Web Game Client Request Signal Verification via Unique Key Authentication

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Solution Overview

Problem

Web-based hybrid games face security issues in verifying the legitimacy of request signals from clients, particularly in preventing abnormal acquisition of points or items, due to weak communication security with servers.

Innovation Solution

A method and system that involve a client sending a start signal and completion details to a server, which issues a unique key based on completion time and score, and inhibits abnormal submissions by comparing these against preset references, ensuring legitimate rewards are granted only when criteria are met.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a client sends request signals to acquire points or items in a Web-based game, then the user can obtain game rewards, but the system becomes vulnerable to abnormal acquisition attempts due to weak communication security

Engineering Contradiction:
Improveease of acquiring points or itemsVSAvoidsecurity of request signal verification
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The server performs preliminary verification of request signals by checking completion time and score against preset references before granting rewards. The server sends unique keys to clients as preliminary authentication, and validates these keys against recorded completion data before allowing point or item acquisition, preventing abnormal attempts before they can succeed

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback mechanisms where the server sends unique keys to clients after verifying legitimate completion, and uses these keys to validate subsequent reward requests. The server compares received unique keys against stored completion data, providing feedback that confirms or rejects reward requests based on verification results

Inventive Principle:
Principle #23Feedback

2Reliability

If the server verifies each request signal thoroughly by comparing completion time and score, then security is improved, but the communication complexity and processing time increase

Engineering Contradiction:
Improveaccuracy of legitimacy verificationVSAvoidcomplexity of communication protocol
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The verification process extracts only the essential elements needed for validation: completion time, score, and unique key. The server sends these specific parameters to the client and uses them for verification, eliminating unnecessary communication overhead while maintaining verification accuracy

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system changes parameters by using unique keys as a simplified verification token that encapsulates completion validation. Instead of transmitting and verifying all raw completion data, the system transforms completion information into a unique key parameter that can be efficiently stored and compared, reducing communication complexity

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9415312B2Method for identifying a client's request signal at game based on web
Publication Date: 2016.08.16 MASANG SOFT
  • US9415312B2 patent drawing
  • US9415312B2 patent drawing
  • US9415312B2 patent drawing

AI summary

A method for verifying a request signal from a client in a Web-based game including sending a start signal of a game mission to a server; sending an acquired score and a completion time of a sub-mission of the game mission to the server, and completing the sum-mission by sending a unique key corresponding to the completion of the sub-mission to the client on the basis of the completion time and the acquired score; and sending a retransmission unique key and reward requesting information corresponding to the completion of the game mission to the server when the sub-mission is completed, and approving the completion of the game mission of the client on the basis of the retransmission unique key and information on the completion of the sub-mission. Accordingly, it is possible to prevent the client from abnormally acquiring a point or an item.