Realization method of anti-cheat in online games

An implementation method and technology of online games, applied in special data processing applications, instruments, electronic digital data processing, etc., can solve problems such as normal user experience impact, influence game reputation and revenue, etc., to ensure normal game experience and maintain fairness. , the effect of increasing the cost

Active Publication Date: 2012-02-22
厦门吉比特网络技术股份有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

From the perspective of server-side load capacity, plug-ins occupy a large amount of server-side load resources; from the perspective of normal user experience, due to the large amount of server-side load resources occupied by plug-ins, normal user experience is seriously affected; from the perspective of game companies, plug-ins sometimes Will seriously affect the reputation and revenue of the game

Method used

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  • Realization method of anti-cheat in online games
  • Realization method of anti-cheat in online games
  • Realization method of anti-cheat in online games

Examples

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Embodiment Construction

[0031] What the present invention discloses is a kind of implementation method of online game anti-cheat, such as Figure 3 to Figure 5 shown.

[0032] The present invention divides the network game system into a game server and a game client, and the client and the server can realize data communication through remote calls (with figure 2 shown). When the client connects to the server, the server will send a challenge message to the client at regular intervals to verify the validity of the client. After receiving the challenge message, the client will respond to the challenge to the server. The response result will be compared with the expected result of the server. If the result meets the expectation, the client is considered legal or trustworthy. If the challenge response from the client is not received for a certain number of times in a row or the correct response is not received , the client is considered to be illegal, and correspondingly do some illegal client process...

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PUM

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Abstract

The invention discloses a method for realizing anti-cheating of online games, which comprises the following steps: 1) the server randomly sends challenge information to the client, and waits for the client to respond; Run the script code of the challenge information sent by the server, and send the result to the server; 3) After receiving the challenge response returned by the client, the server compares it with the expected result of the server. The game client is legal and can be trusted; otherwise, the game client is considered illegal and untrusted. This method can effectively and reliably combat existing or potential cheating, so as to maintain the interests of normal users and game companies.

Description

technical field [0001] The invention relates to the technical field of online games, in particular to a method for realizing anti-cheating of online games. Background technique [0002] The structure of online games can be generally divided into two parts: the server side and the client side (such as figure 1 shown). The client is a client program running locally, and the server is a service program running remotely. The two communicate with each other through the network, such as figure 2 shown. [0003] In reality, most online games generally encounter problems with cheating. From the perspective of server-side load capacity, plug-ins occupy a large amount of server-side load resources; from the perspective of normal user experience, due to the large amount of server-side load resources occupied by plug-ins, normal user experience is seriously affected; from the perspective of game companies, plug-ins sometimes It will seriously affect the reputation and revenue of th...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): H04L29/06G06F19/00
Inventor 蔡伟陈秋树徐军
Owner 厦门吉比特网络技术股份有限公司
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