Cheat prevention method, system and client terminal for online game
First Claim
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1. A cheat prevention method for an online game, applied to game client terminals and a game server, the method comprising:
- determining, by the game server, a partner for a player according to information submitted by a game client terminal used by the player, and sending information of the partner of the player to the game client terminal used by the player, wherein the information submitted by the game client terminal comprises an address of a computer on which the game client terminal is installed, one or more online messaging accounts of the player who uses the game client terminal and a seat chosen by the player in the game; and
refusing, by the game client terminal used by the player, to send a message to the partner of the player;
submitting, by the game client terminal used by the player, the address of the computer on which the game client terminal is installed when the player newly logs in the game server;
submitting, by the game client terminal used by the player, the seat chosen by the player; and
checking, by the game client terminal used by the player, the one or more online messaging accounts of the player in realtime, and submitting the one or more messaging accounts of the player;
wherein refusing, by the game client terminal used by the player, to send the message to the partner of the player comprises,refusing, by the game client terminal used by the player, to send the message when a destination account of the message is identical with any one of one or more online messaging accounts of the partner of the player.
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Abstract
The present invention discloses a cheat prevention method for an online game. The method includes: determining, by the game server, a partner for a player according to information submitted by a game client terminal used by the player, and sending information of the partner of the player to the game client terminal used by the player; and refusing, by the game client terminal used by the player, to send a message to the partner of the player. The present invention also discloses a system and a client terminal in accordance with the method. The present invention can effectively prevent cheat in online games.
24 Citations
9 Claims
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1. A cheat prevention method for an online game, applied to game client terminals and a game server, the method comprising:
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determining, by the game server, a partner for a player according to information submitted by a game client terminal used by the player, and sending information of the partner of the player to the game client terminal used by the player, wherein the information submitted by the game client terminal comprises an address of a computer on which the game client terminal is installed, one or more online messaging accounts of the player who uses the game client terminal and a seat chosen by the player in the game; and refusing, by the game client terminal used by the player, to send a message to the partner of the player; submitting, by the game client terminal used by the player, the address of the computer on which the game client terminal is installed when the player newly logs in the game server; submitting, by the game client terminal used by the player, the seat chosen by the player; and checking, by the game client terminal used by the player, the one or more online messaging accounts of the player in realtime, and submitting the one or more messaging accounts of the player; wherein refusing, by the game client terminal used by the player, to send the message to the partner of the player comprises, refusing, by the game client terminal used by the player, to send the message when a destination account of the message is identical with any one of one or more online messaging accounts of the partner of the player. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A cheat prevention system for an online game, comprising:
- game client terminals and a game server, wherein
each of the game client terminals is configured to submit information of a player who uses the game client terminal and refuse to send a message to a partner of the player according to information of the partner of the player received from the game server; and the game server is configured to determine the partner of the player according to the information of the player submitted by the game client terminal and send the information of the partner of the player to the game client terminal; wherein the information of the player submitted by the game client terminal comprises an address of a computer on which the game client terminal is installed, one or more online messaging accounts of the player who uses the game client terminal, and a seat chosen by the player who uses the game client terminal in the game; and each of the game client terminals is further configured to submit the address of the computer on which the game client terminal is installed when the player newly logs in the game server and the seat chosen by the player in the game, check one or more online messaging accounts of the player in realtime, submit the one or more online messaging accounts, and refuse to send the message when a destination account of the message is identical with any one of one or more online messaging accounts of the partner of the player. - View Dependent Claims (8)
- game client terminals and a game server, wherein
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9. A game client terminal, including:
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a first module, configured to submit information of a player who uses the game client terminal to a game server; and a second module, configured to refuse, according to information of a partner of the player received from the game server, to send a message to the partner of the player who uses the game client terminal; wherein the information of the player submitted by the first module comprises an address of a computer on which the game client terminal is installed, one or more online messaging accounts of the player who uses the game client terminal, and a seat chosen by the player who uses the game client terminal in the game; the first module is configured to submit the address of the computer on which the game client terminal is installed when the player newly logs in the game server and the seat chosen by the player in the game, check one or more online messaging accounts of the player in realtime and submit the one or more online messaging accounts; the second module is configured to refuse to send the message when a destination account of the message is identical with any one of one or more online messaging accounts of the partner of the player.
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Specification