Communication device, game machine, and communication method
Abstract
Problem to be solved.To provide a game machine connectable to a plurality of wireless controllers.
Solution.In the game machine 20, identification information of surrounding radio terminal apparatuses are held as a list. The list may also be a black list on which target apparatuses not to be connected are determined, or oppositely, may also be a call candidate list on which target apparatuses to be connected are determined. Such a list is then utilized to establish the connection with a plurality of wireless controllers 10 in a short period of time.
Copyright (C)2005,JPO&NCIPI
Term
Term ended
Projected expiry passed 15 April 2024, 2.4 years ago.
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14 claims: 9 independent, 5 dependent
- 1It is a communication device capable of wirelessly connecting to a plurality of slaves, and is characterized in that identification information of a slave that does not satisfy a predetermined condition is registered, and a connection is not established with a slave having the registered identification information at the time of wireless connection. Communication device. 複数のスレーブと無線接続可能な通信装置であって、所定の条件を満たさないスレーブの識別情報を登録し、無線接続時において、登録した識別情報を有するスレーブとは接続確立しないことを特徴とする通信装置。
- 2Identification information for the first reception unit, which is a game machine that can be wirelessly connected to controllers for multiple game machines and receives identification information for peripheral terminal devices, and terminal devices that do not meet the predetermined conditions for the game machine. A game machine comprising:a control unit for registering a controller in a storage unit, and a calling unit for calling a controller other than a terminal device having identification information registered in the storage unit. 複数のゲーム機用のコントローラと無線接続可能なゲーム機であって、 周辺の端末機器の識別情報を受け付ける第1受付部と、 該ゲーム機に対して所定の条件を満たさない端末機器の識別情報を格納部に登録する制御部と、 前記格納部に登録した識別情報を有する端末機器以外のコントローラを呼び出す呼出部と、 を備えることを特徴とするゲーム機。
- 3A game machine that can be wirelessly connected to controllers for a plurality of game machines, and stores the first reception unit that receives the identification information of the terminal device and the identification information of the terminal device that does not meet the predetermined conditions for the game machine. A game machine including a control unit registered in a unit and a connection setting unit for establishing a connection with a controller other than a terminal device having identification information registered in the storage unit. 複数のゲーム機用のコントローラと無線接続可能なゲーム機であって、 端末機器の識別情報を受け付ける第1受付部と、 該ゲーム機に対して所定の条件を満たさない端末機器の識別情報を格納部に登録する制御部と、 前記格納部に登録した識別情報を有する端末機器以外のコントローラと接続を確立する接続設定部と、 を備えることを特徴とするゲーム機。
- 6In wireless connection with a slave, a communication device characterized in that once the slave identification information is registered, the slave is called using the registered identification information and no inquiry for connection is made. スレーブとの無線接続において、スレーブの識別情報を一旦登録した後は、登録した識別情報を用いてスレーブを呼び出し、接続のための照会を行わないことを特徴とする通信装置。
- 7A game machine that can be wirelessly connected to controllers for a plurality of game machines, based on the first reception unit that receives the identification information of the controller, the control unit that registers the received identification information in the storage unit, and the identification information. A game machine characterized by having a calling unit that calls a controller. 複数のゲーム機用のコントローラと無線接続可能なゲーム機であって、 コントローラの識別情報を受け付ける第1受付部と、 受け付けた識別情報を格納部に登録する制御部と、 前記識別情報をもとにコントローラを呼び出す呼出部と、 を備えることを特徴とするゲーム機。
- 10The second receiving unit for receiving the registration deletion instruction of the controller is further provided, and the control unit deletes the corresponding identification information from the storage unit based on the registration deletion instruction according to claims 7 to 9. The game console described in either. コントローラの登録削除指示を受け付ける第2受付部をさらに備え、 前記制御部は、登録削除指示をもとに、対応する識別情報を前記格納部から削除することを特徴とする請求項7から9のいずれかに記載のゲーム機。
- 12In a wireless connection with a slave, a communication method characterized in that once the slave identification information is registered, the slave is called using the registered identification information and no inquiry for connection is made. スレーブとの無線接続において、スレーブの識別情報を一旦登録した後は、登録した識別情報を用いてスレーブを呼び出し、接続のための照会を行わないことを特徴とする通信方法。
- 13A function to register the slave's identification information in the wireless connection with the slave to the master computer, and once the slave's identification information is registered, the slave is called using the registered identification information to make an inquiry for connection. A function that does not perform, and a program for executing. マスタとなるコンピュータに、 スレーブとの無線接続において、スレーブの識別情報を登録する機能と、 スレーブの識別情報を一旦登録した後は、登録した識別情報を用いてスレーブを呼び出し、接続のための照会を行わない機能と、 を実行させるためのプログラム。
- 14A function to register the slave's identification information in the wireless connection with the slave to the master computer, and once the slave's identification information is registered, the slave is called using the registered identification information to make an inquiry for connection. A computer-readable recording medium that records programs that do not perform functions and run programs. マスタとなるコンピュータに、 スレーブとの無線接続において、スレーブの識別情報を登録する機能と、 スレーブの識別情報を一旦登録した後は、登録した識別情報を用いてスレーブを呼び出し、接続のための照会を行わない機能と、 を実行させるためのプログラムを記録したコンピュータ読み取り可能な記録媒体。
Independent claims9
53 paragraphs, as filed
The present invention relates to a communication technique, and more particularly to a technique for realizing wireless communication between a master and a slave.
The game machine and the controller for the game machine operated by the user are generally connected by a cable, but in recent years, a system for wirelessly connecting the game machine and the controller has been proposed. By adopting a wireless controller, the user can enjoy the game in a free posture.
<p> The proposed system is based on the premise that the game console and the wireless controller make a one-to-one wireless connection, and the connection partner is uniquely determined. Therefore, when a plurality of users use the wireless controller, it is necessary to attach a dedicated transmitter / receiver assigned to each wireless controller to the game machine. Therefore, the user must always prepare a wireless controller and a transmitter / receiver for attaching to the game machine as a set, which makes it troublesome to use the wireless controller.</p><p> An object of the present invention is to provide a communication technique for realizing a wireless connection between a master and one or more slaves.</p>
<p> One aspect of the present invention relates to a communication device capable of wirelessly connecting to a plurality of slaves. This communication device registers the identification information of the slave that does not satisfy the predetermined condition, and does not establish the connection with the slave having the registered identification information at the time of wireless connection. A slave that does not satisfy a predetermined condition means a slave that does not correspond to a communication device that functions as a master. For example, if the data format used is not legitimate, that is, if the data format conditions are not met, the slave will be treated as a slave that does not meet the predetermined conditions. By eliminating the connection establishment with such a slave, it is possible to establish a connection only with an appropriate slave, and the time required for the connection establishment can be shortened.</p><p> Another aspect of the present invention relates to a game machine that can be wirelessly connected to a controller for a plurality of game machines. This game machine has a first reception unit that receives identification information of peripheral terminal devices, a control unit that registers identification information of terminal devices that do not meet predetermined conditions for the game machine in the storage unit, and a storage unit. It includes a calling unit that calls a controller other than the terminal device having the registered identification information.</p><p> Yet another aspect of the present invention relates to a game machine that can be wirelessly connected to a controller for a plurality of game machines. This game machine has a first reception unit that receives identification information of a terminal device, a control unit that registers identification information of a terminal device that does not satisfy a predetermined condition for the game machine in the storage unit, and a control unit that is registered in the storage unit. It includes a controller other than the terminal device having the identification information and a connection setting unit for establishing a connection.</p><p> Yet another aspect of the present invention provides a communication device that, in a wireless connection with a slave, once registers the identification information of the slave, calls the slave using the registered identification information and does not make an inquiry for connection. To do. According to this communication device, after registering the identification information of the slave, the inquiry for connection is omitted, so that the time required for establishing the connection can be shortened.</p><p> Yet another aspect of the present invention relates to a game machine that can be wirelessly connected to a controller for a plurality of game machines. This game machine includes a first reception unit that receives the identification information of the controller, a control unit that registers the received identification information in the storage unit, and a calling unit that calls the controller based on the identification information. Before the connection is established, an inquiry unit that makes a connection inquiry to the periphery of the game machine is further provided, and the first reception unit receives the identification information transmitted by the controller located in the vicinity in response to the connection inquiry, and the control unit. However, if it is registered in the storage unit, the inquiry unit may not perform a connection inquiry when establishing the next connection. Further, when the first reception unit receives the identification information transmitted by the controller located in the vicinity in response to the connection inquiry and the control unit registers it in the storage unit, the inquiry unit receives the identification information when establishing the next connection. The connection inquiry may be performed only for a predetermined time, and the connection inquiry may be stopped after the predetermined time.</p><p> Yet another aspect of the present invention provides a communication method in which, in a wireless connection with a slave, after the slave identification information is once registered, the slave is called using the registered identification information and no inquiry for connection is made. To do.</p><p> Yet another aspect of the present invention is to use the function of registering the slave identification information in the wireless connection with the slave to the master computer, and once the slave identification information is registered, the registered identification information is used. It provides a program to call a slave and execute a function that does not make a query for connection.</p><p> Yet another aspect of the present invention is to use the function of registering the slave identification information in the wireless connection with the slave to the master computer, and once the slave identification information is registered, the registered identification information is used. It provides a computer-readable recording medium on which a program is recorded to call a slave and perform a function that does not query for connection.</p><p> It should be noted that any combination of the above components and the conversion of the expression of the present invention between methods, devices, systems, recording media, computer programs and the like are also effective as aspects of the present invention.</p>
<p> According to the present invention, it is possible to provide a communication technique capable of shortening the connection establishment time.</p>
FIG. 1 shows the overall configuration of the game system 1 according to the embodiment of the present invention. The game system 1 of the present embodiment includes wireless controllers 10a and 10b (hereinafter, collectively referred to as "wireless controller 10") that perform wireless communication with the game machine 20 as an input interface by the user. .. The game machine 20 is configured to have a wireless communication function. The output device 30 includes a display 32 and a speaker 34, receives game AV (Audio Visual) data from the game machine 20 via the network 40, displays the game image on the display 32, and outputs audio from the speaker 34. Output.
The game machine 20 and the output device 30 may be connected by wire or wirelessly. The network 40 that connects the game machine 20 and the output device 30 may take the form of a home network constructed by, for example, a network (LAN) cable or a wireless LAN. When the game machine 20 and the output device 30 are wirelessly connected, the game machine 20 and the output device 30 can be installed relatively freely as compared with the case where the game machine 20 and the output device 30 are connected by wire, so that the user can be location-free. You can enjoy the game at.
The wireless controller 10 and the game console 20 may establish a wireless connection using Bluetooth (registered trademark). The game machine 20 enables wireless connection with a plurality of wireless controllers 10, that is, in the game system 1, a one-to-N connection between the game machine 20 and the wireless controller 10 can be realized. The game machine 20 functions as a master unit, that is, a master, and the wireless controller 10 functions as a slave. As a result, it is possible to use a plurality of wireless controllers 10 at the same time without attaching a transmitter / receiver dedicated to the wireless controller 10 to the game machine 20. Hereinafter, a case where Bluetooth is adopted as a wireless communication protocol and the wireless controller 10 is a Bluetooth terminal will be taken as an example.
FIG. 2 shows a Bluetooth state transition diagram. As shown in the figure, the state of the Bluetooth terminal can be divided into a standby phase, a synchronization establishment phase, a communication connection phase, and a low power consumption mode.
Immediately after the power of the wireless controller 10 is turned on or when the communication link is disconnected, the wireless controller 10 enters the "standby" state. In the "standby" state, no data is sent or received.
In the synchronization establishment phase, the game machine 20 makes a connection inquiry or "inquiry" to the terminal devices including the peripheral wireless controller 10, and the game machine 20 recognizes the wireless controller 10 and makes a "call". There is a state. In the "inquiry" state, the game machine 20 broadcasts an IQ (inquiry) packet to a nearby terminal device. Upon receiving the IQ packet, the wireless controller 10 returns an FHS (Frequency Hop Synchronization) packet containing the Bluetooth address and clock information to the game machine 20. In transmission and reception at this point, since consent regarding the frequency hopping pattern has not been established between the game machine 20 and the wireless controller 10, a fixed hopping pattern defined exclusively for inquiries is used.
Figure 3 shows the FHS packet configuration. In the packet, LAP (Lower Address Part), UAP (Upper Address Part), and NAP (Non-significant Address Part) constitute Bluetooth_ADDR, which is an address unique to the Bluetooth terminal.
FIG. 4 shows the configuration of the Bluetooth address (Bluetooth_ADDR). The Bluetooth address is shown to consist of a total of 48 bits with 24-bit LAP, 8-bit UAP and 16-bit NAP.
Returning to FIG. 2, in the "call" state, the game console 20 receives an FHS packet from the wireless controller 10, grasps what kind of wireless controller 10 exists, and then makes an ID packet for a specific wireless controller 10. To send. When the response to the ID packet is returned from the specific wireless controller 10, the game machine 20 sends an FHS packet to the wireless controller 10 and informs the wireless controller 10 of its address and clock. As a result, the game machine 20 and the wireless controller 10 can share the same hopping pattern.
When the "call" is made, a piconet is formed between the wireless controller 10 and the game machine 20, and the "connected" state is entered. A piconet means a network that is temporarily formed between Bluetooth terminals when they are brought close to each other, and up to eight Bluetooth terminals can participate in one piconet. In one piconet, the game machine 20 functions as a master unit and can be connected to up to seven wireless controllers 10. In the "connected" state, control packets for setting the communication link are transmitted and received, which enables "data transfer". When the data transfer is completed and the communication link is disconnected, the wireless controller 10 returns to the standby state.
The wireless controller 10 which is a slave can shift from the connected state to three types of low power consumption modes, "park mode", "hold mode", and "sniff mode". Further, the master game machine 20 can shift from the connected state to the "hold mode".
The "park mode" radio controller 10 maintains synchronization to the piconet, that is, the hopping pattern and the master clock. However, packets cannot be exchanged with the game console 20. The wireless controller 10 in this state receives data from the game machine 20 at regular time intervals (beacon cycle), and can immediately join the piconet if necessary. In the park mode, the slave identifier assigned by the game machine 20, that is, the 3-bit address (1 to 7) given to the connected wireless controller 10 is once returned to the game machine 20. Therefore, even if the wireless controller 10 wishes to rejoin the piconet, it cannot join immediately if there is no space in the slave identifier. Conversely, the game console 20 gives the wireless controller 10 entering the park mode an 8-bit park slave identifier. The game machine 20 can manage up to 255 terminal devices in the park, and only the necessary wireless controller 10 can participate in the piconet at any time.
The wireless controller 10 and the game machine 20 in the "hold mode" do not transmit or receive during a set fixed time (hold time) while being synchronized with the piconet, and resume communication after the hold time.
The wireless controller 10 in the "sniff mode" transmits and receives at regular time intervals (sniff intervals), and can suppress power consumption at other times.
In the present embodiment, when the wireless controller 10 that has entered the standby state communicates again after the communication is completed, the inquiry can be skipped and the state can be changed to the calling state. The time is set when the game console 20 does not know what kind of terminal devices are around it, and the game console 20 issues a broadcast to all slaves, and each terminal device responds to it. In the calling state, the game machine 20 already knows the existence of the wireless controller 10, so it talks to each slave on a one-to-one basis to establish synchronization within the piconet. Once the synchronization within the piconet is established, it is not necessary to execute the broadcast when the communication is resumed even if the wireless controller 10 is in the standby state after the communication is completed. When the broadcast is executed, for example, it may take 10 seconds or more. Therefore, in the present embodiment, the inquiry is omitted and the time required for establishing the connection is shortened. Note that "establishing synchronization within the piconet" means exchanging Bluetooth address and clock information between the game machine 20 and the wireless controller 10 to synchronize the hopping pattern.
Further, in the present embodiment, when the game machine 20 establishes a connection, a connection inquiry, that is, an inquiry is made to the surroundings, and the identification information transmitted by the peripheral terminal devices in response is recorded. The identification information of the terminal device is used at the next and subsequent connection establishments in order to shorten the time required for connection establishment.
FIG. 5 shows the configuration of the game machine 20 according to the present embodiment. The game machine 20 includes a receiving unit 100, a control unit 110, a list storage unit 112, a connection setting unit 114, an inquiry unit 116, a calling unit 118, a transmitting unit 120, a media drive 130, a reading unit 132, a data storage unit 134, and a processing unit. It is equipped with 136, a graphics engine 138, and a DA converter 140. The receiving unit 100 includes a response receiving unit 102, a deletion instruction receiving unit 104, and an operation instruction receiving unit 106. Each function of the game machine 20 is realized by the CPU, memory, programs loaded in the memory, etc., and here, the functional blocks realized by their cooperation are drawn. The program may be built in the game machine 20 or may be supplied from the outside in a form stored in a recording medium. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms by hardware only, software only, or a combination thereof.
The media 50 on which the game data is recorded is inserted into the media drive 130. The media 50 is, for example, a CD-ROM or a DVD, and records AV data of a game scene or game data such as a game program. The game program recorded on the media 50 may be in a form directly executed by the processing unit 136 or in a form that can be executed by the processing unit 136 by decoding. The media drive 130 drives the media 50, and the reading unit 132 reads the game data recorded on the media 50 into the data storage unit 134. The processing unit 136 executes the read game data.
When a wireless connection is established between the game machine 20 and the wireless controller 10, the operation instruction receiving unit 106 receives the game operation instruction from the wireless controller 10 and sends it to the processing unit 136. The processing unit 136 processes the game data based on the operation instruction by the user, and the graphics engine 138 generates the AV data of the game based on the game data processed by the processing unit 136. The AV data of the game is generated as digital data, converted into an analog signal by the DA converter 140, and supplied to the output device 30. As a result, video and audio reflecting the user's game operation are output from the display 32 and the speaker 34.
The above is based on the premise that a wireless connection has been established between the game machine 20 and the wireless controller 10, but the following shows an example for establishing a wireless connection.
<Example 1> In the first embodiment, the connection with the terminal device not compatible with the game machine 20 is efficiently avoided, and the time required for establishing the connection with the wireless controller 10 is shortened. In the Bluetooth usage environment, even a terminal device that does not support the game machine 20 can respond to inquiries from the game machine 20 as long as it supports Bluetooth. Therefore, in the first embodiment, the connection establishment is controlled so that the game machine 20 does not connect to, for example, the wireless controller 10 which is not permitted to be used. By avoiding connection with the non-compliant wireless controller 10, it is possible to prevent the use of spoofing devices supplied by unauthorized manufacturers.
First, the game machine 20 can filter different types of terminal devices by using the device class (Class of Device) of the FHS packet shown in FIG. Class of Device is a field indicating the type of terminal.
FIG. 6 shows an example of a device class (Class of Device). Using this field, the game console 20 can filter functional groups. When the field takes a value other than a predetermined value, the game machine 20 recognizes that the terminal device that returned the FHS packet is not a wireless controller.
Returning to FIG. 5, when the inquiry unit 116 makes an inquiry to the peripheral terminal devices, the response reception unit 102 receives the FHS packet returned from the terminal device, and the control unit 110 receives the FHS packet Class of the FHS packet. Analyze Device. When the control unit 110 recognizes that the terminal device that returned the FHS packet is not the wireless controller 10, the control unit 110 records the identification information of the terminal device in the list storage unit 112. The recorded identification information is used as a so-called blacklist, and the calling unit 118 of the game machine 20 does not call the terminal device registered in the blacklist.
Returning to Fig. 2, in the connected state, data packets are not sent or received, but are sent and received to control packets for setting communication links, security-related control packets, low power consumption mode-related control packets, etc. Limited. In the connected state, it is possible to execute an application that authenticates between the game machine 20 and the wireless controller 10. The response reception unit 102 may receive a response from peripheral devices, and the control unit 110 may record the identification information of the device whose authentication has failed in the list storage unit 112 as a blacklist.
After sending and receiving control packets in the connected state, the mode shifts to the data transfer mode. In the data transfer mode, the data format is set to be unique to the game machine 20, and data is transmitted and received in this format.
In the data transfer mode, if the slave returns an unexpected ACK, the game machine 20 determines that the slave is not the device to be connected, registers the identification information owned by the device in the blacklist, and registers the device in the blacklist. The connection with is to be disconnected. Specifically, the response receiving unit 102 receives the ACK from the slave, and the control unit 110 determines whether or not the ACK complies with a predetermined data format, and if not, identifies the terminal device. Information, here the address, is recorded in the list storage unit 112. This decision is made by the upper application layer. The control unit 110 records the addresses of all the devices that are not the connection target devices as a list, and the connection setting unit 114 disconnects from the devices.
FIG. 7 shows a list of non-connected devices recorded in the list storage unit 112. The list is generated by associating a 48-bit Bluetooth address (Bluetooth_ADDR) with a device class. In this list, the addresses of non-genuine wireless controllers whose class devices are indicated by 0X080588 are recorded, but in reality, they are also listed for different types of terminal devices around the game console 20.
When the power of the game machine 20 is turned on again and the connection with the wireless controller 10 is established, the slave is filtered by referring to the information obtained from the slave by the inquiry and the blacklist recorded in the list storage unit 112. It becomes possible to do. That is, when the power is turned on again, the inquiry unit 116 makes an inquiry to the peripheral terminal device via the transmission unit 120, and the response reception unit 102 receives the FHS packet from the peripheral terminal device. The connection setting unit 114 determines whether or not to connect by referring to the terminal device identification information included in the FHS packet and the list of non-connection target devices recorded in the list storage unit 112. If the terminal device that returned the FHS packet is not the device to be connected, the calling unit 118 does not call the terminal device. That is, the calling unit 118 calls the wireless controller 10 other than the terminal device having the identification information registered in the list storage unit 112 based on the information obtained from the peripheral terminal devices by the inquiry. By referring to the blacklist, it is not necessary to perform data analysis processing in the upper application layer every time, and unsupported terminal devices can be easily excluded from call candidates, so the time required to establish a connection can be shortened. be able to. This also makes it possible to reduce power consumption. The connection setting unit 114 establishes a connection with the wireless controller 10 other than the terminal device having the identification information registered in the list storage unit 112.
It should be noted that the priority may be set for the non-connected target device that is hit each time an inquiry is made. Specifically, it may be determined whether the terminal device registered in the blacklist is a device accidentally registered in the blacklist or a device resident in the environment. As a result, the non-connected target device having a low hit rate can be deleted from the list, and the amount of data in the list can be reduced. Therefore, the reference time of the list can be shortened, and the time required to establish the connection can be further shortened. The user can give an instruction to delete the registration of the terminal device registered in the list storage unit 112. The registration deletion instruction is received by the deletion instruction reception unit 104, and the control unit 110 deletes the corresponding identification information from the list storage unit 112 based on the registration deletion instruction. As a result, as described above, the amount of data in the list can be reduced, and the reference time of the list can be shortened.
In the above example, the game machine 20 uses the device class to filter the terminal device, but the device may be filtered using the Bluetooth address shown in FIG. 7. At this time, the game machine 20 may perform filtering of the terminal device using both the device class and the Bluetooth address. In any case, by using the identification information for identifying the terminal device, it is possible to list the terminal devices that should not be connected, that is, to create a blacklist.
<Example 2> In the second embodiment, the connection with the wireless controller 10 compatible with the game machine 20 is efficiently realized, and the time required to establish the connection with the wireless controller 10 is shortened. In the first embodiment, the addresses of the terminal devices that are not compatible with the game machine 20 are held as a blacklist, but in the second embodiment, the addresses of the wireless controller 10 that is compatible with the game machine 20 are called candidates in advance. It will be registered as a list. As a result, the game machine 20 can make a call and establish a connection in a short time without making an inquiry.
In the second embodiment, the game machine 20 needs to know the identification information of the wireless controller 10 in advance, here, Bluetooth_ADDR, which is an address unique to the Bluetooth terminal. When the game machine 20 and the wireless controller 10 are sold as a set, the identification information of the wireless controller 10 may be registered in advance in the list storage unit 112 of the game machine 20.
When the power of the game machine 20 is turned on, the game machine 20 makes a call to Bluetooth_ADDR registered in the list storage unit 112. If the registered wireless controller 10 exists around the game machine 20, the wireless controller 10 answers the call, and the connection is established in a short time.
Further, when the power is turned on to the game machine 20, if the identification information of the wireless controller 10 is not registered in the list storage unit 112 of the game machine 20, the inquiry unit 116 makes a connection inquiry, that is, an inquiry via the transmission unit 120. Surrounding terminal devices reply with a response. In the first embodiment, the identification information of the terminal device that returned the unexpected ACK is recorded as a blacklist, but in the second embodiment, the control unit 110 returns the ACK according to the predetermined data format. The device identification information is recorded in the list storage unit 112 as a call candidate list. Therefore, the list storage unit 112 holds, for example, the identification information of the wireless controller 10 sold by a legitimate manufacturer.
When the control unit 110 registers the identification information of the regular wireless controller 10 in the list storage unit 112, the inquiry unit 116 does not make a connection inquiry when the next connection is established, for example, when the power is turned on next time. .. By the calling unit 118 making a direct call to the wireless controller 10 registered in the call candidate list, the connection inquiry, that is, the inquiry can be omitted, and the time required for establishing the connection can be shortened. For example, the timing of performing the connection inquiry may be set when the power is turned on for the first time, and when the power is turned on thereafter, it may be set to directly call without performing the connection inquiry. For example, the main body of the game machine 20 may be provided with a button for operating the inquiry unit 116, and when the user presses this button, the inquiry unit 116 may be controlled to make a connection inquiry, that is, an inquiry.
Further, the inquiry unit 116 may make a connection inquiry only for a predetermined time when establishing the next connection, and stop the connection inquiry when the predetermined time is exceeded. By setting a certain limit on the search time of the surrounding wireless controllers 10, it is possible to avoid a situation in which a long time is spent on connection inquiry. When the predetermined time is exceeded, the connection inquiry is stopped, and the calling unit 118 calls the wireless controller 10 registered in the calling candidate list.
The user can freely add or delete from the call candidate list. When the user gives an instruction to delete the registration of the wireless controller registered in the list storage unit 112 by using the wireless controller 10, the registration deletion instruction is received by the deletion instruction receiving unit 104, and the control unit 110 deletes the registration. Based on the instruction, the corresponding identification information is deleted from the list storage unit 112. Regarding the addition of the wireless controller 10 to the call candidate list, the control unit 110 can register the corresponding identification information in the list storage unit 112 based on the addition instruction by the user. As a result, the user can independently add or delete the specific wireless controller 10 to the call candidate list without performing the inquiry processing by the inquiry unit 116. At this time, if Bluetooth_ADDR can be given a name or the like, it will be easier for the user to manage it. As described above, the connection inquiry by the game machine 20 may be performed at an arbitrary timing by pressing the button for driving the inquiry unit 116 provided in the game machine 20 main body.
Here, it is assumed that the wireless controller 10 registered in advance and the new wireless controller 10 are connected to the game machine 20 at the same time. When the power of the game machine 20 is turned on, the wireless controller 10 registered in the call candidate list is automatically called and the connection is established. After the connection establishment with the registered wireless controller 10 is completed, the data transfer mode is entered for the wireless controller 10, but a connection inquiry and a call period are provided between the wireless controller 10 and the new wireless controller 10. This period may be set according to, for example, the time until the game machine 20 main body completes booting, that is, the time until the key input in the game is prompted, the time until the game actually starts, and the like.
The time it takes to be prompted for a key is sufficient to establish a connection with the new wireless controller 10. Further, the time until the game starts is a sufficiently long time, and for example, assuming that there are many new wireless controllers 10, such a time may be secured. The game usually requires the user to set a character or the like at the start, but during this time, the latency of communication between the game machine 20 and the wireless controller 10 is not so strict. When a connection is established to the new wireless controller 10, the control unit 110 registers the identification information of the wireless controller 10 in the list storage unit 112. As a result, when establishing a connection from the next time onward, the newly added wireless controller 10 can be called by using the call candidate list without making an inquiry or making a predetermined short-time inquiry. It is possible to shorten the connection time.
For example, in the above embodiment, the connection control is performed in the application layer, but as a modification, the connection control may be performed in the lower link management layer. In the Bluetooth protocol, security is managed by a link key. As a prerequisite for establishing a connection between the master and the slave, each terminal device registers security parameters based on the link key set between the two terminals. The terminal device makes a judgment of connection authentication based on the set parameters, and for the terminal device in which an authentication error occurs as a result of this connection authentication, the identification information is blacklisted in the database in the link management layer. You may register in. This makes it possible to determine whether or not a connection is possible before processing in the upper application layer.
Further, as a preliminary step for generating a blacklist in the application layer, a candidate for a list of terminal devices to be registered in the blacklist (hereinafter, referred to as "gray list") may be generated. This gray list may be generated based on the reception strength and the like in the master. A terminal device whose reception strength is equal to or less than a predetermined threshold value is registered in the gray list, and when the same situation is counted a predetermined number of times in the next connection process, the terminal device is registered in the blacklist. For the terminal device registered in the blacklist, the master does not make an inquiry and does not make a connection.
At this time, even if the terminal device is once registered in the gray list, if the reception intensity exceeds a predetermined threshold value before being registered in the blacklist, the terminal device may be deleted from the gray list. preferable. This is because when the reception strength is weak, the user may voluntarily move to a position where the reception strength is strong in order to improve the communication failure. In order to be careful about registration on the blacklist, the number of times for determining the reception strength before being registered on the blacklist may be set to a relatively large number of times, for example, several tens of times.
Further, as a further modification, the master can also download and hold the blacklist from the outside. This download may be done via a wireless line or a wired line. When it is clear in advance which terminal devices should not be connected, it is possible to omit the process of creating a blacklist by the master itself by acquiring a list describing those terminal devices from the outside. In this case, it is preferable that the master itself has a function of creating a blacklist, and as an auxiliary function thereof, the blacklist can be downloaded from the outside.
The present invention has been described above based on the embodiments. This embodiment is an example, and it is understood by those skilled in the art that various modifications are possible for each of these components and combinations of each processing process, and that such modifications are also within the scope of the present invention. is there.
<figref num="1">It is a figure which shows the whole structure of the game system which concerns on embodiment.</figref><figref num="2">It is a state transition diagram of Bluetooth (Bluetooth).</figref><figref num="3">It is a figure which shows the FHS packet composition.</figref><figref num="4">It is a figure which shows the structure of the Bluetooth address (Bluetooth_ADDR).</figref><figref num="5">It is a figure which shows the structure of the game machine which concerns on embodiment.</figref><figref num="6">It is a figure which shows an example of a device class.</figref><figref num="7">It is a figure which shows the list of the non-connection target device recorded in the list storage part.</figref>
Code description
1 ... Game system, 10 ... Wireless controller, 20 ... Game console, 30 ... Output device, 32 ... Display, 34 ... Speaker, 40 ... Network, 50 ... Media, 100 ... receiver, 102 ... response reception, 104 ... deletion instruction reception, 106 ... operation instruction reception, 110 ... control, 112 ... list storage, 114: Connection setting unit, 116: Inquiry unit, 118: Calling unit, 120: Transmitting unit, 130: Media drive, 132: Reading unit, 134: Data storage unit , 136 ... Processing unit, 138 ... Graphics engine, 140 ... DA converter.
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| US8301708B2 | Cited by | United States of America | Applicant |
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6 priority claims, no other members on record
Priority claims6
| Document | Office | Kind | Date |
|---|---|---|---|
| 2003112219 | Japan | A | |
| 2003112219 | Japan | – | |
| 2004120822 | Japan | A | |
| 20032003112219 | – | – | – |
| JP20030112219 | – | – | – |
| JP20040120822 | – | – | – |
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Numbers
- Publication
- 2004336740
- Publication, DOCDB
- 2004336740
- Publication, EPODOC
- JP2004336740
- Application
- 120822
- Application, DOCDB
- 2004120822
- Application, EPODOC
- JP20040120822
Titles3
- Japanese
- 通信装置、ゲーム機および通信方法
- English
- Communication devices, game consoles and communication methods
- English
- COMMUNICATION DEVICE, GAME MACHINE, AND COMMUNICATION METHOD
Classification
- IPC, 9
- A63F13 31
- A63F13 33
- A63F13 73
- H04B7 26
- H04L12 28
- H04W8 26
- H04W74 04
- H04W76 00
- H04W84 12