Apparatus and method for efficiently managing data in a social networking service
    1.
    发明授权
    Apparatus and method for efficiently managing data in a social networking service 有权
    用于有效管理社交网络服务中的数据的装置和方法

    公开(公告)号:US08396932B2

    公开(公告)日:2013-03-12

    申请号:US12831888

    申请日:2010-07-07

    IPC分类号: G06F15/16

    摘要: An apparatus, method, and machine-readable medium are described for managing data within a friend service. In one embodiment, a key/value data store can be used to provide an efficient and highly-scalable friend service database. Various techniques can be used to ensure data consistency between friend service data records. For example, in one embodiment, operations are detected which require updates to a plurality of related friend state records. A key may be generated to represent each of the operations and then used to create an entry in a write-ahead log database. In one embodiment, each entry in the write-ahead log database may specify the operation to be performed on the friend state records. If the plurality of friend state records are successfully updated, then the entry in the write-ahead log database may be deleted. However, if the plurality of friend state records are not successfully completed, then the entry is not deleted from the write-ahead log database. The friend state records associated with old entries in the write-ahead log database are checked for consistency and inconsistent records are repaired. In addition, optimistic locking techniques may be used in one embodiment to improve performance of the friend service database.

    摘要翻译: 描述了一种用于管理朋友服务内的数据的装置,方法和机器可读介质。 在一个实施例中,密钥/值数据存储可用于提供高效且高度可扩展的朋友服务数据库。 可以使用各种技术来确保朋友服务数据记录之间的数据一致性。 例如,在一个实施例中,检测到需要更新多个相关朋友状态记录的操作。 可以生成一个键来表示每个操作,然后用于在预写日志数据库中创建一个条目。 在一个实施例中,预写日志数据库中的每个条目可以指定要对朋友状态记录执行的操作。 如果多个朋友状态记录被成功地更新,则可以删除预写日志数据库中的条目。 然而,如果多个朋友状态记录未成功完成,则该记录不会从预写日志数据库中删除。 检查与预写日志数据库中的旧条目相关联的朋友状态记录是否一致,并且修复不一致的记录。 此外,在一个实施例中可以使用乐观锁定技术来改善朋友服务数据库的性能。

    APPARATUS AND METHOD FOR EFFICIENTLY MANAGING DATA IN A SOCIAL NETWROKING SERVICE
    2.
    发明申请
    APPARATUS AND METHOD FOR EFFICIENTLY MANAGING DATA IN A SOCIAL NETWROKING SERVICE 有权
    在社交网络服务中有效管理数据的设备和方法

    公开(公告)号:US20110252099A1

    公开(公告)日:2011-10-13

    申请号:US12831888

    申请日:2010-07-07

    IPC分类号: G06F15/16 G06F17/00

    摘要: An apparatus, method, and machine-readable medium are described for managing data within a friend service. In one embodiment, a key/value data store can be used to provide an efficient and highly-scalable friend service database. Various techniques can be used to ensure data consistency between friend service data records. For example, in one embodiment, operations are detected which require updates to a plurality of related friend state records. A key may be generated to represent each of the operations and then used to create an entry in a write-ahead log database. In one embodiment, each entry in the write-ahead log database may specify the operation to be performed on the friend state records. If the plurality of friend state records are successfully updated, then the entry in the write-ahead log database may be deleted. However, if the plurality of friend state records are not successfully completed, then the entry is not deleted from the write-ahead log database. The friend state records associated with old entries in the write-ahead log database are checked for consistency and inconsistent records are repaired. In addition, optimistic locking techniques may be used in one embodiment to improve performance of the friend service database.

    摘要翻译: 描述了一种用于管理朋友服务内的数据的装置,方法和机器可读介质。 在一个实施例中,密钥/值数据存储可用于提供高效且高度可扩展的朋友服务数据库。 可以使用各种技术来确保朋友服务数据记录之间的数据一致性。 例如,在一个实施例中,检测到需要更新多个相关朋友状态记录的操作。 可以生成一个键来表示每个操作,然后用于在预写日志数据库中创建一个条目。 在一个实施例中,预写日志数据库中的每个条目可以指定要对朋友状态记录执行的操作。 如果多个朋友状态记录被成功地更新,则可以删除预写日志数据库中的条目。 然而,如果多个朋友状态记录未成功完成,则该记录不会从预写日志数据库中删除。 检查与预写日志数据库中的旧条目相关联的朋友状态记录是否一致,并且修复不一致的记录。 此外,在一个实施例中可以使用乐观锁定技术来改善朋友服务数据库的性能。

    Implementing challenges in single-player games
    3.
    发明授权
    Implementing challenges in single-player games 有权
    在单人游戏中实施挑战

    公开(公告)号:US09050535B2

    公开(公告)日:2015-06-09

    申请号:US13492697

    申请日:2012-06-08

    IPC分类号: A63F9/24 A63F13/30 A63F13/00

    摘要: A method of implementing challenges in single-player games starts with a server receiving a challenge from a first mobile device and transmitting the challenge to a second mobile device. The challenge may include a high score or an achievement of a single-player game obtained on the first mobile device. The server may determine that a new high score is obtained on the second mobile device that is equal or greater than the high score included in the challenge or that the achievement is completed on the second mobile device. The server may then transmit a notification to the first mobile device that the challenge has been completed. If the server determines that the new high score is obtained, the notification may include a new challenge from the second mobile device to the first mobile device and the new challenge may include the new high score. Other embodiments are also described.

    摘要翻译: 在单人游戏中执行挑战的方法首先从服务器接收来自第一移动设备的挑战并将挑战传送到第二移动设备。 挑战可能包括在第一移动设备上获得的单人游戏的高分或成就。 服务器可以确定在第二移动设备上获得等于或大于挑战中包括的高分数或者完成在第二移动设备上的新的高分。 服务器然后可以向第一移动设备发送通知已经完成了挑战。 如果服务器确定获得新的高分,则通知可以包括从第二移动设备到第一移动设备的新挑战,并且新的挑战可以包括新的高分。 还描述了其它实施例。

    IMPLEMENTING CHALLENGES IN SINGLE-PLAYER GAMES
    4.
    发明申请
    IMPLEMENTING CHALLENGES IN SINGLE-PLAYER GAMES 有权
    在单人游戏中实现挑战

    公开(公告)号:US20130331158A1

    公开(公告)日:2013-12-12

    申请号:US13492697

    申请日:2012-06-08

    IPC分类号: A63F13/12 A63F13/00

    摘要: A method of implementing challenges in single-player games starts with a server receiving a challenge from a first mobile device and transmitting the challenge to a second mobile device. The challenge may include a high score or an achievement of a single-player game obtained on the first mobile device. The server may determine that a new high score is obtained on the second mobile device that is equal or greater than the high score included in the challenge or that the achievement is completed on the second mobile device. The server may then transmit a notification to the first mobile device that the challenge has been completed. If the server determines that the new high score is obtained, the notification may include a new challenge from the second mobile device to the first mobile device and the new challenge may include the new high score. Other embodiments are also described.

    摘要翻译: 在单人游戏中执行挑战的方法首先从服务器接收来自第一移动设备的挑战并将挑战传送到第二移动设备。 挑战可能包括在第一移动设备上获得的单人游戏的高分或成就。 服务器可以确定在第二移动设备上获得等于或大于挑战中包括的高分数或者完成在第二移动设备上的新的高分。 服务器然后可以向第一移动设备发送通知已经完成了挑战。 如果服务器确定获得新的高分,则通知可以包括从第二移动设备到第一移动设备的新挑战,并且新的挑战可以包括新的高分。 还描述了其它实施例。