be displayed on an html page
generated by the web server 931-934 and passed to game client
application 910 through the load balancer 920.
[0082] As discussed above, the request queue 921, the web server
status 923, and the associated communications 922, 924 with the web
servers 931-934 are implemented in a "pull-type" architecture that
allows web requests 911 to be regulated by the actual workloads of
the web servers 931-934. The software agent in the web servers
931-934 allows the web requests 924 to each web server 931-934 to
be controlled below a maximum number.
[0083] An advantage of the "pull-type" architecture in the
invention system is the prevention of the overloading at the web
servers. In contrast, a "push-type" architecture distribute
requests to web servers without the knowledge of the true workload
at the web servers, which can overwhelm the web servers and degrade
performance of the web servers. In some cases, an overwhelmed web
server can be completely stalled. No information can be returned to
the load balancer or the game client application.
[0084] An advantage of the invention system is that web servers can
focus on processing the web requests by being alleviated from other
tasks. The load-balancer is responsible for receiving the entire
request content and passing requested information back to the game
client application. The web servers are also relieved of the
responsibility of communicating directly with the game client
applications. Thus the web servers will not be dragged down if the
game client applications lag. The web servers are allowed to focus
on processing the requests.
[0085] The network architecture shown in FIG. 9 allows more web
requests to be simultaneously processed by the network-based game
system 100. Drastically improved performance was observed in the
system implementation. For example, web page loads that took
between 3-5 seconds were reduced to less than 0.1 seconds. Game
players experienced far less latency in web requests even in
high-load situations. Moreover, in the rare events that the web
traffic begins to top out the maximum capacity, the performance of
the network-based game system degraded gracefully and gradually,
the network-based game system was not disabled or caused page load
errors and other unpredictable behavior.
[0086] FIG. 10 is a block diagram for the web servers 1001-1005, a
proxy server cluster 1010, and the data bases 1021-1025, which can
be a portion of the network-based game system 100 as shown in FIG.
1. A Game System Interface can be run on the web servers 1001-1005
to handle the requests from the game client applications 910
through the load balancer 115, 920. The proxy server cluster 1010
includes a plurality of connection poolers 1011-1014. To conduct a
data base query, a web server 1001-1005 sends the query to the
proxy server cluster 1010 in a persistent network connection. The
persistent network connection between a web server and the proxy
pooler cluster 1010 is usually short-lived which lasts the lifetime
of a web request. Thus many queries can be made to different data
stores in that web request. These persistent network connections
are stateful. (In contrast, as discussed above, the connections
between the game client application and GSI can be stateless and
not persistent.) In other words, a web server can authenticate a
connection pooler and then issue a series of web queries to the
connection pooler over the same persistent network connection until
it receives all the requested information in the web request. It
then closes the persistent network connection. The web server can
thus use a single persistent network connection with the connection
poolers 1011-1014 to query many different data bases 1021-1025.
[0087] In general, the requests from the game engine applications
to the GSI running on the web servers can also be routed to the
connection poolers just like the requests from the game client
applications.
[0088] The connection pooler 1011-1014 can open up persistent
network connections with the data bases 1021-1025 to transmit the
queries to the proper data base 1021-1025. These persistent network
connections can be long-lived (e.g. days or even weeks). The
persistent network connections between the connection pooler
1011-1014 and the data bases 1021-1025 allow instantaneous two-way
communications and guarantees the queries are to be conducted
without network latency. As described in detail below, each
persistent connection can handle a large number of unrelated
queries.
[0089] Each data base 1021-1025 can be connected with one or more
computer storage device where the game information is stored. The
architecture shown in FIGS. 1 and 10 is a significant improvement
from an earlier version of the network architecture for the game
system. The earlier version of the network-based game system
included one primary monolithic data base and a few secondary data
base servers. All user data were replicated to all the other
servers. As the amount of data increased with the number of game
players and the number of games provided, the volume of updates to
the data rapidly increased. Replications began to slow down and
fail. In addition, the primary data base became overloaded and was
unable to respond to web requests from the game client
applications. The large amount of data stored on each machine
prevented them from being cached in dynamic memories, which meant
that most of the queries required significant disk-seek times and
thus showed low performances.
[0090] In the invention system shown in FIGS. 1 and 10, all the
data is segmented into distinct data bases 150, 1021-1025 and their
associated computer storages and storage area network 151. Instead
of one master data base, the data bases 150, 1021-1025 are all
master data bases that do not need to be replicated. For example,
there can be 20, 30 or more data bases 150, 1021-1025 in a
network-based game system 100. Each data base 150, 1021-1025
contains a small segment of the total data. Because the data size
stored on each data base 150, 1021-1025 is smaller and limited to a
particular service, the data base can respond much more quickly to
queries because the `web pages` can be stored in dynamic memories
and require no disk seek time. In general, the web servers
1001-1005 can also include the sever 140 in FIG. 1 because the Game
System Interface 400 can also be stored on the server 140.
[0091] The data contained in the data bases 150, 1021-1025 can
include game information. In the present application, game
information can include information about the game players such as
user identification, user account information, the user's gaming
history and game preferences, the user's credits and currencies,
and the contacts, playmates, teammates, and buddies of that users.
The game information can also include game session identification
and game room information.
[0092] Another significant feature of the invention system in FIGS.
1 and 10 is that it can efficiently handle data queries to multiple
data bases for each web request. The user data from different users
or even the same user can be distributed on different data bases
1021-1025, the rendering of each web page by a web server can often
require the opening multiple connections to different data bases
1021-1025. A complex web page may require as many as 10 such data
base connections. As it is known, opening data base connections
involves the overhead of a socket connection, the overhead of a
thread creation in a relational data base management system (RDBMS)
such as mysql, and the proper management of the connections. As
more and more web servers are added and higher and higher numbers
of connections are opened and closed, the RDBMS threads and the web
servers begin to show losses of performance.
[0093] One attempt to overcome the above described problem is to
use persistent connections between the web servers and the data
bases. The large number of web servers makes persistent connections
impractical because the openings and closings of the large number
of connections still consume too many CPU cycles and memory at the
web servers and the data bases.
[0094] It was discovered that the mysql threads could easily keep
pace with the volume of queries if there were a way to lower the
overhead of the many simultaneous web server clients. It was
conceived that performance could be improved if one connection can
be opened to a web server and can then transparently pass off many
requests to many different data bases. Finally, a proxy server
cluster 1010 comprising connection poolers 1011-1014 is implemented
as shown in FIGS. 1 and 10 to successfully solve the above
described problem. The connection poolers 1011-1014 aggregate the
data base connections behind a single proxy server cluster 1010.
The proxy server cluster 1010 acts as a middle-man between the
different data bases 1021-1025 and the web servers 1001-1005. The
cluster of connection poolers 1011-1014 accepts connections from
the web servers 1001-1005 and passes the queries to data bases
1021-1025 transparently. The queries to the data bases 1021-1025
can re-use an existing persistent connection to the data bases
1021-1025.
[0095] The network connections between web servers 1001-1005 and
the connection poolers 1011-1014 and between the connection poolers
1011-1014 and the data bases 1021-1025 and are persistent. In other
words, they are both socket connections and they both only
authenticate once and then proceed to conduct a series of queries
to another server. A web server 1001-1005 can open up a connection
to a connection pooler 1011-1014 for the purpose of building one
web page or to handle a GSI request. The web server 1001-1005 makes
a series of queries to the connection pooler and then closes the
connection as soon as it receives all the information for the GSI
call. The network connection between a connection pooler and a data
base can stay open for days, weeks, months until the data base
fails.
[0096] An advantage of the invention system is that the web server
communicates with only one proxy server cluster 1010 throughout the
generation of a web-page or other such request. The majority of the
queries passing through the proxy server cluster 1010 require only
the opening of one direct connection to a data base 1021-1025.
[0097] Another advantage of the invention system is that it is
robust to hardware failures. Since the connection poolers are
arranged in a proxy server cluster 1010, the crash of any one
connection pooler 1011-1014 can be easily replaced by another
connection pooler 1011-1014; the proxy server cluster 1010 will not
fail.
[0098] Furthermore, the proxy server cluster 1010 can be scaled up
horizontally by increasing the number of connection poolers to
handle increased workload between the web servers and the data
bases such that the CPU cycles and memory for each connection
pooler is not over loaded.
[0099] The proxy server cluster 1010 in the invention system shown
in FIGS. 1 and 10 can be implemented as a software solution that is
different from other connection pooling approaches. In the other
approaches, a data base connection is allocated and reserved for a
web server only until the web server releases the connection and
passes the connection back into the pool. The proxy server cluster
1010 in the invention system takes advantage of the fact that many
of the web queries in the game network system 100 do not need to be
stateful, that is, the web queries do not have to be prosecuted in
a specific order and each web query can treated separately from the
other queries. The connections can be immediately recycled for a
different query after each query is finished, which extracts more
query usage out of the data base connections. A data base
connection does not stay idle. Instead, the data base connection is
passed with a constant stream of unrelated queries from many
different web servers 1001-1005. This added middle layer of the
proxy server cluster 1010 surprisingly improves the system
performance. The data bases 1021-1025 can now process queries
faster without having to manage the web server connections. The web
servers 1001-1005 can be more efficient because they can access a
huge number of data bases 1021-1025.
[0100] FIG. 11 is a flow chart for the communications among the web
servers 1001-1005, the connection poolers 1011-1014, and the data
bases 1021-1025. Game system interface on a web server calls a data
access object in the web server to perform data request in step
1110. The data access object next formats the request as one or
more queries in step 1120. The data access object then passes each
query to the data base abstraction layer on the web server in step
1130. The data base abstraction layer object on the web server
contacts the proxy server cluster 1010 comprising the connection
pooler 1011-1014 through a socket connection in step 1140. The data
base abstraction layer object on the web server passes the query to
the connection pooler 1011-1014 in the step 1050. The connection
pooler contacts the correct data base, receives the query results
from the data base, and returns the query result to the web server
in step 160. The query result is typically in serialized message.
The query result is next processed by the data base abstraction
layer in step 1170, which is in turn passed to the data access
object in step 1180. The query results are then returned, typically
in aggregates, to the game system interface by the data access
object in step 1190.
[0101] Although specific embodiments of the present invention have
been illustrated in the accompanying drawings and described in the
foregoing detailed description, it will be understood that the
invention is not limited to the particular embodiments described
herein, but is capable of numerous rearrangements, modifications,
and substitutions without departing from the scope of the
invention. The following claims are intended to encompass many such
modifications.
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