Game Server Synchronization Using MAC-Based Push Replication

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Solution Overview

Problem

Existing data synchronization methods for open-world MMO games struggle to achieve efficient load distribution and synchronization of game state information across multiple servers without restricting object movement or player login numbers, particularly in scenarios where objects move freely and interact across areas.

Innovation Solution

A server system utilizing pseudo-IP multicast processing through OS kernels for direct communication between geographically close servers, enabling high-speed, push-type synchronization of object information using MAC addresses and Tick-IDs for maintaining data integrity and consistency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If data replication methods utilizing IP multicast are used, then data distribution efficiency is improved, but flexibility and efficiency required by data replication cannot be achieved

Engineering Contradiction:
Improvedata distribution efficiencyVSAvoidflexibility
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent introduces a gateway device as an intermediary between the IP multicast network and the data replication system. The gateway translates multicast group membership information into a format usable by the data replication mechanism, enabling flexible data replication while maintaining efficient multicast-based distribution. This intermediary resolves the contradiction by bridging the rigid multicast protocol with the flexible replication requirements.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system dynamically changes parameters such as multicast group addresses and subscription filters based on real-time data replication needs. By adjusting these parameters, the system can efficiently distribute data to changing sets of subscribers without reconfiguring the entire multicast infrastructure, thus maintaining both efficiency and flexibility.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If synchronous processing between distributed in-memory databases is implemented, then data consistency is improved, but system complexity increases

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

Solution Approach 1:

The patent combines multiple distributed in-memory databases into a unified logical database system that shares a common namespace and coordination mechanism. By merging the databases under a unified synchronization protocol, the system maintains data consistency across all nodes while reducing the complexity of managing multiple independent synchronization systems.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system implements feedback mechanisms where each database node reports its state and receives synchronization commands from a coordination service. This feedback loop ensures that all nodes maintain consistent data while the coordination service manages the complexity of synchronous processing centrally, reducing individual node complexity.

Inventive Principle:
Principle #23Feedback

3Productivity

If load distribution is achieved by labeling areas and objects, then data distribution is improved, but the method does not support unspecified large numbers of open-world objects updating data in real time

Engineering Contradiction:
Improvedata distribution efficiencyVSAvoidsupport for dynamic objects
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic load distribution where object labels and area assignments are not fixed but can change in real-time based on object movement and system state. The labeling system dynamically adapts to new objects entering the system and objects moving between areas, enabling support for an unspecified large number of dynamic objects while maintaining efficient data distribution through the underlying multicast infrastructure.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12569754B2Server, game system, and processing method
Publication Date: 2026.03.10 CYGAMES INC
  • US12569754B2 patent drawing
  • US12569754B2 patent drawing
  • US12569754B2 patent drawing

AI summary

A server among various servers is included in a game system in which the servers are responsible for various respective areas in a game space and manage object information indicating a state of each of various objects movable among the areas. The server stores the object information, updates the object information of an object existing in the area for which the server is responsible, stores the MAC address of a target server, transmits to the target server by packet transfer based on data in the data link layer with the stored MAC address being set as a destination update information that indicates update content of the object information updated by the first update unit and time information indicating an in-game clock time at the time of the update, and updates the object information of an object existing outside the area for which the server is responsible.