首页> 外国专利> SYSTEM AND METHOD FOR DISTRIBUTED MULTI-USER REAL-TIME SIMULATIONS OVER AN ELECTRONIC NETWORK

SYSTEM AND METHOD FOR DISTRIBUTED MULTI-USER REAL-TIME SIMULATIONS OVER AN ELECTRONIC NETWORK

机译:电子网络上的分布式多用户实时仿真的系统和方法

摘要

An object oriented method and system is provided for facilitating the creation of distributed real-time simulations. At least one remote server (102) running a World Server application (144) hosts one or more worlds. Each world contains any number of nodes (104, 106, 108). A connected client (108) running a client software application (120) receives current values of node variables, can change variable values, can create nodes and can destroy nodes for the world. All such changes are persistently recorded by the server (102) in the World Database (150). A client (108) subscribes to an active set of a world's nodes. The server (102) sends the client (108) updates in real-time for any values of variables in the client's active set changed by other clients connected to the same world. The Object System (130) handles general chores of replicating worlds across clients and ensuring that node behavior initiated on one client is replicated on other clients that have that node in their active sets. The Object System (130) is responsible for synchronizing nodes that are running on different clients so that each node appears to all participants to have a single identity and state Object System compatible components provide world/domain specific behavior. A remote World Server (150) handles lower-level activities of persistently storing and distributing world data. Node behavior is executed on clients only. Ports (114, 116, 118) are used to channel input and output to and from nodes in the world. Ports are non-shared and handle computer-oriented processes and elements, while nodes are shared and deal with processes and elements that are related to the world.
机译:提供了一种面向对象的方法和系统,用于促进分布式实时仿真的创建。运行世界服务器应用程序(144)的至少一个远程服务器(102)承载一个或多个世界。每个世界包含任意数量的节点(104、106、108)。运行客户端软件应用程序(120)的连接的客户端(108)接收节点变量的当前值,可以改变变量值,可以创建节点并且可以销毁世界的节点。服务器(102)将所有这样的改变持久地记录在世界数据库(150)中。客户端(108)订阅世界节点的活动集合。服务器(102)针对由连接到同一世界的其他客户端改变的客户端活动集中的变量的任何值,实时发送客户端(108)更新。对象系统(130)处理跨客户端复制世界的一般琐事,并确保在一个客户端上发起的节点行为在活动集中具有该节点的其他客户端上被复制。对象系统(130)负责同步在不同客户端上运行的节点,以使每个节点对所有参与者而言都具有单个标识,并且状态对象系统兼容组件提供特定于世界/域的行为。远程World Server(150)处理持久存储和分发世界数据的较低级别的活动。节点行为仅在客户端上执行。端口(114、116、118)用于引导世界节点之间的输入和输出。端口是非共享的,并且处理面向计算机的进程和元素,而节点是共享的,并处理与世界相关的进程和元素。

著录项

相似文献

  • 专利
  • 外文文献
  • 中文文献
获取专利

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号