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Anti-acceleration control system and method for online games

A technology for acceleration control and online games, applied in the fields of online game systems, anti-acceleration control for online games, and anti-acceleration control systems for online games, it can solve problems such as no response, difficult maintenance, and freezing, so as to reduce the number and business logic , The effect of reducing maintenance costs

Active Publication Date: 2021-07-09
SHENGQU INFORMATION TECH SHANGHAI
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0007] However, this is not the best way; doing so will greatly increase the pressure on the game server to process data packets, resulting in freezes, or even no response for a long time; at the same time, it will greatly increase the business logic on the game server, making maintenance , management, and developing new businesses become extremely difficult, which eventually leads to uncontrollable projects
[0008] Other existing solutions include: 1. Control on the client side, so that when illegal players use plug-ins or other third-party tools, this control will be invalid; in addition, when there are network fluctuations, it will also affect the player experience
2. Check and verify at the business layer (mostly on the game server); although this can achieve a certain control effect, it will increase the business logic of the game server and make maintenance extremely difficult, and the game server cannot get rid of invalid data packets pressure

Method used

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  • Anti-acceleration control system and method for online games
  • Anti-acceleration control system and method for online games
  • Anti-acceleration control system and method for online games

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Embodiment 1

[0046] see image 3 , the present invention discloses an anti-acceleration control system for online games. The anti-acceleration control system includes: at least one game server, at least one client, and a data packet gateway PacketGate respectively connecting the client and the game server; The communication data packets between the game servers are forwarded by the data packet gateway, and no direct communication connection is established between the client and the game server.

[0047] The data packet gateway includes a verification judgment module, a verification module, a correction module, a counting module and a disconnection module.

[0048] The verification judging module is used to judge whether the uplink data packets generated by the client need to be verified, and the data packet gateway directly forwards the uplink data packets generated by the client that do not need to be verified to the game server. For the uplink data packets generated by the client that r...

Embodiment 2

[0055] An anti-acceleration control system for online games, the anti-acceleration control system includes: at least one game server, at least one client, and a data packet gateway PacketGate respectively connecting the client and the game server. The communication data packets between the client and the server are forwarded by the data packet gateway, and no direct communication connection is established between the client and the game server.

[0056] The data packet gateway includes a verification judgment module, a verification module, a correction module, a counting module and a disconnection module.

[0057] The verification and judging module is used to judge the uplink data packet generated by the client; because each data packet has a fixed packet header, and there is a mark in the packet header to mark which type of data packet the packet belongs to, and the verification module is also correct According to the mark, it is judged whether it is necessary to verify the ...

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PUM

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Abstract

The invention discloses a network game anti-acceleration control system and method. The network game anti-acceleration control system includes at least one game server, at least one client, and a packet gateway PacketGate respectively connected to the client and the game server; The communication data packet between is forwarded by the data packet gateway, and no direct communication connection is established between the client and the game server; the data packet gateway includes a verification judgment module, a verification module, a correction module, a counting module, a disconnection module. The network game anti-acceleration control system proposed by the present invention upgrades the control of various anti-acceleration to the data packet level to solve, so as to achieve business irrelevance; through the correction of illegal data packets, it is excellent to avoid network fluctuations the impact.

Description

technical field [0001] The invention belongs to the technical field of computer software, relates to an online game system, in particular to an anti-acceleration control system of an online game; meanwhile, the invention also relates to an anti-acceleration control method of an online game. Background technique [0002] Online games are very popular because they can provide players with a series of better experiences such as interaction and competition than stand-alone games. In recent years, online games have developed greatly both in terms of gameplay and technology. However, any online game may be maliciously accelerated by third-party tools (such as speeding up the running speed, speeding up the attack speed, etc.), which will destroy the fairness of the game and will greatly harm normal players. Therefore, the control of acceleration is essential for online games. [0003] Below, take the running speed as an example to describe the process without acceleration control...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): A63F13/358
CPCA63F13/358
Inventor 杨自鹏
Owner SHENGQU INFORMATION TECH SHANGHAI
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