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697 results about "Game client" patented technology

A Game client is a network client that connects an individual user to the main game server, used mainly in multiplayer video games. It collects data such as score, player status, position and movement from a single player and send it to the game server, which allows the server to collect each individual's data and show every player in game, whether it is an arena game on a smaller scale or a massive game with thousands of players on the same map. Even though the game server displays each player's information for every player in a game, players still have their own unique perspective from the information collected by the game client, so that every player's perspective of the game is different, even though the world for every player is the same. The game client also allows the information sharing among users. An example would be item exchange in many MMORPG games where a player exchange an item he/she doesn't want for an item he/she wants, the game clients interconnect with each other and allows the sharing of information, in this exchanging items. Since many games requires a centralized space for players to gather and a way for users to exchange their information, many game clients are a hybrid of client-server and peer-to-peer application structures.

Data processing method, device and system in online game system

The invention discloses a data processing method, device and system in an online game system. The data processing method comprises the steps that after a game player logs into an online game client side and starts an online game, the online game client side obtains at least one organization player group and player group information of the organization player group; after the game player joins one or more organization player groups by triggering an organization player group control, the game player automatically logs into a game chat room corresponding to the currently joined organization player group; according to the player group information of the organization player group, an embedded chat room, corresponding to the game chat room which the game player automatically logs into, in an embedded chat client side is obtained; operation information generated in the game chat room is transmitted to the embedded chat room bound to the game chat room through intercommunication. By the adoption of the data processing method, device and system in the online game system, the technical problem that due to the fact that information intercommunication cannot be established between the online game client side and the embedded chat client side, resources of the system are wasted is solved.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Active anti-plug-in online game system and anti-plug-in method thereof

The invention discloses an active anti-plug-in online game system and an anti-plug-in method thereof. The system comprises a game server and a game client side; data interaction is performed between the game server and the game client side through a communication network; and the game client side is controlled by a game player. The system is characterized in that the game client side is provided with an anti-plug-in component which is loaded when an online game runs; after being successfully logged in, the game client side and the game server perform a seed cipher key, symmetric encipherment algorithm and message authentication code generation algorithm for safety negotiation data communication; the anti-plug-in component is in charge of actively monitoring the online game client side, encrypting monitored results through the symmetric encipherment algorithm after safety negotiation and sending the monitored results to the game server; and the game server is provided with a server terminal anti-plug-in system which decrypts and verifies the monitored results from the game client side according to relevant cryptographic algorithms after the safety negotiation, and performs query matching on the monitored results from the game client side to identify whether the game client side uses an plug-in program. The system is bound to game process, organically combines a data security communication technology with a client side protection technology, and can efficiently and securely defends various plug-in technologies.
Owner:SUZHOU INST FOR ADVANCED STUDY USTC

Method and system for secure distribution of subscription-based game software

Methods and Systems for securely distributing software in a subscription-based environment are provided. In an example embodiment, a Game Security Facility (“GSF”) associated with a game server is used to manage secure communications with game clients. The GSF typically manages secure communication of the accounting and billing information and secure communication of game session data. In typical operation, the game client generates a pass-phrase that transparently includes a unique identifier of the machine upon which the subscription software will reside. RSA-type key pairs that are then generated using this pass-phrase will be associated uniquely with both the game player and with the machine upon which the software resides, thus preventing unauthorized copying to another machine or unauthorized use by a third party. A public key generated using this pass-phrase is forwarded to the GSF, which uses it to generate a unique one-time random session key (for use as a symmetric key) for each session with the game client. The session key is then encrypted for the game client using the public key of the client. Session data, including the original game files downloaded upon successfully subscribing, are then transmitted between the game server and the game client using encrypted versions of the session key. In one embodiment, the game client can upgrade the machine upon which the subscription data resides, cause the session keys to be reissued using a new public key, and retain access to previously downloaded data.
Owner:CLOUDROCK LLC

System and method for providing real-time and reliable multi-person speech interaction in network game

InactiveCN101316301ASpeed up entryReal-time multi-person voice interactionInterconnection arrangementsTransmissionThe InternetGame server
The invention relates to a system and a method which provide real-time and reliable multiple people voice interaction in network games. The system comprises a telecommunication network, a telephone exchange, the Internet, a game server platform in the Internet and a game client platform in the Internet, wherein, the game server platform is internally provided with a game server control module, a player information data base, a voice server control module and a terminal information data base; the game client platform is internally provided with a game client control module and a voice client control module. The method of the invention combines the IP telephony and the telecommunication network provided with a QoS guarantee, fulfills seamless integration with the game server control module and the game client control module through the voice server control module and the voice client control module, constructs two control platforms, and provides real-time, reliable, convenient and stable multiple people voice interaction. The operation method is simple, easy to master and relatively independent. Therefore, the system and the device ensure that game manufacturers can concentrate on the development of the network games and have rather good popularization and application prospect.
Owner:杨海晨
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