Online Game Client Data Synchronization Logic

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Solution Overview

Problem

In online games, inconsistencies between client and server game data can cause logic status errors, preventing the game from continuing if the client fails to receive data from the server.

Innovation Solution

A method where the client determines data faults by comparing local data with server data, sends a synchronization request to the server, and updates its data with correct information received from the server, ensuring data consistency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the client does not receive data from the game server, then the client cannot perform game operations, but this causes data inconsistency between client and server, leading to logic status errors and game termination

Engineering Contradiction:
Improvegame continuityVSAvoiddata consistency
Core Design Contradiction:
ReliabilityVSLoss of information

Solution Approach 1:

The patent implements preliminary fault detection by continuously monitoring data consistency between client and server before critical errors occur. The client proactively checks whether received data matches local game state, and preemptively requests resynchronization when inconsistencies are detected, preventing logic status errors and game termination.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent establishes a feedback mechanism where the client monitors data consistency between local game state and server responses. When inconsistency is detected, the client sends a synchronization request to the server, receives corrected data, and updates local state. This closed-loop feedback ensures data consistency is maintained and game continuity is preserved.

Inventive Principle:
Principle #23Feedback

2Loss of information

If the client continuously monitors data consistency and requests synchronization, then data consistency is maintained, but this increases communication frequency and network load

Engineering Contradiction:
Improvedata consistencyVSAvoidnetwork resource consumption
Core Design Contradiction:
Loss of informationVSLoss of energy

Solution Approach 1:

The patent implements partial monitoring by checking data consistency only at critical decision points in the game logic rather than continuously. Synchronization requests are sent only when inconsistencies are detected or at predetermined checkpoints, rather than after every game operation. This reduces unnecessary network communication while maintaining data consistency.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent implements periodic synchronization checks at predetermined intervals or game milestones rather than continuous monitoring. This periodic approach maintains data consistency while significantly reducing network communication frequency and resource consumption compared to continuous validation.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentEP2615758B1Fault-tolerant method for online game interaction logic and fault-tolerant system and client for online games
Publication Date: 2023.08.09 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • EP2615758B1 patent drawingFigure 1~2
  • EP2615758B1 patent drawingFigure 3
  • EP2615758B1 patent drawingFigure 4~5

AI summary

The disclosure relates to the field of computer, and provides a method for interactive logic fault tolerance in an online game and a system for fault tolerance in an online game. The method includes the following steps: a client determines whether there is fault in the game data; the client sends a game data synchronization request to a game sever when it is determined that there is fault in the game data; the game server returns a game data synchronization response to the client, and the game data synchronization response comprises correct game data corresponding to the false game data; and the client updates game data of a game player according to the game data synchronization response. In embodiments of the disclosure, the client sends the game data synchronization request to the game sever when it is determined that there is fault in the game data, the game server returns the game data synchronization response to the client, and the client updates the game data of the game player according to the game data synchronization response returned by the game server, so that the client can also play a game by synchronizing the game data with the game server when there is fault in the game data.