WO2008089703A1 - A method, system, client and server for implementing moving of electronic pet - Google Patents

A method, system, client and server for implementing moving of electronic pet Download PDF

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Publication number
WO2008089703A1
WO2008089703A1 PCT/CN2008/070162 CN2008070162W WO2008089703A1 WO 2008089703 A1 WO2008089703 A1 WO 2008089703A1 CN 2008070162 W CN2008070162 W CN 2008070162W WO 2008089703 A1 WO2008089703 A1 WO 2008089703A1
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WO
WIPO (PCT)
Prior art keywords
client
electronic pet
server
information
module
Prior art date
Application number
PCT/CN2008/070162
Other languages
French (fr)
Chinese (zh)
Inventor
Baoyuan Ou
Original Assignee
Tencent Technology (Shenzhen) Company Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology (Shenzhen) Company Limited filed Critical Tencent Technology (Shenzhen) Company Limited
Publication of WO2008089703A1 publication Critical patent/WO2008089703A1/en

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality

Definitions

  • the present invention relates to an electronic pet, and more particularly to a method, system, client and server for implementing electronic pet movement. Background of the invention
  • an electronic pet can only be displayed on the user interface of the electronic terminal used by the player, and the player can only interact with his own electronic pet.
  • the user may wish to interact with other electronic pets in addition to interacting with their own electronic pets, that is, the electronic pet moves from one client to another, and on another client.
  • Some operations, such as games or chats, are performed on the desktop of the terminal, thereby increasing the interest of the electronic pet game.
  • the movement of such electronic pets from one client to another cannot be realized in the prior art. Summary of the invention
  • An embodiment of the present invention provides a method for implementing an electronic pet mobile, including: a source client sending a first request to a first server, where the first request carries an identifier of a destination client;
  • the first server establishes a connection between the source client and the destination client according to the identifier of the destination client carried in the first request.
  • the source client sends the electronic pet information to the target client through the established connection
  • the destination client reconstructs the electronic pet according to the received electronic pet information.
  • the invention also provides a system for implementing electronic pet movement, comprising: a first client, configured to send a first request for carrying the identifier of the second client, and send, by the connection of the first client and the second client established by the first server, the information of the electronic pet to the second Client
  • a first server configured to establish a connection between the first client and the second client according to the identifier of the second client carried in the first request from the first client;
  • a second client configured to receive, by the first server, the connection between the first client and the second client, the information of the electronic pet from the first client, and according to the information of the received electronic pet Refactoring an electronic pet.
  • the invention also provides a client for implementing electronic pet mobile, comprising:
  • a first module configured to send a request to carry an identifier of another client, to establish a connection with another client
  • a second module configured to send, by the connection established by the first module, the information of the electronic pet to the another client.
  • the invention also provides a client for implementing electronic pet mobile, comprising:
  • a first module configured to receive information of the electronic pet from another client
  • a second module configured to reconstruct an electronic pet according to information of the electronic pet received by the first module
  • the invention also provides a server for implementing electronic pet movement, comprising:
  • a first module configured to receive a first request from the first client
  • the second module is configured to establish a connection between the first client and the second client according to the identifier of the second client carried in the first request received by the third receiving module.
  • the present invention also provides a client for implementing electronic pet movement, including an input/output interface module, and further comprising:
  • a first module configured to interact with a server to implement movement of an electronic pet from a local to another client
  • the second module is configured to store game logic data, and implement game interaction between the electronic pet from another client and the local electronic pet.
  • the first server establishes a connection between the originating client and the destination client, and the source client sends the information of the electronic pet to the destination through the established connection.
  • the client such a destination client can reconstruct the electronic pet from the source client according to the information of the electronic pet from the source client, thereby implementing the electronic pet moving from the source client to the destination client.
  • the electronic pet from the source client can interact with the local electronic pet of the destination client to increase the interactivity and interest of the electronic pet game process.
  • FIG. 1 is a schematic flowchart of an electronic pet moving from a source client to a destination client according to an embodiment of the present invention.
  • FIG. 2 is a flowchart of obtaining, by the destination client, electronic pet life status information from a source client according to an embodiment of the present invention.
  • FIG. 3 is a signaling flowchart of a destination client sending game result data to a source client to which an electronic pet belongs, according to an embodiment of the present invention.
  • FIG. 4 is a schematic structural diagram of a system for implementing electronic pet movement according to an embodiment of the present invention.
  • FIG. 5 is a schematic structural diagram of an electronic pet client according to an embodiment of the present invention. Mode for carrying out the invention
  • the travel server in the network establishes a connection between the source client and the destination client to which the electronic pet belongs, and uses the established connected electronic pet to move from the source client to the destination client.
  • the desktop On the desktop, and on the user's desktop of the destination client.
  • electronic pets from the source client are also displayed, thereby increasing the interest of the electronic pet game.
  • the source client sends a travel request to the travel server, where the travel request carries the identifier of the destination client;
  • the travel server establishes a connection between the source client and the destination client according to the destination client identifier carried in the travel request;
  • the source client sends the electronic pet information to the destination client through a connection between the source client and the destination client established by the travel server;
  • the destination client then reconstructs the electronic pet based on the received electronic pet information.
  • the electronic pet moves from the source client to the destination client.
  • the moving process of the electronic pet from the source client to the destination client can be described in the application of the electronic pet as: the electronic pet from the source client "tourism" to the destination client, when the source client's electronic pet appears in the destination client At the end of the day, this electronic pet will also successfully travel to the destination client.
  • FIG. 1 is a schematic diagram of a flow of an electronic pet moving from a source client to a destination client according to an embodiment of the present invention. As shown in FIG.
  • Process 1 The source client of the electronic pet sends a travel request to the travel server through the network, where the travel request carries the destination client identifier.
  • Process 2 The tour server forwards the travel request to the destination client after verifying according to the travel request sent by the source client.
  • Process 3 After receiving the travel request, the destination client displays to the user. If the destination client clicks "Agree", the destination client sends a confirmation message accepting the tour to the travel server, notifying the source client that the electronic pet can be sent. Go to the local desktop.
  • Process 4 After receiving the confirmation message returned by the destination client, the tour server establishes a match between the originating client and the destination client, that is, the connection between the source client and the destination client, and notifies the source client to send the electronic pet. Delivered to the destination client's desktop.
  • Process 5 The source client sends the electronic pet to the desktop of the destination client.
  • the game interaction can be initiated to the local electronic pet of the destination client, and
  • the client's user desktop can display the process of playing the electronic pet of the source client and the local electronic pet of the destination client.
  • the process in which the source client sends its electronic pet to the destination client desktop is: the source client obtains the information of the electronic pet from the electronic pet life state management server, and passes the information between the source client and the destination client. The established connection is sent to the destination client, and the destination client reconstructs the electronic pet according to the received electronic pet information.
  • the electronic pet information required by the client to reconstruct an electronic pet may include identification information of the electronic pet, such as the name, gender, weight, etc. of the electronic pet, and life state information, such as the mood, health state, and game level of the electronic pet. Wait.
  • the destination client may also initiate a travel invitation to the network side travel server, where the travel invitation carries the invited source client identifier; the travel server forwards the received travel invitation to the source client; the source client receives After the invitation to the tour, a travel request for the local electronic pet is initiated to the travel server, and after the travel server verifies the travel request, the game between the originating client and the destination client can be directly established, and the source client is notified Its travel electronic pets are sent to the desktop of the destination client.
  • the destination client may trigger the game process according to a preset game trigger condition.
  • the game value can be triggered according to the mood value of one of the electronic pet life state information.
  • the mood value of the visiting electronic pet or the local electronic pet reaches the set threshold, the visiting electronic pet is triggered.
  • the object or local electronic pet initiates a game request to the user, and when the user clicks "Agree", the game process can be started.
  • the destination client obtains the life status information of the local electronic pet, which can be obtained through periodic interaction with the life state management server on the network side.
  • FIG. 2 is a flowchart of obtaining, by a destination client, life state information of a visited electronic pet according to an embodiment of the present invention. As shown in Figure 2, the specific process includes:
  • the life state management server periodically sends the life status information of the electronic pet to the source client of the electronic pet; the data includes two pieces of data, one of which is non-encrypted data (the life state information of the unencrypted electronic pet), and the other Encrypted data containing the same data information
  • the life state management server can also periodically transmit the life state change information of the electronic pet.
  • the source client displays the current life state of the electronic pet moving to other clients according to the non-encrypted data on the local user interface, such as hunger, illness, etc.;
  • the source client forwards the encrypted data to the travel server
  • the travel server decrypts the data
  • the travel server sends the decrypted data to the destination client to which the electronic pet moves;
  • the destination client receives the current life state information of the visited electronic pet according to the current user interface, and displays the current life state of the visited electronic pet, such as hunger, illness, and the like on the local user interface.
  • the destination client initiates a game request by the local electronic pet according to the current life state information of the obtained local electronic pet and the visited electronic pet. If it is determined that the mood value of the local electronic pet reaches the set threshold, the user selects "Agree” after selecting the user. , you can start any game stored locally (or a specific game selected by the user) to execute the game process; that is, start the game software program stored in advance locally, during the game, by the target customer If the user of the user selects "disagree", no game software program is started, and the local electronic pet does not interact with the visiting electronic pet. If the destination client determines that the mood value of the visited electronic pet reaches the set threshold, the visiting travel electronic pet initiates the game request.
  • the game stored locally may be randomly activated. , start the game interaction; otherwise, do not play the game.
  • the destination client user can also actively select a game stored in advance locally, and run the corresponding game software.
  • the above-mentioned game triggering conditions are only examples, and the electronic pet can periodically request the game, or in other presets. When the condition is satisfied, any one (or a specific) game or the like is automatically started, which is not limited by the present invention.
  • the game process of the electronic pet the destination client user controls the local electronic pet to interact with the visiting electronic pet, and only presents the game screen on the local desktop of the accessed destination client; the source client to which the electronic pet belongs, After the game is over, you will receive a prompt for the game results.
  • FIG. 3 is a signaling flowchart of a destination client transmitting game result data to a source client of an electronic pet according to an embodiment of the present invention. As shown in Figure 3, the specific process includes:
  • the destination client converts the game winning and losing results of the electronic pets into corresponding result data, and temporarily exists locally;
  • the destination client sends a game result data to the travel server on the network side;
  • the travel server forwards the game result to the source client that establishes the game with the destination client;
  • the source client displays the game results on the local user interface and temporarily stores the game result data.
  • the e-pet client needs to periodically communicate with the life-side management server on the network side.
  • Mutual update the life status information of the electronic pet, so the source client and the destination client, in the interaction process with the network side electronic pet life state management server, may also report the game result of the electronic pet to the life state management server;
  • the state management server may modify the new life state information of the corresponding electronic pet, or update the corresponding life state information saved locally.
  • the present invention also provides a system for implementing electronic pet movement.
  • FIG. 4 is a schematic diagram showing the structure of a system for implementing electronic pet movement according to an embodiment of the present invention. As shown in FIG. 4, the system includes a source client, a destination client, a travel server, and a life state management server.
  • the source client is configured to send a first request carrying the identifier of the destination client, and the information of the electronic client is sent to the destination client by using a connection between the source client and the destination client established by the travel server, and the source client is also used for life.
  • the state management server acquires information of the electronic pet, and the source client is further configured to send the game result from the destination client to the life state management server.
  • the tour server is configured to establish a connection between the source client and the destination client according to the identifier of the destination client carried in the first request from the source client.
  • the destination client is configured to receive the information of the electronic pet from the source client through the connection between the source client and the destination client established by the travel server, and reconstruct the electronic pet according to the received information of the electronic pet.
  • the destination client is further configured to trigger the electronic pet and the local electronic pet to play the game according to the set game trigger condition; and send the connection between the source client and the destination client established by the travel server to the source client. end.
  • the life state management server is configured to store information of the electronic pet, and is further configured to update or modify the information of the electronic pet according to the received game result.
  • the embodiment of the present invention further provides a client that implements the movement of the electronic pet, including the first module and the second module, and further includes a first module, a first module, and a first module.
  • the first module is configured to send a request to carry an identifier of another client, and establish a connection with another client; the second module is configured to send information of the electronic pet to the another client by using the connection established by the first module.
  • the client has the functionality of the source client.
  • the third module is configured to establish a connection with another client, and receive information of an electronic pet from another client through the established connection; and a fourth module, configured to receive information according to the electronic pet received by the third module Construct an electronic pet.
  • the fifth module is configured to implement a game interaction between the local electronic pet and the electronic pet from another client reconstructed by the fourth module.
  • the embodiment of the invention further provides a server for implementing electronic pet movement, comprising a sixth module and a seventh module.
  • the sixth module is configured to receive the first request from the first client, and the seventh module is configured to establish the first client and the second according to the identifier of the second client carried in the first request received by the sixth module. Client connection.
  • the present invention further provides an embodiment of an electronic pet client, which is shown in FIG. 5, and includes an input/output interface for signaling or data transmission.
  • the module also includes:
  • the travel function module is configured to implement electronic pet travel by interacting with the network side travel server through the input/output interface module;
  • the game function module is configured to store game logic data, and realize game interaction between the visiting travel electronic pet and the local electronic pet.
  • the game function module needs to determine whether the set game trigger condition is satisfied, and triggers the visiting travel electronic pet and the local electronic pet to play the game only when the condition is satisfied.
  • the game function module in the travel destination client also sends the game result data to the travel server on the network side through the input/output interface module; and forwards to the source client of the travel electronic pet that establishes the game through the travel server; The game function module in the source client receives the game result data sent by the travel server.
  • the present invention realizes the connection between the source client of the travel electronic pet and the client of the travel destination, and realizes the travel of the electronic pet from the source client to the destination client, and the local electronic pet with the destination client.
  • the game is played, and the game process is presented to the target client user, and the electronic pet is played during the tour, which increases the interactivity and interest of the electronic pet travel process.
  • the game result can also be notified to the source client to which the travel electronic pet belongs, so that the source client user can understand the game result of the electronic pet in the process of external travel, and further enhance the user experience. It is within the spirit and scope of the invention.
  • the present invention cover the modifications and modifications of the invention

Abstract

A method, system, client and server for implementing moving of electronic pet, the method comprises: a source client a electronic pet belonging to which sending the first request to the first server; the first request carrying ID of destination client; the first server building connection between the source client and the destination client according to the ID of destination client carried by the first request; the source client sending the information about the electronic pet to the destination client through the built connection; the destination client rebuilding the electronic pet according to received information about the electronic pet.

Description

实现电子宠物移动的方法、 系统、 客户端及服务器 技术领域  Method, system, client and server for realizing electronic pet moving
本发明涉及电子宠物, 尤其涉及一种实现电子宠物移动的方法、 系 统、 客户端及服务器。 发明背景  The present invention relates to an electronic pet, and more particularly to a method, system, client and server for implementing electronic pet movement. Background of the invention
现有技术中, 电子宠物一般只能显示在玩家所用的电子终端的用户 界面上,玩家仅能与自己的电子宠物进行交互。但随着用户需求的增加, 用户可能希望在除了与自己的电子宠物交互外, 还可以与其它电子宠物 交互, 即电子宠物从一个客户端移动到另一个客户端的桌面上, 并在另 一个客户端的桌面上执行一些操作, 如游戏或者聊天等等, 从而增加电 子宠物游戏的趣味性, 但现有技术中还不能实现此种电子宠物从一个客 户端到另一客户端的移动。 发明内容  In the prior art, an electronic pet can only be displayed on the user interface of the electronic terminal used by the player, and the player can only interact with his own electronic pet. However, as the user's needs increase, the user may wish to interact with other electronic pets in addition to interacting with their own electronic pets, that is, the electronic pet moves from one client to another, and on another client. Some operations, such as games or chats, are performed on the desktop of the terminal, thereby increasing the interest of the electronic pet game. However, the movement of such electronic pets from one client to another cannot be realized in the prior art. Summary of the invention
本发明实施例提供了一种实现电子宠物移动的方法, 包括: 源客户端向第一服务器发送第一请求, 所述第一请求中携带目的客 户端的标识;  An embodiment of the present invention provides a method for implementing an electronic pet mobile, including: a source client sending a first request to a first server, where the first request carries an identifier of a destination client;
第一服务器根据所述第一请求中携带的目的客户端的标识, 建立源 客户端与目的客户端的连接;  The first server establishes a connection between the source client and the destination client according to the identifier of the destination client carried in the first request.
所述源客户端将电子宠物信息通过所述建立的连接发送到所述目 的客户端;  The source client sends the electronic pet information to the target client through the established connection;
所述目的客户端根据所述接收到的电子宠物信息重构电子宠物。 本发明还提供一种实现电子宠物移动的系统, 包括: 第一客户端, 用于发送携带第二客户端的标识的第一请求, 通过第 一服务器建立的所述第一客户端与第二客户端的连接将所述电子宠物 的信息发送到所述第二客户端; The destination client reconstructs the electronic pet according to the received electronic pet information. The invention also provides a system for implementing electronic pet movement, comprising: a first client, configured to send a first request for carrying the identifier of the second client, and send, by the connection of the first client and the second client established by the first server, the information of the electronic pet to the second Client
第一服务器, 用于根据来自所述第一客户端的第一请求中携带的第 二客户端的标识, 建立第一客户端与第二客户端的连接;  a first server, configured to establish a connection between the first client and the second client according to the identifier of the second client carried in the first request from the first client;
第二客户端, 用于通过第一服务器建立的所述第一客户端与第二客 户端的连接, 接收来自第一客户端的所述电子宠物的信息, 并根据所述 接收到的电子宠物的信息重构电子宠物。  a second client, configured to receive, by the first server, the connection between the first client and the second client, the information of the electronic pet from the first client, and according to the information of the received electronic pet Refactoring an electronic pet.
本发明还提供一种实现电子宠物移动的客户端, 包括:  The invention also provides a client for implementing electronic pet mobile, comprising:
第一模块, 用于发送携带另一客户端的标识的请求, 与另一客户端 建立连接;  a first module, configured to send a request to carry an identifier of another client, to establish a connection with another client;
第二模块, 用于通过所述第一模块建立的连接将所述电子宠物的信 息发送到所述另一客户端。  And a second module, configured to send, by the connection established by the first module, the information of the electronic pet to the another client.
本发明还提供一种实现电子宠物移动的客户端, 包括:  The invention also provides a client for implementing electronic pet mobile, comprising:
第一模块, 用于接收来自另一个客户端的所述电子宠物的信息; 第二模块, 用于根据所述第一模块接收到的电子宠物的信息重构电 子宠物。  a first module, configured to receive information of the electronic pet from another client, and a second module, configured to reconstruct an electronic pet according to information of the electronic pet received by the first module.
本发明还提供一种实现电子宠物移动的服务器, 包括:  The invention also provides a server for implementing electronic pet movement, comprising:
第一模块, 用于接收来自第一客户端的第一请求;  a first module, configured to receive a first request from the first client;
第二模块, 用于根据所述第三接收模块接收到的第一请求中携带的 第二客户端的标识, 建立第一客户端与第二客户端的连接。  The second module is configured to establish a connection between the first client and the second client according to the identifier of the second client carried in the first request received by the third receiving module.
本发明还提供一种实现电子宠物移动的客户端,包括输入 /输出接口 模块, 还包括:  The present invention also provides a client for implementing electronic pet movement, including an input/output interface module, and further comprising:
第一模块, 用于与服务器交互实现电子宠物从本地到另一客户端的 移动; 第二模块, 用于存储游戏逻辑数据, 实现来自另一客户端的电子宠 物和本地电子宠物的游戏交互。 a first module, configured to interact with a server to implement movement of an electronic pet from a local to another client; The second module is configured to store game logic data, and implement game interaction between the electronic pet from another client and the local electronic pet.
本发明实施例提供的实现电子宠物移动的方法、 系统、 客户端以及 服务器中, 第一服务器建立起源客户端与目的客户端的连接, 源客户端 将该电子宠物的信息通过建立的连接发送到目的客户端, 这样目的客户 端就可以根据来自源客户端的电子宠物的信息可以重构来自源客户端 的电子宠物, 从而实现电子宠物从源客户端移动到目的客户端。 之后在 目的客户端上, 来自源客户端的电子宠物可以与目的客户端的本地电子 宠物进行游戏等交互, 从而增加电子宠物游戏过程的交互性与趣味性。 附图简要说明  In the method, the system, the client, and the server for implementing the electronic pet movement provided by the embodiment of the present invention, the first server establishes a connection between the originating client and the destination client, and the source client sends the information of the electronic pet to the destination through the established connection. The client, such a destination client can reconstruct the electronic pet from the source client according to the information of the electronic pet from the source client, thereby implementing the electronic pet moving from the source client to the destination client. Then, on the destination client, the electronic pet from the source client can interact with the local electronic pet of the destination client to increase the interactivity and interest of the electronic pet game process. BRIEF DESCRIPTION OF THE DRAWINGS
图 1为本发明实施例中电子宠物从所属源客户端移动到目的客户端 的流程示意图。  FIG. 1 is a schematic flowchart of an electronic pet moving from a source client to a destination client according to an embodiment of the present invention.
图 2为本发明实施例中目的客户端获取来自源客户端的电子宠物生 命状态信息的流程图。  FIG. 2 is a flowchart of obtaining, by the destination client, electronic pet life status information from a source client according to an embodiment of the present invention.
图 3为本发明实施例中目的客户端发送游戏结果数据给电子宠物 所属源客户端的信令流程图。  FIG. 3 is a signaling flowchart of a destination client sending game result data to a source client to which an electronic pet belongs, according to an embodiment of the present invention.
图 4为本发明实施例提供的实现电子宠物移动的系统结构示意图。 图 5为本发明实施例提供的电子宠物客户端结构示意图。 实施本发明的方式  FIG. 4 is a schematic structural diagram of a system for implementing electronic pet movement according to an embodiment of the present invention. FIG. 5 is a schematic structural diagram of an electronic pet client according to an embodiment of the present invention. Mode for carrying out the invention
在本发明实施例提供的实现电子宠物移动方法中, 网络中的旅游服 务器建立电子宠物所属源客户端及目的客户端之间的连接, 利用建立的 连接电子宠物从源客户端移动到目的客户端的桌面上, 并出现在目的客 户端的用户桌面上。 这样, 目的客户端的桌面上除了显示出本地电子宠 物外, 还显示出来自源客户端的电子宠物, 从而增加电子宠物游戏的趣 味性。 In the method for implementing the electronic pet moving provided by the embodiment of the present invention, the travel server in the network establishes a connection between the source client and the destination client to which the electronic pet belongs, and uses the established connected electronic pet to move from the source client to the destination client. On the desktop, and on the user's desktop of the destination client. In this way, in addition to displaying the local electronic pet on the desktop of the destination client In addition, electronic pets from the source client are also displayed, thereby increasing the interest of the electronic pet game.
为使本发明的目的、 技术方案和优点更加清楚, 下面结合附图对本 发明作进一步的佯细描述。  The present invention will be further described in detail below with reference to the accompanying drawings.
本发明实施例提供的实现电子宠物移动的方法包括:  The method for implementing electronic pet movement provided by the embodiment of the present invention includes:
源客户端向旅游服务器发送旅游请求, 其中旅游请求中携带目的客 户端的标识;  The source client sends a travel request to the travel server, where the travel request carries the identifier of the destination client;
根据旅游请求中携带的目的客户端标识, 旅游服务器建立源客户端 与目的客户端的连接;  The travel server establishes a connection between the source client and the destination client according to the destination client identifier carried in the travel request;
源客户端将电子宠物信息通过由旅游服务器建立的源客户端与目 的客户端之间的连接发送到所述目的客户端;  The source client sends the electronic pet information to the destination client through a connection between the source client and the destination client established by the travel server;
然后目的客户端根据接收到的电子宠物信息重构电子宠物。  The destination client then reconstructs the electronic pet based on the received electronic pet information.
这样电子宠物就从源客户端移动到了目的客户端。 这种电子宠物从 源客户端到目的客户端的移动过程, 在电子宠物的应用中可被描述为: 电子宠物从源客户端 "旅游" 到目的客户端, 当源客户端的电子宠物出 现在目的客户端时, 此电子宠物也就成功旅游到了目的客户端。  In this way, the electronic pet moves from the source client to the destination client. The moving process of the electronic pet from the source client to the destination client can be described in the application of the electronic pet as: the electronic pet from the source client "tourism" to the destination client, when the source client's electronic pet appears in the destination client At the end of the day, this electronic pet will also successfully travel to the destination client.
图 1所示为本发明实施例中电子宠物从所属源客户端移动到目的客 户端的流程示意图, 如图 1所示, 具体包括:  FIG. 1 is a schematic diagram of a flow of an electronic pet moving from a source client to a destination client according to an embodiment of the present invention. As shown in FIG.
流程 1: 电子宠物所属源客户端通过网络向旅游服务器发送旅游请 求, 其中旅游请求中携带目的客户端标识。  Process 1: The source client of the electronic pet sends a travel request to the travel server through the network, where the travel request carries the destination client identifier.
流程 2: 旅游服务器根据源客户端发送的旅游请求, 进行验证后, 向目的客户端转发该旅游请求。  Process 2: The tour server forwards the travel request to the destination client after verifying according to the travel request sent by the source client.
流程 3: 目的客户端接收到旅游请求后, 显示给用户, 如果目的客 户端用户点击 "同意", 则目的客户端发送接受旅游的确认消息给旅游 服务器, 通知源客户端可以将其电子宠物派到本地桌面上来。 流程 4: 旅游服务器接收到目的客户端返回的确认消息后, 建立起 源客户端和目的客户端双方之间的对局, 也就是源客户端与目的客户端 的连接, 并通知源客户端将电子宠物派到目的客户端的桌面上。 Process 3: After receiving the travel request, the destination client displays to the user. If the destination client clicks "Agree", the destination client sends a confirmation message accepting the tour to the travel server, notifying the source client that the electronic pet can be sent. Go to the local desktop. Process 4: After receiving the confirmation message returned by the destination client, the tour server establishes a match between the originating client and the destination client, that is, the connection between the source client and the destination client, and notifies the source client to send the electronic pet. Delivered to the destination client's desktop.
流程 5: 源客户端将电子宠物派到目的客户端的桌面上, 当来自源 客户端的电子宠物出现在目的客户端的桌面上后, 就可以向目的客户端 本地的电子宠物发起游戏交互, 并且在目的客户端的用户桌面上可以展 现此源客户端的电子宠物与目的客户端本地的电子宠物进行游戏的过 程。  Process 5: The source client sends the electronic pet to the desktop of the destination client. When the electronic pet from the source client appears on the desktop of the destination client, the game interaction can be initiated to the local electronic pet of the destination client, and The client's user desktop can display the process of playing the electronic pet of the source client and the local electronic pet of the destination client.
这里源客户端将其电子宠物派到目的客户端桌面的过程为: 源客户 端从电子宠物生命状态管理服务器中获取该电子宠物的信息, 并将该信 息通过源客户端与目的客户端之间建立的连接发送到目的客户端, 目的 客户端根据接收到的电子宠物信息重构该电子宠物。  Here, the process in which the source client sends its electronic pet to the destination client desktop is: the source client obtains the information of the electronic pet from the electronic pet life state management server, and passes the information between the source client and the destination client. The established connection is sent to the destination client, and the destination client reconstructs the electronic pet according to the received electronic pet information.
这里目的客户端重构一个电子宠物所需的电子宠物信息可以包括 电子宠物的标识信息, 如电子宠物的名称、 性别、 重量等, 以及生命状 态信息, 如电子宠物的心情、 健康状态、 游戏级别等。  Here, the electronic pet information required by the client to reconstruct an electronic pet may include identification information of the electronic pet, such as the name, gender, weight, etc. of the electronic pet, and life state information, such as the mood, health state, and game level of the electronic pet. Wait.
实际应用中, 也可以由目的客户端向网络侧旅游服务器发起旅游邀 请, 其中该旅游邀请中携带有被邀请的源客户端标识; 旅游服务器转发 接收的旅游邀请给源客户端; 源客户端收到该旅游邀请后 , 向旅游服务 器发起本地电子宠物的旅游请求, 旅游服务器对旅游请求进行验证后, 就可以直接建立起源客户端和目的客户端双方之间的对局, 并通知源客 户端将其旅游电子宠物派到目的客户端的桌面上。  In an actual application, the destination client may also initiate a travel invitation to the network side travel server, where the travel invitation carries the invited source client identifier; the travel server forwards the received travel invitation to the source client; the source client receives After the invitation to the tour, a travel request for the local electronic pet is initiated to the travel server, and after the travel server verifies the travel request, the game between the originating client and the destination client can be directly established, and the source client is notified Its travel electronic pets are sent to the desktop of the destination client.
目的客户端接收到来访的电子宠物(即来自源客户端的电子宠物) 的信息后, 可以根据预先设置的游戏触发条件来触发游戏过程。 例如: 可以根据电子宠物生命状态信息之一的心情值来触发游戏, 当来访的电 子宠物或本地电子宠物的心情值达到设定阈值时, 即触发来访的电子宠 物或本地电子宠物向用户发起游戏请求, 当用户点击 "同意" 后, 即可 开始游戏过程。 After receiving the information of the incoming electronic pet (ie, the electronic pet from the source client), the destination client may trigger the game process according to a preset game trigger condition. For example: The game value can be triggered according to the mood value of one of the electronic pet life state information. When the mood value of the visiting electronic pet or the local electronic pet reaches the set threshold, the visiting electronic pet is triggered. The object or local electronic pet initiates a game request to the user, and when the user clicks "Agree", the game process can be started.
目的客户端获取本地电子宠物的生命状态信息, 可以通过其与网络 侧的生命状态管理服务器周期性交互获得。  The destination client obtains the life status information of the local electronic pet, which can be obtained through periodic interaction with the life state management server on the network side.
图 2为本发明实施例中目的客户端获取来访的电子宠物的生命状态 信息的流程图。 如图 2所示, 其具体过程包括:  FIG. 2 is a flowchart of obtaining, by a destination client, life state information of a visited electronic pet according to an embodiment of the present invention. As shown in Figure 2, the specific process includes:
1、 生命状态管理服务器周期发送电子宠物的生命状态信息给电子 宠物所属源客户端; 其中包含两份数据, 一份为非加密数据(未经加密 的电子宠物的生命状态信息), 另一份为包含相同数据信息的加密数据 1. The life state management server periodically sends the life status information of the electronic pet to the source client of the electronic pet; the data includes two pieces of data, one of which is non-encrypted data (the life state information of the unencrypted electronic pet), and the other Encrypted data containing the same data information
(经加密的电子宠物的生命状态信息); 这里生命状态管理服务器还可 以只周期性的发送电子宠物的生命状态变化信息。 (Encrypted electronic pet's life state information); Here, the life state management server can also periodically transmit the life state change information of the electronic pet.
2、 源客户端根据非加密数据在本地用户界面上显示出移动到其他 客户端的电子宠物的当前生命状态, 如饥饿、 生病等;  2. The source client displays the current life state of the electronic pet moving to other clients according to the non-encrypted data on the local user interface, such as hunger, illness, etc.;
3、 源客户端将加密数据转发给旅游服务器;  3. The source client forwards the encrypted data to the travel server;
4、 旅游服务器对数据进行解密;  4. The travel server decrypts the data;
5、 旅游服务器将解密后的数据发送给电子宠物移动到的目的客户 端;  5. The travel server sends the decrypted data to the destination client to which the electronic pet moves;
6、 目的客户端根据接收来访的电子宠物的当前生命状态信息, 并 在本地用户界面上显示出来访的电子宠物的当前生命状态, 如饥饿、 生 病等。  6. The destination client receives the current life state information of the visited electronic pet according to the current user interface, and displays the current life state of the visited electronic pet, such as hunger, illness, and the like on the local user interface.
目的客户端根据获得的本地电子宠物和来访的电子宠物的当前生 命状态信息, 如果判断出本地电子宠物的心情值达到设定的阈值, 则由 本地电子宠物发起游戏请求, 用户选择 "同意" 后, 就可启动本地存储 的任意一款游戏(或由用户选定启动的具体游戏), 执行游戏过程; 即 启动预先存储在本地的游戏软件程序, 在游戏进行过程中, 由目的客户 户端用户选择 "不同意", 则不启动任何游戏软件程序, 本地电子宠物 与来访的电子宠物不进行游戏交互。 如果目的客户端判断出来访的电子 宠物的心情值达到设定的阈值, 则由来访的旅游电子宠物发起游戏请 求, 同样, 如果用户选择 "同意", 就可随机启动本地存储的任一款游 戏, 开始游戏交互; 否则, 不进行游戏交互。 当然, 也可以由目的客户 端用户主动选择一款预先存储在本地的游戏, 运行相应的游戏软件程 上述游戏触发条件仅为举例, 也可以由电子宠物周期性地请求游 戏, 或者在其它预设的条件满足时, 自动启动任意一款(或某一特定) 游戏等, 本发明对此不作限定。 The destination client initiates a game request by the local electronic pet according to the current life state information of the obtained local electronic pet and the visited electronic pet. If it is determined that the mood value of the local electronic pet reaches the set threshold, the user selects "Agree" after selecting the user. , you can start any game stored locally (or a specific game selected by the user) to execute the game process; that is, start the game software program stored in advance locally, during the game, by the target customer If the user of the user selects "disagree", no game software program is started, and the local electronic pet does not interact with the visiting electronic pet. If the destination client determines that the mood value of the visited electronic pet reaches the set threshold, the visiting travel electronic pet initiates the game request. Similarly, if the user selects "Agree", the game stored locally may be randomly activated. , start the game interaction; otherwise, do not play the game. Of course, the destination client user can also actively select a game stored in advance locally, and run the corresponding game software. The above-mentioned game triggering conditions are only examples, and the electronic pet can periodically request the game, or in other presets. When the condition is satisfied, any one (or a specific) game or the like is automatically started, which is not limited by the present invention.
电子宠物的游戏过程, 由目的客户端用户控制其本地电子宠物与来 访的电子宠物进行游戏交互, 且只在被访问的目的客户端本地桌面上呈 现游戏屏幕; 电子宠物所属的源客户端, 在游戏结束后, 会收到一个游 戏结果的提示。  The game process of the electronic pet, the destination client user controls the local electronic pet to interact with the visiting electronic pet, and only presents the game screen on the local desktop of the accessed destination client; the source client to which the electronic pet belongs, After the game is over, you will receive a prompt for the game results.
图 3为本发明实施例中目的客户端发送游戏结果数据给电子宠物所 属源客户端的信令流程图。 如图 3所示, 具体过程包括:  FIG. 3 is a signaling flowchart of a destination client transmitting game result data to a source client of an electronic pet according to an embodiment of the present invention. As shown in Figure 3, the specific process includes:
1、 目的客户端在当前游戏结束后, 将电子宠物双方的游戏胜负结 果转化成相应的结果数据, 并暂存在本地;  1. After the current game is over, the destination client converts the game winning and losing results of the electronic pets into corresponding result data, and temporarily exists locally;
2、 目的客户端发送一份游戏结果数据给网络侧的旅游服务器; 2. The destination client sends a game result data to the travel server on the network side;
3、 旅游服务器将游戏结果转发给与目的客户端建立对局的源客户 端; 3. The travel server forwards the game result to the source client that establishes the game with the destination client;
4、 源客户端在本地用户界面上显示出游戏结果, 并暂存游戏结果 数据。  4. The source client displays the game results on the local user interface and temporarily stores the game result data.
由于电子宠物客户端需要与网络侧的生命状态管理服务器周期交 互, 更新电子宠物的生命状态信息, 因此源客户端和目的客户端, 在与 网络侧电子宠物生命状态管理服务器的交互过程中, 还可以上报自己电 子宠物的游戏结果给生命状态管理服务器; 生命状态管理服务器可以修 改对应电子宠物新的生命状态信息, 或更新本地保存的对应生命状态信 息。 Because the e-pet client needs to periodically communicate with the life-side management server on the network side. Mutual, update the life status information of the electronic pet, so the source client and the destination client, in the interaction process with the network side electronic pet life state management server, may also report the game result of the electronic pet to the life state management server; The state management server may modify the new life state information of the corresponding electronic pet, or update the corresponding life state information saved locally.
根据本发明上述实施例提供的实现电子宠物移动的方法, 本发明还 提供了一种实现电子宠物移动的系统。  According to the above method for implementing electronic pet movement provided by the above embodiments of the present invention, the present invention also provides a system for implementing electronic pet movement.
图 4所示为本发明实施例中提供的实现电子宠物移动的系统结构示 意图, 如图 4所示, 系统包括源客户端、 目的客户端、 旅游服务器、 生 命状态管理服务器。  FIG. 4 is a schematic diagram showing the structure of a system for implementing electronic pet movement according to an embodiment of the present invention. As shown in FIG. 4, the system includes a source client, a destination client, a travel server, and a life state management server.
其中源客户端用于发送携带目的客户端的标识的第一请求, 通过旅 游服务器建立的源客户端与目的客户端的连接将该电子宠物的信息发 送到目的客户端, 源客户端还用于从生命状态管理服务器中获取电子宠 物的信息, 源客户端进一步用于将来自目的客户端的游戏结果发送到生 命状态管理服务器。  The source client is configured to send a first request carrying the identifier of the destination client, and the information of the electronic client is sent to the destination client by using a connection between the source client and the destination client established by the travel server, and the source client is also used for life. The state management server acquires information of the electronic pet, and the source client is further configured to send the game result from the destination client to the life state management server.
旅游服务器用于根据来自源客户端的第一请求中携带的目的客户 端的标识, 建立源客户端与目的客户端的连接。  The tour server is configured to establish a connection between the source client and the destination client according to the identifier of the destination client carried in the first request from the source client.
目的客户端用于通过旅游服务器建立的源客户端与目的客户端的 连接, 接收来自源客户端的电子宠物的信息, 并根据接收到的电子宠物 的信息重构电子宠物。 目的客户端还用于根据设置的游戏触发条件, 触 发该电子宠物和目的客户端本地的电子宠物进行游戏; 并用于将游戏结 果通过旅游服务器建立的源客户端与目的客户端的连接发送到源客户 端。  The destination client is configured to receive the information of the electronic pet from the source client through the connection between the source client and the destination client established by the travel server, and reconstruct the electronic pet according to the received information of the electronic pet. The destination client is further configured to trigger the electronic pet and the local electronic pet to play the game according to the set game trigger condition; and send the connection between the source client and the destination client established by the travel server to the source client. end.
生命状态管理服务器用于存放电子宠物的信息, 还进一步用于根据 接收到的游戏结果, 更新或修改该电子宠物的信息。 本发明实施例还提供了实现电子宠物移动的客户端, 包括第一模 块、 第二模块, 还可以包括第一模块、 第一模块、 第一模块。 The life state management server is configured to store information of the electronic pet, and is further configured to update or modify the information of the electronic pet according to the received game result. The embodiment of the present invention further provides a client that implements the movement of the electronic pet, including the first module and the second module, and further includes a first module, a first module, and a first module.
其中第一模块用于发送携带另一客户端的标识的请求, 与另一客户 端建立连接; 第二模块用于通过第一模块建立的连接将电子宠物的信息 发送到所述另一客户端。 利用这些模块, 客户端具有源客户端的功能。  The first module is configured to send a request to carry an identifier of another client, and establish a connection with another client; the second module is configured to send information of the electronic pet to the another client by using the connection established by the first module. With these modules, the client has the functionality of the source client.
其中第三模块, 用于与另一客户端建立连接, 并通过所建立的连接 接收来自另一客户端的电子宠物的信息; 第四模块, 用于根据第三模块 接收到的电子宠物的信息重构电子宠物。 第五模块, 用于实现本地的电 子宠物与第四模块重构的来自另一客户端的电子宠物之间的游戏交互。 利用这些模块, 客户端具有目的客户端的功能。  The third module is configured to establish a connection with another client, and receive information of an electronic pet from another client through the established connection; and a fourth module, configured to receive information according to the electronic pet received by the third module Construct an electronic pet. The fifth module is configured to implement a game interaction between the local electronic pet and the electronic pet from another client reconstructed by the fourth module. With these modules, the client has the functionality of the destination client.
本发明实施例还提供了实现电子宠物移动的服务器, 包括第六模 块、 第七模块。  The embodiment of the invention further provides a server for implementing electronic pet movement, comprising a sixth module and a seventh module.
其中第六模块用于接收来自第一客户端的第一请求; 第七模块用于 根据所述第六模块接收到的第一请求中携带的第二客户端的标识, 建立 第一客户端与第二客户端的连接。  The sixth module is configured to receive the first request from the first client, and the seventh module is configured to establish the first client and the second according to the identifier of the second client carried in the first request received by the sixth module. Client connection.
根据本发明上述实施例提供的电子宠物进行游戏的实现方法, 本发 明还提供一种电子宠物客户端实施例, 其结构示意图如图 5所示, 包括 进行信令或数据传输的输入 /输出接口模块, 还包括:  The present invention further provides an embodiment of an electronic pet client, which is shown in FIG. 5, and includes an input/output interface for signaling or data transmission. The module also includes:
旅游功能模块,用于通过输入 /输出接口模块与网络侧旅游服务器交 互实现电子宠物旅游;  The travel function module is configured to implement electronic pet travel by interacting with the network side travel server through the input/output interface module;
游戏功能模块, 用于存储游戏逻辑数据, 实现来访的旅游电子宠物 和本地电子宠物的游戏交互。  The game function module is configured to store game logic data, and realize game interaction between the visiting travel electronic pet and the local electronic pet.
如果设置有游戏触发条件, 该游戏功能模块需要判断设置的游戏触 发条件是否满足, 仅当条件满足时, 触发来访的旅游电子宠物和本地电 子宠物进行游戏。 在游戏结束后,旅游目的客户端中的游戏功能模块还通过输入 /输出 接口模块将游戏结果数据发送给网络侧的旅游服务器; 通过旅游服务器 转发给建立对局的旅游电子宠物所属源客户端; 源客户端中的游戏功能 模块接收旅游服务器发送过来的游戏结果数据。 If the game trigger condition is set, the game function module needs to determine whether the set game trigger condition is satisfied, and triggers the visiting travel electronic pet and the local electronic pet to play the game only when the condition is satisfied. After the game is over, the game function module in the travel destination client also sends the game result data to the travel server on the network side through the input/output interface module; and forwards to the source client of the travel electronic pet that establishes the game through the travel server; The game function module in the source client receives the game result data sent by the travel server.
综上所述, 本发明通过建立起旅游电子宠物所属源客户端和旅游目 的客户端之间的连接, 实现旅游电子宠物从所属源客户端旅游到目的客 户端, 并与目的客户端的本地电子宠物进行游戏, 并展现游戏过程给目 的客户端用户, 实现电子宠物在旅游过程中进行游戏, 增加了电子宠物 旅游过程的交互性与趣味性。 在游戏结束后, 还可以将游戏结果通知给 旅游电子宠物所属的源客户端, 使源客户端用户可以了解自己的电子宠 物在外^游过程中的游戏结果, 进一步增强用户业务感受。 离本发明的精神和范围。 这样, 倘若本发明的这些修改和变型属于本发 明权利要求及其等同技术的范围之内, 则本发明也意图包含这些改动和 变型在内。  In summary, the present invention realizes the connection between the source client of the travel electronic pet and the client of the travel destination, and realizes the travel of the electronic pet from the source client to the destination client, and the local electronic pet with the destination client. The game is played, and the game process is presented to the target client user, and the electronic pet is played during the tour, which increases the interactivity and interest of the electronic pet travel process. After the game is over, the game result can also be notified to the source client to which the travel electronic pet belongs, so that the source client user can understand the game result of the electronic pet in the process of external travel, and further enhance the user experience. It is within the spirit and scope of the invention. Thus, it is intended that the present invention cover the modifications and modifications of the invention

Claims

权利要求书 Claim
1、 一种实现电子宠物移动的方法, 其特征在于, 包括: A method for implementing electronic pet movement, characterized in that it comprises:
所述电子宠物所属的源客户端向第一服务器发送第一请求, 所述第 一请求中携带目的客户端标识;  The source client to which the electronic pet belongs sends a first request to the first server, where the first request carries the destination client identifier;
第一服务器根据所述第一请求中携带的目的客户端标识, 建立源客 户端与目的客户端的连接;  The first server establishes a connection between the source client and the destination client according to the destination client identifier carried in the first request.
所述源客户端通过所建立的连接将所述电子宠物的信息发送到所 述目的客户端;  The source client sends the information of the electronic pet to the destination client through the established connection;
所述目的客户端根据接收到的所述电子宠物的信息重构所述电子 宠物。  The destination client reconstructs the electronic pet according to the received information of the electronic pet.
2、 如权利要求 1 所述的方法, 其特征在于, 所述第一服务器根据 所述第一请求中携带的目的客户端标识, 建立源客户端与目的客户端的 连接包括:  The method according to claim 1, wherein the establishing, by the first server, the connection between the source client and the destination client according to the destination client identifier carried in the first request includes:
第一服务器转发所述第一请求到目的客户端, 在接收到目的客户端 的确认消息后建立源客户端与目的客户端的连接。  The first server forwards the first request to the destination client, and establishes a connection between the source client and the destination client after receiving the confirmation message of the destination client.
3、 如权利要求 1 所述的方法, 其特征在于, 所述源客户端向第一 服务器发送第一请求之前, 进一步包括: 目的客户端向第一服务器发起 第二请求以邀请源客户端, 所述第二请求中携带被邀请的源客户端标 识; 所述第一服务器转发所述第二请求给源客户端;  The method of claim 1, wherein before the source client sends the first request to the first server, the method further includes: the destination client initiating a second request to the first server to invite the source client, The second request carries the invited source client identifier; the first server forwards the second request to the source client;
所述第一服务器在收到所述第一请求时直接建立源客户端与目的 客户端的连接。  The first server directly establishes a connection between the source client and the destination client when receiving the first request.
4、 如权利要求 1 所述的方法, 其特征在于, 进一步包括: 所述源 客户端从第二服务器接收所述电子宠物的信息。  4. The method of claim 1, further comprising: the source client receiving information of the electronic pet from a second server.
5、 如权利要求 1或 4所述的方法, 其特征在于, 所述电子宠物的 信息包括所述电子宠物的标识信息以及生命状态信息; 所述源客户端通过所建立的连接将所述电子宠物的标识信息以及 生命状态信息发送到所述目的客户端之后, 进一步通过所建立的连接, 周期性地将所述电子宠物的生命状态信息发送到所述目的客户端。 The method according to claim 1 or 4, wherein the electronic pet The information includes the identification information of the electronic pet and the life state information; the source client sends the identification information of the electronic pet and the life state information to the destination client through the established connection, and further passes the established Connecting, periodically transmitting the life status information of the electronic pet to the destination client.
6、 如权利要求 1 所述的方法, 其特征在于, 进一步包括: 所述目 的客户端根据设置的游戏触发条件, 触发来自源客户端的电子宠物和本 地电子宠物进行游戏。  The method according to claim 1, further comprising: the destination client triggering an electronic pet from the source client and the local electronic pet to play the game according to the set game trigger condition.
7、 如权利要求 6 所述的方法, 其特征在于, 所述设置的游戏触发 条件包括以下条件中的任意一个: 来自源客户端的电子宠物的信息或本 地电子宠物的信息的至少一个数值达到预设的阈值; 或本地电子宠物周 期性地请求游戏。  7. The method according to claim 6, wherein the set game trigger condition comprises any one of the following conditions: at least one value of the information of the electronic pet from the source client or the information of the local electronic pet reaches the pre- Set the threshold; or the local electronic pet periodically requests the game.
8、 如权利要求 6 所述的方法, 其特征在于, 进一步包括: 所述目 的客户端通过所述第一服务器将游戏结果发送到所述源客户端。  8. The method of claim 6, further comprising: the destination client transmitting the game result to the source client via the first server.
9、 如权利要求 8 所述的方法, 其特征在于, 所述源客户端将所述 游戏结果发送到第二服务器, 所述第二服务器根据接收到的游戏结果, 修改或更新电子宠物信息。  9. The method according to claim 8, wherein the source client sends the game result to a second server, and the second server modifies or updates the electronic pet information according to the received game result.
10、 一种实现电子宠物移动的系统, 其特征在于, 包括: 第一客户端, 用于发送携带第二客户端的标识的第一请求, 通过第 一服务器建立的所述第一客户端与第二客户端的连接将所述电子宠物 的信息发送到所述第二客户端;  A system for implementing an electronic pet moving, comprising: a first client, configured to send a first request carrying an identifier of a second client, and the first client and the first server established by the first server a second client connection sending the information of the electronic pet to the second client;
第一服务器, 用于根据来自所述第一客户端的第一请求中携带的第 二客户端的标识, 建立第一客户端与第二客户端的连接;  a first server, configured to establish a connection between the first client and the second client according to the identifier of the second client carried in the first request from the first client;
第二客户端, 用于通过第一服务器建立的所述第一客户端与第二客 户端的连接, 接收来自第一客户端的所述电子宠物的信息, 并根据所述 接收到的电子宠物的信息重构电子宠物。 a second client, configured to receive, by the first server, the connection between the first client and the second client, the information of the electronic pet from the first client, and according to the information of the received electronic pet Refactoring an electronic pet.
11、 如权利要求 10所述的系统, 其特征在于, 进一步包括: 第二服务器, 用于存放所述电子宠物的信息; 贝 J The system according to claim 10, further comprising: a second server, configured to store information of the electronic pet;
所述第一客户端进一步用于从第二服务器中获取所述电子宠物的 信息。  The first client is further configured to obtain information of the electronic pet from a second server.
12、 如权利要求 10 所述的系统, 其特征在于, 所述第二客户端进 一步用于触发所述电子宠物和本地电子宠物进行游戏.  12. The system according to claim 10, wherein the second client is further used to trigger the electronic pet and the local electronic pet to play the game.
13、 如权利要求 12所述的系统, 其特征在于, 所述第二客户端进 一步用于将游戏结果通过第一服务器建立的所述第一客户端与第二客 户端的连接发送到第一客户端;  The system according to claim 12, wherein the second client is further configured to send the game result to the first client by using the connection between the first client and the second client established by the first server. End
所述第一客户端进一步用于将所述游戏结果发送到第二服务器; 所述第二服务器进一步用于根据接收到的所述游戏结果, 更新或修 改所述电子宠物的信息。  The first client is further configured to send the game result to a second server; the second server is further configured to update or modify the information of the electronic pet according to the received game result.
14、 一种实现电子宠物移动的客户端, 其特征在于, 包括: 第一模块, 用于发送携带另一客户端的标识的请求, 与另一客户端 建立连接;  A client for implementing the movement of an electronic pet, comprising: a first module, configured to send a request for carrying an identifier of another client, and establish a connection with another client;
第二模块, 用于通过所述第一模块建立的连接将所述电子宠物的信 息发送到所述另一客户端。  And a second module, configured to send, by the connection established by the first module, the information of the electronic pet to the another client.
15、 如权利要求 14所述的客户端, 其特征在于, 进一步包括: 第三模块, 用于与另一客户端建立连接, 并通过所建立的连接接收 来自另一客户端的电子宠物的信息;  The client according to claim 14, further comprising: a third module, configured to establish a connection with another client, and receive information of an electronic pet from another client through the established connection;
第四模块, 用于根据所述第三模块接收到的电子宠物的信息重构电 子宠物。  And a fourth module, configured to reconstruct an electronic pet according to the information of the electronic pet received by the third module.
16、 如权利要求 15所述的客户端, 其特征在于, 进一步包括: 第五模块, 用于实现本地的电子宠物与所述第四模块重构的来自另 一客户端的电子宠物之间的游戏交互。 The client according to claim 15, further comprising: a fifth module, configured to implement a game between the local electronic pet and the electronic pet from another client reconstructed by the fourth module Interaction.
17、 一种实现电子宠物移动的客户端, 其特征在于, 包括: 第一模块, 用于接收来自另一个客户端的所述电子宠物的信息; 第二模块, 用于根据所述第一模块接收到的电子宠物的信息重构电 子宠物。 A client for implementing the movement of an electronic pet, comprising: a first module, configured to receive information of the electronic pet from another client; a second module, configured to receive according to the first module The information of the electronic pet to the electronic pet is reconstructed.
18、 如权利要求 17所述的客户端, 其特征在于, 进一步包括: 第三模块, 用于实现本地的电子宠物与所述第二模块重构的来自另 一客户端的电子宠物之间的游戏交互。  The client according to claim 17, further comprising: a third module, configured to implement a game between the local electronic pet and the electronic pet from another client reconstructed by the second module Interaction.
19、 一种实现电子宠物移动的服务器, 其特征在于, 包括: 第一模块, 用于接收来自第一客户端的第一请求;  A server for implementing electronic pet movement, comprising: a first module, configured to receive a first request from a first client;
第二模块, 用于根据所述第三接收模块接收到的第一请求中携带的 第二客户端的标识, 建立第一客户端与第二客户端的连接。  The second module is configured to establish a connection between the first client and the second client according to the identifier of the second client carried in the first request received by the third receiving module.
20、 一种实现电子宠物移动的客户端, 其特征在于, 包括: 第一模块, 用于与服务器交互实现电子宠物从本地到另一客户端的 移动;  A client that implements the movement of an electronic pet, comprising: a first module, configured to interact with a server to implement movement of an electronic pet from a local to another client;
第二模块, 用于存储游戏逻辑数据, 实现来自另一客户端的电子宠 物和本地电子宠物的游戏交互。  The second module is configured to store game logic data, and implement game interaction between the electronic pet from another client and the local electronic pet.
21、 如权利要求 20 所述的客户端, 其特征在于, 所述第一模块进 一步用于判断设置的游戏触发条件是否满足, 当条件满足时, 触发来自 另一客户端的电子宠物和本地电子宠物进行游戏;  The client according to claim 20, wherein the first module is further configured to determine whether the set game trigger condition is met, and when the condition is met, trigger an electronic pet and a local electronic pet from another client. Play the game;
所述第二模块进一步用于将本地游戏结果数据发送给网络侧服务 器; 或接收来自网络侧服务器发送过来的游戏结果数据。  The second module is further configured to send the local game result data to the network side server; or receive the game result data sent from the network side server.
PCT/CN2008/070162 2007-01-23 2008-01-22 A method, system, client and server for implementing moving of electronic pet WO2008089703A1 (en)

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