Active session mobility solution for radio link protocol
    1.
    发明授权
    Active session mobility solution for radio link protocol 有权
    无线链路协议的活动会话移动解决方案

    公开(公告)号:US07821995B2

    公开(公告)日:2010-10-26

    申请号:US10955242

    申请日:2004-09-30

    IPC分类号: H04W4/00

    CPC分类号: H04W80/00 H04W8/087

    摘要: An active session mobility solution for radio link protocol (RLP) in accordance with the present invention defines two RLP migrations states. A first state is defined as a forward-link RLP state and depicts the communication of data from a home agent to an access terminal in an IP network. A second state is defined as a reverse-link RLP state and depicts the communication of data from the access terminal to the home agent in the IP network. In one embodiment of the seamless active session mobility solution for RLP in accordance with the present invention, a two-stage RLP transfer process for the migration of the two defined states from a source to a target is implemented. In a first stage, the forward-link RLP state is transferred from a source to a target. In a second stage, frame selection and the reverse-link RLP are transferred from the source to the target.

    摘要翻译: 根据本发明的用于无线链路协议(RLP)的活动会话移动性解决方案定义了两个RLP迁移状态。 第一状态被定义为前向链路RLP状态,并且描绘了从归属代理到IP网络中的接入终端的数据的通信。 第二状态被定义为反向链路RLP状态,并且描绘从IP网络中的从接入终端到归属代理的数据的通信。 在根据本发明的用于RLP的无缝活动会话移动性解决方案的一个实施例中,实现了将两个定义的状态从源迁移到目标的两级RLP传送过程。 在第一阶段,前向链路RLP状态从源传输到目标。 在第二阶段,帧选择和反向链路RLP从源传输到目标。

    Active session mobility solution for radio link protocol
    4.
    发明申请
    Active session mobility solution for radio link protocol 有权
    无线链路协议的活动会话移动解决方案

    公开(公告)号:US20060067273A1

    公开(公告)日:2006-03-30

    申请号:US10955242

    申请日:2004-09-30

    IPC分类号: H04Q7/00

    CPC分类号: H04W80/00 H04W8/087

    摘要: An active session mobility solution for radio link protocol (RLP) in accordance with the present invention defines two RLP migrations states. A first state is defined as a forward-link RLP state and depicts the communication of data from a home agent to an access terminal in an IP network. A second state is defined as a reverse-link RLP state and depicts the communication of data from the access terminal to the home agent in the IP network. In one embodiment of the seamless active session mobility solution for RLP in accordance with the present invention, a two-stage RLP transfer process for the migration of the two defined states from a source to a target is implemented. In a first stage, the forward-link RLP state is transferred from a source to a target. In a second stage, frame selection and the reverse-link RLP are transferred from the source to the target.

    摘要翻译: 根据本发明的用于无线链路协议(RLP)的活动会话移动性解决方案定义了两个RLP迁移状态。 第一状态被定义为前向链路RLP状态,并且描绘了从归属代理到IP网络中的接入终端的数据的通信。 第二状态被定义为反向链路RLP状态,并且描绘从IP网络中的从接入终端到归属代理的数据的通信。 在根据本发明的用于RLP的无缝活动会话移动性解决方案的一个实施例中,实现了将两个定义的状态从源迁移到目标的两级RLP传送过程。 在第一阶段,前向链路RLP状态从源传输到目标。 在第二阶段,帧选择和反向链路RLP从源传输到目标。

    Session level technique for improving web browsing performance on low speed links
    5.
    发明授权
    Session level technique for improving web browsing performance on low speed links 有权
    用于提高低速链路网页浏览性能的会话级技术

    公开(公告)号:US08589561B2

    公开(公告)日:2013-11-19

    申请号:US11085849

    申请日:2005-03-22

    IPC分类号: G06F15/16

    CPC分类号: H04L67/2814 G06F17/30902

    摘要: A method and apparatus for retrieving embedded objects of a web page across links. The method and apparatus include receiving, at a gateway, a requested top-level web page having at least one embedded uniform resource locator (URL) from at least one content server in response to a request for the web page from an end-user browser.The at least one embedded URL is modified with an IP address of a caching proxy. The caching proxy may be either co-located or separate from the gateway. The top-level web page and modified embedded URLs are sent to the end-user browser, wherein the caching proxy forwards the at least one embedded URL from the at least one content server to the end-user browser.

    摘要翻译: 一种跨链接检索网页的嵌入对象的方法和装置。 该方法和装置包括响应于来自最终用户浏览器的对网页的请求,在网关处从至少一个内容服务器接收具有至少一个嵌入式统一资源定位符(URL)的所请求的顶级网页 。 至少一个嵌入式URL被缓存代理的IP地址修改。 缓存代理可以与网关共存或分离。 顶级网页和修改的嵌入式URL被发送到最终用户浏览器,其中缓存代理将至少一个嵌入的URL从至少一个内容服务器转发到最终用户浏览器。

    Bandwidth guaranteed provisioning in network-based mobile virtual private network (VPN) services
    6.
    发明授权
    Bandwidth guaranteed provisioning in network-based mobile virtual private network (VPN) services 失效
    基于网络的移动虚拟专用网(VPN)服务中带宽保证配置

    公开(公告)号:US07756042B2

    公开(公告)日:2010-07-13

    申请号:US10772080

    申请日:2004-02-04

    摘要: A method and virtual private network (VPN) system for providing bandwidth guaranteed provisioning in network-based mobile VPN services. The method and system include identifying a set of VPN customers, at least one mobile access point (MAP) and at least one customer premise equipment (CPE) associated with each VPN customer, and at least one Internet Protocol (IP) service gateway (IPSG) for facilitating VPN tunneling between a MAP and a CPE, wherein each MAP is geographically remote from each IPSG. A subset of IPSGs is selected to maximize total profit resulting from provisioning a subset of VPN customers on the selected IPSGs. Total profit from all the customers includes the sum of profits from each customer, where for each customer, the customer profit equals weighted revenue less cost, wherein the cost per customer includes a total tunnel bandwidth cost from the MAP to the CPE, and a cost of provisioning an IPSG node.

    摘要翻译: 一种用于在基于网络的移动VPN服务中提供带宽保证提供的方法和虚拟专用网(VPN)系统。 该方法和系统包括识别一组VPN客户,至少一个移动接入点(MAP)和与每个VPN客户相关联的至少一个客户驻地设备(CPE)以及至少一个因特网协议(IP)服务网关(IPSG) ),用于促进MAP和CPE之间的VPN隧道,其中每个MAP在地理上远离每个IPSG。 选择IPSG的一个子集,以最大限度地利用在所选择的IPSG上配置VPN客户的子集而产生的总利润。 所有客户的总利润包括每个客户的利润总额,每个客户的利润,客户利润等于加权收入减去成本,其中每个客户的成本包括从MAP到CPE的总隧道带宽成本,以及成本 配置IPSG节点。

    APPARATUS AND METHOD FOR FAIR MESSAGE EXCHANGES IN DISTRIBUTED MULTI-PLAYER GAMES
    7.
    发明申请
    APPARATUS AND METHOD FOR FAIR MESSAGE EXCHANGES IN DISTRIBUTED MULTI-PLAYER GAMES 有权
    分布式多玩家游戏中的公开消息交换的装置和方法

    公开(公告)号:US20090291763A1

    公开(公告)日:2009-11-26

    申请号:US12478130

    申请日:2009-06-04

    IPC分类号: G06F17/00

    摘要: The Fair-Order Service of the present invention delivers action messages to the server as soon as it is feasible. Because action messages from different players exhibit different reaction times with respect to an update message, the Fair-Ordering Service executed at the server dynamically enforces a sufficient waiting period on each action message to guarantee the fair processing of all action messages. In reality, the waiting period at the server is bounded because of the real-time nature of interactive games. The algorithms that offer Fair Ordering Service take into consideration delayed and out-of-order action messages. When action messages corresponding to multiple update messages are interleaved, the Fair-Ordering Service matches the action message to the appropriate update message. It accomplishes this by maintaining a window of update messages and using the reaction times for an action message for each of the update messages in the window. This enables state changes at the game server to be performed with fairness to all the players. The Fair-Order Service invention is based on a framework that uses a proxy architecture making it transparent to any specific game application. The service is well suited to client-server based, online multi-player games, where a fair order of player actions is critical to the game outcome.

    摘要翻译: 本发明的公平订购服务在可行时尽快向服务器发送动作消息。 由于来自不同玩家的动作消息对于更新消息表现出不同的反应时间,所以在服务器处执行的公正排序服务动态地对每个动作消息执行足够的等待时间,以保证所有动作消息的公平处理。 实际上,由于互动游戏的实时性,服务器的等待时间是有限的。 提供公平订购服务的算法考虑到延迟和无序操作消息。 当与多个更新消息相对应的动作消息被交织时,Fair-Ordering Service将动作消息与适当的更新消息相匹配。 它通过维护更新消息窗口并使用窗口中的每个更新消息的动作消息的反应时间来实现。 这使得游戏服务器上的状态改变能够对所有玩家公平地执行。 公平订单服务发明基于使用代理架构使其对任何特定游戏应用程序透明化的框架。 该服务非常适合基于客户端服务器的在线多玩家游戏,其中玩家动作的公平顺序对于游戏结果至关重要。

    Method and apparatus for rendering game assets in distributed systems
    9.
    发明授权
    Method and apparatus for rendering game assets in distributed systems 有权
    在分布式系统中渲染游戏资产的方法和装置

    公开(公告)号:US08020029B2

    公开(公告)日:2011-09-13

    申请号:US11539915

    申请日:2006-10-10

    IPC分类号: G06F11/00

    摘要: The invention includes a method and apparatus for attempting to synchronize delivery of information at a plurality of receiving systems. The method includes generating, at a sending system, a plurality of current messages adapted for rendering an asset within an application space of a respective plurality of receiving systems, determining an accumulated export error for each of the receiving systems, transmitting the current messages toward the respective receiving systems in a manner adapted to reduce the accumulated export errors. The accumulated export error for a receiving system includes an estimated current message export error for a current message generated by the sending system for the receiving system and an accumulated previous message export error for at least one previous message generated by the sending system for the receiving system.

    摘要翻译: 本发明包括用于尝试在多个接收系统上同步信息传递的方法和装置。 该方法包括在发送系统处生成适于在相应的多个接收系统的应用空间内呈现资产的多个当前消息,确定每个接收系统的累积的导出错误,将当前消息发送到 相应的接收系统以适于减少累积的出口错误的方式。 接收系统的累积导出错误包括由发送系统为接收系统生成的当前消息的估计当前消息导出错误以及由发送系统为接收系统生成的至少一个先前消息的累积先前消息导出错误 。

    Apparatus and method for fair message exchanges in distributed multi-player games
    10.
    发明授权
    Apparatus and method for fair message exchanges in distributed multi-player games 有权
    分布式多玩家游戏中公平消息交换的装置和方法

    公开(公告)号:US07801957B2

    公开(公告)日:2010-09-21

    申请号:US12478130

    申请日:2009-06-04

    IPC分类号: G06F15/16

    摘要: The Fair-Order Service of the present invention delivers action messages to the server as soon as it is feasible. Because action messages from different players exhibit different reaction times with respect to an update message, the Fair-Ordering Service executed at the server dynamically enforces a sufficient waiting period on each action message to guarantee the fair processing of all action messages. In reality, the waiting period at the server is bounded because of the real-time nature of interactive games. The algorithms that offer Fair Ordering Service take into consideration delayed and out-of-order action messages. When action messages corresponding to multiple update messages are interleaved, the Fair-Ordering Service matches the action message to the appropriate update message. It accomplishes this by maintaining a window of update messages and using the reaction times for an action message for each of the update messages in the window. This enables state changes at the game server to be performed with fairness to all the players. The Fair-Order Service invention is based on a framework that uses a proxy architecture making it transparent to any specific game application. The service is well suited to client-server based, online multi-player games, where a fair order of player actions is critical to the game outcome.

    摘要翻译: 本发明的公平订购服务在可行时尽快向服务器发送动作消息。 由于来自不同玩家的动作消息对于更新消息表现出不同的反应时间,所以在服务器处执行的公正排序服务动态地对每个动作消息执行足够的等待时间,以保证所有动作消息的公平处理。 实际上,由于互动游戏的实时性,服务器的等待时间是有限的。 提供公平订购服务的算法考虑到延迟和无序操作消息。 当与多个更新消息相对应的动作消息被交织时,Fair-Ordering Service将动作消息与适当的更新消息相匹配。 它通过维护更新消息窗口并使用窗口中的每个更新消息的动作消息的反应时间来实现。 这使得游戏服务器上的状态改变能够对所有玩家公平地执行。 公平订单服务发明基于使用代理架构使其对任何特定游戏应用程序透明化的框架。 该服务非常适合基于客户端服务器的在线多玩家游戏,其中玩家动作的公平顺序对于游戏结果至关重要。