A game intermodal user login method, device and computer readable storage medium
By verifying and generating session information on the game joint operation server, and combining account identity identification and encryption algorithms, the high cost and high power consumption issues in game joint operation user login are solved, achieving more efficient login management and security.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NUBIA TECHNOLOGY CO LTD
- Filing Date
- 2026-02-06
- Publication Date
- 2026-05-29
Smart Images

Figure CN122097983A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game operation technology, and in particular to a method, device and computer-readable storage medium for logging in users of game joint operation. Background Technology
[0002] In existing technologies, the implementation schemes for game joint operation user login by major mobile phone and other device manufacturers all generate session information with time validity period in Redis cache based on game application ID and session ID after account login.
[0003] However, the above solution has several problems: First, because each login requires interaction with the account service, it increases the cost of system interaction; Secondly, the key (the cached unique key) of the session information is a random value, which makes it difficult to quickly allow the user to log back into the game when the account logs out or changes the password; Third, it is impossible to effectively manage scenarios where users log in to multiple devices; Fourth, there is a risk that a sudden increase in the number of cached items could cause the service to become unavailable.
[0004] Therefore, how to reduce the interaction between intermodal services and account services, reduce interaction costs, operating costs and device power consumption, and improve login performance on the user side has become an urgent technical problem to be solved. Summary of the Invention
[0005] In order to overcome the shortcomings of the prior art, the present invention aims to provide a method, device and computer-readable storage medium for logging in to users of game joint operation, so as to solve the problems of frequent interaction between joint operation service and account service, high interaction cost, operating cost and device power consumption, and poor login performance on the user side.
[0006] This invention proposes a user login method for game co-operation, applied to a game co-operation server, wherein the game co-operation server connects the game client and the device account server, and the method includes: The device account server is invoked to verify the user's first login, and the account identity identifier returned by the device account server is obtained after the verification is successful; Session information is generated and stored based on the account identifier, and the account identifier and the stored session information are returned to the game client; Receive the account identity identifier and new session information returned by the game client when the user logs in again; The system retrieves the stored session information based on the account identifier and compares it with the new session information. If they match, it returns a login success message to the game client.
[0007] Optionally, the step of calling the device account server to verify the user's first login and obtaining the account identity identifier returned by the device account server after successful verification specifically includes: Receive the login verification identifier returned by the device account server, wherein the login verification identifier is generated by the device account server after verifying the account password or mobile phone number entered by the user during the first login; The user login is verified by calling the communication interface of the device account server according to the login verification identifier, and the account identity identifier returned by the device account server is obtained after the user login verification is successful.
[0008] Optionally, the step of generating and storing session information based on the account identifier, and returning the account identifier and the stored session information to the game client, specifically includes: A random session identifier, an encryption key, and an encryption algorithm identifier are generated as the session information; The account identity identifier, the random session identifier, the encryption key, and the encryption algorithm identifier are returned to the game client.
[0009] Optionally, receiving the account identifier and new session information returned by the game client when the user logs in again specifically includes: When the user logs in again, the game client retrieves the encryption algorithm corresponding to the encryption algorithm identifier and encrypts the device fingerprint of the user's device to obtain the second encryption value; The game client adds the second encrypted value to the new session information.
[0010] Optionally, the method further includes: When a user logs in by entering a password or verification code, a first encrypted value is generated; Add the first encrypted value to the stored session information.
[0011] Optionally, the step of retrieving stored session information based on the account identifier and comparing it with new session information, and if they match, returning a login success message to the game client, specifically includes: Compare the first encrypted value with the second encrypted value; If the first encrypted value matches the second encrypted value, a login success message is returned to the game client.
[0012] Optionally, the method further includes: Receive account change messages sent by the device account server; Delete the currently stored session information based on the account change message.
[0013] Optionally, the method further includes: Receive game item application messages from the game client; The system checks whether there is a stored session message based on the game item application message. If so, it returns a legitimate message about the game item application to the game client.
[0014] The present invention also proposes a game joint operation user login device, the device including a memory, a processor and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game joint operation user login method as described in any of the preceding claims.
[0015] The present invention also proposes a computer-readable storage medium storing a game joint operation user login program, wherein when the game joint operation user login program is executed by a processor, the steps of the game joint operation user login method as described in any of the above claims are implemented.
[0016] The game co-operation user login method, device, and computer-readable storage medium of the present invention verify the user's initial login by calling the device account server, and obtain the account identity identifier returned by the device account server after successful verification; generate and store session information based on the account identity identifier, and return the account identity identifier and the stored session information to the game client; receive the account identity identifier and new session information returned by the game client when the user logs in again; retrieve the stored session information based on the account identity identifier and compare it with the new session information; if they match, return a login success message to the game client; thereby reducing the interaction between the co-operation service and the account service, reducing interaction costs, operating costs, and device power consumption, and improving login performance on the user side. Attached Figure Description
[0017] The present invention will be further described below with reference to the accompanying drawings and embodiments. In the accompanying drawings: Figure 1 This is a flowchart of the first embodiment of the game joint operation user login method of the present invention; Figure 2 This is a flowchart of the second embodiment of the game joint operation user login method of the present invention; Figure 3 This is a flowchart of the third embodiment of the game joint operation user login method of the present invention; Figure 4 This is a flowchart of the fourth embodiment of the game joint operation user login method of the present invention; Figure 5This is a flowchart of the fifth embodiment of the game joint operation user login method of the present invention; Figure 6 This is a flowchart of the sixth embodiment of the game joint operation user login method of the present invention; Figure 7 This is a flowchart of the seventh embodiment of the game joint operation user login method of the present invention; Figure 8 This is a flowchart of the eighth embodiment of the game joint operation user login method of the present invention. Detailed Implementation
[0018] It should be understood that the specific embodiments described herein are for illustrative purposes only and are not intended to limit the scope of the invention.
[0019] In the following description, the use of suffixes such as "module," "part," or "unit" to denote elements is solely for the purpose of illustrative purposes and has no specific meaning in itself. Therefore, "module," "part," or "unit" may be used interchangeably.
[0020] Example 1 Figure 1 This is a flowchart of the first embodiment of the game co-operation user login method of the present invention. A game co-operation user login method is applied to a game co-operation server, wherein the game co-operation server connects a game client and a device account server, and the method includes: S1. Call the device account server to verify the user's first login, and obtain the account identity identifier returned by the device account server after successful verification; S2. Generate and store session information based on the account identifier, and return the account identifier and the stored session information to the game client; S3. Receive the account identity identifier and new session information returned by the game client when the user logs in again; S4. Retrieve the stored session information based on the account identity identifier and compare it with the new session information. If they match, return a login success message to the game client.
[0021] In this embodiment, when a user logs in for the first time, they enter their account password or mobile phone verification code and pass the login verification through the device account service (which refers to the account system server of the mobile phone manufacturer). Then, based on the login verification identifier returned by the device account service (which is a verification identifier generated by the account system server; when logging into the game, the game joint operation server will use this verification identifier to call the interface of the account system server to verify the user's login), finally, the game joint operation server's interface is called to log in to the game.
[0022] In this embodiment, after the login verification is successful, the game co-operation server generates or updates the session information using the account UID as the key. Here, the key refers to the account UID, which is a cached unique key. The account UID is the ID value of the user's account data in the mobile phone manufacturer's account system server database. Specifically, a new random session ID and a new encryption key are generated, and an encryption algorithm ID is specified, which are then returned to the game client. It should be noted that the above login refers to subsequent login actions after account service login verification; the user does not need to enter their account password or mobile verification code again. That is, when the user first enters their account password or mobile verification code to log in, the game co-operation server generates an encryption key and encryption algorithm ID and provides them to the game client.
[0023] In this embodiment, the game joint operation service pushes specific encryption algorithms to each game client, further improving the overall security of the solution by separating the algorithm ID from the specific algorithm.
[0024] In this embodiment, the game client saves the account UID, random session ID, encryption key and encryption algorithm ID. On the next login, the client finds the specific encryption algorithm based on the encryption algorithm ID and encrypts the HmacSha256 signature of the device fingerprint.
[0025] In this embodiment, when the game co-operation server performs a login check, it first finds the session information based on the account UID (the information received at this time is mainly the account UID, and the other information includes the game co-operation client version number and device ID). Then, it finds the game login information of the device based on the device VAID_game application ID. The game login information includes: the user's account information (such as age, birthday, avatar), game application ID, random session ID, device ID, and encryption algorithm ID. It checks whether the game application ID is consistent, whether the random session ID is consistent, and whether the encrypted value of the device fingerprint signature is consistent. That is, it compares the old information with the new game application ID, the new random session ID, and the new encrypted value. If the check is consistent, a login success message is returned.
[0026] The beneficial effects of this embodiment are as follows: First-time user login is verified by calling the device account server, and upon successful verification, the account identity identifier returned by the device account server is obtained. Session information is generated and stored based on the account identity identifier, and the account identity identifier and the stored session information are returned to the game client. When the user logs in again, the game client returns the account identity identifier and new session information. The stored session information is retrieved based on the account identity identifier and compared with the new session information. If they match, a login success message is returned to the game client. This reduces the interaction between the joint operation service and the account service, lowers interaction costs, operating costs, and device power consumption, and improves login performance on the user side.
[0027] Example 2 Figure 2 This is a flowchart of the second embodiment of the game joint operation user login method of the present invention. Based on the above embodiment, the step of calling the device account server to verify the user's first login and obtaining the account identity identifier returned by the device account server after successful verification specifically includes: S11. Receive the login verification identifier returned by the device account server, wherein the login verification identifier is generated by the device account server after verifying the account password or mobile phone number entered by the user during the first login; S12. Call the communication interface of the device account server to perform user login verification according to the login verification identifier, and obtain the account identity identifier returned by the device account server after the user login verification is successful.
[0028] In this embodiment, the aforementioned UID is used as the account identity identifier. When a user logs in for the first time, they enter their account password or mobile phone verification code to pass the login verification through the device account service. Then, based on the login verification identifier returned by the device account service, the user finally calls the interface of the game joint operation server to log in to the game.
[0029] The beneficial effect of this embodiment is that by receiving the login verification identifier returned by the device account server, wherein the login verification identifier is generated by the device account server after verifying the account password or mobile phone number entered by the user during the first login; calling the communication interface of the device account server according to the login verification identifier to perform user login verification, and obtaining the account identity identifier returned by the device account server after the user login verification is successful; this provides an interactive basis for subsequently changing the generation rule of the session information cache key to use the account UID, thereby reducing the number of subsequent sessions.
[0030] Example 3 Figure 3This is a flowchart of the third embodiment of the game joint operation user login method of the present invention. Based on the above embodiment, the step of generating and storing session information according to the account identity identifier, and returning the account identity identifier and the stored session information to the game client specifically includes: S21. Generate a random session identifier, an encryption key, and an encryption algorithm identifier as the session information; S22. Return the account identity identifier, the random session identifier, the encryption key, and the encryption algorithm identifier to the game client.
[0031] In this embodiment, the game client saves the received account UID, random session ID, encryption key, and encryption algorithm ID, so as to facilitate verification during the next login.
[0032] In this embodiment, considering that the existing solution uses a random session ID as the session information cache key, a new session information will be generated every time you log in, resulting in a huge number of sessions; however, in this embodiment, the rule for the session information cache key is changed from the original random session ID to the account UID, thereby making the number of sessions controllable and significantly reducing the number of sessions compared to the existing solution.
[0033] In this embodiment, the data format stored in the session information is optimized and changed to Map format. The key of Map is device VAID_game application ID, and the value is game application ID, account UID, login method, and login verification identifier.
[0034] In this embodiment, when a user logs in for the first time, or when the user's login status expires, the session information is updated according to the login method and login verification identifier mentioned above; that is, when the user is required to enter an account password or mobile phone verification code, the session information is updated accordingly.
[0035] The beneficial effects of this embodiment are that by generating a random session identifier, an encryption key, and an encryption algorithm identifier as the session information, and returning the account identity identifier, the random session identifier, the encryption key, and the encryption algorithm identifier to the game client, the number of sessions becomes controllable, and the number of sessions is significantly reduced compared to existing solutions. Furthermore, the data stored in the session information is optimized to support login management for multiple devices.
[0036] Example 4 Figure 4 This is a flowchart of the fourth embodiment of the game joint operation user login method of the present invention. Based on the above embodiment, the step of receiving the account identity identifier and new session information returned by the game client when the user logs in again specifically includes: S31. When the user logs in again, the game client retrieves the encryption algorithm corresponding to the encryption algorithm identifier and encrypts the device fingerprint of the user's device to obtain the second encryption value. S32, The game client adds the second encrypted value to the new session information.
[0037] In this embodiment, the device fingerprint is generated using the device's International Mobile Equipment Identity (IMEI), the number of processor cores, and the Bluetooth physical address. To ensure user data compliance and security, the device fingerprint does not need to be reported to the game's joint operation server; only the HmaSha256 value of the device fingerprint needs to be reported. In this embodiment, the key used for signing is the device VAID (Vender Anonymous Device Identity).
[0038] In this embodiment, after successful login, a new key and encryption algorithm are generated. The client encrypts the data using the key and the device fingerprint of the algorithm for security verification by the server. In this embodiment, the game joint operation service pushes the specific encryption algorithm to each game client at a preset period.
[0039] The beneficial effect of this embodiment is that, when a user logs in again, the game client retrieves the encryption algorithm corresponding to the encryption algorithm identifier and encrypts the device fingerprint of the user's device to obtain a second encryption value; the game client then adds the second encryption value to the new session information; thereby improving login security while reducing session frequency.
[0040] Example 5 Figure 5 This is a flowchart of the fifth embodiment of the game joint operation user login method of the present invention. Based on the above embodiment, the method further includes: S01. When a user logs in by entering a password or verification code, a first encrypted value is generated; S02. Add the first encrypted value to the stored session information.
[0041] In this embodiment, a first encrypted value is generated on the game joint operation server and added to the stored session information, so as to facilitate subsequent retrieval and comparison.
[0042] The beneficial effect of this embodiment is that by generating a first encrypted value when the user logs in by entering a password or verification code, and adding the first encrypted value to the stored session information, the frequency of interaction with the device account service is reduced.
[0043] Example 6 Figure 6This is a flowchart of the sixth embodiment of the game joint operation user login method of the present invention. Based on the above embodiment, the step of retrieving the stored session information according to the account identity identifier and comparing it with the new session information, and if they match, returning a login success message to the game client, specifically includes: S41. Compare the first encrypted value with the second encrypted value; S42. If the first encrypted value is consistent with the second encrypted value, then return a login success message to the game client.
[0044] In this embodiment, at least the first encrypted value and the second encrypted value are compared. If the first encrypted value and the second encrypted value are consistent, a login success message is returned to the game client. Furthermore, the method also includes comparing whether the game application ID and the random session ID are consistent. If both are consistent, a login success message is returned to the game client.
[0045] The beneficial effect of this embodiment is that by comparing the first encrypted value with the second encrypted value, if the first encrypted value and the second encrypted value are consistent, a login success message is returned to the game client; thereby improving the login performance of the device, effectively managing the scenario of users logging into multiple devices, and avoiding the risk of the service becoming unavailable due to a surge in the number of cached items.
[0046] Example 7 Figure 7 This is a flowchart of the seventh embodiment of the game joint operation user login method of the present invention. Based on the above embodiment, the method further includes: S51. Receive the account change message sent by the device account server; S52. Delete the currently stored session information according to the account change message.
[0047] In this embodiment, when account information changes, such as account logout, password change, or account cancellation, the device account service will notify the game joint operation server. The game joint operation server will delete the session information based on the account UID. Therefore, the next time the user logs into the game, if the session information cannot be found based on the account UID, the login will fail, and the game client will pop up a login page requiring the user to enter a password or verification code to log in.
[0048] The beneficial effect of this embodiment is that by receiving the account change message sent by the device account server and deleting the currently stored session information according to the account change message, the session information can be quickly deleted using the account UID, thereby improving the login security when account information changes.
[0049] Example 8 Figure 8 This is a flowchart of the eighth embodiment of the game joint operation user login method of the present invention. Based on the above embodiment, the method further includes: S61. Receive the game item application message from the game client; S62. Detect whether there is a stored session message based on the game item application message. If there is, return a message indicating that the game item application is legitimate to the game client.
[0050] In this embodiment, in order to further ensure the legitimacy of user identity information, mobile phone and other device manufacturers can also use the game joint operation server of this embodiment to cooperate with the game party, requiring users to add an interface call to the joint operation server before using game items, thereby checking whether user session information exists and further improving the effectiveness of identity verification.
[0051] In this embodiment, for user login behavior based on the game joint operation server, the interaction with the account service is greatly reduced without compromising security, thereby reducing the system's interaction costs and overall operating costs. At the same time, the login performance on the user side is also significantly improved, while reducing device power consumption, which can bring users a better gaming experience.
[0052] The beneficial effect of this embodiment is that by receiving the game item application message from the game client, detecting whether there is a stored session message based on the game item application message, and if so, returning a message indicating that the game item application is legitimate to the game client, the cooperation between the game joint operation server and the game manufacturer is realized. When using game items, the validity of the user session is checked to ensure the legitimacy of the user's identity information.
[0053] Example 9 Based on the above embodiments, the present invention also proposes a game joint operation user login device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps of the game joint operation user login method as described in any of the above embodiments.
[0054] It should be noted that the above-described device embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the device embodiments, which will not be repeated here.
[0055] Example 10 Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a game joint operation user login program, wherein when the game joint operation user login program is executed by a processor, the steps of the game joint operation user login method as described in any of the above claims are implemented.
[0056] It should be noted that the above-described medium embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the medium embodiments, which will not be repeated here.
[0057] The game co-operation user login method, device, and computer-readable storage medium of the present invention verify the user's initial login by calling the device account server, and obtain the account identity identifier returned by the device account server after successful verification; generate and store session information based on the account identity identifier, and return the account identity identifier and the stored session information to the game client; receive the account identity identifier and new session information returned by the game client when the user logs in again; retrieve the stored session information based on the account identity identifier and compare it with the new session information; if they match, return a login success message to the game client; thereby reducing the interaction between the co-operation service and the account service, reducing interaction costs, operating costs, and device power consumption, and improving login performance on the user side.
[0058] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0059] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0060] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.
[0061] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims. All of these forms are within the protection scope of the present invention.
Claims
1. A method for logging in as a user in a game joint operation, applied to a game joint operation server, characterized in that, The game joint operation server connects the game client and the device account server, and the method includes: The device account server is invoked to verify the user's first login, and the account identity identifier returned by the device account server is obtained after the verification is successful; Session information is generated and stored based on the account identifier, and the account identifier and the stored session information are returned to the game client; Receive the account identity identifier and new session information returned by the game client when the user logs in again; The system retrieves the stored session information based on the account identifier and compares it with the new session information. If they match, it returns a login success message to the game client.
2. The game joint operation user login method according to claim 1, characterized in that, The step of calling the device account server to verify the user's first login and obtaining the account identity identifier returned by the device account server after successful verification specifically includes: Receive the login verification identifier returned by the device account server, wherein the login verification identifier is generated by the device account server after verifying the account password or mobile phone number entered by the user during the first login; The user login is verified by calling the communication interface of the device account server according to the login verification identifier, and the account identity identifier returned by the device account server is obtained after the user login verification is successful.
3. The game joint operation user login method according to claim 1, characterized in that, The step of generating and storing session information based on the account identifier, and returning the account identifier and the stored session information to the game client, specifically includes: A random session identifier, an encryption key, and an encryption algorithm identifier are generated as the session information; The account identity identifier, the random session identifier, the encryption key, and the encryption algorithm identifier are returned to the game client.
4. The game joint operation user login method according to claim 3, characterized in that, The step of receiving the account identity and new session information returned by the game client when the user logs in again specifically includes: When the user logs in again, the game client retrieves the encryption algorithm corresponding to the encryption algorithm identifier and encrypts the device fingerprint of the user's device to obtain the second encryption value; The game client adds the second encrypted value to the new session information.
5. The game joint operation user login method according to claim 4, characterized in that, The method further includes: When a user logs in by entering a password or verification code, a first encrypted value is generated; Add the first encrypted value to the stored session information.
6. The game joint operation user login method according to claim 5, characterized in that, The step of retrieving stored session information based on the account identifier and comparing it with new session information, and if they match, returning a login success message to the game client, specifically includes: Compare the first encrypted value with the second encrypted value; If the first encrypted value matches the second encrypted value, a login success message is returned to the game client.
7. The game joint operation user login method according to claim 1, characterized in that, The method further includes: Receive account change messages sent by the device account server; Delete the currently stored session information based on the account change message.
8. The game joint operation user login method according to claim 7, characterized in that, The method further includes: Receive game item application messages from the game client; The system checks whether there is a stored session message based on the game item application message. If so, it returns a legitimate message about the game item application to the game client.
9. A game joint operation user login device, characterized in that, The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game joint operation user login method as described in any one of claims 1 to 8.
10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores an application game joint operation user login program, which, when executed by a processor, implements the steps of the game joint operation user login method as described in any one of claims 1 to 8.