RTS Lockstep Server Architecture for Continuous Match Progress

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Solution Overview

Problem

Lockstep engines in online multiplayer video games, particularly real-time strategy (RTS) games, suffer from delays and frustration when one player's unstable internet connection or intentional input withholding causes the game to pause for all players, and there is no efficient way for disconnected users to rejoin or spectators to join in progress matches.

Innovation Solution

Implementing a client-server architecture within a lockstep engine, where the server manages game inputs and allows users to disconnect and reconnect without affecting others, and enables live updates without restarting the game.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a lockstep engine is used in a peer-to-peer architecture, then the game can run entirely on client devices with lower cost, but the game pauses for all players when one player is lagging or withholds input

Engineering Contradiction:
Improvegame stabilityVSAvoidgame progress speed
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent introduces a server as an intermediary between players in a lockstep architecture. The server collects inputs from all players and distributes them to appropriate clients, preventing single-player lag from halting the entire game. This mediator approach resolves the contradiction by maintaining game stability through centralized coordination while preserving productivity through continuous game progression.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent segments the lockstep engine into separate functional components: a server that manages input collection and distribution, and clients that handle rendering and local logic. This segmentation allows the system to isolate failures to individual clients while maintaining overall game progress, resolving the contradiction between stability and productivity.

Inventive Principle:
Principle #1Segmentation

2Ease of manufacture

If a client-server architecture is used, then the game is easier to implement and scales well, but additional cost is required to run and maintain servers

Engineering Contradiction:
Improveimplementation easeVSAvoidinfrastructure cost
Core Design Contradiction:
Ease of manufactureVSQuantity of substance

Solution Approach 1:

The server in the patent serves multiple functions: collecting inputs from all players, validating inputs, distributing inputs to appropriate clients, and managing game state. This multi-functionality justifies the infrastructure cost by simplifying the overall system architecture and enabling scalable implementation, resolving the contradiction between ease of manufacture and infrastructure cost.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Stability of the object's composition

If a lockstep engine requires input from every player, then the game maintains synchronization, but the game cannot move forward if any player is lagging

Engineering Contradiction:
Improvegame synchronizationVSAvoidgame pause duration
Core Design Contradiction:
Stability of the object's compositionVSLoss of time

Solution Approach 1:

The patent implements partial action by allowing the game to proceed with inputs from available players rather than requiring complete input from all players. The server processes inputs from players who are not lagging and continues game progression, reducing time loss while maintaining synchronization through selective input processing.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The server provides feedback to lagging players by detecting their unresponsive state and adjusting input collection accordingly. This feedback mechanism allows the system to maintain synchronization through active players while minimizing game pauses by continuing progression based on available inputs.

Inventive Principle:
Principle #23Feedback

4Adaptability or versatility

If players must restart the game to update data, then the game data can be updated, but the match must be restarted and players lose progress

Engineering Contradiction:
Improvedata update capabilityVSAvoidmatch restart time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent implements dynamic data updates where the server can modify game data in real-time during an active match without requiring players to restart. The server pushes updated data to clients, allowing the system to adapt to changing conditions while preserving match progress and eliminating time loss from restarts.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250213987A1Client-server architecture for a real-time strategy video game
Publication Date: 2025.07.03 TENCENT AMERICA LLC
  • US20250213987A1 patent drawing
  • US20250213987A1 patent drawing
  • US20250213987A1 patent drawing

AI summary

A method is provided for improving multiplayer user experience in an online video game utilizing a lockstep engine. The method includes receiving user input information from at least one of a plurality of users of a match of the video game that utilizes the lockstep engine. Each of the user input information from the at least one of the plurality of users being associated with a current frame of a plurality of frames of the lockstep engine based on the respective user input information being received within a current time interval of the current frame. The method also includes sending the current frame of the user input information irrespective of whether the user input information is received from each of the plurality of users within the current time interval. Clients no longer need to be in the game at the same time for the game to proceed.