System and method for using packed compressed buffers for improved client server communications
    1.
    发明授权
    System and method for using packed compressed buffers for improved client server communications 有权
    使用打包压缩缓冲区来改进客户端服务器通信的系统和方法

    公开(公告)号:US07451180B2

    公开(公告)日:2008-11-11

    申请号:US11462310

    申请日:2006-08-03

    IPC分类号: G06F15/16

    CPC分类号: H04L69/04 G06F9/544

    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.

    摘要翻译: 一种在服务器上批处理多组响应并将响应以单个批次(即,“链接”或“打包”批处理)发送到客户端的方法。 每组响应可以被模糊化和/或压缩。 客户端接收到批次后,每个集合将被单独处理。 客户端可以被配置为传达可以处理的未压缩的一组响应的大小。 服务器可以使用该信息来创建正确大小的响应集合,并且可以或可以不压缩响应集合。 服务器可以链接这些响应集合,并且可以继续链接集合,否则将被压缩,直到服务器的缓冲区已满或接近满。 然后可以将链接的响应集合发送到客户端,并且可以单独处理每组响应。

    System and method for using packed compressed buffers for improved client server communications
    2.
    发明授权
    System and method for using packed compressed buffers for improved client server communications 有权
    使用打包压缩缓冲区来改进客户端服务器通信的系统和方法

    公开(公告)号:US07111039B2

    公开(公告)日:2006-09-19

    申请号:US10442380

    申请日:2003-05-21

    IPC分类号: G06F15/16 G06F5/00

    CPC分类号: H04L69/04 G06F9/544

    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.

    摘要翻译: 一种在服务器上批处理多组响应并将响应以单个批次(即,“链接”或“打包”批处理)发送到客户端的方法。 每组响应可以被模糊化和/或压缩。 客户端接收到批次后,每个集合将被单独处理。 客户端可以被配置为传达可以处理的未压缩的一组响应的大小。 服务器可以使用该信息来创建正确大小的响应集合,并且可以或可以不压缩响应集合。 服务器可以链接这些响应集合,并且可以继续链接集合,否则将被压缩,直到服务器的缓冲区已满或接近满。 然后可以将链接的响应集合发送到客户端,并且可以单独处理每组响应。

    Progress mode for electronic mail component
    3.
    发明授权
    Progress mode for electronic mail component 有权
    电子邮件组件进度模式

    公开(公告)号:US07620688B2

    公开(公告)日:2009-11-17

    申请号:US10367161

    申请日:2003-02-14

    IPC分类号: G06F15/16

    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.

    摘要翻译: 一种用于改进客户端和服务器通信的系统和方法,更具体地,可用于例如在电子邮件环境中的客户机和服务器之间的通信的改进的协议。 提供了许多功能来改进通信。 电子邮件服务器可以提供可用于电子邮件消息的最佳消息体,如果请求的属性或属性在数据对象内没有被很好地定义,则可以传送整个数据对象,可以提供用于跟踪下载进度的进度数据,并且可能发送错误 具有错误的数据对象的信息。 电子邮件更改可能会在电子邮件服务器组件中进行优化,即使电子邮件更改发生在另一个电子邮件服务器组件。 电子邮件服务器可以维护关联数据存储中的文件夹发生的更改表,并且可以向订阅的电子邮件客户端组件通知在表中发生的更改。

    System and method for client side monitoring of client server communications
    4.
    发明授权
    System and method for client side monitoring of client server communications 有权
    客户端监控客户端服务器通信的系统和方法

    公开(公告)号:US07650403B2

    公开(公告)日:2010-01-19

    申请号:US10634937

    申请日:2003-08-05

    IPC分类号: G06F15/173

    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.

    摘要翻译: 客户端服务器交互的性能由交互的客户端来衡量。 通过将关于一个或多个先前请求/响应周期的性能数据合并到后续请求中,将客户端生成的性能数据有效地传送到一个或多个服务器。 通过每次连接传输诸如客户端,服务器和会话详细信息之类的性能数据上下文,使性能数据传输更加高效。 性能数据存储在客户端上,直到发送或直到其超过服务器规定的最大年龄。 性能数据汇总在内存驻留累加器中的服务器上。 服务器可能有一组用于客户端与其通信的服务器的累加器以及每个客户机的一组集合。 跨越可配置阈值的累加器值可触发事件日志条目。 事件类中的性能数据事件的数量可以被限制在一段时间的最大值。

    Providing online connectivity across a range of electronic communications systems
    6.
    发明授权
    Providing online connectivity across a range of electronic communications systems 有权
    提供各种电子通信系统的在线连接

    公开(公告)号:US07532571B1

    公开(公告)日:2009-05-12

    申请号:US10608944

    申请日:2003-06-27

    IPC分类号: H04L12/26

    CPC分类号: H04L43/0817 H04L43/0811

    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.

    摘要翻译: 方法和系统允许能够在线通信的应用程序监视不同电子通信源的可用性,并提供在线和离线操作之间以及不同电子通信源之间的转换。 当连接源状态发生变化时,例如当用户从有线连接断开或脱机或由于机械故障或有线或无线信号丢失导致连接丢失时,或者当带宽或连接速度降低时 检测到,应用程序在线路和离线状态之间以及不同类型的连接源之间自动转换,无需用户操作,并且不中断使用应用程序。 如果通过TCP / IP连接可能无法获取在线连接,则确定应用程序和计算机操作系统是否配置为RPC / HTTP连接。 如果应用程序和计算机操作系统配置为RPC / HTTP连接,则尝试RPC / HTTP连接。

    Cross-realm zones for interactive gameplay
    7.
    发明授权
    Cross-realm zones for interactive gameplay 有权
    跨界区域进行交互式游戏

    公开(公告)号:US09220982B2

    公开(公告)日:2015-12-29

    申请号:US13464871

    申请日:2012-05-04

    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.

    摘要翻译: 描述了方法,计算机可读介质和专门配置的机器,用于托管跨大区域的实例,其管理在大型多人在线游戏中来自虚拟世界的不同实例的字符之间的交互。 虚拟世界的不同区域可以支持不同数量的领域或不同的领域组合,并且虚拟世界的一些区域可以保持为单一领域。 当角色进入区域时,可以基于该角色所属的虚拟世界将该角色添加到跨领域的实例。 单个交叉领域可以处理从一个领域的子集进入区域的所有字符,而不是从不在领域子集中的其他领域进入区域的字符。 交叉领域中的角色可能没有任何关联或之前的社交关系或彼此的互动。

    CROSS-REALM ZONES FOR INTERACTIVE GAMEPLAY
    8.
    发明申请
    CROSS-REALM ZONES FOR INTERACTIVE GAMEPLAY 有权
    交互式游戏的跨现实区域

    公开(公告)号:US20130296045A1

    公开(公告)日:2013-11-07

    申请号:US13464871

    申请日:2012-05-04

    IPC分类号: A63F13/12

    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.

    摘要翻译: 描述了方法,计算机可读介质和专门配置的机器,用于托管跨大区域的实例,其管理在大型多人在线游戏中来自虚拟世界的不同实例的字符之间的交互。 虚拟世界的不同区域可以支持不同数量的领域或不同的领域组合,并且虚拟世界的一些区域可以保持为单一领域。 当角色进入区域时,可以基于该角色所属的虚拟世界将该角色添加到跨领域的实例。 单个交叉领域可以处理从一个领域的子集进入区域的所有字符,而不是从不在领域子集中的其他领域进入该区域的字符。 交叉领域中的角色可能没有任何关联或之前的社交关系或彼此的互动。

    Partial item change tracking and synchronization
    9.
    发明申请
    Partial item change tracking and synchronization 有权
    部分项目更改跟踪和同步

    公开(公告)号:US20070078941A1

    公开(公告)日:2007-04-05

    申请号:US11204067

    申请日:2005-08-15

    IPC分类号: G06F15/16

    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.

    摘要翻译: 这里的实施例改变了在两个设备之间处理和跟踪项目同步的方式。 根据明确定义的属性组跟踪对项目的更改,并且每个组都独立于其他组进行跟踪。 例如,一个组可以包含大数据项,例如附件,而另一个组可以包括高度易失性的属性,如后续标志。 本发明通过仅通过同步仅改变项目的选择部分而增加了客户端和服务器之间的同步速率,而不监视项目内的每个单独属性的变化。 因此,如果在相对较大的电子邮件消息上对小数据属性(例如后续标志)进行了更改,则这种更改不会触发向缓存模式下运行的客户端的大量下载,也不会有要求 用于跟踪每个单独财产的高存储和处理。