Method for logging in game server and implementing system thereof

A game server and authentication server technology, applied in the field of login game server, method and its implementation system, can solve the problem that the game client cannot log in the game server, the game client cannot increase or change the communication process, the game client and the IM client Inability to communicate and other problems, to achieve the effect of simple implementation and strong scalability

CN101119335BActive Publication Date: 2010-09-15SUPERCELL
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Publication Date
2010-09-15

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Abstract

The present invention discloses a method for logging the game server. Firstly, a functional add-in is arranged at the user terminal. The method also contains the following steps: the started game user end requests the IM user end for the logging message of the present user through the functional add-in; the IM user end feedbacks the logging message of the present user to the game user end throughthe functional add-in; the game user end requests the IM authentication server for the authentication through the game authentication server according to the logging message of the present user; and after the authentication is passed, the game user end logins the game server. The present invention also discloses an implement system for logging game server. With the method and the system of the present invention can conveniently complete the intercommunication of the new game user end and the IM user, and all game users can login the game server at any time.
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Description

technical field

[0001] The invention relates to a login process in instant messaging, in particular to a method for logging in to a game server and its implementation system. Background technique

[0002] In current Internet applications, with the rapid development of Instant Messaging (IM), various applications and services based on IM are more and more widely used, such as online games and the like. For applications such as online games, the user can directly log in through the IM account, and realize relevant application functions after being authenticated by the server.

[0003] Taking online games as an example, generally, when a user installs an instant messaging program, a corresponding instant messaging game program will be installed. When the user needs to enter a certain game, he or she selects and clicks a corresponding button to start the corresponding game client. Correspondingly, the process of logging into the game server in the prior art involves communicati...

Examples

Embodiment Construction

[0038] The core idea of ​​the present invention is: Corresponding to different game clients, set a special function plug-in using a unified public interface, and the corresponding game client obtains user login information from the IM client through the set function plug-in, and completes the user login game server. process.

[0039] Here, the functional plug-in is a collection of functional programs, written according to the functional requirements of the corresponding game client, and calls the required public interface, and the communication and interaction between the functional plug-in and the IM client adopts a unified public interface.

[0040] As a simple example, the IM client defines a public interface for feature plugins:

[0041] interface IAccImSession

[0042] {

[0043] HRESULT SendIm(name, content);

[0044]}

[0045] This public interface is used to send an IM message to a certain user. Then, when the function plug-in needs to call this public interfac...