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TW201117867A - Non-real-time internet game protocol - Google Patents

Non-real-time internet game protocol Download PDF

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Publication number
TW201117867A
TW201117867A TW98139862A TW98139862A TW201117867A TW 201117867 A TW201117867 A TW 201117867A TW 98139862 A TW98139862 A TW 98139862A TW 98139862 A TW98139862 A TW 98139862A TW 201117867 A TW201117867 A TW 201117867A
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Taiwan
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client
server
sever
data
sys
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TW98139862A
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Chinese (zh)
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TWI405601B (en
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Huang-Sen Chiu
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Huang-Sen Chiu
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Abstract

The non-real-time internet game protocol is used to solve the problems caused by huge resource requirement needed by non-real-time internet games and is used to implement single hardware platform for multiple non-real time games. The protocol consists three types of message between server and client: object message, control message, event message. Object messages are managed by server and generated or vanished by client's events. Event messages are came from clients. Control messages are communication messages between server and client other then object messages and event messages.

Description

201117867 Μ. 五 、^案若有化學式時,請揭示最能_示發明特徵的化學式: ^、發明說明: 【發明所屬之技術領域】 種協定’特別是指—種非即時網路遊戲的協定。 Γ的客戶端使用,有許多的作法。但 =Flash Player。所需要的資源都不少,對於^“ =如大*翁’博奕類只需些2D ^ _ 糊畫面及把201117867 Μ. 5. If there is a chemical formula, please disclose the chemical formula that best describes the characteristics of the invention: ^, invention description: [Technical field of invention] The agreement 'in particular refers to the agreement of non-immediate online games . There are many ways to use the client. But =Flash Player. There are a lot of resources needed. For ^"=如大*翁' Boao class only need some 2D ^ _ paste picture and put

因此一種針對非即時性,只需2D 二更硬有黯薄r,定是遊戲軟硬體以= 間更省。 *又乃岐貝獲利起圍更大,而花費的時 【發明内容】 於提供—種非即時網路遊戲的協定,旨在解夺 麟遊戲平台侧資源大的醜,并可實 就可遊玩多卿科_路顯。湖本齡的產 201117867 單、使用方便、功能完善、反應速度快,對客戶端 $硬體要麵,可以使用廉價_嵌式系制不用昂責的πTherefore, for non-immediacy, only 2D two is harder and thinner, it is more game-friendly. * It is also a big profit for the mussels, and when it is spent [invention] It is an agreement to provide a kind of non-immediate online game, which aims to solve the ugly resources of the game platform and can play more. Qingke _ Lu Xian. The production of the lake age 201117867 single, easy to use, full-featured, fast response, to the client $ hardware, you can use cheap _ embedded system without blame π

爲了實現本創作,將伺服器與客戶端傳輸的訊息分 =們分別是物件(〇bjects) ’控制(contr〇is),事件( A 服器來管理並依據客户端事件來產生、消減^變 宣«I事件則是來自客戶端,控制訊息則是除了物件訊_、及 事件汛μ以外,便於雙方溝通的管道。 口心 ίΐ乍物件導向的觀念’由舰器下載各個物件到客戶端 各物硬體物件(給硬體的輸出信號)。 算而不由鑛器依據客户端的事件來計 時可以進杆Γ Ζ本身系統貧源來安排物件,當資源不足 下載。如果所古1出reload訊息給伺服器要求重新 伺服器’無法刪除時’客戶端會回覆 來處理。讯心(貝源已滿的控制訊息)’此时必須由伺服器 【實施方式】 行無關。每個物件^例、H品的抽象物件模型的實現與其執 的方法或步驟生!ΐ:類Ϊ具Jf性即數據’提供-定 玩家的資科等。触錄=有與其自身有關的參數,比如遊戲 通過網路通道在物件協議是釆用物件導向的做法, 名稱、物件的類型物的數據可以是物件的 仟的刀組、物件應用程序的入口地址、 201117867In order to realize this creation, the message transmitted by the server and the client is divided into two objects: 〇bjects' control (contr〇is), event (A server manages and generates and subtracts according to client events). The Xuan «I event is from the client, and the control message is a pipeline that facilitates communication between the two parties besides the object message _, and the event 。μ. The concept of "object-oriented" is downloaded by the ship to each client. Hardware object (output signal to the hardware). It can be counted without the miner's timing according to the client's event. Ζ Ζ Ζ Ζ Ζ Ζ 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排 安排The server requires the server to re-server when it cannot be deleted. The client will reply to the processing. The message center (the control message of the source is full) must be independent of the server [implementation] line. Each object ^ example, H The realization of the abstract object model of the product and the method or step of its implementation are born!ΐ: The classware Jf is the data 'providing - the player's capital, etc.. Touching = has parameters related to itself, such as the game passed Channels in the protocol object is preclude the use of object-oriented approach, the data name, object type entry address thereof may be knife group thousand objects, application object, 201,117,867

唯一的物 本創作是由控制、物件、事件三種訊息組成, 介紹一下這三種訊息。 下麵將分別詳細 控制訊息包含了一些系統初始化、如^μ π _ — 統資訊查詢 性能資訊等The only thing that is created is the three kinds of messages: control, object, and event. Introduce these three kinds of messages. The following detailed control messages contain some system initialization, such as ^μ π _ - information query performance information, etc.

SyymKChenteSever):系、統啟始。伺服器對客 =刀始化,調入初始化所需的圖片、聲音、字元、時鐘等訊^ • 客戶端啟始錯誤。當客/端 啟始出錯,,客戶端反饋一個訊息給飼服器,說明初始化出 錯’伺服器接收到錯誤信息、,將重新對客戶端進行初始化。 Sysjnit—ok( Client=>Sever)··客戶端啟始正常。當客戶端 初始化正確時,客戶端反饋一個訊息給伺服器,說明初始化正 常。SyymKChenteSever): Department, the beginning of the system. The server is on the client = the tool is initialized, and the picture, sound, character, clock, etc. required for initialization are loaded. • The client initiates an error. When the client/end starts to make an error, the client feeds back a message to the feeder, indicating that the initialization error occurred. The server received the error message and will re-initialize the client. Sysjnit-ok (Client=>Sever)·· The client starts normally. When the client is initialized correctly, the client feeds back a message to the server indicating that the initialization is normal.

Sys一enq_sys(Client<=Sever):查詢客戶端系統資訊。飼服器 實時查詢客戶端,查看有沒系統資訊,若有系統資訊,飼服器 將採取相應的措施。Sys-enq_sys (Client<=Sever): Query client system information. Feeder Check the client in real time to see if there is any system information. If there is system information, the feeder will take corresponding measures.

Sys_info(Client=>Sever):客戶端顯示/字元集/聲音/時鐘/ φ 輸入/客戶硬體性能資訊。顯示含解析度、顏色(16 bit/24bit)、字元集(big5/gb/en/utf)、聲音能力(WAV/MIDI)、 時鐘(RTC/SYS)、輸入(鍵盤/滑鼠)、客戶硬體(客戶特殊硬 體裝置)。Sys_info(Client=>Sever): Client Display/Character Set/Sound/Clock/φ Input/Customer Hardware Performance Information. Display with resolution, color (16 bit/24bit), character set (big5/gb/en/utf), sound capability (WAV/MIDI), clock (RTC/SYS), input (keyboard/mouse), client Hardware (customer special hardware device).

Sys_ping(Client<=Sever) : ping。伺服器 ping 客戶端,ping 通了 ’則伺服器可以與客戶端進行通訊,傳輸信息;反之,無 法進行通訊。Sys_ping(Client<=Sever) : ping. The server pings the client and pings ’, then the server can communicate with the client to transmit information; otherwise, it cannot communicate.

Sys_ping_ack(Client=>Sever) : ping ack。伺服器 ping 客 戶端,ping通了,客戶端給伺服器一個應答訊息,告知伺服 器已經ping通了。Sys_ping_ack(Client=>Sever) : ping ack. The server pings the client and pings it. The client sends a response message to the server to inform the server that it has pinged.

Sys一logout_req(Client=>Sever) : logout request。客戶端 201117867 給伺服器發出登出请求。 :logout ack。伺服器給客 :設定年/月/日/時/分/秒。 :讀取年/月/日/時/分/秒。 伺服裔收到客戶端事件訊息Sys-logout_req(Client=>Sever): logout request. The client 201117867 issues a logout request to the server. :logout ack. Server to the guest: set the year / month / day / hour / minute / second. : Read year/month/day/hour/minute/second. Servant receives client event message

Sys_logout_ack(Client<=Sever) 戶端回覆收到登出請求。 Sys_time_set(Client<=Server) Sy s_t i me_get(C1i ent=>Server) Sys_svr_ok(Client<=Server)' 後回覆收到正確。 伺服器收到客戶端事件訊息Sys_logout_ack (Client<=Sever) The client replies with a logout request. Sys_time_set(Client<=Server) Sy s_t i me_get(C1i ent=>Server) Sys_svr_ok(Client<=Server)' The reply is received correctly. The server receives a client event message

Sys_svr_err(Client<=Server): 後回覆收到有錯誤。Sys_svr_err(Client<=Server): An error was received after the reply.

Sys一cln—ok(Client=>Server):客戶端收到伺服器物件 回覆收到正確。 心Sys-cln-ok (Client=>Server): The client receives the server object and the reply is received correctly. heart

Sys_cln一reload(Client=>Server):客戶端收到伺服器物件祁 息回覆收到正確,但物件已經不存在客戶端,必須由伺服器^ 新下載。Sys_cln-reload(Client=>Server): The client receives the correct response from the server object, but the object does not exist on the client and must be downloaded by the server.

Sys一c 1 n_ful 1 (C1 ient=>Server) ·’客戶端收到伺服器物件訊息 後回覆收到正確,但系統資源已滿,物件無法載。伺服器必g 刪掉一些物件。 、Sys-c 1 n_ful 1 (C1 ient=>Server) · When the client receives the server object message, the reply is received correctly, but the system resources are full and the object cannot be loaded. The server must delete some objects. ,

Sys一cln_err(Client=>Server):客戶端收到伺服器物件訊息 後回覆收到有錯誤。 物件主要有圖片/聲音/文字/硬體資訊四種物件,圖片可以/ 靜態的JPG或動態的GIF動晝,圖片可以設定出現的起點/路 徑/縮放,及觸發方式/條件。觸發方式可以是重複出現、隨機、 某個事件出現等。伺服器除了可以把文字及硬體資訊物件送給 客戶端外,也可以要求客戶端的輸入文字及硬件資訊。以下是 物件訊息的詳細說明: 〇bj_img(Client<=Sever):Obj_ID, Layer(n),Sys-cln_err(Client=>Server): The client receives an error after receiving the server object message. The object mainly has four objects: picture/sound/text/hardware information, the picture can be / static JPG or dynamic GIF, the picture can set the starting point / path / zoom, and trigger mode / condition. The triggering method can be repeated, random, an event appears, and so on. In addition to sending text and hardware information objects to the client, the server can also request input text and hardware information from the client. The following is a detailed description of the object message: 〇bj_img(Client<=Sever): Obj_ID, Layer(n),

Type(Jpg/G i f/M j peg/MP4/Theora/D i rac), Size(w, h), 〇rigin(w, h), Scale(x/y), Path((xO, yO), (xl, yl),...), Time(sys_time/obj_time,from_time, to_time,step—time), Trig(trig_repeat/trig_random/trig_by_event/trig_by_〇b 201117867 j/trig—area),Len,(image data. ·. ),CRC。伺服器送給客戶 知的圖片物件息。當客戶端的某個事件要使用到笨 時,伺服器將產生-個圖片物件送入客戶端。圖片物件 含了圖片物件的ID ,繪製層,類& (Jpg/Gif/Mjpeg/MP4/The〇ra/Dirac),大小’圖片可以設定出 現的起點/路徑/縮放/時間,及觸發方式/條件。觸發可以是重 複出現,或隨機,或是某個事件/物件出現,或者區域。 是長度、圖像數據及CRC。Type(Jpg/G if/M j peg/MP4/Theora/D i rac), Size(w, h), 〇rigin(w, h), Scale(x/y), Path((xO, yO), (xl, yl),...), Time(sys_time/obj_time,from_time, to_time,step-time), Trig(trig_repeat/trig_random/trig_by_event/trig_by_〇b 201117867 j/trig-area),Len,(image Data. ·.), CRC. The server sends the customer a picture object. When an event on the client is to be stupid, the server will generate a picture object to be sent to the client. The image object contains the ID of the image object, drawing layer, class & (Jpg/Gif/Mjpeg/MP4/The〇ra/Dirac), size 'picture can set the starting point / path / zoom / time, and trigger mode / condition. The trigger can be repeated, or random, or an event/object appears, or an area. Is the length, image data and CRC.

Obj_img_trig(Client<=Sever):Obj_ID, Layer(n),Obj_img_trig(Client<=Sever): Obj_ID, Layer(n),

Type(Jpg/G i f/M j peg/MP4/Theora/D i rac), ’Type(Jpg/G i f/M j peg/MP4/Theora/D i rac), ’

SizeCw, h), 0rigin(w, h), Scale(x/y), Path((x〇, y〇), (xi, yl) ,···),SizeCw, h), 0rigin(w, h), Scale(x/y), Path((x〇, y〇), (xi, yl) ,···),

Time(sys—time/obj一time, from_time,to—time,step_time), Trig(on/off/trig_repeat/trig_random/trig_by_event/tri g_by_obj/ trig—area)。類似〇bj_img功能,但是使用於先前 已經下載的圖形物件,因此不用在下載圖形資訊。 〇bj_snd(Client<=Sever):Obj_ID, Type(Wav/MP3/0GG/MIDI),Time (sys_time/obj_time, from_time, to_time, step_time), Trig(on/off/trig_repeat/trig_random/trig_by_event/tri g_by_obj/ trig-area). Similar to the bj_img function, but used for graphics objects that have been previously downloaded, so there is no need to download graphical information. 〇bj_snd(Client<=Sever): Obj_ID, Type(Wav/MP3/0GG/MIDI),

Time(sys—time/obj—time,from—time), Trig(on/off/trig—re peat/ _ trig_random/trig_by_event/trig_by_obj/trig_area),Len, (audiodata·..),CRC。伺服器送給客戶端的聲音物件訊息。 當客戶端的某個事件要使用到某段聲音時,伺服器將產生一個 聲音物件送入客戶端。聲音物件訊息包含了聲音物件的ID, 類型(Wav/MIDI/MP3/0GG),聲音播放時的系統時間/起始時 間,及觸發方式/條件。觸發可以是重複出現,或隨機,或是 某個事件/物件出現,或者是區域。跟著是長度、音頻數據及 CRC〇Time(sys_time/obj—time, from—time), Trig(on/off/trig—re peat/ _ trig_random/trig_by_event/trig_by_obj/trig_area), Len, (audiodata·..), CRC. The sound object message sent by the server to the client. When a certain event is used by an event on the client, the server will generate a sound object and send it to the client. The sound object message contains the ID of the sound object, type (Wav/MIDI/MP3/0GG), system time/start time when the sound is played, and trigger mode/condition. Triggers can be recurring, or random, or an event/object appears, or an area. Followed by length, audio data and CRC〇

〇bj_snd_trig(Client<=Sever):Obj_ID, Type(Wav/MIDI MP3/0GG),Time(sys—time/obj—time, from—time), Trig(on/of f/ 6 『5: 201117867 tr i g_repeat / tr i g_random/tr i g_by_event/tr i g_by_〇b j / tr i g一area)。類似Obj_snd功能,但是使用於先前已經下載的聲 音物件,因此不用在下載聲音資訊。〇bj_snd_trig(Client<=Sever): Obj_ID, Type(Wav/MIDI MP3/0GG), Time(sys-time/obj-time, from-time), Trig(on/of f/ 6 『5: 201117867 tr i G_repeat / tr i g_random/tr i g_by_event/tr i g_by_〇bj / tr ig one area). Similar to the Obj_snd function, but used for sound objects that have been previously downloaded, so there is no need to download sound information.

Ob j_text_out(Cl ient<=Sever): 〇b j_JD,Ob j_text_out(Cl ient<=Sever): 〇b j_JD,

Type (on/of f / i nverse/ f 1 ash),Type (on/of f / i nverse/ f 1 ash),

Time(sys_time/obj_time, from_time), Size(w, h), 0rigin(w, h),Time(sys_time/obj_time, from_time), Size(w, h), 0rigin(w, h),

Range(from,to), Len, (text data... ),CRC。文字輸出物件, 從伺服器輸出給客戶端’主要是一些輸出文本的形式、時間、 大小、起點、顯示段落、資料長度,最後是文字數據及CRC。Range(from,to), Len, (text data... ), CRC. The text output object, output from the server to the client' is mainly the form, time, size, starting point, display paragraph, data length of the output text, and finally the text data and CRC.

Obj_text_out_trig(Client<=Sever) :0bj_ID, Type(on/off/i nverse/ flash), Time(sys_time/obj_time, from_time), Size(w, h), 0rigin(w, h),Range(from,to)。類似 〇bj—text_out 功能, 但是使用於先前已經下載的文字物件,因此不用在下載文字資 訊0Obj_text_out_trig(Client<=Sever) :0bj_ID, Type(on/off/i nverse/flash), Time(sys_time/obj_time, from_time), Size(w, h), 0rigin(w, h),Range(from,to ). Similar to the 〇bj-text_out function, but used for text objects that have been previously downloaded, so there is no need to download text information.

Obj_text_in(Client=>Sever): 〇bj_JD,Length。文字輸入物 件,要求從客戶端輸入給伺服器,包括輸入文本的11}和長度。Obj_text_in(Client=>Sever): 〇bj_JD, Length. The text input object is required to be input from the client to the server, including the 11} and length of the input text.

Obj_HW_out(Cl ient<=Sever) :0bj ID HW—ID,LEN, (data...), — ’ CRC。硬體物件,從伺服器輸出數據給客戶端。 〇bj_HW_in(Client=>Sever):〇bj_ID, HW_ID,LEN, (data...), CRC °硬體物件,要求從客戶端輸入數據給飼服器。 〇bj_close(Client<=Sever): ObjJD。只要給出物件 ID,伺 服器就可以關閉客戶端的物件。 2气為、狀/鍵盤/硬體事件,當滑鼠跟鍵盤/硬體有輸出必 伺服器時可以由事件訊息輸出。以下是事件訊息的詳 細說明: 201117867 事件訊息輸出’包括位於幾個物件上方及物件的ID資料。Obj_HW_out(Cl ient<=Sever) : 0bj ID HW_ID, LEN, (data...), — ’ CRC. A hardware object that outputs data from the server to the client. 〇bj_HW_in(Client=>Sever): 〇bj_ID, HW_ID, LEN, (data...), CRC ° hardware object, requires data input from the client to the feeder. 〇bj_close(Client<=Sever): ObjJD. As long as the object ID is given, the server can close the client's object. 2 gas is, shape / keyboard / hardware event, when the mouse and keyboard / hardware have output server must be output by the event message. The following is a detailed description of the event message: 201117867 Event Message Output 'includes ID data located above several objects and objects.

Evn—mouse_click(Client=>Sever):no,(〇bj一ID,…)。當客戶 端滑鼠點擊到某物件要送到伺服器,可以由滑鼠點擊事件訊·、 輸出,包括點擊物件數目及物件的ID資料。Evn—mouse_click(Client=>Sever): no, (〇bj_ID,...). When the client mouse clicks on an object to be sent to the server, the mouse can click on the event message and output, including the number of click objects and the ID data of the object.

Evn—KB(Client=>Sever) : (data), CRC。當客戶端鍵盤有數 據必須送到伺服器,可以由鍵盤事件將訊息輸出。Evn—KB (Client=>Sever): (data), CRC. When the client keyboard has data that must be sent to the server, the message can be output by a keyboard event.

Evn_text__in(Cl ient=>Sever) :0b j_ID , LEN , (text data·. ·) ’ CRC。文字輸入事件訊息,從客戶端輸出給伺服器, 包括輸入文本的長度、數據等。 °Evn_text__in(Cl ient=>Sever) : 0b j_ID , LEN , (text data·. ·) ' CRC. The text input event message is output from the client to the server, including the length of the input text, data, and the like. °

Evn—HW(Client=>Sever): HWJD,(hw data), CRC。當客戶 端硬體有雜必須送_服||,可以由硬體事件訊息輸出。Evn—HW (Client=>Sever): HWJD, (hw data), CRC. When the client hardware is mixed, it must be sent to the service_|, which can be output by the hardware event message.

Evn_HW_in(Client=>Sever):ObLID, HW_ID, LEN, (hwdata···) ,CRC:硬體輸人事件訊息’從客戶端輸出數據給伺服器。 舰器在客戶端連線紗時必須先了解客戶 =螢幕解析度/字元鮮資訊,崎選擇相對應的針以。= 中有些硬體我們會規定客戶端必須支援,有些則是選項。客戶 硬體是客戶端的硬體,可能是電子棋盤/高爾夫分析器、等, 2的硬體ID,就有-致的财,只要伺服器端訂出明確的 及^協定,硬體廠商就能設計出相容的產品。 ^際,統架構圖如1Π ’飼服器與客戶端經由internet 訊息、控制訊息、事件訊息。客戶端接受鍵盤' J輸出為輸入’而產生圖形、聲音、硬體輸入為輸出。 士創,的流程圖如圖2 ’所有伺服器與客戶端的連線由客戶 二=服器開始,祠服器會先發出啟始客戶端的控制訊息,客 收到後就開始進行起始動作,然後伺服器會詢問客戶端 石各’例如顯示的大小/顏色能力、支援的圖形/聲音格 型號·.·.等’有這些資訊,伺服器才能產生不同的物 的h客戶端’例如只支援256色的客戶端,飼服器就必 ^哭㈣^1ί/24^ί/32Μί圖形先轉成256色才行。之後伺 …沈把啟始時或純相的物件先載人客戶端中,完成後便 201117867 進入主循環。 =二程圖如圖3,客戶端持續監視 、 硬件的輸入,有的話就送出事件m自 …、术自鍵盤/月既 0K的話就繼續下-步驟,否服器,飼服器ACK為 會依據事件不同產生不同物件,例如^是I爾 形。產生好物件’伺服器就向客戶置的场厅、的圖 收到後回覆正销ACK,否則飼服^ f件訊息’客戶端 或物件已經不在系統記憶體内^/新^^物fn) ί;就必須依此產生不同的圖形 :=二方ί戶須把新的1〇°碼位_形給^=。接 ======/==細始處重: 束連線,否則就處理栌制1自^要求且出的控制訊息則結 執行味制Μ處理控制訊息,處理完再回主循環處開始重複 圖4是物件下载時客戶端回覆不是〇κ的處理 資源給下載的物件,如果資源已 = 二 物件(Garbage ⑽奶·“ 的嘈长,彻端兄憶體内時,客戶端會發出Reload ί ί 打賴有魏賴的_件訊息。若 經佔滿所有客戶端_源,飼^必S 式關閉暫時不需要的物件,才能 並雖 201117867 【圖式簡單說明】 圖1本創作系統架構圖 圖2本創作流程圖 圖3本創作主循環流程圖 圖4物件下載時full及reload處理流程圖 【主要元件符號說明】Evn_HW_in(Client=>Sever): ObLID, HW_ID, LEN, (hwdata···), CRC: Hardware input event message 'outputs data from the client to the server. When the ship is connected to the yarn at the client, it must first understand the customer = screen resolution / character information, and select the corresponding pin. = Some hardware, we will specify that the client must support, and some are options. The client hardware is the hardware of the client, which may be the electronic chessboard/golf analyzer, etc., the hardware ID of 2, there is a wealth, as long as the server side sets a clear and ^ agreement, the hardware manufacturer can Design a compatible product. ^, the overall architecture diagram such as 1 Π 'feeder and client through the Internet message, control messages, event messages. The client accepts the keyboard 'J output as input' to generate graphics, sound, and hardware input as outputs. Shichuang, the flow chart is shown in Figure 2 'The connection between all servers and the client is started by the customer two = server, the server will first send out the control message of the starting client, and the user will start the initial action after receiving it. Then the server will ask the client for each of the 'segment size/color capabilities, supported graphics/sound grid models, etc.'. With this information, the server can generate different objects for the h client', for example only support The 256-color client, the feeding device will cry ^ (4) ^ 1 ί / 24 ^ ί / 32 Μ ί graphics first converted into 256 colors. After that, the sinking or pure phase object is first loaded into the client, and then the 201117867 enters the main loop. = The two-way diagram is shown in Figure 3. The client continuously monitors and inputs the hardware. If any, the event m is sent from the user. If the keyboard/month is 0K, then the next step-step, no service, and the feeder ACK is Different objects will be generated depending on the event, for example, ^ is I-shaped. Produce good objects' server to the customer's venue, the map received and then reply to the positive ACK, otherwise the feeding service ^ f message 'client or object is not in the system memory ^ / new ^ ^ fn) ί; It is necessary to generate different graphics accordingly: = Two-way ί households must give the new 1 〇 码 code to ^=. Connect ======/== At the beginning of the weight: bundle connection, otherwise it will process the control message from the request and execute the control message, and then return to the main loop after processing. Start repeating Figure 4 is when the object downloads the client reply is not 〇 κ processing resources to the downloaded object, if the resource has = two objects (Garbage (10) milk · "long, the end of the brother recalls the body, the client will issue Reload ί ί 有 魏 Wei Lai's _ message. If you fill all the client _ source, the feed will be S to close the temporarily unwanted items, and although 201117867 [schematic description] Figure 1 Architecture diagram Figure 2 This creation flow chart Figure 3 The main loop diagram of the creation Figure 4 Full and reload processing flow chart when downloading the object [Main component symbol description]

七、 甲言月專利範圍: 德说種即時網路遊戲協定’使用於遊鋪服11與客戶端之丨 心,其特徵在於,包括··物件、控制、事件三類吨自VII. The scope of patents for the month of the month: De said that the instant online game agreement is used in the service of the service shop 11 and the client, which is characterized by including: object, control, and event.

甴伺服器管理並依據客戶端事件來產生、消減I ift事件則是來自客戶端,控制訊息則是除了物件G: 事件訊息以外,雙方溝通的管道。 什也― ㈣__峨,細在於,;The server manages and generates and reduces the I ift event according to the client event from the client. The control message is the pipeline for communication between the two parties except the object G: event message.什 也— (4) __峨, the fine lies in;

Sys—init(Client<=Sever):系統啟始; gys—init_err(client=>Sever):客戶端啟始錯誤; 冰s—lnit一ok( Client=>Sever):客戶端啟妒止當. ii^sys(cl ient<=Sever):查詢客戶端^统資訊,伺服1 2查询客戶端,查看有沒系統資訊,若有系訊 將採取相應的措施; 如―info(Client=>Sever):客戶端顯示/字元集/聲音/時鐘Sys_init(Client<=Sever): system start; gys_init_err(client=>Sever): client start error; ice s-lnit-ok (Client=>Sever): client starts When ii^sys(cl ient<=Sever): Query the client information, the server 1 2 queries the client to check whether there is any system information, if there is any information, the corresponding measures will be taken; for example, “info(Client=&gt) ;Sever): client display / character set / sound / clock

Claims (1)

201117867 【圖式簡單說明】 圖1本創作系統架構圖 圖2本創作流程圖 圖3本創作主循環流程圖 圖4物件下載時full及reload處理流程圖 【主要元件符號說明】201117867 [Simple diagram of the diagram] Figure 1 Architecture diagram of the creation system Figure 2 Flow chart of the creation of the diagram Figure 3 Flow chart of the main loop of the creation Figure 4 Flow chart of the full and reload processing of the object download [Description of the main components] 七、 甲言月專利範圍: 德说種即時網路遊戲協定’使用於遊鋪服11與客戶端之丨 心,其特徵在於,包括··物件、控制、事件三類吨自 甴伺服器管理並依據客戶端事件來產生、消減I ift事件則是來自客戶端,控制訊息則是除了物件G: 事件訊息以外,雙方溝通的管道。 什也― ㈣__峨,細在於,; Sys—init(Client<=Sever):系統啟始; gys—init_err(client=>Sever):客戶端啟始錯誤; 冰s—lnit一ok( Client=>Sever):客戶端啟妒止當. ii^sys(cl ient<=Sever):查詢客戶端^统資訊,伺服1 2查询客戶端,查看有沒系統資訊,若有系訊 將採取相應的措施; 如―info(Client=>Sever):客戶端顯示/字元集/聲音/時鐘 201117867 輸入/客戶硬體性能資訊; Sys_ping(Client<=Sever): ping,伺服器 ping 客戶端; Sys_ping_ack(Client=>Sever): ping ack,客戶端給词服器 一個應答訊息; ° Sys_logout—req(Client=>Sever): logout request,客戶端 給伺服器發出登出请求; % Sys—logout_ack(Client<=Sever): logout ack,伺服器給客 戶端回覆收到登出請求; °VII. The scope of the patent for the month of the month: De said that the instant online game agreement 'used in the service shop 11 and the customer's heart, is characterized by: ································· According to the client event, the I ift event is generated from the client, and the control message is the pipeline for communication between the two parties except the object G: event message.什 也—(d) __峨, the fine is,; Sys-init(Client<=Sever): system start; gys-init_err(client=>Sever): client start error; ice s-lnit-ok (Client =>Sever): The client starts and stops. ii^sys(cl ient<=Sever): Query the client information, servo 1 2 query the client, check if there is any system information, if there is any information will be taken Corresponding measures; such as "info (Client => Sever): client display / character set / sound / clock 201117867 input / customer hardware performance information; Sys_ping (Client < = Sever): ping, server ping client Sys_ping_ack(Client=>Sever): ping ack, the client sends a response message to the word server; ° Sys_logout-req(Client=>Sever): logout request, the client sends a logout request to the server; % Sys —logout_ack(Client<=Sever): logout ack, the server replies to the client to receive the logout request; ° Sys_time_set(Client<=Server):設定年/月 / 曰/時/分/秒; Sys_time_get(Client=>Server):讀取年/月 / 曰/時/分/秒; Sys一svr_ok(Client<=Server):伺服器收到客戶端事株二自 後回覆收到正確; °〜 Sys—svr—err(Client<=Server):伺服器收到客戶端事件幸 後回覆收到有錯誤; °〜 Sys_c 1 n—ok(C 1 ient=>Server):客戶端收到伺服器物件訊幸 後回覆收到正確; °〜 Sys_cln-reload(Client=>Server):客戶端收到伺服器物件 訊息後回覆收到正確,但物件已經不存在客戶端,必σ 器重新下载; 、 Sys_cln—ful 1 (Cl ient=>Server):客戶端收到伺服器物件訊 息後回覆收到正確,但系統資源已滿,物件無法载。伺服哭 須刪掉一些物件; SyS_cln一err(Client=>Server):客戶端收到伺服器物 後回覆收到有錯誤。 〜 3、如權利要求1所述之非即時網路遊戲協定,其特徵 , 述之物件訊息為: 、 j_img(Cl ient<=Sever): 〇bj_ID, Layer, Type, Size, Origin, Scale, Path, Time’ Trig’ LEN,(img data..*),CRC:圖片物件訊自, 包含了圖片物件的ID,繪製層,類型,大小,圖片可以言^出 201117867 長度,影像資 現的起點/路徑/縮放/時間,及觸發方 料,CRC檢查碼; ’ 〇bj_img_trig(Client<=Sever)· 〇hi τη τ Origin,Scale,Path,Time,Tri^:^LfeUyPe,Size, 了圖片物件的ID,繪製層,_大二片觸發物件訊息’包含 起點/路徑/縮放/時間,及觸發方式件,片可以設定出現的 Obj_snd(Client<=Sever): 〇bj—Π),Type Timp τ . ( A. dl ),^:聲音物件訊息,包含了=Sys_time_set(Client<=Server): set year/month/曰/hour/minute/second; Sys_time_get(Client=>Server): read year/month/曰/hour/minute/second; Sys-svr_ok(Client< =Server): The server received the client's message from the second reply and received it correctly; °~ Sys_svr-err(Client<=Server): The server received the client event and received a reply after receiving the error; ° ~ Sys_c 1 n—ok(C 1 ient=>Server): The client receives the correct response after receiving the server object; °~ Sys_cln-reload(Client=>Server): The client receives the server After the object message is received, the reply is correct, but the object does not exist in the client, and the device must be re-downloaded; Sys_cln-ful 1 (Cl ient=>Server): After receiving the server object message, the client receives the reply correctly. However, the system resources are full and the objects cannot be loaded. Servo crying must delete some objects; SyS_cln-err (Client=>Server): The client receives an error after receiving the server. 3. The non-instant online game protocol of claim 1, wherein the object information is: , j_img(Cl ient<=Sever): 〇bj_ID, Layer, Type, Size, Origin, Scale, Path , Time' Trig' LEN, (img data..*), CRC: picture object from, contains the ID of the picture object, drawing layer, type, size, picture can be said ^ 201117867 length, the starting point of the image capital / Path/zoom/time, and triggering method, CRC check code; ' 〇bj_img_trig(Client<=Sever)· 〇hi τη τ Origin,Scale,Path,Time,Tri^:^LfeUyPe,Size, ID of picture object , draw layer, _ big two trigger object message ' contains start / path / zoom / time, and trigger mode, the slice can be set to appear Obj_snd (Client <= Sever): 〇bj - Π), Type Timp τ. A. dl ), ^: sound object message, including = Trig:^ 曰觸發物件絲,包含了聲音物件的ID 系統時間/起始時間,觸發方式/條件;狐★日播放時的 〇bj_text_out(Client<=Sever): 〇bijD, Type, Time, Size, Origin , Range, LEN, (text data... ) ,CRC: , 4 5服器輸ij給客戶端,主要是―些輸出文本的形式、時間、 小、起點、顯不段落、資料長度,最後是文字數據及CRC; Ubj_text_out_trig(Client<=Sever):〇bLID,Type(on/off/in verse/ lash), Time(sys—time/obj_time,from_time), Size(w,h), ^=ιη^,ίι),Range(from,to):文字輸出觸發物件,從伺服 β雨出給客戶端,主要是一些輸出文本的形式、時間、大小、 起點、顯示段落; Obj^text—in(Client=>Sever): 〇bj_ID,LEN:文字輸入物件, 要求從客戶端輸入給伺服器,包括輸入文本的ID,長度; °bj JW_〇ut(Client<=Sever) :〇bj_ID, HW_ID, LEN, (data...), CRC:硬體物件’從伺服器輸出數據給客戶端,包括硬體ID、長 度、數據及CRC; 〇bj_HW_in( Client=>Sever):〇bj__ID, HW_ID, LEN, (data...), CRC:硬體物件,要求從客戶端輸入數據給伺服器包括硬體ID、 『51 12 201117867 長度、數據及CRC; Obj_close(Client<=Sever): Obj—ID:只要給出物件 ID,词服 益就可以關閉客戶端的物件; 4、如權利要求1所述之非即時網路遊戲協定’其特徵在於, 述之事件訊息為: ' 々 Evn_mouse一over(Client=>Sever): no,(0bj—ID,···):滑鼠經 過事件訊息輸出,包括位於幾個物件上方及物件的ID資料: Evn_mouse_click(Client=>Sever): no, (0bj_ID,…):滑氣點 擊事件訊息輸出,包括點擊幾個物件及物件的ID資料‘’; Evn_KB(Client=>Sever): (data),CRC:鍵盤事件訊息輸出, 包括鍵盤資料及CRC; Evn_text_in(Cl ient=>Sever) : Ob j_ID , LEN , (text data. ..),CRC:文子訊息客戶端輸出給伺服器,包括輸入文本 的長度、數據、CRC; Evn_HW(Client=>Sever): HW_ID , LEN, (hw data), CRC: 硬體事件訊息輸出,包括硬體ID、長度、數據、CRC ; Evn_HW_in( Client=>Sever): ObjID , HW_ID , LEN, (hw data· · · ),CRC。硬體輸入事件訊息,包括硬體ID、長度、數 據、CRC。Trig:^ 曰 Trigger object wire, including the ID system time/start time of the sound object, trigger mode/condition; 狐bj_text_out (Client<=Sever): 〇bijD, Type, Time, Size, Origin , Range, LEN, (text data... ) , CRC: , 4 5 server to input ij to the client, mainly the form of some output text, time, small, starting point, no paragraph, data length, and finally Is text data and CRC; Ubj_text_out_trig(Client<=Sever): 〇bLID, Type(on/off/in verse/ lash), Time(sys_time/obj_time,from_time), Size(w,h), ^=ιη ^, ίι),Range(from,to): The text output trigger object, from the servo β rain to the client, mainly the form, time, size, starting point, and display paragraph of the output text; Obj^text—in(Client =>Sever): 〇bj_ID, LEN: text input object, required to input from the client to the server, including the ID of the input text, length; °bj JW_〇ut (Client<=Sever): 〇bj_ID, HW_ID, LEN, (data...), CRC: Hardware object 'outputs data from the server to the client, including hardware ID, long , data and CRC; 〇bj_HW_in( Client=>Sever): 〇bj__ID, HW_ID, LEN, (data...), CRC: hardware object, requiring input of data from the client to the server including hardware ID, 『 51 12 201117867 Length, data and CRC; Obj_close(Client<=Sever): Obj-ID: as long as the object ID is given, the word of the client can be closed; 4. The non-instant network according to claim 1. The game agreement 'is characterized by: the event message is: ' 々 Evn_mouse one over (Client => Sever): no, (0bj - ID, ...): The mouse is output through the event message, including several objects ID information of the top and object: Evn_mouse_click(Client=>Sever): no, (0bj_ID,...): The output of the slippery click event message, including clicking on the ID data of several objects and objects ''; Evn_KB(Client=> Sever): (data), CRC: keyboard event message output, including keyboard data and CRC; Evn_text_in(Cl ient=>Sever): Ob j_ID , LEN , (text data. ..), CRC: text message client output For the server, including the length of the input text, data, CRC; Evn_HW (Client=>Sever): HW_ID, LEN, (hw data), CRC: Hardware event message output, including hardware ID, length, data, CRC; Evn_HW_in( Client=>Sever): ObjID , HW_ID , LEN , (hw data· · · ), CRC. Hardware input event messages, including hardware ID, length, data, CRC. 1313
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