Game Server Attack Validation via Client-Side Obstacle Detection
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Solution Overview
Problem
Current methods for determining the validity of attack operations in online games rely solely on the game server, leading to excessive load and inefficiency, as each attack requires physical map verification to detect tag-on services.
Innovation Solution
The method involves clients participating in the same game session determining whether there are obstacles between the attack's start and end points, with the game server judging the operation's validity based on their determination results, thereby distributing the workload and reducing server overhead.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the game server performs physical map verification for each attack operation to detect tag-on services, then the validity judgment is accurate, but the server load becomes excessive and inefficient
Solution Approach 1:
The patent divides the obstacle detection task into segments and distributes it to multiple clients (second clients) instead of concentrating all verification work on the game server. Each second client independently determines whether there is an obstacle between the start point and end point, and sends the determination result back to the server for final validity judgment.
Solution Approach 2:
The second clients perform self-service by independently determining obstacle presence using their own physical map data. Each client uses its own resources (processor, memory) to complete the obstacle detection task without requiring server intervention, thereby reducing server load while maintaining detection accuracy.
2Reliability
If the game server performs physical map verification for each attack operation, then the tag-on service detection is thorough, but the server overhead increases excessively
Solution Approach 1:
The patent segments the energy-consuming obstacle detection task and distributes it to multiple second clients. Instead of the server performing all verifications, each second client performs a portion of the detection work using its own computational resources, thereby reducing overall server energy consumption while maintaining detection thoroughness.
Solution Approach 2:
The second clients independently perform energy-consuming obstacle detection operations using their own processors and memory resources. This self-service approach eliminates the need for the server to perform all physical map verifications, significantly reducing server energy consumption while maintaining effective tag-on service detection.
3Reliability
If the game server performs physical map verification for each attack operation, then the attack validation is complete, but the processing time increases
Solution Approach 1:
The patent segments the time-consuming obstacle detection process and parallelizes it across multiple second clients. Instead of sequential server processing, multiple clients simultaneously determine obstacles in different areas, and the server aggregates the results. This parallelization significantly reduces total processing time while maintaining validation completeness.
Solution Approach 2:
The second clients perform obstacle detection independently and simultaneously using their own computational resources. This self-service parallel processing eliminates the bottleneck of server-based sequential verification, dramatically reducing attack validation processing time while ensuring complete and accurate attack operation validation.
Data Source
AI summary
The embodiments of the present disclosure provide an information processing method, which includes receiving, by a game server, an operation message sent by a first client, the operation message carries location information corresponding to a start point and an end point of an attack operation; sending, by the game server, the location information to at least one second client, determining, by each of the at least one second client, whether there is an obstacle between the start point and the end point of the attack operation, and sending a corresponding determination result to the game server, wherein each of the at least one second client is a client that participates in a same session of a game with the first client; judging, by the game server, validity of the attack operation triggered by the first client, according to determination results.


