Game server
Abstract
A game distribution server configured to separately distribute game data comprising active game data and passive game data to a plurality of remote computers each provided with a client application, comprising: storage for active game data and passive game data configured to be distributed separately and recombined at a remote computer by a client application, wherein passive game data comprise files having a larger average file size than the average file size of active game data; an active data controller configured to control supply of active game data to said remote computer responsive to events occurring during game play; a passive data controller operable to control supply of passive game data separately from said active game data; and a communications interface.
Claims
exact text as granted — not AI-modified1 . A game distribution server configured to separately distribute game data comprising active game data and passive game data to a plurality of remote computers each provided with a client application, comprising:
storage for active game data and passive game data configured to be distributed separately and recombined at a remote computer by a client application, wherein passive game data comprise files having a larger average file size than the average file size of active game data; an active data controller configured to control supply of active game data to said remote computer responsive to events occurring during game play; a passive data controller operable to control supply of passive game data separately from said active-game data; and a communications interface.
2 . The game distribution server according to claim 1 , wherein each passive game data files is associated with a unique reference.
3 . The game distribution server according to claim 1 or 2 , wherein the active data controller is configured to receive game event indicators indicating events occurring during game play and to determine active game data likely to be required by the client application for use in said game.
4 . The game distribution server according to any one of claims 1 to 3 , further comprising:
a passive data checking module configured to receive game event indicators indicating events occurring during game play and to determine passive game data likely to be required by the client application for use in said game.
5 . The game distribution server according to claim 4 , wherein the passive data checking module is configured to determine whether the passive game data likely to be required already exists on said remote computer; and to supply passive game data determined not to exist on said remote computer.
6 . The game distribution server according to claim 4 or 5 , wherein the passive data checking module is configured to transmit a first list of references associated with the passive game data likely to be required to the said remote computer, and to receive a second list of references associated with the passive game data likely to be required that does not exist on said remote computer.
7 . The game distribution server according to any one of claims 1 to 6 , further comprising:
a buffer controller operable to set an amount of active game data and an amount of passive game data required to be buffered at said remote computer.
8 . The game distribution server according to claim 7 , wherein said amount of passive data transferred for buffering exceeds the amount of active data transferred for buffering.
9 . The game distribution server according to any one of claims 1 to 10 , further comprising:
an administration module operable to determine, in respect of said remote computer, connection bandwidth and response time parameters.
10 . The game distribution server according to claim 9 when dependent on claims 7 or 8 , wherein the amount of active game data and the amount of passive game data required to be buffered at said remote computer is determined in dependence on one or more of the connection bandwidth and the response time parameters.
11 . The game distribution server according to any one of claims 1 to 10 , further comprising:
an essential minimum module operable to determine what essential minimum data is required in order to begin game play at said remote computer.
12 . The game distribution server according to claim 11 , wherein the essential minimum data comprises only passive data.
13 . The game distribution server according to claim 11 or 12 when dependent on claims 9 or 10 , wherein the amount of essential minimum data required at said remote computer is determined in dependence on one or more of: the connection bandwidth and the response time parameters.
14 . The game distribution server according to any one of claims 1 to 13 , wherein the storage for active game data and passive game data comprise an active game data storage device and a separate passive game data storage device.
15 . A game distribution server configured to distribute games to a plurality of remote computers each provided with a client application, comprising:
an administration module operable to determine, in respect of a remote computer, connection bandwidth and response time parameters; and a further module operable to determine what essential minimum data is required in order to begin game play.
16 . The game distribution server according to claim 15 , wherein the essential minimum data required at said remote computer is determined in dependence on one or more of: the connection bandwidth and the response time parameters.
17 . A game distribution server configured to separately distribute game data comprising active data objects and passive data to a plurality of remote computers each provided with a client application, comprising:
a store for active data objects connected to an active data objects controller configured to control supply of active data objects to said remote computer responsive to events occurring during game play at said remote computer; a store for passive data connected to a passive data controller operable to control the supply of passive data separately from said active data objects; and at least one communications interface for connecting to remote computers.
18 . The game distribution server according to claim 17 , wherein each passive data file is associated with a unique reference.
19 . The game distribution server according to claim 17 or 18 , wherein the active data objects controller is configured to receive game event indicators indicating events occurring during game play and to determine active data objects likely to be required by the client application for use in said game.
20 . The game distribution server according to any one of claims 17 to 19 , further comprising:
a passive data checking module configured to receive game event indicators indicating events occurring during game play and to determine passive data likely to be required by the client application for use in said game.
21 . The game distribution server according to claim 20 , wherein the passive data checking module is configured to determine whether the passive data likely to be required already exists on said remote computer; and to supply passive data determined not to exist on said remote computer.
22 . The game distribution server according to claim 20 or 21 , wherein the passive data checking module is configured to transmit a first list of references associated with the passive data likely to be required to the said remote computer, and to receive a second list of references associated with the passive data likely to be required that does not exist on said remote computer.
23 . The game distribution server according to any one of claims 17 to 22 , further comprising:
a buffer controller operable to set an amount of active game data and an amount of passive game data required to be buffered at said remote computer.
24 . The game distribution server according to claim 23 , wherein said amount of passive data transferred for buffering exceeds the amount of active data transferred for buffering.
25 . The game distribution server according to any one of claims 17 to 24 , further comprising:
an administration module operable to determine, in respect of said remote computer, connection bandwidth and response time parameters.
26 . The game distribution server according to claim 25 when dependent on claims 24 or 23 , wherein the amount of active game data and the amount of passive game data required to be buffered at said remote computer is determined in dependence on one or more of the connection bandwidth and the response time parameters.
27 . The game distribution server according to any one of claims 17 to 26 , further comprising:
an essential minimum module operable to determine what essential minimum data is required in order to begin game play at said remote computer.
28 . The game distribution server according to claim 27 , wherein the essential minimum data comprises only passive data.
29 . The game distribution server according to claim 27 or 28 when dependent on claim 25 , wherein the amount of essential minimum data required at said remote computer is determined in dependence on one or more of: the connection bandwidth and the response time parameters.
30 . The game distribution server according to any one of claims 17 to 29 , wherein the active data objects comprise data having a file size below a predetermined size threshold.
31 . The game distribution server according to any one of claims 17 to 30 , wherein the stores for active and passive data comprise separate storage devices.
32 . A game distribution server configured to distribute game data comprising active data objects to a plurality of remote computers each provided with a client application, wherein active data objects comprise data objects supplied responsive to events occurring during the game and which are automatically deleted by the client application after use, comprising:
a game content processing module configured to receive game event indicators during game play and to determine active data objects likely to be required by the client application for use in said game; at least one controller for supplying active data objects to said client application responsive to said determination.
33 . The game distribution server according to claim 32 , further comprising:
an administration module operable to determine, in respect of said remote computer, connection bandwidth and response time parameters.
34 . The game distribution server according to claim 33 , wherein the amount of active data objects required to be supplied at said remote computer is determined in dependence on one or more of the connection bandwidth and the response time parameters.
35 . The game distribution server according to any one of claims 32 to 34 , wherein the active data objects comprise data having a file size below a predetermined size threshold.
36 . The game distribution server according to any one of claims 32 to 35 , wherein deleted after use comprises one or more of: deleted after an active data objects buffer capacity is exceeded; deleted after a predetermined period of time; deleted after implementation in game play.
37 . A game distribution server configured to distribute game data comprising passive data to a plurality of remote computers each provided with a client application, wherein passive data comprises game data which after game play resides on a remote computer and is identifiable as available passive data by the client application, comprising:
a processing module configured to identify during game play passive data likely to be required by said client application in future; a content checking module operable to determine whether the passive data likely to be required already exists on said remote computer; and a data controller operable to transmit passive data determined not to exist on said remote computer.
38 . The game distribution server according to claim 37 , further comprising:
an administration module operable to determine, in respect of said remote computer, connection bandwidth and response time parameters; and an essential minimum module operable to determine what essential minimum data is required in order to begin game play at said remote computer.
39 . The game distribution server according to claim 38 , wherein the essential minimum data comprises only passive data.
40 . The game distribution server according to claim 38 , wherein the amount of essential minimum data required at said remote computer is determined in dependence on one or more of: the connection bandwidth and the response time parameters.
41 . The game distribution server according to claim 38 or 39 , wherein the amount of passive data required to be transmitted to said remote computer is determined in dependence on one or more of the connection bandwidth and the response time parameters.
42 . A game distribution server configured to separately distribute game data comprising active data objects and passive data objects to a remote computer provided with a client application, comprising:
at least one controller operable to set an amount of active data objects and an amount of passive data objects required to be buffered at said remote computer in dependence on one or more of bandwidth and response times, wherein said amount of passive data objects transferred for buffering exceeds the amount of active data objects.
43 . The game distribution server according to claim 42 , wherein the active data objects comprise data objects supplied responsive to events occurring during the game and which are automatically deleted by the client application after use.
44 . The game distribution server according to claim 43 , wherein deleted after use comprises one or more of: deleted after an active data objects buffer capacity is exceeded; deleted after a predetermined period of time; deleted after implementation in game play.
45 . The game distribution server according to any one of claims 42 to 44 , wherein the active data objects comprise objects having a file size below a predetermined size threshold.
46 . A method of operating a computer to distribute game data comprising active data and passive data to a plurality of remote computers each provided with a client application, wherein passive data comprises game data which after game play resides on a remote computer and is identifiable as available passive data by the client application, comprising:
identifying during game play passive data likely to be required by said client application in future; determining whether the passive data likely to be required already exists on said remote computer; and transmitting passive data determined not to exist on said remote computer to said remote computer.
47 . The method according to claim 46 , wherein the step of determining whether the passive data likely to be required already exists on said remote computer further comprises:
transmitting a first list of references of the passive data likely to be required by said client application in future to said remote computer; receiving from said remote computer a second list of references of the passive data likely to be required by said client application in future which is not stored at the remote computer; and retrieving the passive data associated with said second list of references.
48 . A computer readable medium recorded with computer readable code arranged to cause a computer to perform the method of claims 46 or 47 .
49 . A computer program product comprising programme code means for performing the method of claims 46 or 47 .
50 . Computer programme code means for performing the method of claims 46 or 47 .Join the waitlist — get patent alerts
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