Dynamic generation of proxy connections
US-2015326683-A1 · Nov 12, 2015 · US
US9860331B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9860331-B2 |
| Application number | US-201514736788-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jun 11, 2015 |
| Priority date | Jun 13, 2014 |
| Publication date | Jan 2, 2018 |
| Grant date | Jan 2, 2018 |
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Provided are a game service system and a game service method for a global game service. A game service system for providing a multi-player game service for users connected to a game server and users connected to at least one proxy server includes: a game server constructed at a single base in a first local area, the game server configured to provide game progress data to users connected to a proxy server associated with the game server; and at least one proxy server constructed at a base in a second local area different from the first local area in which the single base is located, and configured to connect to the game server through an exclusive line. The game server is configured to provide the game service to users connected to the at least one proxy server through the at least one proxy server and the exclusive line.
Opening claim text (preview).
What is claimed is: 1. A game service system for providing a multi-player game service, the game service system comprising: a game server constructed at a single base in a first local area, the game server configured to provide game progress data to users connected to a proxy server associated with the game server; and at least one proxy server constructed at a base in a second local area different from the first local area in which the single base is located, and configured to connect to the game server through an exclusive line, wherein the game server is configured to provide the game service to users connected to the at least one proxy server through the at least one proxy server and the exclusive line, wherein the game server comprises: a lobby server configured to match users in the first local area in which the single base is located and at least a portion of users connected to the at least one proxy server in the second local area in which the at least one proxy server is constructed; and a room server constructed at a back end of the lobby server and configured to provide a multi-player game service to the matched users through the lobby server, wherein the lobby server comprises: an information receiver configured to receive information about the users connected to the at least one proxy server from the at least one proxy server constructed in a country different from a country in which the game server is constructed, and connected with the game server through the exclusive line; a user matcher configured to match users based on the received information and information about the users directly connected to the game server; and a data relay configured to relay game progress data between the room server providing the multi-player game service to the matched users and the matched users, and wherein the users in the first local area connected to the game server and a user connected to the at least one proxy server in the second local area are matched in a same game room by the room server. 2. The game service system of claim 1 , wherein the at least one proxy server is configured to process authentication of the connected users, and the game progress data is forwarded to a user connected to the at least one proxy server through the at least one proxy server. 3. The game service system of claim 1 , wherein the at least one proxy server comprises: a user authentication processor configured to process authentication of users connected to the at least one proxy server; an information transmitter configured to transmit information about the authenticated users to the game server connected to the at least one proxy server through the exclusive line, the game server and being located in a country different from a country in which the at least one proxy server is constructed; and an information forwarder configured to receive information relayed and processed at the game server and to forward the received information to a user corresponding to the received information, to service a multi-player game with users of the other country or users of another country in which another proxy server connected with the game server is constructed. 4. The game service system of claim 3 , wherein the game server is configured to match the authenticated users and at least a portion of the users connected to the at least one proxy server and the users connected to the other proxy server, to service the multi-player game. 5. A game service method of a game server providing a multi-player game service, comprising: receiving information about users connected to at least one proxy server from the at least one proxy server constructed in a country different from a first local area in a country in which the game server is constructed, and connected to the game server through an exclusive line; matching users in the first local area and at least a portion of users connected to the at least one proxy server in a second local area in which the at least one proxy server is constructed based on the received information and information about users connected to the game server; providing a multi-player game service to the matched users by a room server connecting the users in the first local area connected to the game server and a user connected to the at least one proxy server in the second local area in a same game room; and relaying and processing game progress data between the room server providing the multi-player game service to the matched users to service a multi-player game to the matched users. 6. The method of claim 5 , wherein authentication of the connected users is processed at the at least one proxy server, and the game progress data is forwarded to a user connected to the at least one proxy server through the at least one proxy server. 7. A non-transitory computer-readable recording medium having stored thereon processor executable instructions to implement the method of claim 5 . 8. The method of claim 5 , wherein the authenticated users and at least a portion of users of a first country and users of a second country are matched at the game server to service the multi-player game. 9. The method of claim 5 , wherein authentication of the users connected to the at least one proxy server is processed at the at least one proxy server, and the relaying of the game progress data comprises receiving an input from the users connected to the at least one proxy server through the at least one proxy server, and forwarding the game progress data to a user connected to the at least one proxy server through the at least one proxy server.
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