Online Game Synchronization via Selective State Filtering
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Solution Overview
Problem
Existing online game synchronization methods require centralized information management, leading to increased processing burdens on devices during online communication and limitations in continuing processing in an offline environment.
Innovation Solution
A method that allows for the transmission and reception of game processing information between client terminals via a server, where the server receives information from one client terminal, determines if it affects the game status, and then transmits this information to other client terminals for synchronization, eliminating the need for centralized information management.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If centralized information management is used for online game synchronization, then game status can be maintained across devices, but processing burden on each device increases during online communication
Solution Approach 1:
The patent divides the centralized information management system into distributed peer-to-peer connections. Each device independently manages and shares game state information with connected devices, eliminating the need for a single centralized server to handle all processing. This segmentation reduces the processing burden on individual devices while maintaining game status consistency across the network.
2Reliability
If centralized information management is used for online game synchronization, then game status can be maintained across devices, but offline processing continuation becomes difficult
Solution Approach 1:
The patent implements preliminary action by having each device maintain local copies of game state information and continue processing offline before synchronization is needed. Devices perform game logic and state changes locally, then synchronize with other devices when online, allowing offline processing continuation while maintaining consistency when reconnected.
3Reliability
If all game processing information is transmitted between client terminals via server, then complete game state synchronization is achieved, but communication data volume and processing load increase
Solution Approach 1:
The patent applies local quality by having each device transmit only the specific game state information relevant to its local context and changes. Instead of broadcasting all game data, devices share targeted information about their current state and modifications, reducing communication data volume while achieving necessary synchronization for the specific game scenario.
Data Source
AI summary
The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.


