Cloud game security verification method, device and equipment

By using a collaborative verification mechanism between the cloud server and the server, the security risk control issues during multi-user login in cloud gaming are resolved, ensuring the normal operation and security of cloud gaming and avoiding the risk of micro-client information being tampered with on the client side.

CN116421977BActive Publication Date: 2026-04-21YIDIAN LINGXI INFORMATION TECHNOLOGY (GUANGZHOU) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
YIDIAN LINGXI INFORMATION TECHNOLOGY (GUANGZHOU) CO LTD
Filing Date
2023-04-28
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

In existing technologies, cloud gaming is prone to triggering the security risk control logic of cloud devices when multiple users log in, leading to abnormal operation, and existing solutions have high security risks.

Method used

The client's login information is obtained through the cloud server, and verified using the account server and security server to ensure the legality of user information and identification information. After successful verification, the client information is obtained from the channel server for security verification to prevent client information from being tampered with on the client side.

Benefits of technology

It enables the normal operation and security verification of cloud games, improves the security of cloud games, avoids the risk of micro-client information being tampered with on the client side, and ensures the stability and security of game operation.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present application provide a cloud game security verification method, device and equipment, the method comprising: a cloud server acquires login information sent by a client; the login information comprises user information and identification information; the user information and the identification information are verified through an account server; in the case that the user information and the identification information are both verified, micro-end information of the client is acquired from a channel server through the account server; the target cloud game is logged in based on the login information, and the micro-end information is sent to a security server through the account server, so that the security server performs security verification based on the micro-end information. In this way, the normal operation of the cloud game can be ensured, and the normal implementation of the cloud game security verification can also be ensured; and the micro-end information is transmitted between servers, which can avoid the micro-end information being tampered with on the client side, further ensuring the security of the cloud game operation.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a cloud gaming security verification method, apparatus, and device. Background Technology

[0002] With the continuous development of internet technology, cloud gaming technology is also gradually maturing. Cloud gaming is a gaming method based on cloud computing, which has lower requirements for the performance of user terminal devices. During the operation of cloud gaming, the same cloud device may need to support multiple user logins. However, since the operating environment of the cloud device is fixed, frequent logins by multiple users will trigger the security risk control logic of the cloud device, leading to abnormal operation of the cloud game.

[0003] In related technologies, in order for cloud gaming to operate normally, various manufacturers usually use special game software packages to bypass the security risk control logic of cloud devices. This method makes it impossible for the cloud gaming security verification process to be implemented normally, resulting in greater operational risks and lower security for cloud gaming. Summary of the Invention

[0004] This application provides a cloud gaming security verification method, apparatus, and device to ensure the normal implementation of cloud gaming security verification while ensuring the normal operation of cloud gaming, thereby improving the security of cloud gaming.

[0005] In a first aspect, embodiments of this application provide a cloud gaming security verification method, applied to a cloud server, comprising:

[0006] Obtain login information sent by the client; the login information includes user information and identification information;

[0007] The user information and the identification information are verified through the account server.

[0008] If both the user information and the identification information are verified, the client's micro-client information is obtained from the channel server through the account server;

[0009] Log in to the target cloud game based on the login information, and send the micro-client information to the security server through the account server so that the security server can perform security verification based on the micro-client information.

[0010] In one possible implementation, obtaining the login information sent by the client includes:

[0011] The login information sent by the client is obtained through the account SDK;

[0012] The login information is sent to the account server via the account SDK.

[0013] In one possible implementation, the user information includes a user identifier and password information; the verification of the user information through the account server includes:

[0014] Obtain the password information and user identifier from the user information, and determine the preset password based on the user identifier;

[0015] If the password information is the same as the preset password, the user information verification is deemed successful.

[0016] In one possible implementation, the identification information is a hash value checksum; the verification of the identification information through the account server includes:

[0017] Obtain the identification information and call a preset verification code generation algorithm to verify the identification information;

[0018] If the output of the preset verification code generation algorithm is normal, then the identification information is determined to have passed verification.

[0019] In one possible implementation, after verifying the user information and the identification information through the account server, the method further includes:

[0020] If the user information and / or the identification information fail to be verified, a login failure message is returned to the client.

[0021] In one possible implementation, sending the micro-client information to the security server via the account server, so that the security server performs security verification based on the micro-client information, includes:

[0022] The account server sends the cloud game tag corresponding to the target cloud game and the micro-client information to the security server.

[0023] The security server performs role security verification and account security verification based on the cloud gaming tag and the micro-client information.

[0024] In one possible implementation, the micro-client information includes at least one of the following: client device identifier, client device type, and system version.

[0025] Secondly, embodiments of this application provide a cloud gaming security verification method, applied to a client, including:

[0026] In response to a user's login operation for a target cloud game, login information is generated; the login information includes user information and identification information.

[0027] The login information is sent to the cloud server so that the cloud server can verify the user information and the identification information through the account server. If the user information and the identification information are verified, the client's micro-client information is obtained from the channel server through the account server.

[0028] The cloud server is also used to log in to the target cloud game based on the login information, and to send the micro-client information to the security server through the account server, so that the security server can perform security verification based on the micro-client information.

[0029] In one possible implementation, sending the login information to the cloud server includes:

[0030] The login information is sent from the channel SDK to the account SDK, so that the account SDK sends the login information to the account server; the client includes the channel SDK; the cloud server includes the account SDK.

[0031] Thirdly, embodiments of this application provide a cloud gaming security verification device, comprising:

[0032] The first acquisition module is used to acquire login information sent by the client; the login information includes user information and identification information.

[0033] The verification module is used to verify the user information and the identification information through the account server;

[0034] The second acquisition module is used to obtain the client's micro-client information from the channel server through the account server when both the user information and the identification information have been verified.

[0035] The sending module is used to log in to the target cloud game based on the login information, and send the micro-client information to the security server through the account server, so that the security server can perform security verification based on the micro-client information.

[0036] In one possible implementation, the first acquisition module is specifically used for:

[0037] The login information sent by the client is obtained through the account SDK;

[0038] The login information is sent to the account server via the account SDK.

[0039] In one possible implementation, the user information includes a user identifier and password information; the verification module is specifically used for:

[0040] Obtain the password information and user identifier from the user information, and determine the preset password based on the user identifier;

[0041] If the password information is the same as the preset password, the user information verification is deemed successful.

[0042] In one possible implementation, the identification information is a hash value checksum; the verification module is specifically used for:

[0043] Obtain the identification information and call a preset verification code generation algorithm to verify the identification information;

[0044] If the output of the preset verification code generation algorithm is normal, then the identification information is determined to have passed verification.

[0045] In one possible implementation, the device is further used for:

[0046] If the user information and / or the identification information fail to be verified, a login failure message is returned to the client.

[0047] In one possible implementation, the sending module is specifically used for:

[0048] The account server sends the cloud game tag corresponding to the target cloud game and the micro-client information to the security server.

[0049] The security server performs role security verification and account security verification based on the cloud gaming tag and the micro-client information.

[0050] In one possible implementation, the micro-client information includes at least one of the following: client device identifier, client device type, and system version.

[0051] Fourthly, embodiments of this application provide a cloud gaming security verification device, comprising:

[0052] The generation module is used to generate login information in response to a user's login operation for a target cloud game; the login information includes user information and identification information.

[0053] The sending module is used to send the login information to the cloud server so that the cloud server can verify the user information and the identification information through the account server. If the user information and the identification information are verified, the cloud server can obtain the client's micro-client information from the channel server through the account server.

[0054] The cloud server is also used to log in to the target cloud game based on the login information, and to send the micro-client information to the security server through the account server, so that the security server can perform security verification based on the micro-client information.

[0055] In one possible implementation, the sending module is specifically used for:

[0056] The login information is sent from the channel SDK to the account SDK, so that the account SDK sends the login information to the account server; the client includes the channel SDK; the cloud server includes the account SDK.

[0057] Fifthly, embodiments of this application provide an electronic device, including: a memory and a processor;

[0058] The memory stores computer-executed instructions;

[0059] The processor executes computer execution instructions stored in the memory, causing the processor to perform the cloud gaming security verification method described in either the first or second aspect.

[0060] Sixthly, embodiments of this application provide a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, are used to implement the cloud gaming security verification method described in either the first or second aspect.

[0061] In a seventh aspect, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements the cloud gaming security verification method shown in either the first or second aspect.

[0062] In this embodiment, the cloud server obtains login information sent by the client; the login information includes user information and identification information; the user information and identification information are verified by the account server; if both user information and identification information are verified successfully, the client's micro-client information is obtained from the channel server through the account server; the target cloud game is logged in based on the login information, and the micro-client information is sent to the security server through the account server so that the security server can perform security verification based on the micro-client information. In this way, the account server performs login verification based on the identification information and login information, and if the verification is successful, it directly obtains the client's micro-client information from the channel server for subsequent security verification. This ensures both the normal operation of the cloud game and the proper implementation of cloud game security verification; furthermore, since the micro-client information is transmitted between servers, it avoids tampering with the micro-client information on the client side, further ensuring the security of cloud game operation. Attached Figure Description

[0063] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments of this application and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0064] Figure 1 A schematic diagram illustrating an application scenario provided for an exemplary embodiment of this application;

[0065] Figure 2 A flowchart illustrating a cloud gaming security verification method provided as an exemplary embodiment of this application;

[0066] Figure 3 A flowchart illustrating another cloud gaming security verification method provided as an exemplary embodiment of this application;

[0067] Figure 4 A flowchart illustrating another cloud gaming security verification method provided as an exemplary embodiment of this application;

[0068] Figure 5 A schematic diagram of the technical link for cloud gaming security verification provided as an exemplary embodiment of this application;

[0069] Figure 6 A schematic diagram of the structure of a cloud gaming security verification device provided as an exemplary embodiment of this application;

[0070] Figure 7 A schematic diagram of the structure of a cloud gaming security verification device provided as an exemplary embodiment of this application;

[0071] Figure 8 This is a schematic diagram of the structure of an electronic device provided as an exemplary embodiment of this application. Detailed Implementation

[0072] To make the objectives, technical solutions, and advantages of this application clearer, the technical solutions of this application will be clearly and completely described below in conjunction with specific embodiments and corresponding drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of them. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. The user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions, and corresponding operation entry points are provided for users to choose to authorize or refuse.

[0073] With the continuous development of the internet, cloud gaming technologies have matured, and various systems and vendors have launched cloud gaming functions through multiple channels. Generally, cloud gaming technologies from different channels typically involve upgrading and modifying a channel package to output a small client application (APP) for the user. On the channel server side, there's a larger cloud package used to actually execute game logic such as cloud game accounts and logins. As a cloud device, the large cloud package operates in a specific environment, usually within a fixed device and network environment. However, because the large cloud package is provided to different users (players), for example, a single cloud device might support 16 simultaneous cloud game sessions, frequent logins by multiple users often trigger the cloud server's security risk control logic for cloud game accounts or characters. Ultimately, the cloud server may directly interrupt the cloud gaming logic, causing the cloud game to malfunction.

[0074] Based on this, in order to avoid triggering the security risk control logic of cloud servers, various vendors typically offer the following two solutions:

[0075] The first solution involves game developers from different channels providing a special game package that bypasses the cloud server's security risk control logic. Users can then log in to the cloud game using this special package, allowing the game to run normally on cloud devices. However, this solution only guarantees normal cloud game operation. Because it bypasses the cloud server's security risk control logic, it carries higher security risks, making it susceptible to issues like "account farming by black market operators," damaging the game ecosystem and reducing the user's gaming experience.

[0076] The second solution involves the client directly reporting its micro-client information to the account server on the cloud server when logging in via the channel SDK. The account server then forwards the micro-client information to the security server on the cloud server to execute security risk control logic. In this solution, the micro-client information is transmitted directly from the client to the cloud server via the channel SDK. Since the client's game package is easily cracked, the micro-client information may be tampered with. The transmission link based on the client directly sending micro-client information to the cloud server has low security, and the probability of micro-client information anomalies is high. This can easily trigger security risk control logic, causing the cloud game to malfunction and resulting in a higher security risk for cloud game operation.

[0077] Therefore, the solutions in the relevant technologies cannot achieve normal security verification of cloud gaming while ensuring its normal operation, and the security of cloud gaming is not high.

[0078] Figure 1This is a schematic diagram illustrating an application scenario provided for an exemplary embodiment of this application. For example... Figure 1 As shown, it includes a client 101, a cloud server 102, and a channel server 103. The client 101 can be a mobile phone, computer, wearable device, etc. The cloud server 102 can refer to a cloud-based device, specifically a computer, etc. The channel server 103 can refer to a server on the channel side. Figure 1 As shown in the related technologies, the client 101 directly sends micro-client information to the cloud server 102, enabling the cloud server 102 to execute security risk control logic. In this transmission method, the micro-client information is easily tampered with, posing a high security risk and failing to ensure the normal operation of cloud gaming. However, in this embodiment, the client 101 sends login information, including identification information, to the cloud server 102. The cloud server 102 verifies the identification information, and only after successful verification does it retrieve the micro-client information from the channel server 103 to execute security risk control logic. This way, the micro-client information is transmitted between servers, preventing tampering of the micro-client information on the client side and ensuring the security of cloud gaming operation.

[0079] In this embodiment, the cloud server obtains login information sent by the client; the login information includes user information and identification information; the user information and identification information are verified by the account server; if both the user information and identification information are verified successfully, the client's micro-client information is obtained from the channel server through the account server; the target cloud game is logged in based on the login information, and the micro-client information is sent to the security server through the account server so that the security server can perform security verification based on the micro-client information. In this way, the account server performs login verification based on the identification information and login information, and if the verification is successful, it directly obtains the client's micro-client information from the channel server for subsequent security verification. This ensures both the normal operation of the cloud game and the proper implementation of cloud game security verification; furthermore, since the micro-client information is transmitted between servers, it avoids tampering with the micro-client information on the client side, further ensuring the security of cloud game operation.

[0080] The technical solutions shown in this application will be described in detail below through specific embodiments. It should be noted that the following embodiments may exist independently or in combination with each other, and the same or similar content will not be described again in different embodiments.

[0081] Figure 2 This is a flowchart illustrating a cloud gaming security verification method provided as an exemplary embodiment of this application. Please refer to... Figure 2 The cloud gaming security verification method may include:

[0082] S201. Obtain the login information sent by the client; the login information includes user information and identification information.

[0083] The execution entity in this application embodiment can be a cloud server or a cloud gaming security verification device set in a cloud server. The cloud gaming security verification device can be implemented through software or a combination of software and hardware. For ease of understanding, the following description uses a cloud server as the execution entity.

[0084] In this embodiment, the client can refer to the terminal device used by the user, also known as the user terminal or micro-client, specifically such as a mobile phone, tablet computer, computer, wearable device, etc. This embodiment does not limit the specific name or type of the client. Login information refers to the information sent by the client to the cloud server for cloud gaming security verification, specifically including user information and identifier information (token). User information can include user identifier and login password, specifically the user's mobile phone number, email address, and password used for game login. Identifier information refers to a verification code used for cloud gaming security verification, such as a cloud gaming token. This identifier information can specifically be a hash value verification code, generated based on a specific algorithm (e.g., a preset verification code generation algorithm). For example, the identifier information can be a hash value verification code generated based on the MD5 message-digest algorithm (MD5) or the secure hash algorithm (SHA256). The specific content of user information and the specific generation method of identification information can be flexibly set based on actual needs, and this application embodiment does not limit this.

[0085] In this step, after the user performs a login operation for the target cloud game on the client, the client responds to the user's login operation by collecting and generating login information, including user identification information. The user information can be generated by the client collecting relevant user information; the identification information can be obtained by the client based on information such as the cloud game account identifier (ID) using a specific algorithm. The client can then send this login information to the cloud server for verification.

[0086] S202. Verify user information and identification information through the account server.

[0087] In this embodiment of the application, the account server can refer to a server or module in the cloud server used for account login and verification. It can be used to implement server functions related to account login and payment, and can also be used to connect to account login and payment functions of different channels. It can also be used to implement some general functions, such as cloud game announcement management, chat, friends, customer service, push, cloud game scene sharing and other general types of functions.

[0088] In this step, after the client sends login information to the cloud server, the account server on the cloud server can receive the login information and verify the user information and identification information in the login information. Specifically, during the verification, the account server can verify whether the username or password in the user information is correct, and can verify whether there are any abnormalities in the identification information, etc. This application embodiment does not limit the specific verification process of the account server.

[0089] S203. If both user information and identification information are verified, obtain the client's micro-client information from the channel server through the account server.

[0090] In this embodiment, the channel server can refer to a server on the channel side, or a channel server, specifically a server set up by the manufacturer on a specific channel. The micro-client information can refer to the client's hardware device information, such as the client's device identifier, device model, operating system version, etc. The cloud server can use this micro-client information to determine whether there are any abnormal logins to cloud gaming accounts or cloud gaming characters.

[0091] In this step, after the account server successfully verifies both user information and identification information, it can obtain the client's micro-client information from the channel server. Cloud gaming typically deploys channel servers and channel software development kits (SDKs) across different channels. The channel SDK provides the user login entry point on the client and receives user login information. The channel server and channel SDK communicate via a special encrypted channel. Based on this, the channel server can securely obtain the client's micro-client information and store it on its own. When a user performs cloud gaming security verification, the client sends login information, including user information and identification information, to the cloud server. After the account server on the cloud server successfully verifies both user information and identification information, it can obtain the client's micro-client information from the channel server, enabling the transparent transmission of micro-client information on the server side.

[0092] In this way, compared with the transmission method in related technologies where the client directly sends the micro-client information to the cloud server, the account server in this embodiment obtains the micro-client information from the channel server after the identification information and login information are verified. This ensures that the micro-client information is transmitted between servers, avoids the situation where the micro-client information is tampered with on the client, and improves the security of cloud gaming.

[0093] S204. Log in to the target cloud game based on the login information, and send the micro-client information to the security server through the account server so that the security server can perform security verification based on the micro-client information.

[0094] In this embodiment, the target cloud game can refer to the cloud game corresponding to the user's login operation, i.e., the cloud game the user needs to log in to. The security server can refer to a server or module in the cloud server used to execute security risk control processing logic. It can judge the current running environment of the user's cloud game account and cloud game character based on the micro-client information to identify security risks. When the security server identifies a risk situation, it can trigger the account (character) interception and verification processing logic to perform secondary verification. If the verification fails, it means that the account (character) is abnormal, and the cloud server can directly interrupt the operation of the cloud game to ensure the security of the cloud game.

[0095] In this step, after successful login information verification, the cloud server can log in to the target cloud game based on the login information, achieving normal login. Simultaneously, the account server on the cloud server can forward the micro-client information obtained from the channel server to the security server, enabling the security server to identify security risks based on the micro-client information and execute security risk control logic to ensure the secure operation of the cloud game. It should be noted that the security server and account server on the cloud server can be deployed on the same server, for example, as different modules to implement different functions; alternatively, the security server and account server on the cloud server can be deployed on different servers, with communication connections between the servers to execute different functions. This application embodiment does not limit the specific deployment method of the cloud server.

[0096] In this embodiment, the cloud server obtains login information sent by the client; the login information includes user information and identification information; the user information and identification information are verified by the account server; if both user information and identification information are verified successfully, the client's micro-client information is obtained from the channel server through the account server; the target cloud game is logged in based on the login information, and the micro-client information is sent to the security server through the account server so that the security server can perform security verification based on the micro-client information. In this way, the account server performs login verification based on the identification information and login information, and if the verification is successful, it directly obtains the client's micro-client information from the channel server for subsequent security verification. This ensures both the normal operation of the cloud game and the proper implementation of cloud game security verification; furthermore, since the micro-client information is transmitted between servers, it avoids tampering with the micro-client information on the client side, further ensuring the security of cloud game operation.

[0097] exist Figure 2 Based on the embodiments shown, Figure 3 A flowchart illustrating another cloud gaming security verification method provided for an exemplary embodiment of this application. Please refer to... Figure 3 The cloud gaming security verification method may include:

[0098] S301. Obtain the login information sent by the client through the account SDK; send the login information to the account server through the account SDK; the login information includes user information and identification information.

[0099] In this embodiment, the account SDK can refer to a software toolkit on a cloud server used for account login and payment-related client functions. The account SDK interfaces with the channel SDK in the client and can receive login information uploaded by the channel SDK on the client.

[0100] Specifically, in this embodiment, the client may only deploy the channel SDK, allowing users to perform login operations for the target cloud game based on the channel SDK. The account SDK, account server, and security server can be deployed on a cloud server, further saving client system resources and reducing user device costs. In response to the user's login operation, the client can send login information to the account SDK via the channel SDK. After receiving the login information, the account SDK can further send it to the account server for verification.

[0101] S302. The user information includes a user identifier and a password; the password information and the user identifier in the user information are obtained, and a preset password is determined based on the user identifier; if the password information is the same as the preset password, the user information verification is confirmed to be successful.

[0102] In this embodiment, the user identifier can refer to a user's personal identifier when logging into the cloud game, such as a user's mobile phone number, email address, or game ID. This embodiment does not limit the specific form of the user identifier. The password information can refer to the user's verification password when logging into the cloud game. The preset password can refer to a pre-set verification password.

[0103] In this step, after obtaining the login information, the account server can retrieve the user's password and user identifier from the login information and determine the preset password corresponding to the user identifier. The account server then verifies the password from the login information against the preset password. If the password entered by the user matches the preset password, the user information verification is successful; if the password does not match the preset password, the user information verification fails. The cloud server can then skip subsequent login verification steps and directly return a login failure message to the client. This further enhances the security of cloud gaming security verification.

[0104] S303. The identification information is a hash value verification code; obtain the identification information and call the preset verification code generation algorithm to verify the identification information; if the output result of the preset verification code generation algorithm is normal, then the identification information verification is confirmed to be successful.

[0105] In this embodiment, the identification information can be a hash checksum, specifically an MD5 or SHA-256 hash value. The preset checksum generation algorithm can be a pre-set algorithm for generating the identification information, such as MD5 or SHA-256, and can be flexibly set based on actual needs; this embodiment does not limit this. The channel SDK in the account server and client can deploy the same preset checksum generation algorithm, enabling the account server to verify the identification information based on the same algorithm.

[0106] Specifically, in response to a user's login operation, the channel SDK in the client can input the user's cloud gaming account ID, client device ID, or other preset information into a preset verification code generation algorithm to generate a hash value verification code, thus obtaining the identification information. The account server then obtains this identification information and verifies it using the same preset verification code generation algorithm. If the output is normal, the account server can confirm that the identification information has not been modified, and the verification is successful. If the output is abnormal, the account server can confirm that the identification information has been tampered with, the verification fails, and the cloud server can skip the login verification step and directly return a login failure message to the client.

[0107] In this embodiment, the account server verifies the identification information based on a preset verification code generation algorithm. This avoids the security risks that exist when the client directly sends the micro-client information to the cloud server, and further improves the security of cloud gaming.

[0108] S304. If both user information and identification information are verified, obtain the client's micro-client information from the channel server through the account server; if user information and / or identification information fail to be verified, return login failure information to the client.

[0109] In this embodiment, the login failure information may refer to the relevant prompt information regarding the failure of cloud gaming security verification. When the login information verification is successful (i.e., both user information and identification information are verified successfully), the cloud server obtains the client's micro-client information from the channel server through the account server. This ensures the secure acquisition of micro-client information and prevents tampering when the micro-client information is directly uploaded from the client to the cloud server. If either the user information or the identification information fails verification, or if both fail verification, the cloud server can return a login failure message to the client. The client can then display a preset prompt message such as "Login Failed" on its screen, indicating that the cloud gaming security verification has failed.

[0110] In one possible implementation, the micro-client information includes at least one of the following: client device identifier, client device type, and system version.

[0111] In this embodiment, the micro-client information can refer to information related to the client device environment, such as the client device identifier, device type, and system version. The client device identifier can be a device identification code, such as the International Mobile Equipment Identity (IMEI), which can be represented by a hash value verification code. This embodiment does not limit the specific content or form of the device identifier. The client device type can refer to the client's device model or type. The system version can refer to the client's operating system version. After the account server obtains the client's micro-client information from the channel server, it can further send this information to the security server, enabling the security server to execute security risk control logic based on the micro-client information and achieve normal security verification of the cloud server. Of course, the micro-client information can also include other content, which can be flexibly set according to actual needs. This embodiment does not limit this.

[0112] S305. Log in to the target cloud game based on login information.

[0113] S306. Send the cloud game tag and micro-client information corresponding to the target cloud game to the security server through the account server; perform role security verification and account security verification based on the cloud game tag and micro-client information through the security server.

[0114] In this embodiment, the cloud gaming tag refers to the tag attribute value corresponding to the target cloud game, which can characterize the specific type of cloud game. After the login information verification is successful, the cloud server can log in to the target cloud game based on the login information. Simultaneously, the account server can send the cloud gaming tag corresponding to the target cloud game and the micro-client information obtained from the channel server to the security server. The security server can execute security risk control processing logic based on the cloud gaming tag and micro-client information, specifically role security verification and account security verification. Role security verification refers to the security server identifying and processing security risks related to the operation behavior of characters within the cloud game, focusing on the activity behavior of cloud game characters within the cloud game; account security verification refers to the security server identifying and processing security risks related to cloud game accounts, focusing on abnormal login behavior of cloud game accounts. One cloud game account may correspond to multiple cloud game characters.

[0115] Specifically, the security server can perform character security verification based on the game server. This game server can refer to a server or module within the cloud server used to handle character-related logic within the cloud game, such as character upgrades or internal cloud game task processing. Simultaneously, the security server can perform account security verification based on the account server. For example, when the security server determines abnormal login behavior on the client based on client information, it can issue an account prevention task to the account server. The account server then issues this task to the account SDK, which in turn sends it to the client. The client can display a login error message and interrupt the cloud game process. Alternatively, the client can display a verification box for secondary verification, and interrupt the cloud game process if the verification fails.

[0116] In this embodiment, the account server sends the cloud gaming tag and micro-client information to the security server, enabling the security server to perform security verification of the role and account based on the cloud gaming tag and micro-client information. This ensures the normal operation of cloud gaming while achieving normal security verification, thereby improving the security of cloud gaming and ensuring a healthy operating ecosystem for cloud gaming.

[0117] Based on the above embodiments, the cloud gaming security verification method in this application embodiment will be specifically described from the perspective of the client. Figure 4 A flowchart illustrating another cloud gaming security verification method provided for an exemplary embodiment of this application. Please refer to... Figure 4 The cloud gaming security verification method may include:

[0118] S401. In response to the user's login operation for the target cloud game, generate login information; the login information includes user information and identification information.

[0119] S402. Send login information to the cloud server so that the cloud server can verify the user information and identification information through the account server. If the user information and identification information are verified, obtain the client's micro-client information from the channel server through the account server.

[0120] The cloud server is also used to log in to the target cloud game based on the login information, and to send the micro-client information to the security server through the account server so that the security server can perform security verification based on the micro-client information.

[0121] In this embodiment of the application, the login operation can refer to the user's touch operation on the target cloud game in the client, specifically the click operation, double-click operation, or swipe operation, etc. This embodiment of the application does not limit the specific type of login operation.

[0122] In this embodiment, the client responds to a user's login operation for a target cloud game by generating login information, which includes user information and identification information. The client then sends this login information to the cloud server, which verifies the user information and identification information through an account server. If both user information and identification information are verified, the cloud server obtains the client's micro-client information from the channel server through the account server. The cloud server logs into the target cloud game based on the login information and sends the micro-client information to the security server through the account server, enabling the security server to perform security verification based on the micro-client information. In this way, the account server performs login verification based on identification and login information, and upon successful verification, directly obtains the client's micro-client information from the channel server for subsequent security verification. This ensures both the normal operation of the cloud game and the proper implementation of cloud game security verification. Furthermore, since the micro-client information is transmitted between servers, it prevents tampering with the micro-client information on the client side, further ensuring the security of cloud game operation.

[0123] In one possible implementation, the login information sending process in step S402 can be specifically implemented through the following steps:

[0124] The channel SDK sends login information to the account SDK, which then sends the login information to the account server. The client includes the channel SDK, and the cloud server includes the account SDK.

[0125] In this embodiment, the client may include a channel SDK, which can serve as the login entry point for the target cloud game. Users can perform a login operation for the target cloud game within the channel SDK. The channel SDK then obtains the login information and sends it to the account SDK on the cloud server. The account SDK further sends the login information to the account server for verification. Thus, in this embodiment, the client can implement login for the target cloud game based on the channel SDK, further saving client system resources and reducing user device costs.

[0126] It should be understood that in the various embodiments of this application, the sequence number of each process does not imply the order of execution. The execution order of each process should be determined by its function and internal logic, and should not constitute any limitation on the implementation process of the embodiments of this application.

[0127] Based on the above embodiments, Figure 5 This is a schematic diagram of the technical link of a cloud gaming security verification process provided for an exemplary embodiment of this application. For example... Figure 5 As shown, the channel SDK is deployed on the client side. The account SDK, account server, game client, game server, and security server are all deployed on cloud servers. The game client can refer to the cloud gaming game package, which is installed on the cloud server. It should be noted that the account server can also include a platform server, which can be used to perform account login and payment functions. Similarly, the account SDK can also include a platform SDK, corresponding to the platform server, used to perform client-side functions such as account login and payment.

[0128] Specifically, such as Figure 5 As shown, the client responds to the user's login operation for the target cloud game via the channel SDK, generating login information. The client then sends this login information to the account SDK on the cloud server via the channel SDK, which in turn sends it to the account server for verification. If both the user information and identifier information in the login information are successfully verified, the account server can obtain the client's micro-client information from the channel server. The cloud server can then log in to the target cloud game based on the login information. The account server can then send the cloud game tag and micro-client information to the security server and the game server. The security server can perform character security verification and account security verification based on the cloud game tag and micro-client information. Specifically, the security server can perform character security verification based on the game server and game client, and account security verification based on the account server.

[0129] In this embodiment, the channel SDK does not directly return the micro-client information to the cloud server. Instead, it returns identification information. After the account server successfully verifies the identification information, it obtains the micro-client information from the channel server. Then, the account server transmits the micro-client information to the security server to execute security risk control logic. In this way, the acquisition and transmission of micro-client information are both completed on the server side, avoiding the vulnerability of micro-client information to tampering when sent directly from the client to the cloud server. This ensures improved security for cloud gaming while guaranteeing its normal operation.

[0130] Figure 6 For a schematic diagram of a cloud gaming security verification device provided as an exemplary embodiment of this application, please refer to [link / reference]. Figure 6 The cloud gaming security verification device 60 includes:

[0131] The first acquisition module 61 is used to acquire login information sent by the client; the login information includes user information and identification information.

[0132] Verification module 62 is used to verify user information and identification information through the account server;

[0133] The second acquisition module 63 is used to obtain the client's micro-client information from the channel server through the account server when both user information and identification information have been verified.

[0134] The sending module 64 is used to log in to the target cloud game based on the login information and send the micro-client information to the security server through the account server so that the security server can perform security verification based on the micro-client information.

[0135] In one possible implementation, the first acquisition module 61 is specifically used for:

[0136] Obtain login information sent by the client through the account SDK;

[0137] The login information is sent to the account server via the account SDK.

[0138] In one possible implementation, the user information includes a user identifier and password information; the verification module 62 is specifically used for:

[0139] Obtain the password information and user identifier from the user information, and determine the preset password based on the user identifier;

[0140] If the password information is the same as the preset password, the user information verification is confirmed to be successful.

[0141] In one possible implementation, the identification information is a hash value checksum; the verification module 62 is specifically used for:

[0142] Obtain the identification information and call the preset verification code generation algorithm to verify the identification information;

[0143] If the preset checksum generation algorithm outputs a normal result, then the identification information verification is confirmed to be successful.

[0144] In one possible implementation, the device 60 is further used for:

[0145] If the user information and / or identification information fails to be verified, a login failure message is returned to the client.

[0146] In one possible implementation, the sending module 64 is specifically used for:

[0147] The cloud game tag and micro-client information corresponding to the target cloud game are sent to the security server through the account server.

[0148] The security server performs role and account security verification based on cloud game tags and micro-client information.

[0149] In one possible implementation, the micro-client information includes at least one of the following: client device identifier, client device type, and system version.

[0150] The cloud gaming security verification device 60 provided in this application embodiment can execute the technical solution shown in the above method embodiment. Its implementation principle and beneficial effects are similar, and will not be described again here.

[0151] Figure 7 For a schematic diagram of another cloud gaming security verification device provided as an exemplary embodiment of this application, please refer to [link / reference]. Figure 7 The cloud gaming security verification device 70 includes:

[0152] The generation module 71 is used to generate login information in response to the user's login operation for the target cloud game; the login information includes user information and identification information.

[0153] The sending module 72 is used to send login information to the cloud server so that the cloud server can verify the user information and identification information through the account server. If the user information and identification information are verified, the client's micro-client information is obtained from the channel server through the account server.

[0154] The cloud server is also used to log in to the target cloud game based on the login information, and to send the micro-client information to the security server through the account server so that the security server can perform security verification based on the micro-client information.

[0155] In one possible implementation, the sending module 72 is specifically used for:

[0156] The channel SDK sends login information to the account SDK, which then sends the login information to the account server. The client includes the channel SDK, and the cloud server includes the account SDK.

[0157] The cloud gaming security verification device 70 provided in this application embodiment can execute the technical solution shown in the above method embodiment. Its implementation principle and beneficial effects are similar, and will not be described again here.

[0158] Figure 8 For a schematic diagram of an electronic device provided as an exemplary embodiment of this application, please refer to [link / reference]. Figure 8 The electronic device 80 may include a processor 81 and a memory 82. Exemplarily, the processor 81 and the memory 82 are interconnected via a bus 83.

[0159] Memory 82 stores instructions executed by the computer;

[0160] The processor 81 executes computer execution instructions stored in the memory 82, causing the processor 81 to execute the cloud gaming security verification method as shown in the above method embodiment.

[0161] Accordingly, this application provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, are used to implement the cloud gaming security verification method described in the above method embodiments.

[0162] Accordingly, embodiments of this application may also provide a computer program product, including a computer program, which, when executed by a processor, can implement the cloud gaming security verification method shown in the above method embodiments.

[0163] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, systems, or computer program products. Therefore, the present invention can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, the present invention can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0164] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0165] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing device to function in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0166] These computer program instructions may also be loaded onto a computer or other programmable data processing equipment to cause a series of operational steps to be performed on the computer or other programmable equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0167] In a typical configuration, a computing device includes one or more processors, input / output interfaces, network interfaces, and memory.

[0168] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.

[0169] Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information using any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include transient computer-readable media, such as modulated data signals and carrier waves.

[0170] It should also be noted that the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.

[0171] The above description is merely an embodiment of this application and is not intended to limit the scope of this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the scope of the claims of this application.

Claims

1. A cloud gaming security verification method, characterized in that, Applied to cloud servers, including: Obtain login information sent by the client; the login information includes user information and identification information; The user information and the identification information are verified through the account server. If both the user information and the identification information are verified, the client's micro-client information is obtained from the channel server through the account server; Log in to the target cloud game based on the login information, and send the cloud game tag corresponding to the target cloud game and the micro-client information to the security server through the account server; The security server performs role security verification and account security verification based on the cloud gaming tag and the micro-client information.

2. The method according to claim 1, characterized in that, The step of obtaining the login information sent by the client includes: The login information sent by the client is obtained through the account SDK; The login information is sent to the account server via the account SDK.

3. The method according to claim 1, characterized in that, The user information includes a user identifier and password information; the verification of the user information through the account server includes: Obtain the password information and user identifier from the user information, and determine the preset password based on the user identifier; If the password information is the same as the preset password, the user information verification is deemed successful.

4. The method according to claim 1, characterized in that, The identification information is a hash value verification code; the verification of the identification information through the account server includes: Obtain the identification information and call a preset verification code generation algorithm to verify the identification information; If the output of the preset verification code generation algorithm is normal, then the identification information is determined to have passed verification.

5. The method according to claim 1, characterized in that, After verifying the user information and the identification information through the account server, the method further includes: If the user information and / or the identification information fail to be verified, a login failure message is returned to the client.

6. The method according to any one of claims 1 to 5, characterized in that, The micro-client information includes at least one of the following: client device identifier, client device type, and system version.

7. A cloud gaming security verification method, characterized in that, Applied to the client side, including: In response to a user's login operation for a target cloud game, login information is generated; the login information includes user information and identification information. The login information is sent to the cloud server so that the cloud server can verify the user information and the identification information through the account server. If the user information and the identification information are verified, the client's micro-client information is obtained from the channel server through the account server. The cloud server is also used to log in to the target cloud game based on the login information, and send the cloud game tag corresponding to the target cloud game and the micro-client information to the security server through the account server; the security server performs role security verification and account security verification based on the cloud game tag and the micro-client information.

8. The method according to claim 7, characterized in that, Sending the login information to the cloud server includes: The login information is sent from the channel SDK to the account SDK, so that the account SDK sends the login information to the account server; the client includes the channel SDK; the cloud server includes the account SDK.

9. A cloud gaming security verification device, characterized in that, include: The first acquisition module is used to acquire login information sent by the client; The login information includes user information and identification information; The verification module is used to verify the user information and the identification information through the account server; The second acquisition module is used to obtain the client's micro-client information from the channel server through the account server when both the user information and the identification information have been verified. The sending module is used to log in to the target cloud game based on the login information, and send the cloud game tag corresponding to the target cloud game and the micro-client information to the security server through the account server. The security server performs role security verification and account security verification based on the cloud gaming tag and the micro-client information.

10. A cloud gaming security verification device, characterized in that, include: The generation module is used to generate login information in response to a user's login operation for a target cloud game; The login information includes user information and identification information; The sending module is used to send the login information to the cloud server so that the cloud server can verify the user information and the identification information through the account server. If the user information and the identification information are verified, the cloud server can obtain the client's micro-client information from the channel server through the account server. The cloud server is also used to log in to the target cloud game based on the login information, and send the cloud game tag corresponding to the target cloud game and the micro-client information to the security server through the account server. The security server performs role security verification and account security verification based on the cloud gaming tag and the micro-client information.

11. An electronic device, characterized in that, include: Memory and processor; The memory stores computer-executed instructions; The processor executes computer execution instructions stored in the memory, causing the processor to perform the cloud gaming security verification method as described in any one of claims 1 to 8.

12. 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 cloud gaming security verification method according to any one of claims 1 to 8.

13. A computer program product, characterized in that, Includes a computer program that, when executed by a processor, implements the cloud gaming security verification method according to any one of claims 1 to 8.

Citation Information

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