Game acceleration plug-in detection method and device, storage medium, and computer equipment

By sending plug-in detection messages carrying the target response time on the game server and calculating the actual response time, the problem of accelerated plug-in recognition in the existing technology is solved, and the accuracy of detection and game fairness are improved.

CN114272613BActive Publication Date: 2025-08-08CHONGQING PERFECT WORLD INTERACTIVE TECH CO LTD
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Patent Information

Application Number
CN202111620533.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-27
Publication Date
2025-08-08
Estimated Expiration
2041-12-27

AI Technical Summary

Technical Problem

The detection method of accelerated plug-ins in the prior art is easily bypassed by plug-ins, resulting in inaccurate identification and affecting game fairness.

Method used

The game server sends plug-in detection messages carrying the target response time to the client, record feedback timestamps, calculate the actual response time, and compare it with the target response time to identify whether to install the accelerated plug-in.

Benefits of technology

Improve the recognition accuracy of accelerated plug-ins, avoid plug-ins bypassing detection, and maintaining game fairness.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses a method and apparatus, storage medium, and computer equipment for detecting game acceleration plug-ins, the method comprising: sending a first plug-in detection message to a game client, and recording a first sending timestamp of the first plug-in detection message, wherein the first plug-in detection message comprises a first target response duration, and the first target response duration is used to indicate the feedback duration of the game client to the first plug-in detection message; receiving a first feedback message from the game client to the first plug-in detection message, and determining a first receiving timestamp of the first feedback message; calculating a first actual response duration of the first plug-in detection message based on the first sending timestamp and the first receiving timestamp, and identifying whether the game client has installed an acceleration plug-in based on the first target response duration and the first actual response duration. The present application helps to improve the recognition accuracy of acceleration plug-ins.
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Description

Technical Field

[0001] The present application relates to the field of online game technology, and in particular to a method and device for detecting game acceleration plug-ins, a storage medium, and a computer device. Background Art

[0002] Players often use various speed-up cheats in games, such as those that change the client's frame rate and increase the frequency of client message transmission. These cheats can affect the fairness of the game. For example, while players can move quickly in the game to enhance their own gaming experience, this can significantly impact other players, disrupting their gaming experience. To ensure game balance and fairness, it's necessary to detect players who use speed-up cheats.

[0003] Currently, the typical method for detecting acceleration cheats is to use heartbeat packets sent by the client and identify the interval between two heartbeats. This interval is then used to detect whether the client is using an acceleration cheat. However, this detection method relies on local client behavior, making it easy for cheat programs to manipulate heartbeat packets, affecting the detection interval and making it difficult to accurately identify cheats. Summary of the Invention

[0004] In view of this, the present application provides a method and device for detecting game acceleration plug-ins, a storage medium, and a computer device, which help to improve the accuracy of identifying acceleration plug-ins.

[0005] According to one aspect of the present application, a method for detecting game acceleration cheats is provided, comprising:

[0006] Sending a first cheat detection message to a game client and recording a first sending timestamp of the first cheat detection message, wherein the first cheat detection message includes a first target response time, which is used to indicate a feedback time of the game client in response to the first cheat detection message;

[0007] receiving a first feedback message from the game client in response to the first cheat detection message, and determining a first receiving timestamp of the first feedback message;

[0008] Based on the first sending timestamp and the first receiving timestamp, the first actual response duration of the first plug-in detection message is calculated, and based on the first target response duration and the first actual response duration, it is identified whether the game client has installed an acceleration plug-in.

[0009] Optionally, sending the first cheat detection message to the game client specifically includes:

[0010] Determining a first detection interval randomly or according to a first preset detection rule within a first preset detection duration, and determining a first estimated sending time of the first cheat detection message based on a time when the first cheat detection message was last sent and the first detection interval;

[0011] Obtaining, from the to-be-sent messages corresponding to the game client, a first to-be-sent message that matches the first estimated sending time;

[0012] After writing the first cheat detection message into the first message to be sent, the first message to be sent carrying the first cheat detection message is sent to the game client.

[0013] Optionally, after writing the first cheat detection message into the first message to be sent and before sending the first message to be sent carrying the first cheat detection message to the game client, the method further includes:

[0014] Within a first preset response time range, the first target response time is generated randomly or according to a first preset response rule, and the first cheat detection message carrying the first target response time is generated.

[0015] Optionally, the identifying whether the game client has installed a cheat based on the target response time and the actual response time specifically includes:

[0016] If the first actual response time is greater than or equal to the first target response time, returning to executing the step of sending the first cheat detection message to the game client;

[0017] If the first actual response time is less than the first target response time, perform one of the following:

[0018] Determine that the game client has installed an acceleration plug-in; or,

[0019] Returning to executing the sending of the first cheat message to the game client, and identifying whether the game client has installed an acceleration cheat based on the determination result of the first actual response time and the first target response time for a consecutive preset number of times; or

[0020] Send a second plug-in detection message carrying a second target response time to the game client, record the second sending timestamp of the second plug-in detection message, determine the second actual response time of the second plug-in detection message based on the second receiving timestamp and the second sending timestamp of the second plug-in detection message, and identify whether the game client has installed an acceleration plug-in based on the second target response time and the second actual response time, wherein the second target response time is randomly generated within a second preset response time range or according to a second preset response rule, and the second preset response time range is different from the first preset response time range.

[0021] Optionally, the sending a second cheat detection message to the game client specifically includes:

[0022] Determining a second detection interval randomly or according to a second preset detection rule within a second preset detection duration range, and determining a second estimated sending time based on the first sending timestamp and the second detection interval, wherein the second preset detection duration range is smaller than the first preset detection duration range;

[0023] Obtaining, from the to-be-sent messages corresponding to the game client, a second to-be-sent message that matches the second expected sending time;

[0024] After writing the second cheat detection message into the second message to be sent, the second message to be sent carrying the second cheat detection message is sent to the game client.

[0025] Optionally, the method further includes:

[0026] When it is identified that the game client has installed an acceleration plug-in, a game logout instruction is sent to the game client, wherein the game logout instruction is used to instruct the game client to log out of the current game account.

[0027] Optionally, after sending the game logout instruction to the game client, the method further includes:

[0028] Recording the number of times the first acceleration plug-in of the game client is used, and determining a first ban duration of the game client based on the number of times the first acceleration plug-in is used; and / or,

[0029] The number of times the second acceleration plug-in is used by the current game account corresponding to the game client is recorded, and a second account suspension duration of the current game account is determined based on the number of times the second acceleration plug-in is used.

[0030] According to another aspect of the present application, a device for detecting game acceleration cheats is provided, comprising:

[0031] a detection message sending module, configured to send a first cheat detection message to a game client and record a first sending timestamp of the first cheat detection message, wherein the first cheat detection message includes a first target response time, which indicates a feedback time of the game client in response to the first cheat detection message;

[0032] a feedback message receiving module, configured to receive a first feedback message from the game client in response to the first cheat detection message, and determine a first receiving timestamp of the first feedback message;

[0033] The plug-in identification module is used to calculate the first actual response time of the first plug-in detection message based on the first sending timestamp and the first receiving timestamp, and to identify whether the game client has installed an acceleration plug-in based on the first target response time and the first actual response time.

[0034] Optionally, the detection message sending module is specifically configured to:

[0035] Determining a first detection interval randomly or according to a first preset detection rule within a first preset detection duration, and determining a first estimated sending time of the first cheat detection message based on a time when the first cheat detection message was last sent and the first detection interval;

[0036] Obtaining, from the to-be-sent messages corresponding to the game client, a first to-be-sent message that matches the first estimated sending time;

[0037] After writing the first cheat detection message into the first message to be sent, the first message to be sent carrying the first cheat detection message is sent to the game client.

[0038] Optionally, the device further comprises:

[0039] A detection message generation module is used to generate the first target response time randomly or according to a first preset response rule within a first preset response time range after writing the first cheat detection message into the first message to be sent and before sending the first message to be sent carrying the first cheat detection message to the game client, and to generate the first cheat detection message carrying the first target response time.

[0040] Optionally, the plug-in identification module is specifically used to:

[0041] If the first actual response time is greater than or equal to the first target response time, returning to executing the step of sending the first cheat detection message to the game client through the detection message sending module;

[0042] If the first actual response time is less than the first target response time, perform one of the following:

[0043] Determine that the game client has installed an acceleration plug-in; or,

[0044] Returning to executing the sending of the first cheat message to the game client through the detection message sending module, and identifying whether the game client has installed an acceleration cheat based on the determination result of the first actual response time and the first target response time for a consecutive preset number of times; or

[0045] Through the detection message sending module, a second plug-in detection message carrying a second target response time is sent to the game client, and the second sending timestamp of the second plug-in message is recorded; and based on the second receiving timestamp and the second sending timestamp of the second plug-in detection message, the second actual response time of the second plug-in detection message is determined, and based on the second target response time and the second actual response time, it is identified whether the game client has installed an acceleration plug-in, wherein the second target response time is randomly generated within a second preset response time range or according to a second preset response rule, and the second preset response time range is different from the first preset response time range.

[0046] Optionally, the detection message sending module is specifically configured to:

[0047] Determining a second detection interval randomly or according to a second preset detection rule within a second preset detection duration range, and determining a second estimated sending time based on the first sending timestamp and the second detection interval, wherein the second preset detection duration range is smaller than the first preset detection duration range;

[0048] Obtaining, from the to-be-sent messages corresponding to the game client, a second to-be-sent message that matches the second expected sending time;

[0049] After writing the second cheat detection message into the second message to be sent, the second message to be sent carrying the second cheat detection message is sent to the game client.

[0050] Optionally, the device further comprises:

[0051] The plug-in processing module is used to send a game logout instruction to the game client when it is identified that the game client has installed an acceleration plug-in, wherein the game logout instruction is used to instruct the game client to log out of the current game account.

[0052] Optionally, the plug-in processing module is further configured to:

[0053] Recording the number of times the first acceleration plug-in of the game client is used, and determining a first ban duration of the game client based on the number of times the first acceleration plug-in is used; and / or,

[0054] The number of times the second acceleration plug-in is used by the current game account corresponding to the game client is recorded, and a second account suspension duration of the current game account is determined based on the number of times the second acceleration plug-in is used.

[0055] According to another aspect of the present application, a storage medium is provided, on which a computer program is stored, and when the program is executed by a processor, the above-mentioned method for detecting game acceleration plug-ins is implemented.

[0056] According to another aspect of the present application, a computer device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the above-mentioned method for detecting game acceleration plug-ins when executing the program.

[0057] By means of the above technical solution, the present application provides a method and device for detecting game acceleration plug-ins, a storage medium, and a computer device. The method sends a first plug-in detection message carrying a first target response time to a game client through a game server, and receives a first feedback message from the game client to the first plug-in detection message, thereby calculating the first actual response time of the game client to the first plug-in detection message, and comparing the first actual response time with the first target response time to identify whether the game client has installed an acceleration plug-in. The embodiment of the present application identifies whether the client has installed an acceleration plug-in by comparing the target response time preset by the game server with the actual response time of the game client. Compared with the method of identifying acceleration plug-ins based on client heartbeat packets in the prior art, this helps to avoid plug-in programs bypassing detection and improves the accuracy of acceleration plug-in identification.

[0058] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0059] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0060] Figure 1 A flowchart of a method for detecting game acceleration cheats provided by an embodiment of the present application is shown;

[0061] Figure 2A flow chart illustrating another method for detecting game acceleration cheats provided in an embodiment of the present application is shown;

[0062] Figure 3 A flowchart illustrating another method for detecting game acceleration cheats provided in an embodiment of the present application is shown;

[0063] Figure 4 A flowchart illustrating another method for detecting game acceleration cheats provided in an embodiment of the present application is shown;

[0064] Figure 5 A flowchart illustrating another method for detecting game acceleration cheats provided in an embodiment of the present application is shown;

[0065] Figure 6 A structural schematic diagram of a game acceleration plug-in detection device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0066] The present application will be described in detail below with reference to the accompanying drawings and in combination with embodiments. It should be noted that, unless there is a conflict, the embodiments and features in the embodiments of the present application can be combined with each other.

[0067] In this embodiment, a method for detecting game acceleration plug-ins is provided, such as Figure 1 As shown, the method includes:

[0068] Step 101: Send a first cheat detection message to a game client and record a first sending timestamp of the first cheat detection message. The first cheat detection message includes a first target response time, which indicates the time it takes for the game client to respond to the first cheat detection message.

[0069] Step 102: Receive a first feedback message from the game client to the first cheat detection message, and determine a first receiving timestamp of the first feedback message;

[0070] Step 103: Calculate the first actual response time of the first plug-in detection message based on the first sending timestamp and the first receiving timestamp, and identify whether the game client has installed an acceleration plug-in based on the first target response time and the first actual response time.

[0071] The embodiment of the present application is applied to a game server, which sends a plug-in detection message to a game client through the game server, and identifies whether the game client has installed an acceleration plug-in based on the game client's feedback on the plug-in detection message. Specifically, it can identify whether a plug-in that changes the frequency of message sending is installed in the game client.

[0072] In this embodiment, the game server sends a first cheat detection message carrying a first target response time to the game client, and at the same time, the game server records the sending time of the message, that is, records the first sending timestamp. The first cheat detection message is used to instruct the game client to provide cheat detection feedback to the game server. In a specific game scenario, after the client receives the first cheat detection message, it will calculate which frame to feedback the first cheat detection message based on the first target response time carried by the message and the frame synchronization frequency set in the game, and send the first feedback message of the first cheat detection message to the game server when the frame is reached. For example, if the first target response time is 1 second and the frame synchronization frequency set in the game is 50 frames / second, the game client will feedback the first cheat detection message 50 frames after receiving the first cheat detection message. If there is no acceleration plug-in installed in the game client, the frame synchronization frequency of the game client is 50 frames / second, and the game client will provide feedback 50 frames after receiving the plug-in detection message, that is, 1 second (i.e. 50 frames / (50 frames / second) = 1 second). If an acceleration plug-in is installed in the game client, the frame synchronization frequency of the game client will be greater than 50 frames / second. For example, after the acceleration plug-in is installed, the frame synchronization frequency becomes 100 frames / second. The game client will provide feedback 50 frames after receiving the plug-in detection message, that is, 0.5 seconds (i.e. 50 frames / (100 frames / second) = 0.5 seconds).

[0073] Furthermore, when the game server receives the first feedback message, it records the first reception timestamp of the first feedback message, and then calculates the first actual response time of the first cheat detection message based on the first sending timestamp of the first cheat detection message and the first reception timestamp of the first feedback message. Finally, based on the first target response time and the first actual response time, it is determined whether the game client has installed an acceleration cheat. In actual application scenarios, if the first actual response time is consistent with the target response time, it can be assumed that the game client does not currently have an acceleration cheat installed. If the first actual response time is less than the first target response time, then the game client may have installed an acceleration cheat.

[0074] By applying the technical solution of this embodiment, a first cheat detection message carrying a first target response time is sent by the game server to the game client, and a first feedback message to the first cheat detection message is received from the game client, thereby calculating the first actual response time of the game client to the first cheat detection message, and comparing the first actual response time with the first target response time to identify whether the game client has installed an acceleration cheat. This embodiment of the present application identifies whether the client has installed an acceleration cheat by comparing the target response time preset by the game server with the actual response time of the game client. Compared with the prior art method of identifying acceleration cheats based on client heartbeat packets, this helps prevent cheat programs from bypassing detection and improves the accuracy of acceleration cheat identification.

[0075] Furthermore, as a refinement and expansion of the specific implementation of the above embodiment, in order to fully illustrate the specific implementation process of this embodiment, another method for detecting game acceleration plug-ins is provided, such as Figure 2 As shown, the method includes:

[0076] Step 201, within a first preset detection time range, determine a first detection interval randomly or according to a first preset detection rule, and determine a first expected sending time of the first cheat detection message based on the time when the first cheat detection message was last sent and the first detection interval.

[0077] In an embodiment of the present application, the game server can continuously send plug-in detection messages to the game client and continuously detect acceleration plug-ins in the game client. In order to prevent the plug-in program in the client from identifying the plug-in detection message sent by the server, the plug-in detection message can be sent to the game client at different intervals each time to prevent the plug-in program from easily identifying the plug-in detection message with regularity. Specifically, a first preset detection time range can be set. Before sending the first plug-in detection message each time, the first detection interval can be determined randomly or according to the first preset detection rule within the first preset detection time range. The first preset detection rule is preferably a rule that makes the first detection interval generated each time different. The specific form of the first preset detection rule is not limited here. Then, based on the time when the first plug-in detection message was sent last time and the first detection interval generated, the sending time of the first plug-in detection message is estimated, that is, the first estimated sending time.

[0078] Step 202: Obtain a first message to be sent that matches the first estimated sending time from the messages to be sent corresponding to the game client.

[0079] Step 203: After writing the first cheat detection message into the first message to be sent, the first message to be sent carrying the first cheat detection message is sent to the game client, and the first sending timestamp of the first cheat detection message is recorded, wherein the first cheat detection message includes a first target response time, and the first target response time is used to indicate the feedback time of the game client to the first cheat detection message.

[0080] In this embodiment, the first cheat detection message can be associated with the game data that the game server itself needs to send to the game client, so that the first cheat detection message and the game data are bundled and sent. Specifically, the first cheat message can be written into the message packet header of the first message to be sent, and the first cheat detection message and the first message to be sent are sent to the game client in the form of a message packet. After receiving the message packet, the game client can parse the first cheat detection message and the normal game message, i.e., the first message to be sent, from it, to further prevent the cheat detection message from being recognized by the cheat program and improve the accuracy of cheat identification. Specifically, based on the first expected sending time, the first message to be sent that matches the first expected sending time can be obtained from the messages to be sent that the game server is about to send to the game client, for example, the message to be sent to the game client at the first expected sending time can be obtained. Next, the first message to be sent, which is already prepared to be sent at the first expected sending time, and the first cheat detection message used for cheat identification are associated and sent together to the game client. Specifically, the first cheat detection message can be written into the first message to be sent so that the first cheat detection message is hidden in the first message to be sent. After the game client receives the first message to be sent carrying the first cheat detection message, it can obtain the first cheat detection message by parsing the first message to be sent, and provide feedback on the detection message based on the first target response time in the first cheat detection message.

[0081] Optionally, before step 203, it may also include: generating the first target response time randomly or according to a first preset response rule within a first preset response time range, and generating the first plug-in detection message carrying the first target response time.

[0082] In the above embodiment, the response time carried in the first plug-in detection message can also be generated randomly or according to a preset response rule, wherein the preset response rule is preferably a rule that makes the first target response time generated each time different, so that the target response time carried in the plug-in detection message sent to the game client each time is different, thereby increasing the difficulty of the detection message being deciphered by the plug-in program, thereby improving the accuracy of plug-in recognition.

[0083] Step 204: Receive a first feedback message from the game client to the first cheat detection message, and determine a first receiving timestamp of the first feedback message.

[0084] Step 205: Calculate the first actual response duration of the first plug-in detection message based on the first sending timestamp and the first receiving timestamp, and identify whether the game client has installed an acceleration plug-in based on the first target response duration and the first actual response duration.

[0085] In an embodiment of the present application, after the server receives the client's feedback on the first plug-in detection message, it determines the first reception timestamp and calculates the client's first actual response time to the first plug-in detection message. Finally, by comparing the target response time and the actual response time, it determines whether the client has installed an acceleration plug-in.

[0086] In the embodiment of the present application, optionally, in step 103 or step 205, "identifying whether the game client has installed an acceleration plug-in based on the first target response time and the first actual response time" specifically includes:

[0087] S1: If the first actual response time is greater than or equal to the first target response time, returning to executing the step of sending a first cheat detection message to the game client;

[0088] S2: If the first actual response time is less than the first target response time, perform one of the following:

[0089] S2.1, determining that the game client has installed an acceleration plug-in; or,

[0090] S2.2, returning to executing the sending of the first cheat message to the game client, and identifying whether the game client has installed an acceleration cheat based on the determination result of the first actual response time and the first target response time for a consecutive preset number of times; or

[0091] S2.3, send a second plug-in detection message carrying a second target response time to the game client, record the second sending timestamp of the second plug-in detection message, determine the second actual response time of the second plug-in detection message based on the second receiving timestamp of the second plug-in detection message and the second sending timestamp, and identify whether the game client has installed an acceleration plug-in based on the second target response time and the second actual response time, wherein the second target response time is randomly generated within a second preset response time range or according to a second preset response rule, and the second preset response time range is different from the first preset response time range, wherein the second target response time is randomly generated within the second preset response time range or according to a second preset response rule, and the second preset response time range is different from the first preset response time range.

[0092] In this embodiment, if the first actual response time is greater than or equal to the first target response time, it can be considered that the game client currently does not have an acceleration plug-in installed, and then a first plug-in detection message can be regenerated and sent to the game client. The specific method of generating and sending the first plug-in detection message can be referred to steps 201 to 203. If the first actual response time is less than the first target response time, such as Figure 3As shown, it can be directly judged that the game client is currently using an acceleration plug-in; or in order to avoid recognition errors, such as Figure 4 As shown, the first cheat detection message can be regenerated and sent. If the actual response time is detected to be greater than the target response time for several consecutive times, it can be considered that the game client has used an acceleration cheat. For example, when it is determined that the first actual response time is less than the first target response time, the cheat detection message can be sent multiple times immediately. If the actual response time is less than the target response time for three consecutive times, it is determined that the acceleration cheat is used; or as shown in FIG. Figure 5 As shown, a second cheat detection message can be generated based on different cheat message generation rules and sent to the game client. Then, based on the second target response time in the second cheat detection message and the second actual response time of the game client to the second cheat detection message, it is further analyzed whether the game client has installed a cheat. By sending a second cheat detection message different from the first cheat detection message, multiple cheat detection messages are used for cheat identification to improve the identification accuracy.

[0093] Optionally, "sending a second plug-in detection message carrying a second target response time to the game client" in S2.3 includes: determining a second detection interval randomly or according to a second preset detection rule within a second preset detection time range, and determining a second expected sending time based on the first sending timestamp and the second detection interval, wherein the second preset detection time range is smaller than the first preset detection time range; obtaining a second message to be sent that matches the second expected sending time in the message to be sent corresponding to the game client; after writing the second plug-in detection message into the second message to be sent, sending a second message to be sent carrying the second plug-in detection message to the game client.

[0094] In this embodiment, a second detection interval is determined based on a second preset detection time range, wherein the second preset detection time range is smaller than the first preset detection time range, thereby sending a plug-in detection message to the game client within a shorter time interval to improve the speed of plug-in identification.

[0095] In the embodiment of the present application, optionally, after step 103 or step 205, the following steps are further included:

[0096] Step 104: When it is identified that the game client has installed an acceleration plug-in, a game logout instruction is sent to the game client, wherein the game logout instruction is used to instruct the game client to log out of the current game account.

[0097] In this embodiment, when it is identified that a game client has installed an acceleration plug-in, the use of the plug-in can be punished. Specifically, a game logout instruction can be sent to the game client, so that the game client will log out of the currently logged-in game account based on the game logout instruction, stop the current game behavior, and stop the use of plug-ins on the game client, maintain game balance, and improve the experience of other players.

[0098] Further, optionally, step 104 may also include: recording the number of times a first acceleration plug-in is used by the game client, and determining a first ban duration for the game client based on the number of times the first acceleration plug-in is used; and / or, recording the number of times a second acceleration plug-in is used by the current game account corresponding to the game client, and determining a second ban duration for the current game account based on the number of times the second acceleration plug-in is used.

[0099] In this embodiment, for game clients that repeatedly use acceleration plug-ins, and game accounts that repeatedly use acceleration plug-ins, account blocking penalties can also be imposed. Specifically, when it is identified that a game client uses an acceleration plug-in, the number of times the plug-in is used by the game client can be recorded (specifically, the number of times the plug-in is used by the game client can be counted based on the device identification of the game client), and the number of times the plug-in is used by the current game account logged in on the game client can also be recorded. Further, based on the first number of times the acceleration plug-in is used by the game client, the first blocking duration of the game client is determined, and logging into the game on the game client is prohibited during the first blocking duration. And based on the second number of times the acceleration plug-in is used by the game account, the second blocking duration of the account is determined, and the account is prohibited from logging into the game during the second blocking duration. Among them, the more times the plug-in is used, the longer the blocking duration, for example, the first time the plug-in is used, the account is blocked for 1 hour, the second time the plug-in is used, and so on.

[0100] Further, as Figure 1 The specific implementation of the method, the embodiment of the present application provides a detection device for game acceleration plug-ins, such as Figure 6 As shown, the device includes:

[0101] a detection message sending module, configured to send a first cheat detection message to a game client and record a first sending timestamp of the first cheat detection message, wherein the first cheat detection message includes a first target response time, which indicates a feedback time of the game client in response to the first cheat detection message;

[0102] a feedback message receiving module, configured to receive a first feedback message from the game client in response to the first cheat detection message, and determine a first receiving timestamp of the first feedback message;

[0103] The plug-in identification module is used to calculate the first actual response time of the first plug-in detection message based on the first sending timestamp and the first receiving timestamp, and to identify whether the game client has installed an acceleration plug-in based on the first target response time and the first actual response time.

[0104] Optionally, the detection message sending module is specifically configured to:

[0105] Determining a first detection interval randomly or according to a first preset detection rule within a first preset detection duration, and determining a first estimated sending time of the first cheat detection message based on a time when the first cheat detection message was last sent and the first detection interval;

[0106] Obtaining, from the to-be-sent messages corresponding to the game client, a first to-be-sent message that matches the first estimated sending time;

[0107] After writing the first cheat detection message into the first message to be sent, the first message to be sent carrying the first cheat detection message is sent to the game client.

[0108] Optionally, the device further comprises:

[0109] A detection message generation module is used to generate the first target response time randomly or according to a first preset response rule within a first preset response time range after writing the first cheat detection message into the first message to be sent and before sending the first message to be sent carrying the first cheat detection message to the game client, and to generate the first cheat detection message carrying the first target response time.

[0110] Optionally, the plug-in identification module is specifically used to:

[0111] If the first actual response time is greater than or equal to the first target response time, returning to executing the step of sending the first cheat detection message to the game client through the detection message sending module;

[0112] If the first actual response time is less than the first target response time, perform one of the following:

[0113] Determine that the game client has installed an acceleration plug-in; or,

[0114] Returning to executing the sending of the first cheat message to the game client through the detection message sending module, and identifying whether the game client has installed an acceleration cheat based on the determination result of the first actual response time and the first target response time for a consecutive preset number of times; or

[0115] Through the detection message sending module, a second plug-in detection message carrying a second target response time is sent to the game client, and the second sending timestamp of the second plug-in message is recorded; and based on the second receiving timestamp and the second sending timestamp of the second plug-in detection message, the second actual response time of the second plug-in detection message is determined, and based on the second target response time and the second actual response time, it is identified whether the game client has installed an acceleration plug-in, wherein the second target response time is randomly generated within a second preset response time range or according to a second preset response rule, and the second preset response time range is different from the first preset response time range.

[0116] Optionally, the detection message sending module is specifically configured to:

[0117] Determining a second detection interval randomly or according to a second preset detection rule within a second preset detection duration range, and determining a second estimated sending time based on the first sending timestamp and the second detection interval, wherein the second preset detection duration range is smaller than the first preset detection duration range;

[0118] Obtaining, from the to-be-sent messages corresponding to the game client, a second to-be-sent message that matches the second expected sending time;

[0119] After writing the second cheat detection message into the second message to be sent, the second message to be sent carrying the second cheat detection message is sent to the game client.

[0120] Optionally, the device further comprises:

[0121] The plug-in processing module is used to send a game logout instruction to the game client when it is identified that the game client has installed an acceleration plug-in, wherein the game logout instruction is used to instruct the game client to log out of the current game account.

[0122] Optionally, the plug-in processing module is further configured to:

[0123] Recording the number of times the first acceleration plug-in of the game client is used, and determining a first ban duration of the game client based on the number of times the first acceleration plug-in is used; and / or,

[0124] The number of times the second acceleration plug-in is used by the current game account corresponding to the game client is recorded, and a second account suspension duration of the current game account is determined based on the number of times the second acceleration plug-in is used.

[0125] It should be noted that for other corresponding descriptions of the functional units involved in the detection device for game acceleration plug-ins provided in the embodiment of the present application, please refer to Figures 1 to 5The corresponding description in the method will not be repeated here.

[0126] Based on the above Figures 1 to 5 The method shown in FIG. 1 is a method for performing the above-mentioned operation. Accordingly, the embodiment of the present application further provides a storage medium on which a computer program is stored. When the computer program is executed by a processor, the above-mentioned operation is performed. Figures 1 to 5 The method for detecting game acceleration plug-ins shown.

[0127] Based on this understanding, the technical solution of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, USB flash drive, mobile hard disk, etc.), including a number of instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute the methods described in each implementation scenario of the present application.

[0128] Based on the above Figures 1 to 5 The method shown, and Figure 6 In order to achieve the above-mentioned purpose, the embodiment of the present application further provides a computer device, which can be a personal computer, a server, a network device, etc. The computer device includes a storage medium and a processor; the storage medium is used to store a computer program; the processor is used to execute the computer program to achieve the above-mentioned Figures 1 to 5 The method for detecting game acceleration plug-ins shown.

[0129] Optionally, the computer device may further include a user interface, a network interface, a camera, a radio frequency (RF) circuit, a sensor, an audio circuit, a Wi-Fi module, etc. The user interface may include a display, an input unit such as a keyboard, etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (such as a Bluetooth interface, a Wi-Fi interface), etc.

[0130] Those skilled in the art will understand that the computer device structure provided in this embodiment does not constitute a limitation on the computer device, and may include more or fewer components, or a combination of certain components, or different component arrangements.

[0131] The storage medium may also include an operating system and a network communication module. An operating system is a program that manages and stores the hardware and software resources of a computer device, supporting the execution of information processing programs and other software and / or programs. The network communication module facilitates communication between components within the storage medium, as well as with other hardware and software within the physical device.

[0132] Through the description of the above implementation methods, those skilled in the art can clearly understand that the present application can be implemented by means of software plus a necessary general hardware platform, or can be implemented by hardware by sending a first plug-in detection message carrying a first target response time to a game client through a game server, and receiving a first feedback message from the game client to the first plug-in detection message, thereby calculating the first actual response time of the game client to the first plug-in detection message, and comparing the first actual response time with the first target response time to identify whether the game client has installed an acceleration plug-in. The embodiment of the present application identifies whether the client has installed an acceleration plug-in by comparing the target response time preset by the game server with the actual response time of the game client. Compared with the method of identifying acceleration plug-ins based on client heartbeat packets in the prior art, this helps to avoid plug-in programs bypassing detection and improves the accuracy of acceleration plug-in identification.

[0133] Those skilled in the art will understand that the accompanying drawings are only schematic diagrams of a preferred implementation scenario, and the modules or processes in the accompanying drawings are not necessarily required to implement the present application. Those skilled in the art will understand that the modules in the devices in the implementation scenario can be distributed in the devices of the implementation scenario according to the implementation scenario description, or can be changed accordingly and located in one or more devices different from the implementation scenario. The modules of the above-mentioned implementation scenario can be combined into one module, or can be further split into multiple sub-modules.

[0134] The serial numbers of the above application are for descriptive purposes only and do not represent the advantages or disadvantages of the implementation scenarios. The above disclosure only discloses several specific implementation scenarios of the present application, but the present application is not limited thereto. Any changes that can be conceived by those skilled in the art should fall within the scope of protection of the present application.

Claims

1. A method for detecting game acceleration plug-ins, characterized in that: include: Sending a first cheat detection message to a game client and recording a first sending timestamp of the first cheat detection message, wherein the first cheat detection message includes a first target response time, which is used to indicate a feedback time of the game client in response to the first cheat detection message; receiving a first feedback message from the game client in response to the first cheat detection message, and determining a first receiving timestamp of the first feedback message; Calculating a first actual response time of the first cheat detection message based on the first sending timestamp and the first receiving timestamp, and identifying whether the game client has installed an acceleration cheat based on the first target response time and the first actual response time; The sending of the first cheat detection message to the game client specifically includes: Determining a first detection interval randomly or according to a first preset detection rule within a first preset detection duration, and determining a first estimated sending time of the first cheat detection message based on a time when the first cheat detection message was last sent and the first detection interval; Obtaining, from the to-be-sent messages corresponding to the game client, a first to-be-sent message that matches the first estimated sending time; After writing the first cheat detection message into the first message to be sent, the first message to be sent carrying the first cheat detection message is sent to the game client.

2. The method according to claim 1, characterized in that After writing the first cheat detection message into the first message to be sent, and before sending the first message to be sent carrying the first cheat detection message to the game client, the method further includes: Within a first preset response time range, the first target response time is generated randomly or according to a first preset response rule, and the first cheat detection message carrying the first target response time is generated.

3. The method according to claim 1, characterized in that The identifying whether the game client has installed a cheat based on the target response time and the actual response time specifically includes: If the first actual response time is greater than or equal to the first target response time, returning to executing the step of sending the first cheat detection message to the game client; If the first actual response time is less than the first target response time, perform one of the following: Determine that the game client has installed an acceleration plug-in; or, Returning to executing the sending of the first cheat message to the game client, and identifying whether the game client has installed an acceleration cheat based on the determination result of the first actual response time and the first target response time for a consecutive preset number of times; or Send a second plug-in detection message carrying a second target response time to the game client, record the second sending timestamp of the second plug-in detection message, determine the second actual response time of the second plug-in detection message based on the second receiving timestamp and the second sending timestamp of the second plug-in detection message, and identify whether the game client has installed an acceleration plug-in based on the second target response time and the second actual response time, wherein the second target response time is randomly generated within a second preset response time range or according to a second preset response rule, and the second preset response time range is different from the first preset response time range.

4. The method according to claim 3, characterized in that The sending of the second cheat detection message to the game client specifically includes: Determining a second detection interval randomly or according to a second preset detection rule within a second preset detection duration range, and determining a second estimated sending time based on the first sending timestamp and the second detection interval, wherein the second preset detection duration range is smaller than the first preset detection duration range; Obtaining, from the to-be-sent messages corresponding to the game client, a second to-be-sent message that matches the second expected sending time; After writing the second cheat detection message into the second message to be sent, the second message to be sent carrying the second cheat detection message is sent to the game client.

5. The method according to any one of claims 1 to 4, characterized in that The method further comprises: When it is identified that the game client has installed an acceleration plug-in, a game logout instruction is sent to the game client, wherein the game logout instruction is used to instruct the game client to log out of the current game account.

6. The method according to claim 5, characterized in that After sending the game logout instruction to the game client, the method further includes: Recording the number of times the first acceleration plug-in of the game client is used, and determining a first ban duration of the game client based on the number of times the first acceleration plug-in is used; and / or, The number of times the second acceleration plug-in is used by the current game account corresponding to the game client is recorded, and a second account suspension duration of the current game account is determined based on the number of times the second acceleration plug-in is used.

7. A device for detecting game acceleration plug-ins, characterized in that: include: a detection message sending module, configured to send a first cheat detection message to a game client and record a first sending timestamp of the first cheat detection message, wherein the first cheat detection message includes a first target response time, which indicates a feedback time of the game client in response to the first cheat detection message; a feedback message receiving module, configured to receive a first feedback message from the game client in response to the first cheat detection message, and determine a first receiving timestamp of the first feedback message; a cheat identification module, configured to calculate a first actual response time of the first cheat detection message based on the first sending timestamp and the first receiving timestamp, and identify whether the game client has installed an acceleration cheat based on the first target response time and the first actual response time; The detection message sending module is also used to determine a first detection interval randomly or according to a first preset detection rule within a first preset detection time range, and determine a first expected sending time of the first cheat detection message based on the time when the first cheat detection message was last sent and the first detection interval; obtain the first to-be-sent message that matches the first expected sending time from the to-be-sent messages corresponding to the game client; after writing the first cheat detection message into the first to-be-sent message, send the first to-be-sent message carrying the first cheat detection message to the game client.

8. A storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 6 is implemented.

9. A computer device comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein: When the processor executes the computer program, the method according to any one of claims 1 to 6 is implemented.

Citation Information

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