Dynamic nonvolatile memory with random access

FIELD: information technologies.

SUBSTANCE: in one or more examples of realisation new game downloading or deletion from game machine is described, when all existing critical data in NV-RAM memory remain undamaged. In one example of invention realisation method and device are developed for dynamic distribution and release of memory area, which make it possible to provide for both permanent and temporary storage of data in NV-RAM. Method and device are suggested for monitoring of available memory area and dynamic change of memory size in NV-RAM. In one example of realisation method is developed for control of NV-RAM integrity and determination of error in critical data. In one or more examples of realisation methods are described for compaction and transfer of NV-RAM content, which make it possible to combine available memory area or to prevent unauthorised access to NV-RAM memory.

EFFECT: saving of critical data even in case of malfunction in game machine.

15 cl, 12 dwg

 

The technical FIELD TO WHICH the INVENTION RELATES.

The present invention relates to memory management and, in particular, to a method and device for dynamic storage of critical data by allocating and freeing memory in the gaming machine.

PREREQUISITES TO the CREATION of INVENTIONS

Advances in technology allowed to create a game machine capable of providing to the player a number of different games. As a convenience for the player and as a way of extending the time of his/her game multi game machines can bring a casino a substantial benefit. A gaming machine that can provide a number of different games can significantly reduce the cost of the casino owner. Besides reducing the incremental cost to the owner of the casino, such a machine will be able to give the player a more rich experience.

To change the games stored in the game machine must be loaded a new game. This often requires the removal of an existing game with the gaming machine. When the delete operation to the contents of non-volatile memory with random access (NV-RAM) should be subjected to modification. In systems of prototype modification requires that the existing memory NV-RAM was subjected to cleaning and replacement by newly compiled map memory, reflecting the addition or removal of specific IG is s (games).

The process of recompiling or re-initialise the contents of NV-RAM leads to unwanted deletion of all information related to critical data slot machines. Such critical data may contain information about the history of the games, accounting information, security information, information about the player tracking or information of any other type of condition for a long period of time.

Information about the history of the games can provide a record of the results for a number of rounds of the game for play on the gaming machine. For example, information about the history of the games can be used to check the payout gaming machines to provide the ability to perform verification of a winning jackpot before payment in case of detection of suspicious activity. The history of the games can also be used, for example, to audit types of jackpots generated over a certain number of rounds or provide evidence of hacking slot machines. Therefore, this type of information is critical for the owner of the casino or gaming machine.

The information provides the current count or history of loans made to a gaming machine and issued by the gaming machine may be a source of valuable accounting information. For example, the total number of credits the gaming machine may be based on collected the banknotes or coins, the amount of credits generated from an inserted credit card, or bonus credits created by entering a PIN (personal identification number). Data of this type are extremely important for the casino owner, because provide income that gaming machine generates over a period of time.

Security information may provide information associated with the event of burglary in the gaming machine. Among the elements of this information can be time of day, type of game, the bet amount, a certain result and any working type of diagnostic information associated with the state of the gaming machine when hacking.

Information on the tracking of the player is also necessary to provide useful feedback regarding the preferences of the player. The casino can track information about the player to provide the best and most fair gaming environment for players. The type of game the name of the game, the duration of the game, the amount of the drawing or the like - these factors provide the casino owner invaluable information about how his/her best to lure the player to maintain his interest in the game.

Therefore, reliable support various previously described critical data in the process of adding or removing games from the gaming machine and in other periods remaniement important. Erasing critical data from the NV-RAM leads to many negative consequences.

As for the above-mentioned process of the prior art, adding or removing games from the gaming machine requires a complete recompilation memory NV-RAM and create a new fixed map. This procedure is time-consuming, because it may require careful removal and replacement of the existing NV-RAM in the slot machine. It is assumed that NV-RAM may be reprogrammed without removal of the gaming machine; however, this process can cause downtime and concerns of the client and lead to a loss of revenue of the casino. To perform this operation on each gaming machine requires additional time and labor. In the result, the incremental cost of the machine can be significant.

Systems-prototypes used the principle of fixed memory card, which does not allow dynamic use of memory NV-RAM. Therefore, the fixed memory card reserves memory, which is often not used and not needed for games, during mapping. If this memory was not reserved, it can be used to store critical data associated with another game or created as a result of adding new games software is mnogo software. This procedure memory allocation is an obstacle to effective and appropriate changes in the games on the gaming machine.

Therefore, specialists in the art you want to create a method and device for memory management game machine that will overcome the shortcomings of the prototype.

SUMMARY of the INVENTION

In one embodiment, the invention provides a method and apparatus for loading a game in a gaming machine without modification or deletion of critical data that is not associated with added game. The described method allows you to dynamically check and to allocate sufficient memory to load information about critical data in non-volatile random-access memory (NV-RAM). In one embodiment, after the recording of data in the NV-RAM the contents of the NV-RAM is tested.

In one embodiment, the invention provides a method and apparatus for the removal of the game from the gaming machine without modification or deletion of critical data that is not associated with the canceled game. After removal of the critical data associated with the canceled game is dynamic resizing NV-RAM, which increases the size of the available memory. In one embodiment, after the recording of data in the NV-RAM the contents of the NV-RAM podvergaet the validation.

In one exemplary embodiment provides method and apparatus for dynamic allocation and deallocation of memory, allowing storage in NV-RAM both temporary and permanent data. After execution of the distribution or release the amount of available memory varies. Temporary memory area is used only during the working of the transaction, the desired gaming machine that increases the utilization of memory space provided by the NV-RAM to the maximum. An example is the monitoring of the size of available memory in the NV-RAM and dynamic sizing of distributed memory areas to meet the requirements of any critical game transactions for gaming machines.

In one exemplary embodiment provides method and apparatus for identification and replacement of faulty data stored in the NV-RAM on the corrected data, without modification or deletion of critical data that is not associated with erroneous data.

Additional objectives, features and advantages of the present invention on a prototype apparent from the following detailed description of the drawings the accompanying figures.

Description of the DRAWINGS

Figure 1 illustrates a block diagram of a typical embodiment, the non-volatile memory with random access.

Figa illustrates a block with the he sequence of stages in a typical way is to load the game in the slot machine.

Figv illustrates a block diagram of the sequence of stages in a typical way to check the content of the non-volatile memory random access after loading the game in the gaming machine.

Figure 3 illustrates the working flowchart of the sequence of stages in a typical memory management technique during the removal of the game from the gaming machine.

Figa illustrates the working flowchart of the sequence of stages in a typical allocation and release of memory space during a critical game transactions.

Figv illustrates the working flowchart of the sequence of stages in a typical method of monitoring and dynamically change the size of the available storage area within the nonvolatile memory with random access.

Figure 5 illustrates the working flowchart of the sequence of stages in a typical method of performing data integrity in a non-volatile memory with random access.

Figa illustrates the working flowchart of the sequence of stages in a typical method of multiplexing or reorganization of the memory area in the nonvolatile memory with random access.

Figv illustrates the working flowchart of the sequence of steps in an alternative typical method of sealing or reorganization of the memory area in the nonvolatile memory with random access.

Figs illustrates the working flowchart of the sequence of steps in an alternative typical method of sealing or reorganization of the memory area in the nonvolatile memory with random access.

7 illustrates a work flow diagram of the sequence of stages in a typical method for reordering data in memory.

Fig illustrates the working flowchart of the sequence of stages in a typical method for encrypting data before writing the data into memory.

DETAILED description of the INVENTION

The invention proposes a method and apparatus for dynamic load or delete the game (s)stored in the gaming machine, without modification or deletion of critical data that is not associated with the added or deleted by the game (games). The term "critical data" can be defined as data that record the past and present state of the gaming machine. Examples of such conditions include the history of the game, accounting, information security or other Critical data of this type can be stored in non-volatile memory or non-volatile storage device of the game machine permanently or temporarily. In one embodiment, when loading or removing the game (games) in the game machine critical data is added or removed by distribution or release area PA is ATI in non-volatile memory with random access (NV-RAM) slot machine.

One exemplary embodiment of the invention relates to a method of loading a game in the gaming machine without modification or deletion of critical data that are not relevant to add to the game. A number of embodiments of the invention relates to methods maximum use of the free memory space in the NV-RAM during the operation and maintenance of the gaming machine. A number of embodiments of the invention relates to methods of efficient use of memory space in the NV-RAM discs when loading or removing the game from the gaming machine. One exemplary embodiment of the invention relates to a method of dynamically determining the size of the memory NV-RAM on the basis of technical requirements to the gaming machine. One exemplary embodiment of the invention relates to a method of identifying erroneous data within the NV-RAM, remove the erroneous data and restore the correct data in the NV-RAM. A number of embodiments of the invention relates to data manipulation in time to suppress the deliberate modification of critical data by an unregistered user. In the following examples of implementation to provide a comprehensive description of the present invention provides numerous special details. However, the skilled in the art will understand that the present invention can be implement what about without these specific details. In other instances, detailed descriptions of well-known signs omitted in order not to impede the identification of the subject invention.

Figure 1 illustrates a block diagram of the sequence of stages in a typical embodiment, the non-volatile memory with random access. In one embodiment, the NV-RAM 104 consists of a number of storage elements arranged in rows and columns. To discuss problems of the basic storage element is described as block 108 of the hip. As shown in figure 1, all NV-RAM 104 contains blocks 108 of the hip, arranged in rows and columns. Concrete block 108 of the hip can be precisely defined by specifying its line numbers and column. For simplicity, consider the NV-RAM 104 is physically divided into 10 rows and 10 columns, giving a total of 100 units of hip to NV-RAM 104. For example, on the first block 112 of the hip, localized in the upper part of the stack memory can be referenced by its physical position in the memory as a block of hip placed in position (row 1, column 1), while for the last block 116 of the hip can be referenced by its position identified (row 10, column 10).

NV-RAM 104 plays a significant role in the normal functioning of the gaming machine. Blocks 108 hip store data that can be classified as permanent or temporary. Data constant type described in this document as critical data. CR is the critical data contain data considered as highly important. Critical data is stored information related to the current(im) or previous () state(s) of the gaming machine. Examples of critical data include information on the history of games, security information, accounting information, information about the player tracking information from the global network of progressive games, information about the game state, or any critical data related to the game. Critical data, such as the amount of money given on credit slot machine or paid gaming machine may be stored permanently in the NV-RAM 104 as accounting information. This critical accounting information reflects the current and previous state of the machine during subsequent rounds of the game. For the casino owner this information is important in determining the profitability of the casino.

In contrast to the continuous time domain can be used to handle important commands related to the current state or current operations of the gaming machine. After command processing time domain can be distributed for purposes other type of storage of critical data. For example, operations that are required when transferring loans with debit card in a gaming machine, may require the use of data temporarily stored in the NV-RAM 104. These temporary or non-critical data can be used as part of a sequence of transactions or instructions to be followed. However, after completion of operations, the memory contents may be subjected to abrasion, which will be generated by the additional memory.

NV-RAM 104 can maintain the contents of their memory for some time using the battery as a power source and, thus, independently of external power. In the NV-RAM may continue storing data type critical data up until will be energized. As a rule, NV-RAM contains its own internal battery power source.

Figa illustrates a typical method of loading a new game in the gaming machine without destruction or removal of existing critical data. This is only one possible method of operation and should not assume that the present embodiment is limited to these typical way. At step 204 the software client requests a new game code. In one embodiment, the request is transmitted via an interface device type keypad, touch pad or card reader in the gaming machine. In other cases, new code can be transferred from a remote computing device (i.e. p is the working station, server or the like) or a portable device (i.e. PC-notebook, a personal electronic assistant, handheld computer or the like), which may communicate with the gaming machine. Transmission may occur via a wireless or wired connection. The software client may include communication Manager, Manager of banks, the Manager, the virtual tracking of a player, Manager distribution event, the event Manager or Manager determine surge. More fully, the term "client software" is considered a generic application No. 09/690931 called "high-Speed interface RAM with battery backup" ("High Performance Battery Backed RAM Interface"), included in this invention by reference.

At step 208 the software client transmits critical data Manager NV-RAM or Manager. In one example implementation Manager NV-RAM contains the software to control the non-volatile memory or non-volatile storage device with the ability to effectively control non-volatile memory or a nonvolatile memory. Storage and access to critical data can be programmatically managed by the file system non-volatile memory or non-volatile memory device. File system ENERGETAB the ima memory or non-volatile memory device facilitates viewing and modifying data permanently stored in NV-RAM. File system non-volatile memory or the nonvolatile storage device can be viewed as a distribution system files in the operating system of the computer where the files are organized in directories, subdirectories and files. Manager NV-RAM passes the requests to functions in NV-RAM. The query function can include a request for allocation or deallocation of memory, the opening or closing of files or data, and reading, writing, resizing and moving blocks hippie inside memory NV-RAM. In used in this invention is the meaning of the term management system NV-RAM contains a combination of Manager NV-RAM, file system non-volatile memory or non-volatile memory device and NV-RAM supported by processes executed by the operating system, permanently stored in the gaming machine. The operating system may contain the operating system of production companies like Microsoft, Apple or LINUX. Management system NV-RAM can use the standard application tools program type word processor to display the content in NV-RAM. It is assumed that any text processor in conjunction with the file system non-volatile memory or non-volatile memory device may facilitate displaying,adding, destruction and modification of critical data associated with adding or removing specific game (s) inside the NV-RAM. As an example, the word processor program includes Corel Word Perfect or Microsoft Word. Management system NV-RAM leaves the existing critical data on permanent storage in NV-RAM intact during any addition or deletion of critical data.

At step 212, the Manager NV-RAM dynamically interacts with the NV-RAM to run queries on functions relating to allocating or freeing blocks of the hip, which relate to the recording or deletion of critical data. Requests for functions are performed with the participation of client software and can contain any of the requests referred to in the preceding paragraph.

At step 216, the Manager NV-RAM distributes the amount of NV-RAM required for a new game. It is assumed that the program executable client software or a hardware device can determine the size of the game, to be loaded into NV-RAM. The sharing of this information can be accessed by the Manager in any way. Then the Manager NV-RAM checks for the existence of sufficient memory and issues a request for memory allocation. Manager NV-RAM can perform open request function to access an existing node memory NV-RAM. The node represents a set SV is connected blocks of the hip in NV-RAM. Read in the NV-RAM inquiry function provides a handle (or address) for the specified node NV-RAM associated with the set of blocks of the hip. Blocks of hip contain used or unused blocks of memory associated with a specific handle. In the end, the appropriate blocks of hip distributed Manager NV-RAM for the next recording function.

At step 220 decides whether the memory size is sufficient or not. If memory size is not sufficient, the process continues to step 224, where a process called compaction described in more detail below, is performed a specified number of times, in this embodiment, N times, to reorganize (or defragment) of memory. The compaction process generates unused contiguous memory of size sufficient to store the new critical data. At step 228, the operation determines if the number reaches procedures seals N or no and the operation continues until n=N. If the size of available memory is still insufficient, then the process ends at step 232, as shown, the mode of the conflict situation. Then step 236, pointing to the necessity of human intervention in the operation of the gaming machine.

In another embodiment of the invention, if at step 240, the memory of sufficient size which is available, then there is a transition to step 240, where the available blocks of the hip are identified and dynamic allocation of blocks of the hip. The appropriate number of blocks of the hip is assigned to the node with a unique descriptor. At step 244 Manager NV-RAM performs the function of recording critical data associated with the game, in the neighboring blocks of the hip in NV-RAM.

1 may contribute to the understanding of the process described by steps 204-244 on figa. As shown, the second game is added to the NV-RAM 104; NV-RAM previously contained elements of critical data associated with an existing game #1. As shown, the elements of critical data corresponding to the first game, stored in the first 8 blocks 108 hip NV-RAM 104 (i.e. row 1, columns 1-8). As part of the above process, the Manager NV-RAM decides that critical data requires 12 units of the hip. Manager NV-RAM facilitates the distribution of 12 neighboring blocks of the hip in NV-RAM. As shown in figure 1, the following 12 consecutive blocks of hip distributed in accordance with the last two blocks of the hip in row 1 and all the blocks of the line 2.

Next is the continuation of the description of the method, illustrated in figure 2, accompanied by links to figa regarding data integrity. At step 248, the Manager NV-RAM retrieves a copy of the original critical game data from the interface device is a and sends it to the software client, where the copy is stored in the first cell in the memory type SDRAM, or any other storage device.

SDRAM - synchronous dynamic random-access memory, which can be used for storing data required for immediate processing performed by the processor in the gaming machine. The random-access memory of this type provides faster read and write cycles of the memory, but is not suitable for use in long-term storage of critical data in the gaming machine. Then, at step 252 the software client stores a copy of data retrieved from the NV-RAM SDRAM.

Then at step 256 the software client compares the original critical game data in SDRAM with critical game data stored in NV-RAM. It is assumed that to confirm the absence of data changes as a source of critical gaming data, and the data stored in the NV-RAM may be subjected to control CRC. After that, at step 260, the decision about whether the data stored in the SDRAM, data stored in NV-RAM. If the data match, then there is a transition to step 264. Otherwise, if the data does not match, the gaming machine becomes a conflict situation, as shown in step 268, and 272 comes the idle state. This process provides a record criticising, associated with the new game software, the NV-RAM before playing games without errors.

The above steps represent a method of dynamic allocation of memory NV-RAM containing the memorization of critical game information associated with the addition of a new game. The advantage of this method over the prototype is that adding a new game does not affect any critical data previously recorded in the NV-RAM, a data type associated with another game. Therefore, the method provides for the preservation of the existing critical data in the NV-RAM and does not require re-initialization and re-mapping the contents of the entire memory NV-RAM.

Figure 3 illustrates the working flowchart of the sequence of stages in a typical way of releasing memory or delete critical data associated with the deleted game, multi game machines. If the game is removed from the gaming machines may be deleted critical data associated with a specific game. The advantage of this method is that the removal of the game from the gaming machine may be effected without disturbing the storage of other data in a slot machine type critical data. As a result, the removal of the games of the gaming machines can be made quickly and efficiently. In addition, these operations can be performed by those who nicknames for maintenance and do not require the involvement of experts of the software.

At step 304 the software client receives a request to delete the game from the gaming machine. Then at step 308 the software client initiates a request to the function Manager NV-RAM to identify the descriptor or the host critical data associated with the game, you want to remove. At step 312 blocks of hip-memory corresponding to the node tagged for deletion. At step 316, the Manager NV-RAM removes blocks of hip NV-RAM by releasing the relevant population units of the hip. As part of this process, the block of the hip may be subject to opening and reading.

After deleting the data contained in the aggregate blocks of the hip, as shown in step 320, there is a change in the size of the remaining available units of the hip in memory, which thus provides a potentially large memory area for future storage of critical data. At step 324, the Manager NV-RAM or any other device, system or the software checks to ensure the accuracy of critical data stored in NV-RAM.

Figa illustrates the working block diagram of a typical method to dynamically adjust the size of the available memory in the gaming machine. The advantages of using this method lies in the allocation and deallocation of the required memory area. When the memory required to perform the working of the transaction, the memory area of the soap is separated only in that period of time, when it is necessary. When memory is freed, there is a change in the size of the memory that provides increased available memory for later use.

At step 404 is initiating a critical game transactions. Examples include critical gaming transaction can be called reading credit information from debit cards, Deposit the loan amount in the gaming machine, and receive money from the player. For a critical game transactions may require the use of NV-RAM as a temporary and more permanent. NV-RAM can store data values temporarily as an intermediate step in the calculation process critical data. For example, when receiving money from the player the bill acceptor can determine the value of money in whole numbers of dollars. This information may be stored in NV-RAM temporarily as an intermediate working stage to determine the number of credits issued in the gaming machine. If the game included the game for 25 cents, the number of credits calculated would be consistent with forty credits if the player has inserted banknote ten dollars. In this example, the critical data is stored permanently in the NV-RAM may contain the number of credits (forty), despite the fact that the number of dollars (ten) would be intermediate operating value when calculating the number of credits. Sredstv is E. this intermediate value of "ten" may contain data, which are temporarily stored in NV-RAM and removed after calculating the value of the critical data, "forty", which can be stored permanently in NV-RAM.

At step 408 Manager NV-RAM allocates memory to facilitate critical gaming transaction. Manager NV-RAM may allocate memory in preparation for storage a typical critical data associated with loading the game, or may release the memory (as when removing the contents from the temporary memory (NV-RAM), if specific data are no longer needed in the gaming machine. Usually when critical gaming transaction Manager NV-RAM allocates memory or temporarily, or permanently, as shown in step 412. New data will reside in memory during a time period defined by their function. At step 416, the data of the working transaction is loaded into temporary storage in the area of NV-RAM. As mentioned previously, these data can be used in the interim as part of the evaluation of critical data. Thereafter, at step 420, the resulting critical data is stored permanently in memory NV-RAM. At step 424 data, created, maintained or used for intermediate business transactions can be destroyed, and the memory NV-RAM may be released.

As shown in figv, at step 428 the gaming machine may switch to the edenia games. In the course of conducting the game in the gaming machine may be a number of different events such as receiving money, conflicts with the drive, conflicts with the drum, the conflict situation in the system protection, power loss, input card player, removing the card player, enter your personal identification, drum rotation, changes in the value of money, conflicts jackpot etc. During these transactional events, the requirements of the game or gaming machine to a temporary or permanent non-volatile memory or non-volatile storage device may vary. In accordance with this step 428 distributed memory area subjected to continuous monitoring. At step 432, the decision about the adequacy of the memory at any time during the operation of gaming machines.

If there is enough space, the gaming machine resumes playing the game by returning to step 424. Otherwise, if at step 532, the system determines that the memory area or the size of the distributed areas are insufficient, then the transitions to step 436. At step 436 operation is dynamically change the memory size to facilitate the conduct of games or any other operating transactions. The process may be to seal, b described below is more detail, to ensure continuous memory large enough to implement a specific transaction.

Figure 1 is a temporary memory area NV-RAM is shown as the first four blocks of the hip in the third line 120 NV-RAM 104. It is assumed that these blocks are used to store intermediate data that is required for the generation of critical data. For example, critical data associated with the second game contained in the blocks of the hip, placed in row 2 and columns 1-10, could be generated using data stored in a temporary area of NV-RAM. After using the contents of the temporary memory area 120 NV-RAM may be removed, and the associated blocks of the hip can be released.

Figure 5 illustrates the working flowchart of the sequence of stages in a typical method of performing data integrity in a non-volatile memory with random access. In one embodiment, this method is used to detect and record changes in the data, which can be caused by problems with electricity type static discharge or high voltage surges. This process may begin when enabled gaming machine. This is shown at step 504. Slot machine initializes a NV-RAM, which may include checking the integrity of memory.

In one embodiment, checking zelos the activity is carried out by algorithm CRC (cyclic redundancy) or otherwise, for example, the checksum to determine whether the critical element data stored in the NV-RAM error. When the gaming machine is activated, the state machine to enable it is recorded in the header of the NV-RAM. Status information may contain a special signature that can be recognized during the integrity check. For example, a particular signature may indicate that the gaming machine has a special problem or that during the previous operation the power supply has been interrupted. If the signatures generated for the header NV-RAM did not match the signatures stored in the header of the NV-RAM, critical data could fail type of hacking slot machines or any other hardware or a software malfunction. Further control units of hip NV-RAM may indicate errors in critical data. When the signature indicates that there has been a failure in the mains voltage, the Manager NV-RAM may be prescribed, in addition, to validate the integrity of the contents of memory within a block of the hip, which contains critical data associated with a particular operation during loss of mains voltage.

Thereafter, at step 508 Manager NV-RAM performs integrity checks in NV-RAM and determines errors in critical data element. At step 512 Manager NV-RAM identifies on scriptor element erroneous critical data and determines the appropriate blocks of the hip, which contain the element erroneous critical data. In one example implementation Manager NV-RAM when it runs the query function to open for access to the memory containing the affected blocks of the hip. The query function read can then generate the corresponding aggregate blocks of the hip, which require removal.

At step 516 Manager NV-RAM executes the query delete function, allowing NV-RAM to delete blocks of the hip associated with the detected error. At step 520, all blocks of the hip, containing the elements of the disjoint critical data remain inside the NV-RAM intact, because the Manager NV-RAM reloads the affected data in the appropriate cells in the NV-RAM to restore the integrity of critical data. In one embodiment, after the reset or rewrite recovered data can be subjected to retesting. In one embodiment, after deleting the corrupted data can be generated warning.

The advantage of this embodiment is that in the process of removing errors from the non-volatile memory or non-volatile memory device erases the minimal subset of all elements critical data. As a result, the process described with reference to figure 5, usually removes erroneous the critical element is the cue data and leaves intact all of the other elements of critical data which are not associated with the faulty element of critical data.

In the prototype, the error in the data element required reinitialization or erase all NV-RAM, which resulted in the loss of all data not related to the error. This is undesirable due to the loss of all critical data or restart.

Figa-6C illustrate typical methods of sealing NV-RAM. Compaction - the process of reorganization of used and free memory within the NV-RAM carried out to combine the free memory area in the memory is larger or in a continuous memory of the maximum possible size. In the compaction process Manager NV-RAM records related critical data on the number of neighboring blocks of the hip. The result is a more efficient implementation Manager NV-RAM recording and reading. This results in a significant performance improvement with the associated data stored in the neighborhood. In addition, the seal provides a more efficient use of memory, as it allows to write the data block in the neighborhood.

Figa illustrates an additional example of the method of sealing or reorganization of memory in NV-RAM. It can be implemented by separating the used blocks of the hip from the unused blocks of the hip. At step 604 the Manager NV-RAM analyzes blocks hippie NV-RAM. It is assumed that the Manager NV-RAM starts the analysis of the position of the first block of the hip (row 1, column 1) NV-RAM, as shown in figure 1, or in any position. At step 608 determines whether the block of the hip (contains data) or not. If the block of the hip is used, then at step 612 the block of the hip is moved or placed at the top of the stack memory NV-RAM. Used blocks of hip, moved to the upper part of the NV-RAM may be subjected to sorting based on the type of critical data stored within a block of the hip. Additional sorting criteria can be called a type of critical data (for example, accounting data or the history of the games), game type or any other factor.

At step 616 is performed resizing nodes to display the number of blocks of the hip associated with a particular node. The site is considered in a generic application No. 09/690931, "high-Speed interface RAM with battery backup" (High Performance Battery Backed RAM Interface). Thereafter, at step 620 analyzes the next block of the hip, and the process is repeated by returning to step 604. After sealing all memory NV-RAM process can be paused or stopped.

At step 608, if the block of the hip is not used, the process returns back to step 604 where the next block of the hip is subjected to analysis. It is assumed that the management process of moving blocks of the hip can make the transfer of the software by the client in collaboration with the Manager NV-RAM. It is assumed that factors of beginning and end of the process can be time of day, frequency of use of NV-RAM, the game rounds on the slot machine or some other criteria.

Figv illustrates an additional example of the method for sealing or reorganization of memory in NV-RAM. It can be implemented by moving the blocks at the top or bottom of the stack memory NV-RAM. At step 624 Manager NV-RAM analyzes blocks hippie in NV-RAM. As described with reference to figa Manager NV-RAM may start the analysis with the first block of the hip, localized at position (row 1, column 1) NV-RAM or any other provision. At step 628, the decision on whether the block of hip or not.

If the block of the hip is used, the process proceeds to step 632, where the unit of the hip is moved to the upper part of the NV-RAM. If the block of the hip is not used, the process proceeds to step 636, and the block of the hip is moved to the bottom of the stack memory NV-RAM. After that, in both cases, change the dimensions of the associated nodes to display a new reorganization or new aggregate used or unused blocks of the hip. This is shown in steps 640 and 644. At step 648 the next block of the hip is analyzed and the process is repeated. Since moving blocks of the hip performed as with regard to used and will use the flax to unused blocks of the hip, it is assumed that the system described with reference to figv, can provide a faster way to seal compared to the system described with reference to figa.

Figs illustrates an additional embodiment of the sealing system or reorganization of memory in NV-RAM. It can be implemented by moving blocks of the hip at the top of the stack memory NV-RAM on the basis of specific criteria. At step 652 Manager NV-RAM analyzes blocks of the hip in NV-RAM. At step 656, the decision on whether the block of hip or not. If the block of the hip contains data, the process continues to step 660. Then the decision on criteria for the block size. For example, the criteria might be that the block size of the hip before moving does not exceed 200 KB. This type of criteria can facilitate the movement of smaller blocks than moving large blocks, and the criteria can be controlled, for example, employees of the casino. At step 664 used block of the hip that meets the desired criteria, moves to the top of the stack memory in NV-RAM. Assume the block of the hip can be moved in memory other than the upper part, described in this example. At step 668 change the dimensions of the totality of available blocks hippie to display additional access to the second memory area. Then, at step 672, the process is repeated, and the Manager NV-RAM parses the next block of the hip.

It is assumed that the movement of blocks of hip described with reference to figa-6C may be performed by moving data to a different part of memory that is different from the top or bottom of the stack memory NV-RAM. How to move to a specific position described in these embodiments are typical and are for discussion purposes. In addition, it is assumed that the seal can occur more easily when the availability of unused NV-RAM is low. It is also assumed that the seal may occur periodically or at specific times of day, or specific days of the week. As part of initialization NV-RAM, it is assumed that the seal NV-RAM is when you first start Manager NV-RAM.

7 illustrates a typical way to move content blocks of the hip in various locations within the memory NV-RAM. This process can happen for additional security, reorganizing data in memory to prevent unauthorized access to data. Continuous or periodic change in the position of the data in memory reduces the possibility of access of the individual to this particular type.

At step 704 Manager NV-RAM random about what atom generates a host record. The entry node stores a handle to the NV-RAM which can be a unique descriptor. This descriptor is used by the software client may provide a pointer to the position of the permanent location of the site or write to NV-RAM. In addition, the host can provide the file size, file name, and information relating to the status of the file. It is assumed the status may be a flag that indicates possible resizing, or deleting data in the NV-RAM and provides the ability to perform these operations. At step 708 selects the associated block of the hip or arbitrary block of the hip, the corresponding host record. At step 712 blocks of the hip is placed in the bottom of the stack memory in NV-RAM. It is assumed that the data can be moved to a portion of the stack memory that is different from the bottom. Figure 1 illustrates the physical position of the hip as a result of moving data in the lower part of the stack memory (shown as block of the hip in position (row 10, column 10)).

Then at step 716 can be applied finishing process described with reference to figa-C. This process prevents unauthorized user to identify the contents of a specific block of the hip, because the contents of the blocks of the hip, chosen randomly, continuously moves to a new on agenie inside the NV-RAM.

Fig illustrates the working flowchart of the sequence of stages in an additional method of operation of a system to prevent unauthorized access to data stored in NV-RAM. At step 808 critical gaming data associated with the game code are subject to identification and conservation in SDRAM. At step 812 Manager NV-RAM facilitates the processing of critical data by supplying critical data Manager in NV-RAM. At step 816 Manager NV-RAM identifies and allocates blocks of hip for storing critical data. At step 820 NV-RAM facilitates encryption and subsequent storage of critical data in SDRAM. Encryption can be an encryption of any simple type. In one embodiment, the encryption contains the multiplication of critical data unique to the gaming machine number. This allows you to create a unique encryption key that is not known to potential fraud. At step 824 encrypted critical data is written to the NV-RAM.

It is assumed that the above-described software may be implemented in a machine-readable code type code of the software, and computer programs, executable by the processor.

It is clear that the above-described configuration of the device and method should be considered only as illustrations of applications to which the principles of this invention and which may offer many other embodiments and modifications, not beyond being and scope of the invention defined by the claims.

1. Distribution system non-volatile memory for storing critical data in a gaming machine, comprising:
non-volatile memory having a memory area configured to store critical data for many types of games played on the gaming machine, where the first critical data contains 1) information about the current state of the machine generated during one or more of the many types of betting games; and 2) information about the previous state of the machine, including the credit information associated with the previous conduct of one or more of the many types of betting games;
Manager non-volatile memory, configured for allocating and freeing memory area in the nonvolatile memory to the first critical data associated with the first game, without changing or modifying the existing second critical data is also stored in non-volatile memory.

2. The system according to claim 1, characterized in that it contains file system data to access the data and organize the data stored in the nonvolatile memory.

3. The system according to claim 1, wherein the nonvolatile memory includes a memory with battery backup.

4. Si is theme according to claim 1, characterized in that the Manager non-volatile memory contains machine-readable code.

5. The system according to claim 1, characterized in that the data files are identified by using the file system.

6. The system according to claim 5, characterized in that it further contains an application tool to access the files in the file system.

7. The method of installation of the game on the gaming machine, comprising stages:
the first generation of critical data associated with execution of the first games code for first betting games installed on the gaming machine, allocating a memory area in the nonvolatile memory to the first critical data using the system non-volatile memory;
the first critical data in non-volatile memory, where the first critical data contains 1) information about the current state of the machine generated during the first betting games; and 2) information about the previous state of the machine, including the credit information associated with the previous first betting games;
receiving the second game code, where the first game's code associated with the second betting game that can be installed on the gaming machine;
save the second game code in a memory device on the gaming machine;
generating a second critical Yes the data associated with the second slot ID;
allocation of memory space in the nonvolatile memory to the second critical data using the distribution system non-volatile memory;
recording the second critical data in non-volatile memory, where the second critical data contains 1) information about the current state of the machine generated during the second betting games; and 2) information about the previous state of the machine, including the credit information associated with the previous second betting games; and
non-volatile memory includes the first critical data; and the first critical data remains after the installation of the second game code intact.

8. The method according to claim 7, characterized in that it further comprises the step of verifying the accuracy of the first data written in the nonvolatile memory after the write.

9. The method according to claim 7, characterized in that the distribution further comprises the step of checking the existence of sufficient memory space in the nonvolatile memory.

10. The method according to claim 7, characterized in that it further comprises the step of sealing the non-volatile memory to generate additional memory.

11. The method of removing the first betting games of the gaming machines, comprising stages:
save the second is kriticheskih data associated with the second betting game, in non-volatile memory, where the generation of the second betting games is carried out using second's code, and the second critical data contains 1) information about the current state of the machine generated during the second betting games; and 2) information about the previous state of the machine, including the credit information associated with the previous one second betting games;
identify more unnecessary part of the first critical data associated with the first betting game, where generating the first betting game by using the first games of the code, and the first critical data contains 1) information about the current state of the machine generated during the first betting games; and 2) information about the previous state of the machine, including the credit information associated with the previous one first betting games;
identify an area of memory that stores more unnecessary part of the first critical data in non-volatile memory by using the Manager's non-volatile memory;
removing part of the first critical data associated with the first betting game where the deletion does not preclude the use of the second critical data, also is vulnerable in non-volatile memory; and
release memory previously occupied by the first critical data.

12. The method according to claim 11, characterized in that it further comprises the step of modifying the amount of memory remaining in the erase of the first critical data.

13. The method according to claim 11, characterized in that it further comprises the step of verifying the accuracy of the second critical data in non-volatile memory after the removal of the first critical data.

14. The method according to claim 11, characterized in that the Manager non-volatile memory contains machine-readable code.

15. The method according to claim 11, characterized in that the release is performed by the memory Manager.



 

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