Processing method, device and storage medium for obtaining device information in cloud game

By generating unique virtual device information for cloud gaming users, the problem of inaccurate device information in cloud gaming is solved, achieving unique identification of user identity and accurate acquisition of device information, avoiding serial number errors and statistical biases.

CN113975794BActive Publication Date: 2026-02-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111249138.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-10-26
Publication Date
2026-02-10
Estimated Expiration
2041-10-26

AI Technical Summary

Technical Problem

In cloud gaming, multiple containers on the same cloud server share system and hardware device information, leading to inaccurate device information. This causes the game server to be unable to accurately identify users, resulting in issues such as serial numbers and behavioral statistics discrepancies.

Method used

By generating unique virtual device information for each user and updating the container's device information, the game server obtains virtual device information instead of real device information, ensuring the uniqueness of each user's device information and reducing the probability of device information conflicts.

Benefits of technology

This effectively avoids discrepancies in game login serial numbers and behavioral statistics, ensuring the uniqueness of user identities and the accuracy of device information.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a processing method, device and storage medium for obtaining device information in cloud game. The method is applied to a container deployed in a cloud server, and a client of a target game is running in the container. The method comprises the following steps: receiving an identifier of a user sent by the cloud server before the user logs in the client of the target game; generating virtual device information of the user according to the identifier of the user, wherein the virtual device information of the user is used to represent the identity of the user; changing device information of the container to the virtual device information of the user; receiving an acquisition request for the device information of the container sent by a game server; acquiring the virtual device information of the user and returning to the game server. The scheme of the application solves the problem that the device information acquired by the game server is inaccurate in the cloud game scenario.
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Description

Technical Field

[0001] This application relates to game technology, and more particularly to a processing method, device, and storage medium for acquiring device information in cloud games. Background Technology

[0002] Currently, cloud gaming on mobile phones is achieved by containerizing the operating system of the cloud server and running multiple containers in parallel on the cloud server using the application container engine (Docker) to serve multiple users simultaneously.

[0003] In cloud gaming, users' terminal devices interact with the game server through containers within the cloud server. For the game server, the direct interaction object is the container within the cloud server. The game server obtains information about the devices of the clients logging into the game and performs statistical analysis based on this information. For example, it performs statistical analysis based on user behavior data to provide services that ensure stable game operation, such as detecting account farming. In cloud gaming, when the game server performs statistical analysis based on user behavior data, it does so using the device information of the container.

[0004] However, within multiple containers on the same cloud server, each container uses the same system and hardware information from that cloud server. Therefore, the obtained device information may be inaccurate. Summary of the Invention

[0005] This application provides a processing method, device, and storage medium for acquiring device information in cloud gaming, in order to solve the problem of inaccurate device information acquired by game servers in cloud gaming scenarios.

[0006] In a first aspect, this application provides a method for obtaining device information in cloud gaming, applied to a container deployed in a cloud server, wherein a client of a target game runs in the container. The method includes: receiving an identifier of the user sent by the cloud server before the user logs into the client of the target game; generating virtual device information of the user based on the user's identifier, wherein the virtual device information of the user is used to represent the user's identity; changing the device information of the container to the virtual device information of the user; receiving a request from the game server to obtain device information of the container; obtaining the virtual device information of the user and returning it to the game server.

[0007] Secondly, this application provides a method for obtaining device information in cloud gaming, applied to a cloud server. The method includes: receiving a launch request for a target game sent by a user's terminal device; allocating a target container to the user, wherein the target container is a container for running the client of the target game; and obtaining a pre-stored identifier of the user and sending it to the target container.

[0008] Thirdly, this application provides a method for obtaining device information in cloud gaming, applied to a container deployed in a cloud server, wherein the container runs a client of a target game. The method includes: receiving virtual device information of a user sent by the cloud server, wherein the virtual device information of the user is generated by the cloud server based on the user's identifier when the user logs into the cloud gaming platform; changing the device information of the container to the user's virtual device information; receiving a request from the game server to obtain device information of the container; obtaining the user's virtual device information and returning it to the game server.

[0009] Fourthly, this application provides a method for obtaining device information in cloud games, applied to a cloud server. The method includes: receiving a launch request for a target game sent by a user's terminal device; allocating a target container to the user, wherein the target container is a container for running a client of the target game; obtaining pre-stored virtual device information of the user and sending it to the target container, wherein the virtual device information of the user is used to represent the user's identity.

[0010] Fifthly, this application provides a processing apparatus for acquiring device information in cloud gaming, applied to a container deployed in a cloud server, wherein a client of a target game runs in the container. The apparatus includes: a receiving module, configured to receive an identifier of the user sent by the cloud server before the user logs into the client of the target game; a generating module, configured to generate virtual device information of the user based on the user's identifier, wherein the virtual device information of the user is used to represent the user's identity; a modifying module, configured to modify the device information of the container to the virtual device information of the user; the receiving module is further configured to receive a request from the game server to acquire device information of the container; and an acquiring module, configured to acquire the virtual device information of the user and return it to the game server.

[0011] Sixthly, this application provides a processing apparatus for acquiring device information in cloud games, applied to a cloud server. The apparatus includes: a receiving module for receiving a launch request for a target game sent by a user's terminal device; an allocation module for allocating a target container to the user, wherein the target container is a container for running the client of the target game; and an acquisition module for acquiring a pre-stored identifier of the user and sending it to the target container.

[0012] Seventhly, this application provides a processing apparatus for acquiring device information in cloud gaming, applied to a container deployed in a cloud server, wherein a client of a target game runs in the container. The apparatus includes: a receiving module for receiving virtual device information of a user sent by a cloud server, wherein the virtual device information of the user is generated by the cloud server based on the user's identifier when the user logs into the cloud gaming platform; a modifying module for modifying the device information of the container to the user's virtual device information; the receiving module is further configured to receive a request from a game server to acquire device information of the container; and an acquiring module for acquiring the user's virtual device information and returning it to the game server.

[0013] Eighthly, this application provides a processing apparatus for acquiring device information in cloud games, applied to a cloud server. The apparatus includes: a receiving module for receiving a launch request for a target game sent by a user's terminal device; an allocation module for allocating a target container to the user, wherein the target container is a container for running a client of the target game; and an acquisition module for acquiring pre-stored virtual device information of the user and sending it to the target container, wherein the virtual device information of the user is used to represent the user's identity.

[0014] Ninthly, this application provides a server, including: a memory and a processor;

[0015] Memory, used to store the processor-executable instructions;

[0016] The processor is configured to implement the method as described in the first aspect.

[0017] In a tenth aspect, this application provides a computer-readable storage medium storing computer-executable instructions that, when executed by a processor, are used to implement the method described in the first aspect.

[0018] In one aspect, this application provides a computer program product, including a computer program that, when executed by a processor, implements the method described in the first aspect.

[0019] The method, device, and storage medium for acquiring device information in cloud gaming provided in this application involve: receiving a user's identifier sent by the cloud server before the user logs into the target game client; generating virtual device information for the user based on the user's identifier, which is used to represent the user's identity; changing the container's device information to the user's virtual device information; receiving a request from the game server to acquire the container's device information; acquiring the user's virtual device information and returning it to the game server. Because the container's device information is changed to the user's virtual device information, the device information obtained by the game server can uniquely identify the user, ensuring that the virtual device information corresponding to the same user is a definite value, while minimizing the probability of device information conflicts between different cloud gaming users. The updated device information ensures that the game server obtains the cloud gaming user's virtual device information, rather than the actual device information, thereby avoiding problems such as game login serial numbers and behavioral statistics deviations caused by device information conflicts. Attached Figure Description

[0020] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application.

[0021] Figure 1 This is a schematic diagram illustrating an application scenario provided in the embodiments of this application;

[0022] Figure 2 Interactive illustration of the device information acquisition processing method in cloud gaming provided in this application embodiment Figure 1 ;

[0023] Figure 3 A schematic diagram of a graphical user interface provided in an embodiment of this application;

[0024] Figure 4 Interactive illustration of the device information acquisition processing method in cloud gaming provided in this application embodiment Figure 2 ;

[0025] Figure 5 A schematic diagram illustrating the combination process of the virtual international mobile device identifier provided in the embodiments of this application;

[0026] Figure 6 Schematic diagram of the structure of the processing device for acquiring device information in cloud gaming provided in this application embodiment. Figure 1 ;

[0027] Figure 7 Schematic diagram of the structure of the processing device for acquiring device information in cloud gaming provided in this application embodiment. Figure 2 ;

[0028] Figure 8Schematic diagram of the structure of the processing device for acquiring device information in cloud gaming provided in this application embodiment. Figure 3 ;

[0029] Figure 9 Schematic diagram of the structure of the processing device for acquiring device information in cloud gaming provided in this application embodiment. Figure 4 ;

[0030] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application.

[0031] The accompanying drawings illustrate specific embodiments of this application, which will be described in more detail below. These drawings and descriptions are not intended to limit the scope of the concept in any way, but rather to illustrate the concept of this application to those skilled in the art through reference to particular embodiments. Detailed Implementation

[0032] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0033] First, let me explain the terms used in this application:

[0034] IMEI code: refers to the International Mobile Equipment Identity, which consists of 15-17 digits;

[0035] Cloud gaming, or cloud gaming in Chinese, is a new way of running games based on cloud computing. In cloud gaming, the rendering of the game screen is done on the server side. The rendered game screen is then encoded and streamed to the player's terminal via the network. On the client side, players no longer need high-end gaming equipment; basic video decoding capabilities are sufficient to play the game.

[0036] ICCID code: Integrated Circuit Card Identification Code, also known as SIM card serial number, is the ICCID code (SIM card number) of the SIM card inserted into the mobile phone. It consists of 20 digits and is equivalent to the mobile phone number's ID card.

[0037] MAC address: The hardware address of the network card, which is 48 bits (6 bytes) long and is usually represented as 12 hexadecimal numbers.

[0038] ANDROID_ID: An Android device identification code. It is a 64-bit random integer generated when the system is first started and stored as a hexadecimal string in the system settings file.

[0039] Hardware serial number: A hardware identifier for Android devices, determined by the device's hardware information. It is written into the system property ro.serialno when the operating system starts up and has no fixed format.

[0040] Luhn algorithm: a verification algorithm.

[0041] Pseudo-random numbers: A sequence of uniformly distributed random numbers calculated using deterministic algorithms.

[0042] Docker container: An instance of a Docker image that is running. Multiple Docker containers can run on the same physical machine.

[0043] Figure 1 This is a schematic diagram illustrating an application scenario provided in an embodiment of this application. For example... Figure 1 As shown, the application scenario includes: terminal device 1, cloud server 2, and game server 3;

[0044] Terminal device 1 includes smartphones, tablets, PCs, etc.

[0045] Cloud server 2 is a device that provides cloud gaming services to users, while the game server is a device that actually provides gaming services to users.

[0046] Multiple containers can run on Cloud Server 2, and each container runs one game client, i.e., the game application (APP). Different containers can run the same game APP.

[0047] At any given time, a terminal device can only log in to one container, and each container can only serve one terminal device; at different times, the same user can log in to different containers.

[0048] Typically, game servers in some games save login information based on device information or collect user behavior data based on device information. However, different containers on the same cloud server use the host machine (the cloud server hosting the container) for system and hardware device information. Therefore, different containers on the same cloud server have the same system and hardware device information, such as network card address, hardware serial number, IMEI code, ICCID code, ANDROID_ID, etc.

[0049] In some scenarios, game servers assign guest accounts to users in guest mode based on device information and bind these accounts to the device information on the game server side. For the same device, different login times result in the same guest account. However, a container can only serve one user at a time, and users can log into different containers at different times. Therefore, assuming a cloud server is running container 1 and container 2, if user 1 logs into container 1 and user 2 logs into container 2, because container 1 and container 2 have the same device information, the game server will assign the same guest account to both users, resulting in a cross-referencing issue.

[0050] In other scenarios, some game servers have login restrictions on the same device. After a certain number of users log in, the device will be banned to prevent account spamming. The method to determine if they are from the same device is to obtain and compare device information identifiers. For example, suppose a cloud server 1 runs containers 1, 2, and 3. If user 1 logs into container 1, user 2 logs into container 2, and user 3 logs into container 3 at the same time, the game server will identify users 1, 2, and 3 as the same user because their device information is identical. This will result in the game server restricting containers 1, 2, and 3 from logging into the game server.

[0051] In some scenarios, certain games perform user behavior data statistics, such as the distribution of active devices. One dimension of these statistics is usually the device ID. If cloud gaming user device IDs conflict, it can cause errors in the statistical results.

[0052] To address the aforementioned technical problems, the inventors of this application propose the following technical concept: Generating a unique virtual device information for each user ensures that when different cloud gaming users enter the cloud gaming environment, their device information is different. Furthermore, when the same cloud gaming user enters the cloud gaming environment at different times, the device information for that same user remains the same.

[0053] The following is based on Figure 1 The scenarios illustrated below provide a detailed explanation of the technical solutions of this application and how these solutions address the aforementioned technical problems, using specific embodiments. The following specific embodiments can be combined with each other, and similar concepts or processes may not be repeated in some embodiments. The embodiments of this application will now be described in conjunction with the accompanying drawings.

[0054] Figure 2 This is an interactive schematic diagram illustrating the processing method for acquiring device information in cloud gaming provided in an embodiment of this application. For example... Figure 2As shown, the method for obtaining device information in this cloud game includes the following steps:

[0055] S201, The cloud server receives the launch request for the target game sent by the user's terminal device.

[0056] Before step S201, this embodiment also includes the following steps:

[0057] Step a: The user's terminal device sends a registration request for the cloud gaming platform to the cloud server. The registration request includes the user's registration information, which includes the cloud gaming platform account.

[0058] In this embodiment, users can register for the cloud gaming platform through a cloud gaming client installed on their terminal device.

[0059] Step b: The cloud server receives the cloud gaming registration request and registers the user based on the user's registration information.

[0060] Step c: The cloud server assigns a user identifier to the user.

[0061] Specifically, the identifier assigned to a user by the cloud server can be represented as a 48-bit integer, ranging from 0 to 281474976710655. In other words, when the cloud server receives a user's cloud gaming registration request, it determines an integer within the range of 0 to 281474976710655 based on the user's registration information and assigns it to the user.

[0062] More specifically, cloud servers can identify users based on the auto-incrementing primary key in the database. For example, if the first registered user has a UID of 10000000, then the next registered user will have a UID of 10000001, and so on.

[0063] Step d: The cloud server generates and stores the correspondence between the user's cloud gaming platform account and the user's identifier.

[0064] Step e: The user's terminal device sends a login request to the cloud server for the cloud gaming platform, which includes the user's cloud gaming platform account.

[0065] In this step, the login request for the cloud gaming platform refers to the login request for the cloud gaming client.

[0066] Step f: The cloud server verifies the login request to the cloud gaming platform.

[0067] Step g: If the verification is successful, a message indicating successful login to the cloud gaming platform will be returned.

[0068] Step h: The user's terminal device sends a launch request for the target game to the cloud server. The target game is the game that the user will play. The login request for the target game includes the identifier of the target game.

[0069] Figure 3 This is a schematic diagram of a graphical user interface provided in an embodiment of this application.

[0070] like Figure 3 As shown, the graphical user interface includes a cloud gaming client 31. After a user logs into the cloud gaming platform through the cloud gaming client, the graphical user interface of the user's terminal device can include icons for multiple games, such as... Figure 3 The icons for games 1 through 6 are displayed. Users can click on one of the game icons to send a request to the cloud server to launch that game.

[0071] S202. The cloud server assigns a target container to the user based on the identifier of the target game. This target container is the container for running the target game.

[0072] In this embodiment, the target container can be understood as a virtual terminal device. That is, for the game server, what logs in to the game server is a virtual terminal device, not the user's terminal device.

[0073] Specifically, a cloud server creates and runs a container on the cloud server as the target container, on which the client of the target game runs.

[0074] S203, The cloud server obtains the pre-stored user identifier and sends it to the target container.

[0075] Specifically, the cloud server obtains the user's identifier and sends it to the target container based on the user's cloud gaming platform account and the correspondence between the user's cloud gaming platform account and the user's identifier.

[0076] S204. The target container receives the user's identifier sent by the cloud server.

[0077] In this step, S204 can be understood as follows: before the user logs into the target game client, the cloud server receives the target game client launch request sent by the user's terminal device, allocates the target container to the user, and then sends the user's identifier to the target container.

[0078] S205. The target container generates the user's virtual device information based on the user's identifier. The user's virtual device information is used to represent the user's identity.

[0079] In some implementations, generating the user's virtual device information based on the user's identifier includes: processing the user's identifier according to a hash algorithm to obtain the user's virtual device information, wherein the virtual device information includes: a virtual IMEI code, a virtual ICCID code, a virtual MAC address, a virtual hardware serial number, and a virtual device ID.

[0080] In this embodiment, the process of generating a user's virtual device information essentially involves mapping the user's identifier into a string of a preset format using a mapping algorithm, such as a hash algorithm. The mapping result obtained must satisfy a first preset condition and a second preset condition. The first preset condition includes: the virtual device information obtained by mapping the identifier of the same user is the same. The second preset condition includes: the virtual device information obtained by mapping the identifiers of different users is different.

[0081] S206. The target container changes the target container's device information to the user's virtual device information.

[0082] Specifically, for device information that has a carrying location in the container, such as ANDROID_ID and MAC address, ANDROID_ID can be updated to a virtual ANDROID_ID, and MAC address can be updated to a virtual MAC address.

[0083] For example, you can update the ANDROID_ID by running `settings put secure android_id$ANDROID_ID` in the container's operating system, and update the MAC address by running `ifconfig eth0 hw ether$MAC` in the Android shell.

[0084] For device information that doesn't have a physical location within the container, such as IMEI code, SIM card serial number, phone number, and hardware serial number, these reside in the firmware, which the server doesn't possess. Therefore, this embodiment modifies the operating system's API for obtaining IMEI code, SIM card serial number, phone number, and hardware serial number, so that it no longer searches for the firmware's IMEI code but directly returns virtual IMEI code, SIM card serial number, phone number, and hardware serial number.

[0085] S207. The target container receives a request from the game server to obtain device information for the container.

[0086] S208. The target container obtains the user's virtual device information and returns it to the game server.

[0087] Specifically, before the user logs into the target game's client, the target container's device information is updated to the user's virtual device information, and the program code for the target container to obtain the container's device information is modified so that the target container obtains the aforementioned generated virtual device information.

[0088] In some examples, when the game server receives a guest login request, it sends a request to the cloud server to obtain the device information of the target container. After receiving the request, the cloud server obtains the modified device information of the target container and returns it to the game server. After receiving the modified device information of the target container, the game server determines the login account for the guest based on the modified device information of the target container.

[0089] If the game server obtains the modified device information of the target container, it will bind and store the user's behavior data in the target game with the device information of the target container.

[0090] Specifically, login counts can be bound to and stored with the target container's device information, and game execution data during gameplay can be bound to and stored with the target container's device information.

[0091] If subsequent statistical analysis based on user game data is required, different users can be identified directly from the device information of the target container. This would solve the problem in existing technologies where different containers use the same device information and cannot distinguish logged-in users.

[0092] This embodiment receives a user's identifier sent by the cloud server before the user logs into the target game client; generates the user's virtual device information based on the user's identifier, which is used to identify the user; changes the container's device information to the user's virtual device information; receives a request from the game server to obtain the container's device information; obtains the user's virtual device information and returns it to the game server. Because the container's device information is changed to the user's virtual device information, the device information obtained by the game server can uniquely identify the user, ensuring that the virtual device information corresponding to the same user is a definite value, while minimizing the probability of device information conflicts between different cloud gaming users. The updated device information is then updated so that the game server obtains the cloud gaming user's virtual device information, rather than the real device information, thereby avoiding problems such as game login serial numbers and behavioral statistics deviations caused by device information conflicts.

[0093] Figure 4 Interactive illustration of the device information acquisition processing method in cloud gaming provided in this application embodiment Figure 2 .like Figure 4As shown, the method for obtaining device information in this cloud game includes the following steps:

[0094] S401, The cloud server receives the launch request for the target game sent by the user's terminal device.

[0095] For a detailed description of the implementation of step S401, please refer to the description of step S201, which will not be repeated here.

[0096] S402. The cloud server allocates a target container to the user. The target container is a container that runs the client of the target game.

[0097] For a detailed description of the implementation of step S402, please refer to the description of step S202, which will not be repeated here.

[0098] S403. The cloud server obtains the pre-stored virtual device information of the user and sends it to the target container. The user's virtual device information is used to represent the user's identity.

[0099] Prior to step S403, the cloud server also performs the following method steps:

[0100] Step A: Obtain the user's identifier.

[0101] The user identifier obtained by the cloud server is the identifier assigned to the user when they register on the cloud gaming platform. For details on how the cloud server assigns user identifiers, please refer to [link to relevant documentation]. Figure 2 Description of the illustrated embodiment.

[0102] Step B: Generate the user's virtual device information based on the user's identifier.

[0103] Step C: Store the user's virtual device information.

[0104] S404. The target container receives the user's virtual device information sent by the cloud server. The user's virtual device information is generated by the cloud server based on the user's identifier when the user logs into the cloud gaming platform.

[0105] S405. The target container changes the container's device information to the user's virtual device information.

[0106] For a detailed description of the implementation of step S405, please refer to the description of step S206, which will not be repeated here.

[0107] S406. The target container receives a request from the game server to obtain device information for the container.

[0108] S407. The target container obtains the user's virtual device information and returns it to the game server.

[0109] Specifically, before the user logs into the target game's client, the target container's device information is updated to the user's virtual device information, and the program code for the target container to obtain the container's device information is modified so that the target container obtains the aforementioned generated virtual device information.

[0110] Figure 4 The illustrated embodiments and Figure 2 The difference in the illustrated embodiment is that, Figure 2 In the illustrated embodiment, the user's virtual device information is generated by the target container, while Figure 4 In the illustrated embodiment, the user's virtual device information is generated by the cloud server and sent to the target container.

[0111] Whether it's a cloud server or a target container generating user virtual device information, the specific implementation method is the same. The following section will detail how a cloud server or target container generates user virtual device information based on the user's identifier.

[0112] In a first optional implementation, the Virtual International Mobile Equipment Identity (VMIE) includes a Type Approval Number (TAC), a Final Assembly Number (FAC), a Sequence Number (SNR), and a checksum. Exemplarily, the VMIE is a first preset number of digits, such as a 15-digit number. The first six digits are the TAC, the seventh and eighth digits are the FAC, the ninth to fourteenth digits are the SNR, and the fifteenth digit is the checksum.

[0113] When the virtual device information includes a Virtual International Mobile Equipment Identity (VMISA), the user identifier is processed according to a hash algorithm to obtain the user's virtual device information, which specifically includes:

[0114] a1. Use the user's identifier as the seed for the pseudo-random number generator.

[0115] a2. Generate the first pseudo-random number based on the seed of the pseudo-random number generator.

[0116] a3. Generate the Type Approval Number (TAC) based on the first pseudo-random number.

[0117] Where, TAC code = 860000 + rand(10000).

[0118] rand(10000) means generating a random number between 0 and 9999 (the first pseudo-random number), and the seed is the user's identifier.

[0119] a4. Generate a second pseudo-random number and determine the second pseudo-random number as the final assembly number FAC code.

[0120] Wherein, FAC code = rand(100).

[0121] a5. Generate a third pseudo-random number and determine the third pseudo-random number as the serial number SNR code.

[0122] The SNR code is set to rand(1000000), with leading zeros added if the number of digits is less than 6.

[0123] a6. Calculate the model approval number TAC code, final assembly number FAC code, and serial number SNR code according to the Luhn algorithm to generate a checksum.

[0124] For example, a checksum can be generated by calculating the numbers from the 1st to the 14th digits according to the Luhn algorithm, and this checksum is used as the 15th digit of the virtual IMEI code.

[0125] a7. Combine the TAC code, FAC code, SNR code, and checksum to obtain the Virtual International Mobile Equipment Identity (VMI).

[0126] Figure 5 This is a schematic diagram illustrating the IMEI code combination process provided in an embodiment of this application. Figure 5 As shown, TAC, FAC, SNR, and CD (checksum) are concatenated as strings to obtain a 15-digit IMEI code.

[0127] Furthermore, the pseudo-random number generator may generate the same IMEI code for different users. In this case, the open addressing method can be used to process the IMEI codes of different users until the IMEI codes of different users are different.

[0128] In a second optional implementation, if the virtual device information includes a unique virtual device identifier (ANDROID_ID), then the user identifier is processed according to a hash algorithm to obtain the user's virtual device information, including:

[0129] b1. Use the user identifier as the seed for the pseudo-random number generator.

[0130] b2. Generate a fourth pseudo-random number based on the seed of the pseudo-random number generator. The fourth pseudo-random number is a pseudo-random number with a second preset number of bits.

[0131] For example, the second preset number of bits can be 64 bits. Then, the fourth pseudo-random number can be obtained as follows: n64 = rand().

[0132] b3. Determine the hexadecimal string corresponding to the fourth pseudo-random number as the unique code of the virtual device.

[0133] Specifically, the fourth pseudo-random number is converted into a hexadecimal string, and the hexadecimal string obtained by converting the fourth pseudo-random number into hexadecimal is determined as the unique code of the virtual device.

[0134] Furthermore, the pseudo-random number generator may generate the same unique virtual device code for different users. In this case, open addressing can be used to process the unique virtual device codes of different users until the unique virtual device codes of different users are different.

[0135] In a third optional implementation, if the virtual device information includes the virtual network interface card (NIC) hardware address, then the user identifier is processed according to a hash algorithm to obtain the user's virtual device information, including:

[0136] c1. Use the user identifier as the seed for the pseudo-random number generator.

[0137] c2. Generate a fifth pseudo-random number based on the seed of the pseudo-random number generator. The fifth pseudo-random number is a 48-bit pseudo-random number, and the last two bits of the first byte of the fifth pseudo-random number are both 0.

[0138] Specifically, the fifth pseudo-random number can be obtained using the following formula: n48=rand()&0xfcffffffffff, where & represents a bitwise AND operation.

[0139] c3. Generate the virtual network card hardware address based on the fifth pseudo-random number.

[0140] Specifically, the virtual network interface card (NIC) hardware address is generated based on the fifth pseudo-random number, including:

[0141] c31. Convert n48 to 6 bytes;

[0142] For example, the 6 bytes are represented as h1, h2, h3, h4, h5 and h6 respectively;

[0143] h1 = 0xff0000000000&n48

[0144] h2 = 0x00ff00000000&n48

[0145] h3 = 0x0000ff000000&n48

[0146] h4 = 0x000000ff0000&n48

[0147] h5 = 0x00000000ff00&n48

[0148] h6 = 0x0000000000ff&n48

[0149] c32. Convert h1, h2, h3, h4, h5, and h6 obtained in c31 into a hexadecimal string in the format xx:xx:xx:xx:xx:xx, and use it as the virtual network card hardware address (virtual MAC address). That is: Virtual MAC address = "hex(h1):hex(h2):hex(h3):hex(h4):hex(h5):hex(h6)".

[0150] Furthermore, the pseudo-random number generator may generate the same virtual MAC address for different users. In this case, open addressing can be used to process the virtual MAC addresses of different users until the virtual MAC addresses of different users are different.

[0151] In a fourth optional implementation, if the virtual device information includes a virtual hardware serial number (BUILD_SERIAL), then the user identifier is processed according to a hash algorithm to obtain the user's virtual device information, including:

[0152] d1. Convert the user identifier into a string to obtain the user string.

[0153] d2. Encode the user string to obtain the virtual hardware serial number.

[0154] Specifically, the virtual hardware serial number is base64(itoa(uid+100000000)).

[0155] Here, uid represents the user's identifier, itoa means converting the number into the corresponding string, and base64 means encoding the string using base64.

[0156] In the fifth optional implementation, the virtual device information includes the virtual user identity card serial number (SIM_ICCID). The user identifier is then processed using a hash algorithm to obtain the user's virtual device information, including:

[0157] e1. Use the user's identifier as the seed for the pseudo-random number generator.

[0158] e2. Generate a sixth pseudo-random number based on the seed of the pseudo-random number generator. The sixth pseudo-random number is used to represent the virtual international code, the virtual country code, and the virtual operator code.

[0159] In an optional example, the sixth pseudo-random number is the first to sixth digits of SIM_ICCID, then the first 6 digits = 898000 + rand(5).

[0160] e3. Generate the seventh, eighth, ninth, tenth, eleventh, and twelfth pseudo-random numbers respectively.

[0161] The seventh pseudo-random number is the 7th digit of SIM_ICCID, and the seventh pseudo-random number = rand(10).

[0162] The eighth pseudo-random number is the 8th digit of SIM_ICCID, and the eighth pseudo-random number = rand(10).

[0163] The ninth pseudo-random number is the 9th to 10th digit of SIM_ICCID, and the ninth pseudo-random number = rand(32).

[0164] The tenth pseudo-random number is the 11th to 12th digits of SIM_ICCID, and the tenth pseudo-random number = 21 - rand(10).

[0165] The eleventh pseudo-random number is the 13th digit of SIM_ICCID, and the eleventh pseudo-random number = rand(9).

[0166] The twelfth pseudo-random number is the 14th to 19th digits of SIM_ICCID, and the twelfth pseudo-random number = rand(1000000).

[0167] e4. Combine the seventh, eighth, ninth, tenth, eleventh, and twelfth pseudo-random numbers to obtain the number to be verified. The number to be verified is used to represent the numbers in the virtual user identity card serial number other than the last checksum.

[0168] In an optional example, the seventh pseudo-random number can be determined as the 7th digit of the virtual user identity card serial number, the eighth pseudo-random number can be determined as the 8th digit of the virtual user identity card serial number, the ninth pseudo-random number can be determined as the 9th to 10th digits of the virtual user identity card serial number, the tenth pseudo-random number can be determined as the 11th to 12th digits of the virtual user identity card serial number, the eleventh pseudo-random number can be determined as the 13th digit of the virtual user identity card serial number, and the twelfth pseudo-random number can be determined as the 14th to 19th digits of the virtual user identity card serial number.

[0169] e5. Calculate the checksum of the number to be checked according to the Luhn algorithm.

[0170] In an optional example, the checksum is generated by calculating the numbers from the 1st to the 19th digits according to the Luhn algorithm.

[0171] e6. Combine the number to be verified and the checksum to obtain the virtual user identity card serial number.

[0172] In one optional example, the numbers from the 1st to the 20th are combined to obtain the virtual user identification card serial number.

[0173] Furthermore, the pseudo-random number generator may generate the same virtual user identity card serial number for different users. In this case, the open addressing method can be used to process the virtual user identity card serial numbers of different users until the virtual user identity card serial numbers of different users are different.

[0174] In a sixth optional implementation, if the virtual device information includes a virtual mobile number, then the virtual device information of the user is generated based on the user's identifier, including:

[0175] f1. Obtain the user's registration information for cloud gaming, including the user's mobile phone number.

[0176] f2. Determine the user's mobile subscriber number as the user's virtual mobile number.

[0177] In this embodiment, the cloud gaming registration information of the user on the cloud gaming platform includes the user's mobile user number. The cloud server then generates a correspondence between the user's mobile user number and the user's identifier based on the user's mobile user number and the user's identifier, and stores it in the database.

[0178] After a user logs into their cloud gaming account and enters the cloud gaming platform, but before entering the target game, the system can search for the user's identifier based on the cloud gaming account entered by the user, identify the target user identifier, and then find the virtual mobile number corresponding to the target user identifier based on the correspondence between the target user identifier and the user's identifier and the virtual mobile number.

[0179] In this embodiment, the user's actual mobile phone number can be mapped to the mobile phone number of the virtual device in the cloud. This not only resolves the conflict of mobile phone numbers between virtual devices, but also allows the game server to obtain the user's real mobile phone number, maintaining consistency between the cloud experience and the real device experience.

[0180] Taking Android 7.0 as an example, after generating the virtual ANDROID_ID, you can change the ANDROID_ID by running the following command in the Android shell: settings put secure android_id $ANDROID_ID; where $ANDROID_ID is the virtual ANDROID_ID.

[0181] After generating the virtual MAC address, you can run the following command in the Android shell: ifconfig eth0hwether$MAC, where $MAC is the virtual MAC address and eth0 is the network interface name.

[0182] Since some device information cannot be updated directly, the code for obtaining device information needs to be modified to return virtual device information.

[0183] In some examples, the code logic for obtaining the IMEI code can be modified so that the getDeviceId() and getImei() methods in android.telephony.TelephonyManager directly return a virtual IMEI.

[0184] In some examples, the code for obtaining the SIM card serial number can be modified so that the getSimSerialNumber() method in android.telephony.TelephonyManager directly returns the newly generated SIM_ACCID.

[0185] In some examples, the code for retrieving the phone number can be modified so that the getLine1Number() method in android.telephony.TelephonyManager directly returns the newly generated virtual mobile number.

[0186] In some examples, the code for retrieving the hardware serial number can be modified to make the implementation of the C runtime library's system_properties method directly return the newly generated BUILD_SERIAL when retrieving the ro.serialno property.

[0187] Based on the above method embodiments, Figure 6 Schematic diagram of the structure of the processing device for acquiring device information in cloud gaming provided in this application embodiment. Figure 1 .like Figure 6 As shown, the device is used in a container deployed in a cloud server, in which a client of the target game is running. The device includes: a receiving module 61, a generating module 62, a modifying module 63, and an obtaining module 64.

[0188] The receiving module 61 is used to receive the user's identifier sent by the cloud server before the user logs into the client of the target game;

[0189] The generation module 62 is used to generate the user's virtual device information based on the user's identifier, wherein the user's virtual device information is used to represent the user's identity;

[0190] Modification module 63 is used to change the device information of the container to the virtual device information of the user;

[0191] The receiving module 61 is also used to receive a request from the game server to obtain device information for the container;

[0192] The acquisition module 64 is used to acquire the user's virtual device information and return it to the game server.

[0193] In some optional embodiments, the generation module 62 generates the user's virtual device information based on the user's identifier, specifically including: processing the user identifier according to a hash algorithm to obtain the user's virtual device information.

[0194] In some optional embodiments, the virtual device information includes a Virtual International Mobile Equipment Identity (VIMEI), which includes a Type Approval Number (TAC), a Last Assembly Number (FAC), a Sequence Number (SNR), and a checksum. The generation module 62 processes the user identifier using a hash algorithm to obtain the user's virtual device information, including: determining the user identifier as a seed for a pseudo-random number generator; generating a first pseudo-random number based on the seed; generating a Type Approval Number (TAC) based on the first pseudo-random number; generating a second pseudo-random number and determining it as the Last Assembly Number (FAC); generating a third pseudo-random number and determining it as the Sequence Number (SNR); calculating the Type Approval Number (TAC), the Last Assembly Number (FAC), and the Sequence Number (SNR) using the Luhn algorithm to generate a checksum; and combining the TAC, the FAC, the SNR, and the checksum to obtain the VIMEI.

[0195] In some optional embodiments, the virtual device information includes a unique virtual device code. The generation module 62 then processes the user identifier using a hash algorithm to obtain the user's virtual device information, including: determining the user identifier as the seed of a pseudo-random number generator; generating a fourth pseudo-random number based on the seed, the fourth pseudo-random number being a 64-bit pseudo-random number; and determining the hexadecimal string corresponding to the fourth pseudo-random number as the unique virtual device code.

[0196] In some optional embodiments, the virtual device information includes a virtual network interface card (NIC) hardware address. The generation module 62 then processes the user identifier using a hash algorithm to obtain the user's virtual device information, including: determining the user identifier as the seed for a pseudo-random number generator; generating a fifth pseudo-random number based on the seed, wherein the fifth pseudo-random number is a 48-bit pseudo-random number with the last two bits of its first byte being 0; and generating the virtual NIC hardware address based on the fifth pseudo-random number.

[0197] In some optional embodiments, the virtual device information includes a virtual hardware serial number. In this case, the generation module 62 processes the user identifier according to a hash algorithm to obtain the user's virtual device information, including: converting the user identifier into a string to obtain a user string; and encoding the user string to obtain the virtual hardware serial number.

[0198] In some optional embodiments, the virtual device information includes a virtual user identity card serial number. The generation module 62 then processes the user identifier using a hash algorithm to obtain the user's virtual device information, including: determining the user identifier as the seed for a pseudo-random number generator; generating a sixth pseudo-random number based on the seed, the sixth pseudo-random number representing a virtual international code, a virtual country code, and a virtual operator code; generating a seventh, eighth, ninth, tenth, eleventh, and twelfth pseudo-random number respectively; combining the seventh, eighth, ninth, tenth, eleventh, and twelfth pseudo-random numbers to obtain a verification number, the verification number representing all numbers in the virtual user identity card serial number except the checksum; calculating the verification number using the Luhn algorithm to generate a checksum; and combining the verification number and the checksum to obtain the virtual user identity card serial number.

[0199] In some optional embodiments, the virtual device information includes a virtual mobile number. In this case, the generation module 62 generates the user's virtual device information based on the user's identifier, including: obtaining the user's registration information for cloud gaming, the registration information including the user's mobile user number; and determining the user's mobile user number as the user's virtual mobile number.

[0200] The processing apparatus for acquiring device information in cloud games provided in this application embodiment can be used to execute the technical solution of the processing method for acquiring device information in cloud games in the above embodiment. Its implementation principle and technical effect are similar, and will not be described again here.

[0201] Based on the above method embodiments, Figure 7 Schematic diagram of the structure of the processing device for acquiring device information in cloud gaming provided in this application embodiment. Figure 2 .like Figure 7 As shown, the device is applied to a cloud server and includes: a receiving module 71, an allocation module 72, and an acquisition module 73.

[0202] The receiving module 71 is used to receive the launch request of the target game sent by the user's terminal device.

[0203] The allocation module 72 is used to allocate a target container to the user, wherein the target container is a container for the client running the target game;

[0204] The acquisition module 73 is used to acquire the user's identifier that has been stored in advance and send it to the target container.

[0205] The processing apparatus for acquiring device information in cloud games provided in this application embodiment can be used to execute the technical solution of the processing method for acquiring device information in cloud games in the above embodiment. Its implementation principle and technical effect are similar, and will not be described again here.

[0206] Based on the above method embodiments, Figure 8 Schematic diagram of the structure of the processing device for acquiring device information in cloud gaming provided in this application embodiment. Figure 3 .like Figure 8 As shown, the device is used in a container deployed in a cloud server, in which a client of the target game is running. The device includes: a receiving module 81, a changing module 82, and an obtaining module 83.

[0207] The receiving module 81 is used to receive the user's virtual device information sent by the cloud server. The user's virtual device information is generated by the cloud server based on the user's identifier when the user logs into the cloud gaming platform.

[0208] Modification module 82 is used to change the device information of the container to the virtual device information of the user;

[0209] The receiving module 81 is also used to receive a request from the game server to obtain device information for the container;

[0210] The acquisition module 83 is used to acquire the user's virtual device information and return it to the game server.

[0211] The processing apparatus for acquiring device information in cloud games provided in this application embodiment can be used to execute the technical solution of the processing method for acquiring device information in cloud games in the above embodiment. Its implementation principle and technical effect are similar, and will not be described again here.

[0212] Based on the above method embodiments, Figure 9 Schematic diagram of the structure of the processing device for acquiring device information in cloud gaming provided in this application embodiment. Figure 4 .like Figure 9 As shown, the device is applied to a cloud server, and the device includes: a receiving module 91, an allocation module 92, and an acquisition module 93;

[0213] The receiving module 91 is used to receive the launch request of the target game sent by the user's terminal device.

[0214] The allocation module 92 is used to allocate a target container to the user, wherein the target container is a container for a client running the target game;

[0215] The acquisition module 93 is used to acquire the pre-stored virtual device information of the user and send it to the target container. The virtual device information of the user is used to represent the identity of the user.

[0216] In some optional embodiments, the device further includes a generation module 94 and a storage module 95;

[0217] The acquisition module 93 is further configured to acquire the user's identifier;

[0218] Generation module 94 is used to generate the user's virtual device information based on the user's identifier;

[0219] Storage module 95 is used to store the user's virtual device information.

[0220] The processing apparatus for acquiring device information in cloud games provided in this application embodiment can be used to execute the technical solution of the processing method for acquiring device information in cloud games in the above embodiment. Its implementation principle and technical effect are similar, and will not be described again here.

[0221] It should be noted that the division of the various modules in the above device is merely a logical functional division. In actual implementation, they can be fully or partially integrated into a single physical entity, or they can be physically separated. Furthermore, these modules can be implemented entirely in software via processing element calls; they can be fully implemented in hardware; or some modules can be implemented by processing element calls to software, while others are implemented in hardware. For example, the generation module can be a separate processing element, or it can be integrated into a chip in the above device. Alternatively, it can be stored as program code in the memory of the above device, and its functions can be called and executed by a processing element. The implementation of other modules is similar. Moreover, these modules can be fully or partially integrated together, or they can be implemented independently. The processing element here can be an integrated circuit with signal processing capabilities. In the implementation process, each step of the above method or each of the above modules can be completed through integrated logic circuits in the hardware of the processor element or through software instructions.

[0222] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 10 As shown, the computer device may include: transceiver 1001, processor 1002, and memory 1003.

[0223] Processor 1002 executes computer execution instructions stored in memory, causing processor 1002 to perform the scheme in the above embodiments. Processor 1002 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components.

[0224] The memory 1003 is connected to the processor 1002 via the system bus and completes communication between them. The memory 1003 is used to store computer program instructions.

[0225] Transceiver 1001 can be used to receive the user's identifier.

[0226] The system bus can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The system bus can be divided into address bus, data bus, control bus, etc. For ease of representation, only one thick line is used in the diagram, but this does not indicate that there is only one bus or one type of bus. Transceivers are used to enable communication between database access devices and other computers (e.g., clients, read-write libraries, and read-only libraries). Memory may include random access memory (RAM) and may also include non-volatile memory.

[0227] The electronic device provided in this application embodiment can be used to execute the technical solution of the processing method for obtaining device information in cloud games in the above embodiment. Its implementation principle and technical effect are similar, and will not be described again here.

[0228] This application also provides a chip for executing instructions, which is used to execute the technical solution of the processing method for obtaining device information in cloud games described in the above embodiments.

[0229] This application also provides a computer-readable storage medium storing computer instructions. When the computer instructions are executed on a computer, the computer performs the technical solution of the above-described cloud gaming device information acquisition processing method.

[0230] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. At least one processor can read the computer program from the computer-readable storage medium. When the at least one processor executes the computer program, it can implement the technical solution of the processing method for obtaining device information in cloud games described in the above embodiments.

[0231] The device information acquisition processing method in cloud gaming described in this application embodiment can run on a terminal device or a cloud interactive system.

[0232] The cloud interaction system includes cloud servers and user devices, used to run cloud applications. The cloud applications run separately.

[0233] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen presentation are separate. The storage and execution of object selection methods are completed on the cloud gaming server. The cloud gaming client is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for processing game data is the cloud gaming server in the cloud. During gameplay, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0234] Other embodiments of this application will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this application that follow the general principles of this application and include common knowledge or customary techniques in the art not disclosed herein. The specification and examples are to be considered exemplary only, and the true scope and spirit of this application are indicated by the following claims.

[0235] It should be understood that this application is not limited to the precise structure described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this application is limited only by the appended claims.

Claims

1. A method for processing device information acquisition in cloud gaming, characterized in that, The method, applied to a container deployed in a cloud server, wherein the container runs a client of the target game, includes: Before receiving the user's client login to the target game, the cloud server sends the user's identifier, and the cloud server pre-stores the correspondence between the user's cloud gaming platform account and the user's identifier; The user's virtual device information is generated based on the user's identifier, and the user's virtual device information is used to represent the user's identity; Change the container's device information to the user's virtual device information; Receive a request from the game server to obtain device information for the container; The system retrieves the user's virtual device information and returns it to the game server.

2. The method according to claim 1, characterized in that, The step of generating the user's virtual device information based on the user's identifier includes: The user identifier is processed using a hash algorithm to obtain the user's virtual device information.

3. The method according to claim 2, characterized in that, The virtual device information includes a virtual international mobile device identification code, which includes a type approval number (TAC), a final assembly number (FAC), a serial number (SNR), and a checksum. Accordingly, the step of processing the user identifier according to the hash algorithm to obtain the user's virtual device information includes: The user identifier is used as the seed for the pseudo-random number generator; Generate a first pseudo-random number based on the seed of the pseudo-random number generator; Generate a Type Approval Number (TAC) based on the first pseudo-random number; Generate a second pseudo-random number and determine the second pseudo-random number as the final assembly number (FAC code); Generate a third pseudo-random number, and determine the third pseudo-random number as the serial number SNR code; The checksum is generated by calculating the model approval number TAC code, the final assembly number FAC code, and the serial number SNR code according to the Luhn algorithm. The TAC code, the FAC code, the SNR code, and the checksum are combined to obtain the virtual international mobile device identification code.

4. The method according to claim 2, characterized in that, The virtual device information includes a unique virtual device code. The step of processing the user identifier using a hash algorithm to obtain the user's virtual device information includes: The user identifier is used as the seed for the pseudo-random number generator; Based on the seed of the pseudo-random number generator, a fourth pseudo-random number is generated, which is a 64-bit pseudo-random number. The hexadecimal string corresponding to the fourth pseudo-random number is determined as the unique code of the virtual device.

5. The method according to claim 2, characterized in that, The virtual device information includes the virtual network interface card (NIC) hardware address. The step of processing the user identifier using a hash algorithm to obtain the user's virtual device information includes: The user identifier is used as the seed for the pseudo-random number generator; Based on the seed of the pseudo-random number generator, a fifth pseudo-random number is generated. The fifth pseudo-random number is a 48-bit pseudo-random number, and the last two bits of the first byte of the fifth pseudo-random number are both 0. The virtual network card hardware address is generated based on the fifth pseudo-random number.

6. The method according to claim 2, characterized in that, The virtual device information includes a virtual hardware serial number. The step of processing the user identifier using a hash algorithm to obtain the user's virtual device information includes: The user identifier is converted into a string to obtain the user string; The user string is encoded to obtain the virtual hardware serial number.

7. The method according to claim 2, characterized in that, The virtual device information includes a virtual user identity card serial number. The step of processing the user identifier using a hash algorithm to obtain the user's virtual device information includes: The user identifier is used as the seed for the pseudo-random number generator; Based on the seed of the pseudo-random number generator, a sixth pseudo-random number is generated. The sixth pseudo-random number is used to represent the virtual international code, the virtual country code, and the virtual operator code. Generate the seventh, eighth, ninth, tenth, eleventh, and twelfth pseudo-random numbers respectively; The seventh pseudo-random number, the eighth pseudo-random number, the ninth pseudo-random number, the tenth pseudo-random number, the eleventh pseudo-random number, and the twelfth pseudo-random number are combined to obtain the number to be verified. The number to be verified is used to represent the numbers other than the checksum in the virtual user identity card serial number. The checksum is generated by calculating the number to be checked using the Luhn algorithm. The serial number of the virtual user identification card is obtained by combining the number to be verified and the checksum.

8. The method according to claim 2, characterized in that, The virtual device information includes a virtual mobile number, then generating the user's virtual device information based on the user's identifier includes: Obtain the user's registration information for cloud gaming, the registration information including the user's mobile phone number; The user's mobile number is determined as the user's virtual mobile number.

9. A method for processing device information acquisition in cloud gaming, characterized in that, Applied to cloud servers, the method includes: Receive the launch request for the target game sent by the user's terminal device; Assign a target container to the user, the target container being a container for the client running the target game; Based on the user's cloud gaming platform account, the system obtains the user's identifier by pre-storing the correspondence between the user's cloud gaming platform account and the user's identifier, and sends the identifier to the target container.

10. A method for processing device information acquisition in cloud gaming, characterized in that, The method, applied to a container deployed in a cloud server, wherein the container runs a client of the target game, includes: The cloud server receives the user's virtual device information, which is generated by the cloud server based on the user's identifier when the user logs into the cloud gaming platform. The cloud server pre-stores the correspondence between the user's cloud gaming platform account and the user's identifier. Change the container's device information to the user's virtual device information; Receive a request from the game server to obtain device information for the container; The system retrieves the user's virtual device information and returns it to the game server.

11. A method for processing device information acquisition in cloud gaming, characterized in that, Applied to cloud servers, the method includes: Receive the launch request for the target game sent by the user's terminal device; Assign a target container to the user, whereby the target container is a container for the client running the target game; The virtual device information of the user, which is stored in advance, is obtained and sent to the target container. The virtual device information of the user is used to represent the identity of the user. Before obtaining the pre-stored virtual device information of the user and sending it to the target container, the method further includes: obtaining the user's identifier, wherein the cloud server pre-stores the correspondence between the user's cloud gaming platform account and the user's identifier; Generate the user's virtual device information based on the user's identifier; Store the user's virtual device information.

12. A processing device for acquiring device information in cloud gaming, characterized in that, An apparatus for use in a container deployed in a cloud server, wherein the container runs a client of the target game, the apparatus comprising: The receiving module is used to receive the user's identifier sent by the cloud server before the user logs into the client of the target game. The cloud server pre-stores the correspondence between the user's cloud gaming platform account and the user's identifier. A generation module is used to generate virtual device information for the user based on the user's identifier, wherein the virtual device information is used to represent the user's identity. A modification module is used to change the container's device information to the user's virtual device information; The receiving module is also used to receive a request from the game server to obtain device information for the container; The acquisition module is used to acquire the user's virtual device information and return it to the game server.

13. A processing device for acquiring device information in cloud gaming, characterized in that, The device, applied to a cloud server, includes: The receiving module is used to receive the launch request of the target game sent by the user's terminal device; The allocation module is used to allocate a target container to the user, wherein the target container is a container for the client running the target game; The acquisition module is used to acquire the user's identifier based on the pre-stored correspondence between the user's cloud gaming platform account and the user's identifier, and send the identifier to the target container.

14. A processing device for acquiring device information in cloud gaming, characterized in that, An apparatus for use in a container deployed in a cloud server, wherein the container runs a client of the target game, the apparatus comprising: The receiving module is used to receive the user's virtual device information sent by the cloud server. The user's virtual device information is generated by the cloud server based on the user's identifier when the user logs into the cloud gaming platform. The cloud server stores the correspondence between the user's cloud gaming platform account and the user's identifier. A modification module is used to change the container's device information to the user's virtual device information; The receiving module is also used to receive a request from the game server to obtain device information for the container; The acquisition module is used to acquire the user's virtual device information and return it to the game server.

15. A processing device for acquiring device information in cloud gaming, characterized in that, The device, applied to a cloud server, includes: The receiving module is used to receive the launch request of the target game sent by the user's terminal device; The allocation module is used to allocate a target container to the user, wherein the target container is a container for the client running the target game; The acquisition module is used to acquire the user's virtual device information that has been pre-stored and send it to the target container, wherein the user's virtual device information is used to represent the user's identity; and to acquire the user's identifier, wherein the cloud server pre-stores the correspondence between the user's cloud gaming platform account and the user's identifier; The generation module is used to generate the user's virtual device information based on the user's identifier; The storage module is used to store the user's virtual device information.

16. An electronic device, characterized in that, include: Memory, processor; Memory; Memory used to store the processor's executable instructions; The processor is configured to implement the method as described in any one of claims 1-11.

17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when executed by a processor, are used to implement the method as described in any one of claims 1-11.

18. A computer program product, characterized in that, Includes a computer program that, when executed by a processor, implements the method of any one of claims 1-11.

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