Universal Network Game Replay via Message Intermediary
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Solution Overview
Problem
Conventional recording and replaying technologies for network games are not universal and are specific to certain game types, as they depend on the characteristics of individual games, limiting their applicability across different game genres.
Innovation Solution
A method and apparatus that copy all game messages sent by a game server to a game client during a game process, allowing the game client to replay the game process based on these messages, independent of the game's specific characteristics, using a message engine module, replaying control module, and game client configuration.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional recording technology is used that depends on game-specific characteristics, then the recording method can be designed to match specific game types, but the technology cannot be universally applied to different game genres
Solution Approach 1:
The patent applies universality by designing a recording system that works across multiple game types through a unified message-based approach. The system captures game state changes as standardized messages (player actions, board state updates, game events) that can be replayed regardless of whether the game is chess, Go, or another genre, eliminating the need for game-specific recording implementations
Solution Approach 2:
The patent introduces a message engine as an intermediary layer between the game server and the recording system. This message engine standardizes game state changes into a universal message format, allowing the recording system to interface with any game type through this common protocol without needing to understand game-specific details
2Adaptability or versatility
If game-specific recording methods are used, then the recording can be optimized for particular game characteristics, but the method cannot be reused for other games
Solution Approach 1:
The system enables a single recording implementation to serve multiple games by capturing game state changes as universal messages. The message engine translates any game's state changes into a standardized format, making the recording system easy to implement across different games without requiring game-specific code for each title
3Adaptability or versatility
If the recording system focuses on game messages rather than game characteristics, then universality is achieved, but the system must handle diverse message formats from different games
Solution Approach 1:
The message engine serves as an intermediary that handles the complexity of diverse message formats. It receives game-specific messages from the server, standardizes them into a universal internal representation, and then reconstructs them for replay. This abstraction hides the complexity of handling different message formats from the replaying system
Solution Approach 2:
The system copies game state information through standardized messages rather than copying game-specific data structures. By working with abstract message representations of game state changes, the system can replay games without needing to reconstruct the original game-specific data formats, simplifying the replaying process
Data Source
AI summary
Embodiments of the present invention provide a method for recording and replaying a network game. The method includes copying all game messages sent by a game server to a game client during a game process; replaying the game process according to the copied game messages. Besides, embodiments of the present invention also provide an apparatus for recording and replaying a network game. In accordance with the method and apparatus in the embodiments of the present invention, unlike the prior art, the technical solution of recording and replaying a network game is independent of the network game itself and is dependent on the game messages sent by the game server. Therefore, the technical solution in the embodiments of the present invention can be used commonly for recording and replaying to all kinds of network games.


