Game Server Hack Detection Using Client Obstacle Checks
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Solution Overview
Problem
Existing methods for detecting hacking tools in online games impose excessive load on game servers by requiring them to determine attack validity using stored physical maps, leading to server overload.
Innovation Solution
A method where a game server sends location information of an attack operation to participating clients for obstacle determination, allowing clients to vote on the validity of the attack, and the server decides on hacking tool usage based on the voting results, reducing server load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the game server determines attack validity using stored physical maps, then the detection of hacking tools is accurate, but the server load becomes excessive
Solution Approach 1:
The patent extracts the obstacle determination function from the game server and delegates it to client devices. The server sends attack location information to clients, who use their local physical maps to determine whether obstacles exist between attack points. This extraction transfers computational burden from the server to clients, reducing server load while maintaining detection accuracy through centralized verification of client results.
Solution Approach 2:
The patent introduces client devices as intermediaries between the game server and the obstacle determination process. Instead of the server directly querying its physical maps, it mediates through clients who perform the actual determination using their local data. This intermediary approach distributes computational work and reduces server overhead while preserving the integrity of hack detection.
2Device complexity
If the game server processes all attack validity checks, then the detection system is centralized and simple to manage, but the server overhead increases significantly
Solution Approach 1:
The patent segments the hack detection system into multiple components: the game server manages coordination and final decision-making, while client devices handle local obstacle determination using their physical maps. This segmentation distributes computational tasks across multiple nodes, reducing the overhead on any single server while maintaining systematic management through the server's coordinating role.
Solution Approach 2:
The patent implements partial action by having clients perform only the specific task of obstacle determination rather than the complete hack detection process. Clients use their local physical maps to determine obstacles for specific attack operations, sending only the results back to the server. This partial execution of the determination function at client level reduces server overhead while maintaining centralized control.
3Power
If clients participate in obstacle determination, then the server load is reduced, but the coordination complexity between server and clients increases
Solution Approach 1:
The patent implements a feedback mechanism where clients send obstacle determination results back to the game server, which then makes the final decision on whether a hack is occurring. This feedback loop allows clients to participate in the determination process without requiring complex real-time coordination, as the server consolidates the results and makes centralized decisions based on the returned information.
Solution Approach 2:
The game server acts as an intermediary that coordinates between multiple clients and the hack detection process. It sends attack location information to relevant clients, collects their determination results, and synthesizes this information to make final decisions. This intermediary role simplifies coordination by providing a centralized point of control that manages the interaction between multiple distributed clients.
Data Source
AI summary
Embodiments of the present disclosure provide an information processing method, a device, and a storage medium. The method comprises: a game server receiving an operation message sent by a first client, wherein the operation message carries position information corresponding to a start point and a destination point of an attack operation, and the first client has triggered the attack operation; the game server sending to at least one second client the position information corresponding to the start point and the destination point of the attack operation, determining, by the at least one second client, whether an obstacle exists between the start point and the destination point of the attack operation, and sending a determination result to the game server, the second client being a participant of the same game round as the first client; and the game server deciding, according to the determination result, whether the first client has used a plugin program when executing the attack operation. Since the operation of determining whether an obstacle exists between the start point and the destination point of the attack operation is executed by the second client, the invention reduces overheads of the server.


