Game plug-in detection method and device and electronic equipment
By deploying an offline plug-in recognition program outside the game, the problem of inability to keep up with plug-in updates in the existing technology when detecting and banning game plug-in is solved, and efficient and accurate plug-in detection and ban are achieved.
Patent Information
- Application Number
- CN202510168595.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-14
- Publication Date
- 2025-05-13
AI Technical Summary
When the existing technology detects and bans game plug-ins, due to the frequency of game version release, it is unable to keep up with the update speed of plug-ins in time, resulting in inaccuracy and inefficiency of detection.
Deploy an offline plug-in recognition program outside the game. The program can modify and analyze the game logs at any time to identify gamers who use plug-in programs and send target game accounts to the game server or client for blocking.
Through real-time updates and analysis of offline plug-in recognition programs, the accuracy and efficiency of game plug-in detection are significantly improved, and the updates of plug-in programs can be responded to in a timely manner.
Smart Images

Figure CN119971513A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method, device and electronic device for detecting game cheats. Background Art
[0002] In online games, players will exploit game loopholes and write plug-in programs to cheat. Since plug-ins will affect the gaming experience of normal players, anti-plug-in is an issue that game developers must consider. In related technologies, plug-in detection and account blocking are performed by publishing client and server codes, i.e., anti-plug-in programs. However, this method is limited by the frequency of game version releases. Plug-in writers can modify and release plug-in programs at any time, so that the update speed of anti-plug-in programs may not keep up with the update speed of plug-in programs, resulting in the inability to detect plug-in programs in a timely manner. Summary of the invention
[0003] In view of this, the purpose of the present disclosure is to provide a method, device and electronic device for detecting game plug-ins. The plug-in identification program deployed outside the game is an offline program, which is not limited by the release cycle of the game version. The plug-in identification program can be modified at any time, and the game log can be analyzed in time to detect game players who use plug-in programs and process the players' plug-in accounts, thereby improving detection accuracy and efficiency.
[0004] In a first aspect, an embodiment of the present disclosure provides a method for detecting game plug-ins, which is applied to a detection server, and the detection server is deployed with a plug-in identification program. The detection server is communicatively connected to a game server and a game client respectively. The method includes: obtaining a target game log from the game server and the game client, and analyzing the target game log to generate game-related information corresponding to a first game account; obtaining account-related information of the first game account from the game server, and determining a target game account using the plug-in program from the first game account through a plug-in identification program based on the game-related information and the account-related information; and sending the target game account to the game server and / or the game client so that the game server and / or the game client performs corresponding plug-in account processing on the target game account.
[0005] In a second aspect, an embodiment of the present disclosure provides a detection device for game plug-ins, which is arranged on a detection server, and a plug-in identification program is deployed on the detection server. The detection server is communicated with the game server and the game client respectively, and the device includes: a game-related information generation module, which is used to obtain target game logs from the game server and the game client, and analyze the target game logs to generate game-related information corresponding to a first game account; a target game account determination module, which is used to obtain account-related information of the first game account from the game server, and based on the game-related information and the account-related information, determine the target game account using the plug-in program from the first game account through the plug-in identification program; a target game account sending module, which is used to send the target game account to the game server and / or the game client, so that the game server and / or the game client performs corresponding plug-in account processing on the target game account.
[0006] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the game plug-in detection method of any one of the first aspects.
[0007] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game plug-in detection method of any one of the first aspects.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The present disclosure provides a method, device and electronic device for detecting game plug-ins, which obtains a target game log from a game server and a game client, analyzes the target game log to generate game-related information corresponding to a first game account; obtains account-related information of the first game account from the game server, and determines the target game account using the plug-in program from the first game account through a plug-in identification program based on the game-related information and the account-related information; sends the target game account to the game server and / or the game client, so that the game server and / or the game client performs corresponding plug-in account processing on the target game account. In this method, the plug-in identification program deployed outside the game is an offline program, which is not limited by the release cycle of the game version, and the plug-in identification program can be modified at any time, so as to timely analyze the game log to detect game players using the plug-in program, thereby improving the detection accuracy and efficiency.
[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a method for detecting game cheats provided by an embodiment of the present disclosure;
[0014] Figure 2 A flowchart of a method for detecting game cheats provided by an embodiment of the present disclosure;
[0015] Figure 3 A schematic diagram of game-related information of a first game account provided by an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of another type of game-related information of a first game account provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram of the structure of a game cheat detection device provided by an embodiment of the present disclosure;
[0018] Figure 6 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0019] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.
[0020] In current online games, players will exploit game loopholes and write plug-in programs to cheat. Since plug-ins will affect the gaming experience of normal players, anti-plug-in is an issue that game developers must consider. Currently, games on the market generally use weekly or biweekly versions for maintenance, and the update frequency of anti-plug-in programs is also limited to one or two weeks. However, plug-in writers can modify and release plug-in programs at any time, making it impossible for anti-plug-in programs to keep up.
[0021] In some related technologies, plug-in detection and account blocking are performed by publishing client and server codes, i.e., anti-plug-in programs. However, this method is limited by the frequency of game version releases. Plug-in writers can modify and publish plug-in programs at any time, so that the update speed of anti-plug-in programs may not keep up with the update speed of plug-in programs, resulting in the inability to detect plug-in programs in a timely manner. In other related technologies, game operation staff will manually determine whether players use plug-ins based on player report feedback, game administrators patrolling in the game, and game logs. However, this method requires human judgment, and if there are too many plug-in accounts, it is very labor-intensive. Based on this, a method, device, and electronic device for detecting game plug-ins are provided in the embodiments of the present disclosure. The technology can be applied to various server devices, and in particular, it can be applied to servers deployed with plug-in identification programs.
[0022] To facilitate understanding of this embodiment, a game cheating method disclosed in the embodiment of the present disclosure is first described in detail. The method is applied to a detection server, and the detection server is deployed with a cheating identification program. The detection server is respectively connected to the game server and the game client. Figure 1 As shown, the method comprises the following steps:
[0023] Step S102, obtaining a target game log from the game server and the game client, and analyzing the target game log to generate game related information corresponding to the first game account;
[0024] Optionally, the detection server can be built through an open source continuous integration tool, and the plug-in is written by the program through the open source continuous integration tool. The open source continuous integration tool can be a Jenkins tool, a GitLab CI tool, a Drone CLI tool, an Arbess tool, a BuildBuddy tool, a RunHouse tool, etc.
[0025] The above detection server is independent of the game server, and is connected to the game server and the game client respectively. Optionally, the detection server can be connected to the data center and the log center. Both the game server and the game client will generate game logs, and the output is stored in the log center. In one way, the log center can also be deployed on the game server or on an independent server. Similarly, the game server and the game client will generate game data, and the output is stored in the data center. In one way, the data center can be deployed on the game server or on an independent server. Of course, the data center and the log center can also be deployed on the same server. Optionally, the log center and the data center can also be deployed on the detection server.
[0026] The above-mentioned target game logs are usually game logs of in-game operation behaviors, which record various operations of players in the game, such as character movement, attacking, using skills, dialogue with non-player characters, completing tasks, participating in activities, purchasing items, selling items, synthesizing props, etc., and the time, location, operation object and other detailed information of the operations.
[0027] Optionally, for different types of game logs, an analysis method corresponding to the type is used to analyze the game logs of that type, determine a first game account that may use a plug-in program, and generate game-related information of the first game account based on the game logs of that type.
[0028] Optionally, the cheat recognition program is preset with multiple cheat detection tasks. For each cheat detection task, the cheat recognition program downloads the target game log corresponding to the cheat detection task from the game log center, and uses the analysis method corresponding to the cheat detection task to analyze the target game log to determine the first game account that may use the cheat program, and generate game-related information for the first game account.
[0029] The above-mentioned game-related information is usually related to the target game log being analyzed. If the target game log is a game log related to the completion time of the game task, the game-related information of the first game account usually includes at least the account information of the first game account, the number of tasks with abnormal time taken by the first game account to complete the game task, the total number of tasks completed by the first game account, the ratio of the number of tasks to the total number of tasks, the game server logged in by the first game account, etc. If the target game log is a game log related to a game skill, such as the teleportation skill, the game-related information of the first game account usually includes at least the account information of the first game account, the number of abnormal displacements when the first game account uses the teleportation skill, the device information of the login device of the first game account, the number of game accounts with the same device information, the game server logged in by the first game account, etc. For another example, for the invisibility skill, the game-related information of the first game account usually includes at least the account information of the first game account, the number of abnormal invisibility times when the first game account uses the invisibility skill, the device information of the login device of the first game account, the number of game accounts with the same device information, the game server logged in by the first game account, etc.
[0030] Step S104, obtaining account-related information of the first game account from the game server, and determining a target game account using the cheat program from the first game account through a cheat identification program based on the game-related information and the account-related information;
[0031] The above account-related information generally includes one or more of the following: account level of the first game account, virtual assets of the first game account, ban information of the first game account, creation time of the first game account, etc.
[0032] Since different types of target game logs generate different game-related information, the methods for determining the target game account are also different. Optionally, for different types of target game logs, it is determined whether the target information in the game-related information and the account-related information meets the corresponding preset information threshold. If so, the game account corresponding to the game-related information and the account-related information is determined to be the target game account; wherein the preset information threshold is predetermined by the type of the target game log.
[0033] For example, in the game log of the game task time type, the target information in the game-related information and account-related information includes one or more of the following: the ratio of the number of tasks to the total number of tasks, virtual assets, and account level. The preset information threshold corresponding to the ratio is 0.5, the preset information threshold corresponding to the virtual assets is 10,000, and the preset information threshold corresponding to the account level is 72. The corresponding preset information includes: the ratio is greater than 0.5, the virtual assets are less than 10,000, and the account level is less than 72.
[0034] For example, in a game log of the teleportation skill type, the target information in the game-related information and account-related information includes one or more of the following: the number of displacement anomalies, the number of game accounts with the same device information, virtual assets, and account level. The preset information threshold corresponding to the number of displacement anomalies is 50, the preset information threshold corresponding to the number of game accounts with the same device information is 5, the preset information threshold corresponding to virtual assets is 1000000, and the preset information threshold corresponding to account level is 105. The corresponding preset information includes: the number of displacement anomalies is greater than 50, the number of game accounts with the same device information is greater than 5, the virtual assets are less than 1000000, and the account level is less than 105.
[0035] Optionally, based on game-related information and account-related information, a target game account that meets specified conditions is determined from the first game account; wherein the specified conditions are task conditions corresponding to the cheat detection task, and different cheat detection tasks correspond to different task conditions.
[0036] For example, the plug-in detection task is a game task time detection, and the specified conditions are that the ratio of the number of tasks to the total number of tasks is greater than 0.5, the virtual assets are less than 10,000, and the account level is less than 72.
[0037] For example, the cheat detection task is teleportation skill detection, and the specified conditions are that the number of displacement anomalies is greater than 50, the number of game accounts with the same device information is greater than 5, the virtual assets are less than 1,000,000, and the account level is less than 105.
[0038] There may be overlap between target game accounts determined by analyzing different types of game logs or different cheat detection tasks. Therefore, in one possible approach, the above steps also include deduplication of the target game accounts.
[0039] Step S106: Send the target game account to the game server and / or game client, so that the game server and / or game client performs corresponding plug-in account processing on the target game account.
[0040] Optionally, the target game account is sent to a game server so that the game server performs corresponding plug-in account processing on the target game account; or the target game account is sent to a game client so that the game client performs corresponding plug-in account processing on the target game account; or the target game account is sent to a game server and a game client so that the game server and the game client perform corresponding plug-in account processing on the target game account.
[0041] The corresponding cheat account processing for the target game account usually involves banning the target game account, including the ban content and ban time. For example, the target game account is prohibited from logging into the game for a month, or the target game account is prohibited from entering the game for a week, or the target game account is prohibited from making comments in the game for a month, etc.
[0042] The disclosed embodiment provides a method for detecting game plug-ins, which includes obtaining a target game log from a game server and a game client, analyzing the target game log to generate game-related information corresponding to a first game account; obtaining account-related information of the first game account from the game server, and determining a target game account that uses a plug-in program from the first game account through a plug-in identification program based on game-related information and account-related information; and sending the target game account to the game server and / or the game client so that the game server and / or the game client execute corresponding plug-in account processing on the target game account. In this method, the plug-in identification program deployed outside the game is an offline program, which is not limited by the release cycle of the game version, and the plug-in identification program can be modified at any time, so as to timely analyze the game log to detect game players who use plug-in programs, thereby improving detection accuracy and detection efficiency.
[0043] One possible approach: the detection server includes a log center and a data center; the log center is used to store game logs output by the game server and the game client; the data center is used to store account-related information of the game account.
[0044] The above-mentioned data center is deployed with a game management server; the step of sending the target game account to the game server and / or the game client so that the game server and / or the game client executes the corresponding plug-in account processing on the target game account, a possible implementation method is: generating a target instruction for the target game account through a plug-in identification program, sending the target instruction to the game management server, and sending the target instruction to the game server and / or the game client through the game management server, so that the game server and / or the game client executes the plug-in account processing corresponding to the target instruction on the target game account.
[0045] Optionally, a command file is generated by gmtool client in the plug-in identification program. The command file includes multiple target commands, which usually include the game account to be processed (such as banned), the server logged in by the game account, and the processing method and time. The game server also generates a processing result and returns the processing result to the detection server.
[0046] The above-mentioned target order includes: account information of the target game account, ban method and ban time.
[0047] The above account information usually refers to the account ID, and the ban methods include login restriction ban and game restriction ban (you can log in but cannot enter the game).
[0048] In the above method, not only can the target game account using the plug-in program be detected, but the target game account can also be directly banned.
[0049] In one possible approach, the detection server is built using the Jenkins tool, and the plug-in identification program is written using the Jenkins tool.
[0050] Jenkins is an open source automation server developed based on Java. It is a tool widely used in the field of continuous integration and continuous delivery. It can automatically analyze and ban plug-ins based on existing logs. Based on existing logs, plug-in detection methods can be modified and added in real time to improve the efficiency of plug-in attack. Deployed on Jenkins, it is very convenient to automate tasks. For example, attack frequency and attack time point. By deploying on Jenkins, it is very convenient to automate tasks. For example, attack frequency and attack time point.
[0051] The above-mentioned cheat identification program can be modified offline at any time through the Jenkins tool, and the version update of the above-mentioned cheat identification program has nothing to do with the version update of the game.
[0052] In this embodiment, the plug-in recognition program deployed outside the game is an offline program, which is not limited by the release cycle of the game version and can be modified at any time.
[0053] The above-mentioned cheat identification program is preset with multiple cheat detection tasks; the game-related information corresponding to the above-mentioned first game account includes at least one or more of the following: the game server logged in by the first game account, the account ID of the first game account, the account name of the first game account, and the game information related to the cheat detection task.
[0054] The above-mentioned cheat detection tasks usually include: game task time detection, illegal skill detection, teleportation detection, stealth detection, etc. If the cheat detection task is game task time detection, the game information related to the cheat detection task includes: the number of tasks in which the time taken by the first game account to complete the game task is abnormal, the total number of tasks completed by the first game account, and the ratio of the number of tasks to the total number of tasks.
[0055] If the cheat detection task is teleportation detection, the game information related to the cheat detection task includes: the number of abnormal displacements when the first game account uses the teleportation skill, the device information of the login device of the first game account, and the number of game accounts with the same device information. The device information usually refers to a unique code calculated based on the computer hard disk serial number and network card serial number of the game account, which can be used to identify which device the game account is logged in on.
[0056] The account-related information of the above-mentioned first game account includes at least one or more of the following: the account level of the first game account, the virtual assets of the first game account, and the ban information of the first game account; the ban information includes at least one or more of the following: ban method and ban time.
[0057] The ban information includes ban method and ban time. Ban methods include login ban and game ban.
[0058] The above-mentioned cheat identification program is preset with multiple cheat detection tasks, and the target game log is the game log corresponding to the cheat detection task; the above-mentioned step of determining the target game account using the cheat program from the first game account through the cheat identification program based on the game-related information and the account-related information is a possible implementation method:
[0059] Based on game-related information and account-related information, a second game account corresponding to the cheat detection task is determined from the first game account through a cheat identification program; the second game account is a game account that uses the cheat program; the second game accounts corresponding to the cheat detection task are merged and deduplicated to obtain a target game account.
[0060] Since multiple cheat detection tasks are included, the second game accounts determined by each cheat detection task may have the same game accounts, so the second game accounts determined by each cheat detection task need to be merged and deduplicated to obtain the target game account.
[0061] The account-related information of the first game account includes the ban information of the first game account; based on the game-related information and the account-related information, a step of determining the second game account corresponding to the cheat detection task from the first game account through the cheat identification program, a possible method includes:
[0062] Based on game-related information and account-related information, a designated game account that meets specified conditions is determined from the first game account through a plug-in identification program; wherein the specified conditions are task conditions corresponding to the plug-in detection task, and different plug-in detection tasks correspond to different task conditions; based on the ban information included in the account-related information of the designated game account, a second game account corresponding to the plug-in detection task is determined.
[0063] For example, if the cheat detection task is a game task time detection, the game related information of the first game account includes: the account information of the first game account, the number of tasks with abnormal time taken by the first game account to complete the game tasks, the total number of tasks completed by the first game account, the ratio of the number of tasks to the total number of tasks, the game server logged in by the first game account, etc. The account related information of the first game account includes: the account level of the first game account, the virtual assets of the first game account, etc. The specified conditions are met if the ratio of the number of tasks to the total number of tasks is greater than 0.5, the virtual assets are less than 10,000, and the account level is less than 72.
[0064] For example, if the cheat detection task is teleportation skill detection, the game-related information of the first game account usually includes at least the account information of the first game account, the number of abnormal displacements when the first game account uses the teleportation skill, the device information of the login device of the first game account, the number of game accounts with the same device information, the game server logged in by the first game account, etc. The account-related information of the first game account includes: the account level of the first game account, the virtual assets of the first game account, etc. The specified conditions are met if the number of abnormal displacements is greater than 50, the number of game accounts with the same device information is greater than 5, the virtual assets are less than 1,000,000, and the account level is less than 105.
[0065] Some game accounts in the designated game accounts may have been banned. Therefore, when determining the second game account, it is necessary to delete the banned game account, that is, determine the banned game account based on the ban information included in the account-related information of the designated game account; delete the banned game account from the designated game account to obtain the second game account corresponding to the cheat detection task.
[0066] A possible implementation method of the above-mentioned step of analyzing the target game log to generate game-related information corresponding to the first game account is as follows: analyzing the target game log through the log analysis method corresponding to the plug-in detection task, determining the first game account that may use the plug-in program, and generating game-related information for the first game account; wherein different plug-in detection tasks correspond to different log analysis methods.
[0067] If the cheat detection task is a game task time detection, the target game log includes a task start log and a task end log. In order to speed up the log download speed, the newly added logs are usually downloaded incrementally in hours. Specifically, determine the number of completions of the game task within the first specified time (a week) from the target game log, and determine the target game task whose completion number is greater than the preset number threshold; calculate the average completion time of each target game task; for each game account, calculate the difference between the task completion time of the target game task and the average completion time of the target game task, and the product of the average completion time and the specified value, determine the number of tasks of the target game task whose difference is less than the product (i.e., the number of tasks with abnormal target game task time), and determine the game account with a task number greater than the preset number threshold as the first game account. The game server logged in by the first game account, the account ID, the number of tasks with abnormal target game task time, the total number of target game tasks, the ratio of the number of tasks with abnormal target game task time to the total number of target game tasks, and the account name are determined as the game-related information of the first game account.
[0068] If the plug-in detection task is teleportation detection, the target game log includes abnormal displacement log and account device code log. Due to the need to consider server performance, the server only does a rough unique calculation, and the client does a strict unique calculation. Normal players on the external server will have a small number of abnormal displacement logs. Players who use teleportation plug-ins will generate a large number of abnormal logs. Abnormal logs refer to the player's coordinates being displaced from one point to a far point in a short period of time. The device code is a unique code calculated based on the player's computer hard disk serial number and network card serial number, which can be used to identify which device the account is logged in on.
[0069] Specifically, determine from the downloaded abnormal displacement logs that there are 5 or more target abnormal displacement logs within the second specified time (such as one hour), determine the first game account corresponding to the target abnormal displacement log, and count the device code of the abnormal game account and the number of accounts with the same device code according to the account device code log. The game server logged in by the first game account, the account ID, the number of target abnormal displacement logs, the device code corresponding to the first game account, the number of accounts using the same device code, and the account name are determined as the data related information of the first game account.
[0070] The following describes a specific method for detecting game plug-ins. Figure 2As shown, the server (usually refers to the game server) and the client output the game log (log) to the log center, Jenkins (i.e. the above-mentioned detection server), automatically downloads the log (corresponding to the above-mentioned downloading of the target game log from the game log center), analyzes the log to obtain the name to be processed (i.e., generates the game-related information of the first game account), obtains the account data from the data center (i.e., obtains the account management information of the first game account from the game data center), further analyzes it and outputs the final list (i.e., determines the target game account based on the game-related information and account-related information of the first game account). Then gmtool clint executes the account ban (i.e., generates a ban instruction for the target game account) and sends it to the game management server (GM Server) to notify the Yuxi server to carry out the account ban process.
[0071] For example, Figure 3 The game-related information of a first game account is shown, server is the game server logged in by the first game account, player_id is the account ID of the first game account, invalid_count is the number of tasks that satisfy (task duration - average duration) < average duration * 0.25 (that is, the number of tasks for which the time taken by the first game account to complete the game tasks is abnormal), total_count is the total number of tasks, match_rate is the value of invalid_count / total_count, and name is the account name.
[0072] For example, Figure 4 Another type of game related information of a first game account is shown, server is a game server logged in by the first game account, player_id is the account ID of the first game account,
[0073] invalid_count is the number of abnormal displacement logs, device_code is the device code corresponding to the first game account, device_count is the number of accounts using the same device code, and name is the account name.
[0074] In the above method, the plug-in identification program is deployed outside the game and can be modified at any time without being restricted by the version release cycle. The offline anti-plug-in program can be modified in time, and plug-in crackdown is faster and more flexible. It supports automated judgment and account blocking, and does not require manual processing by operation staff. 2. Compared with GM manual processing, it automatically judges plug-ins and processes them, reducing personnel costs. Use Jenkins to build the server. On this basis, write an automated script that can identify whether the player uses plug-ins and automatically bans them. The automated script can freely configure the time to execute plug-in processing. When the plug-in maker uses the plug-in, due to the uncertain account blocking process, the maker cannot determine whether the plug-in behavior used can be detected, thereby increasing the cost of writing plug-ins.
[0075] Corresponding to the above method embodiment, the embodiment of the present disclosure provides a game cheat detection device, which is arranged on a detection server, and the detection server is deployed with a cheat identification program, and the detection server is respectively connected to the game server and the game client. Figure 5 As shown, the device comprises:
[0076] The game related information generating module 501 is used to obtain the target game log from the game server and the game client, and analyze the target game log to generate the game related information corresponding to the first game account;
[0077] The target game account determination module 502 is used to obtain the account related information of the first game account from the game server, and determine the target game account using the plug-in program from the first game account through the plug-in identification program based on the game related information and the account related information;
[0078] The target game account sending module 503 is used to send the target game account to the game server and / or the game client, so that the game server and / or the game client performs corresponding plug-in account processing on the target game account.
[0079] The disclosed embodiment provides a detection device for game plug-ins, which obtains target game logs from a game server and a game client, analyzes the target game logs to generate game-related information corresponding to a first game account; obtains account-related information of the first game account from the game server, and determines the target game account that uses the plug-in program from the first game account through a plug-in identification program based on the game-related information and the account-related information; sends the target game account to the game server and / or the game client, so that the game server and / or the game client performs corresponding plug-in account processing on the target game account. In this method, the plug-in identification program deployed outside the game is an offline program, which is not limited by the release cycle of the game version, and the plug-in identification program can be modified at any time, so as to timely analyze the game log to detect game players who use the plug-in program, thereby improving the detection accuracy and efficiency.
[0080] The above-mentioned detection server includes a log center and a data center; the log center is used to store game logs output by the game server and the game client; the data center is used to store account-related information of the game account.
[0081] The above-mentioned data center is deployed with a game management server; the above-mentioned target game account sending module is also used to: generate a target instruction for the target game account through a plug-in identification program, send the target instruction to the game management server, and send the target instruction to the game server and / or game client through the game management server, so that the game server and / or game client executes the plug-in account processing corresponding to the target instruction on the target game account.
[0082] The above-mentioned target instruction includes: account information of the target game account, ban method and ban time.
[0083] The above detection server is built by using the Jenkins tool, and the plug-in identification program is written by using the Jenkins tool.
[0084] The above-mentioned cheat identification program can be modified offline at any time through the Jenkins tool. The version update of the cheat identification program has nothing to do with the version update of the game.
[0085] The game-related information corresponding to the first game account includes at least one or more of the following: the game server logged in by the first game account, the account ID of the first game account, the account name of the first game account, and game information related to the cheat detection task.
[0086] The account-related information of the above-mentioned first game account includes at least one or more of the following: the account level of the first game account, the virtual assets of the first game account, and the ban information of the first game account; the ban information includes at least one or more of the following: ban method and ban time.
[0087] The above-mentioned cheat identification program is preset with multiple cheat detection tasks, and the target game log is the game log corresponding to the cheat detection task; the above-mentioned target game account determination module is also used to: based on game-related information and account-related information, determine the second game account corresponding to the cheat detection task from the first game account through the cheat identification program; the second game account is a game account that uses the cheat program; the second game accounts corresponding to the cheat detection task are merged and deduplicated to obtain the target game account.
[0088] The account-related information of the first game account includes the ban information of the first game account; the target game account determination module is also used to: determine the designated game account that meets the specified conditions from the first game account through the plug-in identification program according to the game-related information and the account-related information; wherein the designated conditions are the task conditions corresponding to the plug-in detection task, and different plug-in detection tasks correspond to different task conditions; determine the second game account corresponding to the plug-in detection task according to the ban information included in the account-related information of the designated game account.
[0089] The target game account determination module is further used to: determine a banned game account according to ban information included in account-related information of a designated game account; delete the banned game account from the designated game account to obtain a second game account corresponding to the cheat detection task.
[0090] The above-mentioned game-related information generation module is also used to: analyze the target game log through the log analysis method corresponding to the plug-in detection task, determine the first game account that may use the plug-in program, and generate game-related information for the first game account; wherein different plug-in detection tasks correspond to different log analysis methods.
[0091] The game cheat detection device provided in the embodiment of the present disclosure has the same technical features as the game cheat detection method provided in the above-mentioned embodiment, and therefore can solve the same technical problems and achieve the same technical effects.
[0092] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game cheat detection method. The electronic device can be a server or a terminal device.
[0093] See also Figure 6 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game plug-in detection method.
[0094] Further, Figure 6 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0095] Among them, the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0096] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0097] The processor in the electronic device can implement the following operations in the game cheat detection method by executing the machine executable instructions:
[0098] Obtain the target game log from the game server and the game client, analyze the target game log to generate game-related information corresponding to the first game account; obtain account-related information of the first game account from the game server, and determine the target game account using the plug-in program from the first game account through the plug-in identification program based on the game-related information and account-related information; send the target game account to the game server and / or the game client, so that the game server and / or the game client execute the corresponding plug-in account processing on the target game account. In this method, the plug-in identification program deployed outside the game is an offline program, which is not limited by the release cycle of the game version. The plug-in identification program can be modified at any time, and the game log can be analyzed in time to detect game players using plug-in programs, thereby improving the detection accuracy and efficiency.
[0099] The above-mentioned detection server includes a log center and a data center; the log center is used to store game logs output by the game server and the game client; the data center is used to store account-related information of the game account.
[0100] The above-mentioned data center is deployed with a game management server; the step of sending the target game account to the game server and / or the game client so that the game server and / or the game client executes the corresponding plug-in account processing on the target game account includes: generating a target instruction for the target game account through a plug-in identification program, sending the target instruction to the game management server, and sending the target instruction to the game server and / or the game client through the game management server, so that the game server and / or the game client executes the plug-in account processing corresponding to the target instruction on the target game account.
[0101] The above-mentioned target instruction includes: account information of the target game account, ban method and ban time.
[0102] The above detection server is built by using the Jenkins tool, and the plug-in identification program is written by using the Jenkins tool.
[0103] The above-mentioned cheat identification program can be modified offline at any time through the Jenkins tool. The version update of the cheat identification program has nothing to do with the version update of the game.
[0104] The above-mentioned cheat identification program is preset with multiple cheat detection tasks; the game-related information corresponding to the first game account includes at least one or more of the following: the game server logged in by the first game account, the account ID of the first game account, the account name of the first game account, and the game information related to the cheat detection task.
[0105] The account-related information of the above-mentioned first game account includes at least one or more of the following: the account level of the first game account, the virtual assets of the first game account, and the ban information of the first game account; the ban information includes at least one or more of the following: ban method and ban time.
[0106] The above-mentioned plug-in identification program is preset with multiple plug-in detection tasks, and the target game log is the game log corresponding to the plug-in detection task; based on game-related information and account-related information, the step of determining the target game account using the plug-in program from the first game account through the plug-in identification program includes: based on game-related information and account-related information, determining the second game account corresponding to the plug-in detection task from the first game account through the plug-in identification program; the second game account is a game account using the plug-in program; the second game account corresponding to the plug-in detection task is merged and deduplicated to obtain the target game account.
[0107] The account-related information of the above-mentioned first game account includes the ban information of the first game account; based on the game-related information and the account-related information, the step of determining the second game account corresponding to the cheat detection task from the first game account through the cheat identification program includes: according to the game-related information and the account-related information, determining the designated game account that meets the specified conditions from the first game account through the cheat identification program; wherein the specified conditions are the task conditions corresponding to the cheat detection task, and different cheat detection tasks correspond to different task conditions; according to the ban information included in the account-related information of the designated game account, determining the second game account corresponding to the cheat detection task.
[0108] The above-mentioned step of determining the second game account corresponding to the cheat detection task based on the ban information included in the account-related information of the designated game account includes: determining the banned game account based on the ban information included in the account-related information of the designated game account; deleting the banned game account from the designated game account to obtain the second game account corresponding to the cheat detection task.
[0109] The above-mentioned step of analyzing the target game log to generate game-related information corresponding to the first game account includes: analyzing the target game log through the log analysis method corresponding to the plug-in detection task, determining the first game account that may use the plug-in program, and generating game-related information for the first game account; wherein different plug-in detection tasks correspond to different log analysis methods.
[0110] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game plug-in detection method.
[0111] The machine executable instructions stored in the machine readable storage medium can implement the following operations in the game cheat detection method by executing the machine executable instructions:
[0112] Obtain the target game log from the game server and the game client, analyze the target game log to generate game-related information corresponding to the first game account; obtain account-related information of the first game account from the game server, and determine the target game account using the plug-in program from the first game account through the plug-in identification program based on the game-related information and account-related information; send the target game account to the game server and / or the game client, so that the game server and / or the game client execute the corresponding plug-in account processing on the target game account. In this method, the plug-in identification program deployed outside the game is an offline program, which is not limited by the release cycle of the game version. The plug-in identification program can be modified at any time, and the game log can be analyzed in time to detect game players using plug-in programs, thereby improving the detection accuracy and efficiency.
[0113] The above-mentioned detection server includes a log center and a data center; the log center is used to store game logs output by the game server and the game client; the data center is used to store account-related information of the game account.
[0114] The above-mentioned data center is deployed with a game management server; the step of sending the target game account to the game server and / or the game client so that the game server and / or the game client executes the corresponding plug-in account processing on the target game account includes: generating a target instruction for the target game account through a plug-in identification program, sending the target instruction to the game management server, and sending the target instruction to the game server and / or the game client through the game management server, so that the game server and / or the game client executes the plug-in account processing corresponding to the target instruction on the target game account.
[0115] The above-mentioned target instruction includes: account information of the target game account, ban method and ban time.
[0116] The above detection server is built by using the Jenkins tool, and the plug-in identification program is written by using the Jenkins tool.
[0117] The above-mentioned cheat identification program can be modified offline at any time through the Jenkins tool. The version update of the cheat identification program has nothing to do with the version update of the game.
[0118] The above-mentioned cheat identification program is preset with multiple cheat detection tasks; the game-related information corresponding to the first game account includes at least one or more of the following: the game server logged in by the first game account, the account ID of the first game account, the account name of the first game account, and the game information related to the cheat detection task.
[0119] The account-related information of the above-mentioned first game account includes at least one or more of the following: the account level of the first game account, the virtual assets of the first game account, and the ban information of the first game account; the ban information includes at least one or more of the following: ban method and ban time.
[0120] The above-mentioned plug-in identification program is preset with multiple plug-in detection tasks, and the target game log is the game log corresponding to the plug-in detection task; based on game-related information and account-related information, the step of determining the target game account using the plug-in program from the first game account through the plug-in identification program includes: based on game-related information and account-related information, determining the second game account corresponding to the plug-in detection task from the first game account through the plug-in identification program; the second game account is a game account using the plug-in program; the second game account corresponding to the plug-in detection task is merged and deduplicated to obtain the target game account.
[0121] The account-related information of the above-mentioned first game account includes the ban information of the first game account; based on the game-related information and the account-related information, the step of determining the second game account corresponding to the cheat detection task from the first game account through the cheat identification program includes: according to the game-related information and the account-related information, determining the designated game account that meets the specified conditions from the first game account through the cheat identification program; wherein the specified conditions are the task conditions corresponding to the cheat detection task, and different cheat detection tasks correspond to different task conditions; according to the ban information included in the account-related information of the designated game account, determining the second game account corresponding to the cheat detection task.
[0122] The above-mentioned step of determining the second game account corresponding to the cheat detection task based on the ban information included in the account-related information of the designated game account includes: determining the banned game account based on the ban information included in the account-related information of the designated game account; deleting the banned game account from the designated game account to obtain the second game account corresponding to the cheat detection task.
[0123] The above-mentioned step of analyzing the target game log to generate game-related information corresponding to the first game account includes: analyzing the target game log through the log analysis method corresponding to the plug-in detection task, determining the first game account that may use the plug-in program, and generating game-related information for the first game account; wherein different plug-in detection tasks correspond to different log analysis methods.
[0124] The game plug-in detection method, device and computer program product of the electronic device provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0125] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0126] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.
[0127] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0128] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0129] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A method for detecting game cheats, characterized in that: The method is applied to a detection server, the detection server is deployed with a plug-in identification program, the detection server is respectively connected to a game server and a game client for communication, and the method includes: Obtaining target game logs from the game server and the game client, and analyzing the target game logs to generate game related information corresponding to the first game account; Acquire account-related information of the first game account from the game server, and determine, through the cheat recognition program, a target game account that uses a cheat program from the first game account based on the game-related information and the account-related information; The target game account is sent to a game server and / or a game client, so that the game server and / or the game client performs corresponding plug-in account processing on the target game account.
2. The method according to claim 1, characterized in that The detection server includes a log center and a data center; The log center is used to store game logs output by game servers and game clients; The data center is used to store account-related information of the game account.
3. The method according to claim 2, characterized in that The data center is deployed with a game management server; The step of sending the target game account to a game server and / or a game client so that the game server and / or the game client performs corresponding cheat account processing on the target game account includes: A target instruction for the target game account is generated through the plug-in identification program, and the target instruction is sent to the game management server. The target instruction is sent to the game server and / or the game client through the game management server, so that the game server and / or the game client executes the plug-in account processing corresponding to the target instruction on the target game account.
4. The method according to claim 3, characterized in that The target instruction includes: account information, ban method and ban time of the target game account.
5. The method according to claim 1, characterized in that: The detection server is built by using the Jenkins tool, and the plug-in identification program is written by using the Jenkins tool.
6. The method according to claim 5, characterized in that The cheat recognition program can be modified offline at any time through the Jenkins tool, and the version update of the cheat recognition program is independent of the version update of the game.
7. The method according to claim 1, characterized in that The cheat identification program is preset with multiple cheat detection tasks; the game-related information corresponding to the first game account includes at least one or more of the following: the game server logged in by the first game account, the account ID of the first game account, the account name of the first game account, and the game information related to the cheat detection task.
8. The method according to claim 1, characterized in that The account-related information of the first game account includes at least one or more of the following: the account level of the first game account, the virtual assets of the first game account, and the ban information of the first game account; the ban information includes at least one or more of the following: ban method and ban time.
9. The method according to claim 1, characterized in that: The cheat recognition program is preset with a plurality of cheat detection tasks, and the target game log is the game log corresponding to the cheat detection task; The step of determining, by the cheat recognition program, a target game account using a cheat program from the first game account based on the game-related information and the account-related information comprises: Based on the game-related information and the account-related information, determining a second game account corresponding to the cheat detection task from the first game account through the cheat identification program; the second game account is a game account that uses the cheat program; The second game accounts corresponding to the cheat detection tasks are merged and deduplicated to obtain a target game account.
10. The method according to claim 9, characterized in that The account-related information of the first game account includes ban information of the first game account; The step of determining, by the cheat recognition program, a second game account corresponding to the cheat detection task from the first game account based on the game-related information and the account-related information includes: According to the game-related information and the account-related information, the cheat identification program determines a designated game account that meets a specified condition from the first game account; wherein the specified condition is a task condition corresponding to the cheat detection task, and different cheat detection tasks correspond to different task conditions; Determine a second game account corresponding to the cheat detection task according to the ban information included in the account-related information of the designated game account.
11. The method according to claim 10, characterized in that The step of determining the second game account corresponding to the cheat detection task according to the ban information included in the account-related information of the designated game account comprises: Determining a banned game account according to the ban information included in the account-related information of the designated game account; The banned game account is deleted from the designated game account to obtain a second game account corresponding to the cheat detection task.
12. The method according to claim 9, characterized in that The step of analyzing the target game log to generate game-related information corresponding to the first game account includes: The target game log is analyzed by the log analysis method corresponding to the cheat detection task, the first game account that may use the cheat program is determined, and game-related information of the first game account is generated; wherein different cheat detection tasks correspond to different log analysis methods.
13. A detection device for game cheats, characterized in that: The device is set on a detection server, the detection server is deployed with a plug-in identification program, the detection server is respectively connected to the game server and the game client, and the device includes: A game related information generating module, used to obtain a target game log from a game server and a game client, and analyze the target game log to generate game related information corresponding to the first game account; a target game account determination module, configured to obtain account-related information of the first game account from a game server, and determine a target game account that uses a plug-in program from the first game account through the plug-in identification program based on the game-related information and the account-related information; The target game account sending module is used to send the target game account to the game server and / or the game client, so that the game server and / or the game client performs corresponding plug-in account processing on the target game account.
14. An electronic device, characterized in that: It includes a processor and a memory, the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the game plug-in detection method described in any one of claims 1-12.
15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the game plug-in detection method described in any one of claims 1-12.