摘要:
Embodiments herein change the way item syncing is handled and tracked between two devices. Changes to items are tracked in accordance with well defined property groups and each group is tracked independently of the other. For example, one group could contain large data items, e.g., attachments, while another group could include highly volatile properties like a follow-up flag. The present invention increases the sync rates between a client and a server by syncing only select portions of an item that have changed, without monitoring the change of each individual property within the item. Accordingly, if a change is made to a small data property (e.g., follow-up flag) on a relatively large email message, such change will not trigger a large download to a client running under a cached mode, nor will there be a requirement for high storage and processing for tracking each individual property.
摘要:
A method of batching multiple sets of responses on a server and sending the responses to a client in a single batch (i.e., a “chained” or “packed” batch). The sets of responses may be each be obfuscated and/or compressed. Once the batch is received by the client, each set is processed individually. The client may be configured to communicate the size of an uncompressed set of responses that it can handle. The server may use this information to create sets of responses that are the correct size, and may or may not compress the sets of responses. The server may chain the sets of responses and may continue to chain sets, compressed or not, until the server's buffer is full or close to full. The chained set of responses may then be sent to the client, and may process each of the sets of responses individually.
摘要:
The performance of client server interactions is measured by the interacting client. The client-generated performance data is efficiently transmitted to one or more servers by incorporating the performance data regarding one or more previous request/response cycles into a subsequent request. Performance data transmission is made more efficient by transmitting performance data context such as client, server and session details once per connection. Performance data is stored on the client until transmitted or until it has aged beyond a server specified maximum age. Performance data is aggregated on the server in memory resident accumulators. The server may have a set of accumulators for each server its clients communicate with as well as a set for each client. An accumulator value crossing a configurable threshold may trigger an event log entry. The number of performance data events in an event class may be limited to a maximum for a time period.
摘要:
Methods, computer-readable media, and specially configured machines are described for hosting an instance of a cross-realm zone that manages interaction among characters from different instances of a virtual world in a massively multiplayer online game. Different zones of the virtual world may support different numbers of realms or different combinations of realms, and some zones of the virtual world may remain as single-realm zones. When a character enters a zone, the character may be added to an instance of a cross-realm zone based on the virtual world for which the character is a member. A single cross-realm zone may handle all characters that enter the zone from a subset of realms, but not characters that enter the zone from other realms that are not in the subset of realms. Characters in a cross-realm zone might not have any affiliation or prior social connection or interaction with each other.
摘要:
Methods and systems allow an application capable of online communication to monitor the availability of different electronic communications sources and provide transition between online and offline operation and between different electronic communications sources. When a change occurs in connectivity source status, such as when the user disconnects from a wireline connection or goes offline or when a connection is otherwise lost due to mechanical failure or loss of wireline or wireless signal or when a reduction in bandwidth or connection speed is detected, the application is automatically transitioned between online and offline status and between different types of connectivity source without user action and without interruption of use of the application. If an online connection may not be obtained via TCP/IP connection, a determination is made as to whether the application and computer operating system are configured for RPC/HTTP connectivity. If the application and computer operating system are configured for RPC/HTTP connectivity, RPC/HTTP connection is attempted.
摘要:
Methods, computer-readable media, and specially configured machines are described for hosting an instance of a cross-realm zone that manages interaction among characters from different instances of a virtual world in a massively multiplayer online game. Different zones of the virtual world may support different numbers of realms or different combinations of realms, and some zones of the virtual world may remain as single-realm zones. When a character enters a zone, the character may be added to an instance of a cross-realm zone based on the virtual world for which the character is a member. A single cross-realm zone may handle all characters that enter the zone from a subset of realms, but not characters that enter the zone from other realms that are not in the subset of realms. Characters in a cross-realm zone might not have any affiliation or prior social connection or interaction with each other.
摘要:
A system and method for improved client and server communications, more particularly, an improved protocol that may be used for communication between a client and a server, such as in an email environment. Many features are provided for improved communications. An email server may provide the best message body available for an email message, may transfer an entire data object if requested property or properties are not well defined within the data object, may provide progress data for use in tracking download progress, and may send error information for a data object having an error. Email changes may be optimized at an email server component, even if the email changes occurred at another email server component. An email server may maintain a table of changes that occur to folders at an associated data store, and may notify a subscribed email client component of changes that occur in the table.
摘要:
A method of batching multiple sets of responses on a server and sending the responses to a client in a single batch (i.e., a “chained” or “packed” batch). The sets of responses may be each be obfuscated and/or compressed. Once the batch is received by the client, each set is processed individually. The client may be configured to communicate the size of an uncompressed set of responses that it can handle. The server may use this information to create sets of responses that are the correct size, and may or may not compress the sets of responses. The server may chain the sets of responses and may continue to chain sets, compressed or not, until the server's buffer is full or close to full. The chained set of responses may then be sent to the client, and may process each of the sets of responses individually.
摘要:
A method of batching multiple sets of responses on a server and sending the responses to a client in a single batch (i.e., a “chained” or “packed” batch). The sets of responses may be each be obfuscated and/or compressed. Once the batch is received by the client, each set is processed individually. The client may be configured to communicate the size of an uncompressed set of responses that it can handle. The server may use this information to create sets of responses that are the correct size, and may or may not compress the sets of responses. The server may chain the sets of responses and may continue to chain sets, compressed or not, until the server's buffer is full or close to full. The chained set of responses may then be sent to the client, and may process each of the sets of responses individually.