Game Data Transfer Verification Using Client Mapping

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Solution Overview

Problem

Existing game data transfer methods lack assurance of accuracy, as game data is not verified during transfer, leading to potential abnormalities and instability.

Innovation Solution

A method and apparatus for establishing a mapping relationship between clients, verifying game data using user identification information, and updating data to ensure accuracy, involving steps like establishing a mapping relationship, sending game data, acquiring and verifying updated data, and updating the original data based on verification results.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If game data is transferred without verification, then data transfer speed is improved, but data accuracy deteriorates

Engineering Contradiction:
Improvedata transfer speedVSAvoiddata accuracy
Core Design Contradiction:
SpeedVSReliability

Solution Approach 1:

The patent applies preliminary action by establishing a mapping relationship between first user identification information and second user identification information before data transfer occurs. This pre-established mapping enables the server to quickly verify data integrity during transfer without adding significant verification overhead, thus maintaining fast transfer speed while ensuring data accuracy through proactive preparation of verification mechanisms

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements feedback by having the server verify second game data obtained from the second client using the pre-established mapping relationship. The verification process provides feedback on data integrity, and only approved data is used to update the first game data. This closed-loop verification mechanism ensures data accuracy while maintaining efficient transfer through targeted rather than comprehensive verification

Inventive Principle:
Principle #23Feedback

2Reliability

If game data is verified during transfer, then data accuracy is improved, but system complexity increases

Engineering Contradiction:
Improvedata accuracyVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent uses an intermediary approach by introducing a mapping relationship as a intermediate layer between the first client and second client. This mapping, stored on the server, acts as a mediator that simplifies verification by providing a direct reference for comparing user identification information. Instead of complex multi-step verification processes, the system uses this intermediate mapping structure to achieve accurate verification with minimal computational overhead

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent applies copying by creating a mapped copy of user identification information relationships. The server stores a mapping that replicates the connection between first and second user identification information, allowing verification to proceed by comparing against this copied relationship structure. This copying approach simplifies the verification process while maintaining data integrity, avoiding the need for complex original-data-comparison mechanisms

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12179118B2Game data processing method, storage medium, and electronic device
Publication Date: 2024.12.31 NETEASE (HANGZHOU) NETWORK CO LTD
  • US12179118B2 patent drawing
  • US12179118B2 patent drawing
  • US12179118B2 patent drawing

AI summary

A game data processing method, a storage medium, and an electronic device are disclosed. The method may include: a mapping relationship is established between a first client and a second client based on a first data transfer request from the first client; first game data of the first client is sent to the second client according to the mapping relationship; second game data from the second client is acquired, wherein the second game data is obtained through updating, by the second client, the first game data; the second game data is verified based on first user identification information of the first client to obtain a verification result; and in response to the verification result indicating that the second game data is approved, the first game data is updated to the second game data.