A game malicious behavior prevention method and terminal

By generating a mapping component in the game client, input data is transmitted to the real client for processing and rendering, thus solving the problem of unfairness caused by malicious behavior and achieving a fair gaming environment.

CN118903832BActive Publication Date: 2025-11-28福建天晴在线互动科技有限公司
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Patent Information

Application Number
CN202410941141.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-07-15
Publication Date
2025-11-28
Estimated Expiration
2044-07-15

AI Technical Summary

Technical Problem

Malicious interference exists in existing blockchain games and PC games, resulting in an unfair gaming environment.

Method used

The first mapping component is generated in the game client, and the input data is transmitted to the real client in real time for processing and rendering. Critical data processing is performed on the real client to avoid malicious attacks and memory modification.

Benefits of technology

This reduces interference from malicious behavior in the game and ensures a fair gaming environment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a game malicious behavior prevention method and a terminal, a first mapping component is generated in a game client, input data is received in the game client through the first mapping component, and the input data is transmitted to a real client in real time, data processing is performed on the input data by using the real client, the processed data is sent to the game client by using the real client, and the processed data is rendered by using the game client, so that the game client is only responsible for data receiving and rendering, key data processing is in the real client, malicious attacks on the process of data processing are impossible, a mapping component is newly arranged in the game client, malicious behaviors cannot use original components to input in the client, and memory modification is impossible, so that interference of malicious behaviors on the game is reduced, and a fair game environment is ensured.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computer, in particular to a game malicious behavior prevention method and terminal. BACKGROUND

[0002] At present, the blockchain game and PC (personal computer) game are all faced with malicious behavior intrusion, and the malicious behavior mainly includes two types: (1) modifying the memory to directly achieve the game effect, for example, a player needs to experience a series of operations, such as manually selecting monsters and pressing keys to release skills, to achieve the corresponding game effect, and the game effect is directly achieved without the player's operation by modifying the memory; (2) finding the bitmap in the game by recognizing the picture, and using the key to simulate the clicking operation without the player's operation.

[0003] The above-mentioned malicious behavior destroys the game memory and also causes an unfair game environment. SUMMARY

[0004] The technical problem to be solved by the present application is to provide a game malicious behavior prevention method and terminal, which can reduce the interference of malicious behavior on the game.

[0005] In order to solve the above technical problems, the technical scheme adopted by the present application is:

[0006] A game malicious behavior prevention method, comprising the steps of:

[0007] generating a first mapping component in a game client;

[0008] receiving input data in the game client through the first mapping component, and transmitting the input data to a real client in real time;

[0009] processing the input data by using the real client to obtain processed data;

[0010] sending the processed data to the game client by using the real client, and rendering the processed data by using the game client.

[0011] In order to solve the above technical problems, another technical scheme adopted by the present application is:

[0012] A game malicious behavior prevention terminal, comprising a memory, a processor and a computer program stored in the memory and executable on the processor, and the processor implements the following steps when executing the computer program:

[0013] generating a first mapping component in a game client;

[0014] Receiving input data at the game client through the first mapping component, and transmitting the input data to the real client in real time;

[0015] Processing the input data by using the real client to obtain processed data;

[0016] Sending the processed data to the game client by using the real client, and rendering the processed data by using the game client.

[0017] The application has the beneficial effects that: a first mapping component is generated at the game client, input data is received at the game client through the first mapping component, and the input data is transmitted to the real client in real time, the input data is processed by using the real client, the processed data is sent to the game client by using the real client, and the processed data is rendered by using the game client, so that the game client is only responsible for data reception and rendering, the key data processing is in the real client, malicious attacks on the data processing process are impossible, a mapping component is newly set at the game client, malicious behaviors cannot use the original component to input the client, memory modification is impossible, and thus the interference of malicious behaviors on the game is reduced, and a fair game environment is ensured. BRIEF DESCRIPTION OF DRAWINGS

[0018] Figure 1 A step flow chart of a game malicious behavior prevention method of an embodiment of the application;

[0019] Figure 2 A structural schematic diagram of a game malicious behavior prevention terminal of an embodiment of the application;

[0020] Figure 3 A client and mapping component interaction schematic diagram in a game malicious behavior prevention method of an embodiment of the application;

[0021] Figure 4 A data processing flow chart in a game malicious behavior prevention method of an embodiment of the application. DETAILED DESCRIPTION

[0022] To make the technical content, the achieved purposes and effects of the application clear, the following will be described in detail in combination with the embodiments and the accompanying drawings.

[0023] Please refer to Figure 1 A game malicious behavior prevention method, comprising the following steps:

[0024] Generating a first mapping component at the game client;

[0025] The first mapping component receives input data at the game client and transmits the input data to the real client in real time;

[0026] The real client processes the input data to obtain processed data;

[0027] The real client transmits the processed data to the game client, and the game client renders the processed data.

[0028] From the above description, the beneficial effects of the present application are that a first mapping component is generated at the game client, input data is received at the game client through the first mapping component, and the input data is transmitted to the real client in real time, the real client processes the input data, the real client transmits the processed data to the game client, and the game client renders the processed data. In this way, the game client is only responsible for data reception and rendering, the key data processing is in the real client, malicious attacks on the data processing process are impossible, a mapping component is newly set at the game client, malicious behavior cannot use the original component to enter the client, and memory modification is impossible, thereby reducing the interference of malicious behavior on the game and ensuring a fair game environment.

[0029] Further, the first mapping component generated at the game client includes:

[0030] Obtaining a keyboard code that needs to be mapped;

[0031] Converting the keyboard code that needs to be mapped into a new keyboard code according to a preset conversion rule to obtain a first mapping component corresponding to the keyboard code that needs to be mapped.

[0032] From the above description, the keyboard code that needs to be mapped is converted into a new keyboard code according to a preset conversion rule to obtain a first mapping component corresponding to the keyboard code that needs to be mapped. In this way, the keyboard code is redefined to avoid using the original component to enter the client.

[0033] Further, the first mapping component receives input data at the game client and transmits the input data to the real client in real time includes:

[0034] The game client receives input data;

[0035] According to the first mapping component, data opposite to the input data is determined;

[0036] The opposite data is transmitted to the real client in real time.

[0037] From the above description, after the game client receives the input data, the data opposite to the input data is determined according to the first mapping component, and then the real-time transmission is performed to the real client, so that the memory modification cannot be realized, and the game cheating behavior is avoided.

[0038] Further, it also includes:

[0039] The real client obtains the new keyboard code, and converts the new keyboard code into a real keyboard code according to a preset conversion rule to obtain a second mapping component corresponding to the new keyboard code.

[0040] From the above description, a mapping component is also set in the real client, which is used to convert the new keyboard code into a real keyboard code, and ensures the smooth processing of the game operation data.

[0041] Further, before the real client processes the input data to obtain processed data, it further includes:

[0042] The real client uses the second mapping component to convert the opposite data into the real keyboard code as the input data.

[0043] From the above description, the real client uses the second mapping component to convert the opposite data into the real keyboard code as the input data, so as to obtain the data input by the player, and facilitate the real client to perform correct data processing.

[0044] Please refer to Figure 2 A game malicious behavior prevention terminal, including a memory, a processor and a computer program stored in the memory and executable on the processor, when the processor executes the computer program, the following steps are realized:

[0045] A first mapping component is generated in the game client;

[0046] The game client receives input data through the first mapping component, and transmits the input data to the real client in real time;

[0047] The real client processes the input data to obtain processed data;

[0048] The real client sends the processed data to the game client, and the game client renders the processed data.

[0049] From the above description, the beneficial effects of the present application are that: the first mapping component is generated in the game client, the input data is received in the game client through the first mapping component, and the input data is transmitted to the real client in real time, the input data is processed by the real client, the processed data is sent to the game client by the real client, and the processed data is rendered by the game client, so that the game client is only responsible for data reception and rendering, the key data processing is in the real client, the process of data processing cannot be maliciously attacked, and a mapping component is newly set in the game client, so that malicious behavior cannot use the original component to enter the client, and memory modification cannot be performed, thereby reducing the interference of malicious behavior on the game, and ensuring a fair game environment.

[0050] Further, the first mapping component generated in the game client comprises:

[0051] Obtaining a keyboard code that needs to be mapped;

[0052] The keyboard code that needs to be mapped is converted into a new keyboard code according to a preset conversion rule, and a first mapping component corresponding to the keyboard code that needs to be mapped is obtained.

[0053] From the above description, the keyboard code that needs to be mapped is converted into a new keyboard code according to a preset conversion rule, and a first mapping component corresponding to the keyboard code that needs to be mapped is obtained, so that the keyboard code is redefined, and the original component is used to enter the client.

[0054] Further, the input data is received in the game client through the first mapping component, and the input data is transmitted to the real client in real time, and the input data is processed by the real client, and the processed data is sent to the game client by the real client, and the processed data is rendered by the game client, so that the game client is only responsible for data reception and rendering, the key data processing is in the real client, the process of data processing cannot be maliciously attacked, and a mapping component is newly set in the game client, so that malicious behavior cannot use the original component to enter the client, and memory modification cannot be performed, thereby reducing the interference of malicious behavior on the game, and ensuring a fair game environment.

[0055] The input data is received in the game client;

[0056] According to the first mapping component, the data opposite to the input data is determined;

[0057] The opposite data is transmitted to the real client in real time.

[0058] From the above description, after the input data is received in the game client, the data opposite to the input data is determined according to the first mapping component, and then the opposite data is transmitted to the real client in real time, so that memory modification cannot be realized, and game cheating behavior is avoided.

[0059] Further, it further comprises:

[0060] The new keyboard code is obtained in the real client, and the new keyboard code is converted into a real keyboard code according to a preset conversion rule, and a second mapping component corresponding to the new keyboard code is obtained.

[0061] From the above description, it can be known that a mapping component is also arranged in the real client, which is used for converting the new keyboard code into a real keyboard code, so as to ensure the smooth processing of the game operation data.

[0062] Further, before the real client is used to process the input data to obtain processed data, the method further comprises:

[0063] The second mapping component is used to convert the opposite data into the real keyboard code as the input data.

[0064] From the above description, the second mapping component is used to convert the opposite data into the real keyboard code as the input data by using the real client, so that the data input by the player is obtained, and the real client can perform correct data processing.

[0065] The game malicious behavior prevention method and the terminal can be applied to a game scene, and the following specific embodiments are described.

[0066] Please refer to Figure 1 , Figure 3 and Figure 4 , and the first embodiment of the present application is:

[0067] A game malicious behavior prevention method comprises the following steps:

[0068] S1, generating a first mapping component in a game client, specifically comprising S11-S12:

[0069] S11, obtaining a keyboard code to be mapped.

[0070] In an optional embodiment, the keyboard code to be mapped is obtained in a matrix form, for example, the keyboard code to be mapped is {W ASD}.

[0071] S12, converting the keyboard code to be mapped into a new keyboard code according to a preset conversion rule, to obtain a first mapping component corresponding to the keyboard code to be mapped.

[0072] The first mapping component is a new keyboard component.

[0073] The preset conversion rule can be flexibly set according to actual conditions. In an optional embodiment, the preset conversion rule is an opposite conversion. For example, the keyboard code to be mapped is {W A S D}, and the converted new keyboard code is {D S AW}.

[0074] In another optional embodiment, the preset conversion rule is a replacement conversion. For example, the keyboard code to be mapped is {W ASD}, and the converted new keyboard code can be {I J K L}.

[0075] S2, obtaining the new keyboard code at the real client, and converting the new keyboard code into a real keyboard code according to a preset conversion rule to obtain a second mapping component corresponding to the new keyboard code, as shown in Figure 3 .

[0076] For example, the new keyboard code is {D S AW}, which is converted into a real keyboard code {W ASD} at the real client to obtain a second mapping component, which is a real keyboard component.

[0077] S3, receiving input data at the game client through the first mapping component, and transmitting the input data to the real client in real time, as shown in Figure 4 .

[0078] S31, receiving input data at the game client.

[0079] The input data is input keyboard code data.

[0080] S32, determining data opposite to the input data according to the first mapping component.

[0081] S33, transmitting the opposite data to the real client in real time.

[0082] For example, if the input keyboard code data of the game client user is W, then the data opposite to the input data is determined to be D according to the first mapping component, and the keyboard code data D is transmitted to the real client.

[0083] S4, converting the opposite data into the real keyboard code using the second mapping component at the real client as the input data.

[0084] For example, the real client receives the keyboard code data D, and converts the keyboard code data D into the real keyboard code W using the second mapping component as the input data.

[0085] S5, performing data processing on the input data using the real client to obtain processed data.

[0086] S6, sending the processed data to the game client using the real client, and rendering the processed data using the game client, as shown in Figure 4 .

[0087] Please refer to Figure 2 , and the second embodiment of the present application is:

[0088] The game malicious behavior prevention terminal comprises a memory, a processor and a computer program stored in the memory and executable on the processor, and the processor implements each step in the game malicious behavior prevention method in embodiment one when executing the computer program.

[0089] In conclusion, the game malicious behavior prevention method and terminal provided by the application generate a first mapping component on the game client, receive input data on the game client through the first mapping component, transmit the input data to the real client in real time, process the input data by using the real client, send the processed data to the game client by using the real client, and render the processed data by using the game client. In this way, the game client is only responsible for data reception and rendering, and the key data processing is in the real client, so that the process of data processing cannot be maliciously attacked, and a mapping component is newly set on the game client, so that the malicious behavior cannot use the original component to input the client, and the memory cannot be modified, thereby reducing the interference of malicious behavior on the game and ensuring a fair game environment. Specifically, the keyboard code to be mapped is converted into a new keyboard code according to a preset conversion rule to obtain a first mapping component corresponding to the keyboard code to be mapped, so that the keyboard code is redefined to avoid inputting the client by using the original component. In addition, after the game client receives the input data, the data opposite to the input data is determined according to the first mapping component, and the data is transmitted to the real client in real time, so that the memory modification cannot be realized, and the game cheating behavior is avoided.

[0090] The above is only an embodiment of the application, and does not limit the patent range of the application, and any equivalent transformation or direct or indirect application in the related technical field according to the content of the specification and the drawings of the application is also included in the patent protection range of the application.

Claims

1. A method for preventing malicious behavior in games, characterized in that, Including the following steps: Generate the first mapping component in the game client; The first mapping component receives input data in the game client and transmits the input data to the real client in real time. The input data is processed using the real client to obtain the processed data. The processed data is sent to the game client using the real client, and the game client renders the processed data. The component for generating the first mapping in the game client includes: Get the keyboard codes that need to be mapped; The keyboard code that needs to be mapped is converted into a new keyboard code according to a preset conversion rule to obtain a first mapping component corresponding to the keyboard code that needs to be mapped; The step of receiving input data on the game client through the first mapping component and transmitting the input data to the real client in real time includes: The game client receives input data; Based on the first mapping component, determine data that is the opposite of the input data; The opposite data is transmitted to the real client in real time.

2. The method for preventing malicious behavior in games according to claim 1, characterized in that, Also includes: The new keyboard code is obtained from the real client and converted into a real keyboard code according to a preset conversion rule to obtain a second mapping component corresponding to the new keyboard code.

3. The method for preventing malicious behavior in games according to claim 2, characterized in that, Before processing the input data using the real client to obtain the processed data, the process further includes: The reversed data is converted into the real keyboard code using the second mapping component via a real client, and then used as the input data.

4. A terminal for preventing malicious behavior in games, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it performs the following steps: Generate the first mapping component in the game client; The first mapping component receives input data in the game client and transmits the input data to the real client in real time. The input data is processed using the real client to obtain the processed data. The processed data is sent to the game client using the real client, and the game client renders the processed data. The component for generating the first mapping in the game client includes: Get the keyboard codes that need to be mapped; The keyboard code that needs to be mapped is converted into a new keyboard code according to a preset conversion rule to obtain a first mapping component corresponding to the keyboard code that needs to be mapped; The step of receiving input data on the game client through the first mapping component and transmitting the input data to the real client in real time includes: The game client receives input data; Based on the first mapping component, determine data that is the opposite of the input data; The opposite data is transmitted to the real client in real time.

5. A game malicious behavior prevention terminal according to claim 4, characterized in that, Also includes: The new keyboard code is obtained from the real client and converted into a real keyboard code according to a preset conversion rule to obtain a second mapping component corresponding to the new keyboard code.

6. A game malicious behavior prevention terminal according to claim 5, characterized in that, Before processing the input data using the real client to obtain the processed data, the process further includes: The reversed data is converted into the real keyboard code using the second mapping component via a real client, and then used as the input data.

Citation Information

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