Anti-cheating method and system for action game

文档序号:427763 发布日期:2021-12-24 浏览:25次 中文

阅读说明:本技术 一种动作类游戏反外挂方法及系统 (Anti-cheating method and system for action game ) 是由 �田�浩 于 2021-09-27 设计创作,主要内容包括:本发明公开了一种动作类游戏反外挂方法及系统,计算机游戏技术领域。该方法包括以下步骤:通过客户端向服务器发送目标操作指令;通过服务器按照预设的帧率同步并发送目标操作指令;根据目标操作指令计算游戏每逻辑帧结果,以得到结果信息;获取并根据各个客户端标志信息对结果信息进行过滤,并将过滤后的结果信息分发给对应的客户端。本发明只在服务端运算,无需用户安装额外的反外挂程序,且反外挂效果好。(The invention discloses an anti-cheating method and system for an action game, and belongs to the technical field of computer games. The method comprises the following steps: sending a target operation instruction to a server through a client; synchronizing and sending a target operation instruction according to a preset frame rate through a server; calculating the result of each logic frame of the game according to the target operation instruction to obtain result information; and acquiring and filtering result information according to the mark information of each client, and distributing the filtered result information to the corresponding client. The invention only operates at the server side, does not need a user to install an additional anti-plug-in program, and has good anti-plug-in effect.)

1. An anti-cheating method for action games is characterized by comprising the following steps:

sending a target operation instruction to a server through a client;

synchronizing and sending a target operation instruction according to a preset frame rate through a server;

calculating the result of each logic frame of the game according to the target operation instruction to obtain result information;

and acquiring and filtering result information according to the mark information of each client, and distributing the filtered result information to the corresponding client.

2. The anti-cheating method for action-type games according to claim 1, wherein the method for calculating the result of each logical frame of the game according to the target operation instruction to obtain the result information comprises the following steps:

and calculating the result of each logical frame of the game visual field according to the target operation instruction so as to obtain visual field result information.

3. The anti-cheating method for action-type games according to claim 1, wherein the method for calculating the result of each logical frame of the game according to the target operation instruction comprises the following steps:

and calculating the result of each logical frame of game action judgment according to the target operation instruction so as to obtain action judgment result information.

4. The anti-cheating method for action-type games according to claim 1, wherein the method for obtaining and filtering result information according to mark information of each client and distributing the filtered result information to the corresponding client comprises the following steps:

acquiring and determining information to be received of each client according to the mark information of each client;

and filtering the result information according to the information to be received of each client to obtain and send the target information to the corresponding client.

5. The anti-cheating system for the action game is characterized by comprising an instruction sending module, a synchronization module, a calculation module and an information distribution module, wherein:

the instruction sending module is used for sending a target operation instruction to the server through the client;

the synchronization module is used for synchronizing and sending a target operation instruction according to a preset frame rate through the server;

the computing module is used for computing the result of each logic frame of the game according to the target operation instruction so as to obtain result information;

and the information distribution module is used for acquiring and filtering the result information according to the mark information of each client and distributing the filtered result information to the corresponding client.

6. The system of claim 5, wherein the computing module comprises a view computing sub-module, configured to compute a result per logical frame of the game view according to the target operation instruction, so as to obtain view result information.

7. The system of claim 5, wherein the computing module comprises an action determining sub-module for computing a result of each logical frame of game action determination according to the target operation command to obtain action determination result information.

8. The anti-cheating system of an action-type game according to claim 5, wherein the information distribution module comprises a determination submodule and a distribution submodule, wherein:

the determining submodule is used for acquiring and determining the information to be received of each client according to the mark information of each client;

and the distribution submodule is used for filtering the result information according to the information to be received of each client so as to obtain and send the target information to the corresponding client.

9. An electronic device, comprising:

a memory for storing one or more programs;

a processor;

the one or more programs, when executed by the processor, implement the method of any of claims 1-4.

10. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the method according to any one of claims 1-4.

Technical Field

The invention relates to the technical field of computer games, in particular to an anti-plug-in method and system for an action game.

Background

The most serious problem faced by general online games is the plug-in problem, which means that normal communication between a server and a client is tampered mainly through a network technology, so that the purposes of tampering normal data or completing abnormal operation and obtaining improper income are achieved. The plug-in technology seriously damages the fairness and the balance of games, causes loss of a large number of players and causes a large amount of direct and indirect economic losses to the development and the operators of the online games. The prior art prevents a player from starting a cheating program by detecting player behaviors and a client, and has the defects of high misjudgment rate: the player can not distinguish the high-speed reaction or the plug-in program action; weak prevention effect: the new generation plug-in uses an AI deep learning image recognition technology, can be used under the condition of not invading a game client or even game client running equipment, and the traditional plug-in prevention program for detecting the client and the client running equipment cannot cope with the traditional plug-in prevention program.

Disclosure of Invention

In order to overcome the above problems or at least partially solve the above problems, embodiments of the present invention provide an anti-plug-in method and system for an action game, which only perform operations at a server, do not require a user to install an additional anti-plug-in program, and have a good anti-plug-in effect.

The embodiment of the invention is realized by the following steps:

in a first aspect, an embodiment of the present invention provides an anti-cheating method for an action game, including the following steps:

sending a target operation instruction to a server through a client;

synchronizing and sending a target operation instruction according to a preset frame rate through a server;

calculating the result of each logic frame of the game according to the target operation instruction to obtain result information;

and acquiring and filtering result information according to the mark information of each client, and distributing the filtered result information to the corresponding client.

In order to solve the technical problem of game cheating in the prior art, the invention calculates and judges the related instruction operation in the game, adjusts the corresponding game operation according to the conditions of different clients and sends corresponding information to the clients so as to ensure the normal system of the game. Firstly, a client sends a specified operation instruction to a server, the server synchronously instructs and sends the instruction to a core algorithm module in the server at a certain frame rate, the result of each logic frame of the game is calculated through the core algorithm module, the result is sent to information filtering and distribution, the result information is obtained and filtered according to the mark information of each client, the filtered result information is distributed to the corresponding client, and different information is sent to each client according to the mark filtering information of each client.

The invention only operates at the server side, and does not need a user to install an additional anti-plug-in program; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if the player starts to accelerate the response speed and cheating the cheating action, the influence on the game victory or defeat is weak. The invention can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game victory or defeat and ensure the instant performance of the game.

Based on the first aspect, in some embodiments of the present invention, the method for calculating the result of each logical frame of the game according to the target operation instruction to obtain the result information includes the following steps:

and calculating the result of each logical frame of the game visual field according to the target operation instruction so as to obtain visual field result information.

Based on the first aspect, in some embodiments of the present invention, the method for calculating the result of each logical frame of the game according to the target operation instruction includes the following steps:

and calculating the result of each logical frame of game action judgment according to the target operation instruction so as to obtain action judgment result information.

Based on the first aspect, in some embodiments of the present invention, the method for obtaining and filtering result information according to each client flag information, and distributing the filtered result information to a corresponding client includes the following steps:

acquiring and determining information to be received of each client according to the mark information of each client;

and filtering the result information according to the information to be received of each client to obtain and send the target information to the corresponding client.

In a second aspect, an embodiment of the present invention provides an action game anti-plug-in system, including an instruction sending module, a synchronization module, a calculation module, and an information distribution module, where:

the instruction sending module is used for sending a target operation instruction to the server through the client;

the synchronization module is used for synchronizing and sending a target operation instruction according to a preset frame rate through the server;

the computing module is used for computing the result of each logic frame of the game according to the target operation instruction so as to obtain result information;

and the information distribution module is used for acquiring and filtering the result information according to the mark information of each client and distributing the filtered result information to the corresponding client.

In order to solve the technical problem of game cheating in the prior art, the invention calculates and judges the related instruction operation in the game, adjusts the corresponding game operation according to the conditions of different clients and sends corresponding information to the clients so as to ensure the normal system of the game. Firstly, an instruction sending module sends a specified operation instruction to a server based on a client, a synchronization module sends the synchronization instruction to a calculation module in the server through the server at a certain frame rate, the calculation module calculates the result of each logic frame of a game through a core algorithm and then sends the result to an information distribution module, and the information distribution module filters information according to each client mark and sends different information to each client.

The invention only operates at the server side, and does not need a user to install an additional anti-plug-in program; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if the player starts to accelerate the response speed and cheating the cheating action, the influence on the game victory or defeat is weak. The invention can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game victory or defeat and ensure the instant performance of the game.

Based on the second aspect, in some embodiments of the invention, the calculating module includes a view calculating submodule, configured to calculate a result of each logical frame of the game view according to the target operation instruction, so as to obtain view result information.

Based on the second aspect, in some embodiments of the present invention, the calculating module includes an action determining submodule for calculating a game action determination result per logical frame according to the target operation instruction to obtain action determination result information.

Based on the second aspect, in some embodiments of the present invention, the information distribution module includes a determination sub-module and a distribution sub-module, where:

the determining submodule is used for acquiring and determining the information to be received of each client according to the mark information of each client;

and the distribution submodule is used for filtering the result information according to the information to be received of each client so as to obtain and send the target information to the corresponding client.

In a third aspect, an embodiment of the present application provides an electronic device, which includes a memory for storing one or more programs; a processor. The program or programs, when executed by a processor, implement the method of any of the first aspects as described above.

In a fourth aspect, embodiments of the present application provide a computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements the method according to any one of the first aspect described above.

The embodiment of the invention at least has the following advantages or beneficial effects:

the embodiment of the invention provides an action game anti-plug-in method and system, which solve the technical problem of game plug-in the prior art. The invention only operates at the server side, and does not need a user to install an additional anti-plug-in program; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if the player starts to accelerate the response speed and cheating the cheating action, the influence on the game victory or defeat is weak. The invention can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game victory or defeat and ensure the instant performance of the game.

Drawings

In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained according to the drawings without inventive efforts.

FIG. 1 is a flowchart of an anti-cheating method for an action game according to an embodiment of the present invention;

FIG. 2 is a schematic view of a rotating field of view according to an embodiment of the present invention;

FIG. 3 is a schematic block diagram of an anti-cheating system for an action game according to an embodiment of the present invention;

fig. 4 is a block diagram of an electronic device according to an embodiment of the present invention.

Icon: 100. an instruction sending module; 200. a synchronization module; 300. a calculation module; 310. a view calculation submodule; 320. an action judgment sub-module; 400. an information distribution module; 410. determining a submodule; 420. a distribution submodule; 101. a memory; 102. a processor; 103. a communication interface.

Detailed Description

In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. The components of embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.

Thus, the following detailed description of the embodiments of the present invention, presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.

It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.

It is noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.

Examples

As shown in fig. 1, in a first aspect, an embodiment of the present invention provides an anti-cheating method for an action game, including the following steps:

s1, sending a target operation instruction to the server through the client;

s2, synchronizing and sending a target operation instruction according to a preset frame rate through a server;

in some embodiments of the present invention, the sending of the instruction by the server means sending the instruction to a next calculation module inside the server for calculation, the calculation is performed in the server, and the plug-in cannot be modified at the client.

S3, calculating the result of each logic frame of the game according to the target operation instruction to obtain result information;

further, the result of each logical frame of the game visual field is calculated according to the target operation instruction so as to obtain visual field result information.

Further, the game action decision per logical frame result is calculated according to the target operation instruction to obtain action decision result information.

In some embodiments of the invention, the logic frame calculation comprises two aspects, namely view calculation and action judgment calculation, and the two aspects are used for comprehensively preventing the external game hanging operation.

Regarding the view calculation:

under the condition of not considering terrain view blocking, the distance of a player view has an upper limit, the view included angle FOV is generally less than 180 degrees, the player character is taken as a coordinate origin, the east-west direction is taken as an X axis, the north-south direction is taken as a Y axis, a coordinate system is established, because the coordinate axes are not rotated, the speeds of other player characters are equivalent to the speed of the player character and are v, the upper limit of the movement speed on the coordinate axes is 2v, the rotation angular speed is not set to be an upper limit, other characters accord with the random walk rule on a 2d plane, and under the rotation condition, the player view is in line with the random walk rule on the 2d planeAs shown in fig. 2, when the player changes from the broken line position to the solid line position, since there is no upper limit to the angular velocity, two area regions, a: no longer monitoring the area, B: a new surveillance zone is added. The following conclusions are reached: expectation of others appearing in newly-added monitoring area E (B)>>No longer monitoring the area for the presence of other persons' expectations e (a); the appearance means the appearance of a new target, and the condition of the new target in the visual field is eliminated. And (3) proving that: t0 is the time since the last rotation of the field of view, at time t0, dt times have elapsed, t1 has been reached, the player turns around, resulting in region a, B, then: at time t1, there is an expectation of others in region a (E) (a) that others appear in region a at time t0 (a1) — an expectation of others leaving region a after dt times (E (a2) + an expectation of others entering region a after dt times (E3). At time t1, there is an expectation of others in the B region E (B) 0 time t (B1) that others appear in the B region-an expectation of others leaving the B region after dt times (B2) + an expectation of others entering the B region after dt times (B3). Obviously, there are: lim (small)dt→0E(A1)=0,limdt→0E (a2) ═ 0, and E (B1) positively correlated with t0, so there are E (B)>>E(A)。

In practice, the optimal strategy for searching opponents is to narrow t0 as much as possible, and in the case where t0 is small enough, i.e., rotate the field of view as much as possible, intuitively equivalent to a circular field of view. It is then foreseeable that the following measures are taken by engineering to prevent this: when the visual field rotates, a certain unfolding speed is needed instead of instantly obtaining a newly added monitoring area B; if the deployment speed is set to be B region area S (B)/B region complete acquisition time T, and S (B, T1) is a new monitoring region obtained after dt time, lim can be obtaineddt→0S (B, t1) ═ 0; then setting a constant v(s) for the field-of-view expansion speed effectively limits the 360 degree full field of view that may be obtained by non-real operations.

In the actual software engineering, dt cannot approach to 0, of course, according to the computational power of a computer, a logic operation frame is set as 10-30 frames per second as appropriate, each frame time is t, a newly-added view acquisition speed is set as V (S), a view FOV angle is set as a, S influences the current player view radius NowR, a player has the maximum view radius MaxR, and a view expansion area is obtained within 1 frame time as S. Detecting the change degree of the visual field in each frame of motion of the player, and controlling the newly-added visual field area not to be larger than S by changing the radius R of the visual field, wherein in the frame, the rotation radian of the visual field is set to be t, the current radius NowR of the visual field is set, and if the newly-added visual field area MS is not limited, the newly-added visual field area MS is set to be MS NowR t NowR/2; if MS > ═ S, indicating that NowR needs to be limited to achieve the goal, then the new radius NowRNext ═ Min (MaxR, Sqrt (2 × S/t)); if MS < S, indicating that NowR need not be restricted, the current field of view radius NowRNext ═ Min (MaxR, Sqrt (2 × (S-MS)/a + NowR ×) NowR) may be increased by the difference.

Regarding the motion determination calculation:

in action battle games, a period of time is from the beginning of the attack action of a player to the judgment of the attack, called attack forward shaking time t, if the attack relation does not exist, the advantage of short forward shaking is very large, so that many games are designed with a cyclic restraining mechanism, such as forever hijacking Wuzhu Baker general attack, general attack Baker, and Shake Baker. However, an untight action mechanism can cause cheating players to achieve the effect of watching before playing through quick response and operation, for example, some players are always hijacked without intermediate, and some common players can cancel and convert other actions into other actions through jumping and other actions, so that the effect of watching opponent characters and then using a joker to remove the characters is achieved, and the effect of who really goes out the opponent characters and is played by others is possibly caused.

Then to solve such problems, there are the following algorithm design element features:

after the call is confirmed, the direction cannot be cancelled or changed; after the opponent is called, the corresponding restraint number is used again, and the restraint effect cannot be achieved; after the player aims to confirm and release the attack action, the player can not cancel the attack action, and after the attack action starts, a first attack judgment is generated after time t; different actions have different t values, in the practical situation, the t value has a design upper limit MaxT, then the actions can be divided into a fast class with the front shaking time in the interval (0, MaxT/2) and a slow class with the interval (MaxT/2, MaxT), then the basic gram-making relation is that the slow class grabs the fast class, the fast class grabs the no operation and does not operate the slow class, so a ring-type comparison relation is generated according to the action classification E, except the open and the close of the slow class, in each classification E (O), the effect of the attack with the front shaking length and the front shaking length is constructed, therefore, the action caused by each attack instruction has a judgment value N (t), the attack sent at the same time is judged according to N (t), and the advantage is possessed by the attack, then a certain comparison relation is provided according to the action N (t), the problem generated later action is avoided, there is an attack start time point s, there is N (T, s), and when two time points s (0) < s (1), there is N (T, s (0)) > N (T, s (1)) inevitably, then if it is determined that the dominant time point is Ts, the elapsed times from the beginning are T (0) ═ Ts-s (0), T (1) ═ Ts-s (1), and it is apparent that T (0) > T (1). Except for the non-operation classification E (N), in the classification E (O) with attack action, there is a determination value N (T, T), where T is the shaking time before attack, T is the time from the attack start to the current time point, the determination value varies with the increase of T, and N (T, T) ═ T + T × C, where C is a constant much larger than MaxT, then the restriction relation of action O can be determined at the determination time point Ts by the N (T, T) value, T value, classification E, and it is expressed by > | | < means restricted, | means equilibrium.

O is attack action, when t (a) -t (b) > MaxT/2, O (a) | < O (b); otherwise, N (T, T) is compared, if N (T, T) (a) < N (T, T) (b), there is o (a) | < o (b).

For classification of O, if E (O (a)) is a slow attack and E (O (n)) is not operational, then O (a) | < O (n); for classification of O, if E (O (a)) is a fast attack and E (O (n)) is not operational, then there is O (a) > | O (n).

In the actual action game engineering, a simpler method is adopted, a logic operation frame is set to be 10-30 frames per second as appropriate according to the calculation power of a computer, each frame time is Ft, then MaxT in the action design is converted into a frame number MaxN which is maxT/Ft to be rounded, and similarly, for the hand-out speed t, a hand-out frame number n which is t/Ft to be rounded; similarly, the attack with n less than or equal to MaxN/2 is a fast attack, and the attack with n more than or equal to MaxN/2 is a slow attack, and is classified as E. When action release is set, the player character has a variable value N increased by each frame, the initial value is N, and the increased value of each frame is C, wherein C is greater than MaxN; when the attack action starts the 0 th frame, N is N, in each frame, N increases C, and after N frames to the nth frame, an attack judgment is generated, and the judgment has a fixed value P, wherein P is N C + N. Now P (A) of the releasing party A and N (B) of the determined party B are compared and the classifications E (A) and E (B) are considered. E (B) is not operated: if E (A) is a slow attack, the judgment is failed, and the opponent B obtains the advantage; if E (A) is a quick attack, the judgment is successful, and A is advantageous. E (B) is a certain type of attack action, and the number of forward shaking frames is n (B): when P (A) is greater than N (B), judging that the result is successful, and obtaining the advantage of A; and when the judgment is failed, the party A obtains an uncontrollable state for a period of time, the number of the continuous frames is MaxN/2, the party A returns to an unoperated state after the continuous frames are ended, and when the judgment is failed, the party A (A) is equal to the N (B). Examples are: setting MaxT to 2 seconds and Ft to 0.1 per second, MaxN is 20 and n for each action O ranges from [1,20], as shown in table 1:

table 1:

and S4, acquiring and filtering the result information according to the mark information of each client, and distributing the filtered result information to the corresponding client.

Further, information to be received of each client is obtained and determined according to the mark information of each client; and filtering the result information according to the information to be received of each client to obtain and send the target information to the corresponding client.

In some embodiments of the present invention, the server calculates the result information, which actually calculates the position of the opponent that can be seen in the visual field of the player user, and the opponent position that is not in the visual field is not sent to the client. Therefore, as long as the server is not broken, even if the perspective is started, the opponents outside the specified visual field range cannot be seen by the plug-in of the full-range visual field. This visual field determination is the above-mentioned filtering, that is, if a certain opponent is not seen in the visual field of the player, any information of the certain opponent is not sent to the client of the player, and if the player wants to obtain a 360-degree visual field by extremely fast rotation by operating the plug-in, it is meaningless, and under the visual field algorithm, because the visual field has a certain expanding speed, when the visual field rotates fast, the radius of the visual field becomes rapidly smaller, the visual field capability is almost lost, and the radius of the visual field can be expanded only by stopping or rotating slowly. This radius of field is calculated by the calculation module.

Under the action judgment calculation mechanism of the server, even if the player starts the instant operation type plug-in, the player is invalid. For example, a non-cheating player carries out a quick attack action, the cheating player carries out a slow attack to overcome the limitation immediately before the next 1-frame operation through externally hanging quick identification and operation, the reaction time reaches below 0.1 second and exceeds the reaction speed of normal human beings, but the limitation effect cannot be achieved, because the non-cheating player carries out 1-frame release in advance compared with the cheating player, when the N1-th frame generates attack judgment, the judgment value N (non) ═ N1+ C × N1 of the non-cheating player is N (do) ═ N2+ C (N1-1), because C is larger than the maximum value Ma of all N, even if N2> N1, because N2-N1< C, N (non) > N (do), the non-cheating player still obtains the advantage of the attack judgment.

It can be observed that unless a cheating player performs a cheating action in the same frame or before, the cheating player can successfully cheat an opponent, but the cheating player can know that the opponent performs the cheating action, the cheating player already issues a result of the operation of the server through an input instruction of the opponent, and the cheating player cannot interfere the server to perform the operation logic of the previous frame unless the cheating player breaks the server or the time flows backwards, so that the externally-hung script of the limit reaction type has no effect.

For another example, a slow attack is performed by a non-cheating player, a fast attack is performed by a cheating player, and the cheating player is restrained.

In order to solve the technical problem of game cheating in the prior art, the invention calculates and judges the related instruction operation in the game, adjusts the corresponding game operation according to the conditions of different clients and sends corresponding information to the clients so as to ensure the normal system of the game. Firstly, a client sends a specified operation instruction to a server, the server synchronously instructs and sends the instruction to a core algorithm module in the server at a certain frame rate, the result of each logic frame of the game is calculated through the core algorithm module, the result is sent to information filtering and distribution, the result information is obtained and filtered according to the mark information of each client, the filtered result information is distributed to the corresponding client, and different information is sent to each client according to the mark filtering information of each client.

The invention only operates at the server side, and does not need a user to install an additional anti-plug-in program; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if the player starts to accelerate the response speed and cheating the cheating action, the influence on the game victory or defeat is weak. The invention can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game victory or defeat and ensure the instant performance of the game.

As shown in fig. 3, in a second aspect, an embodiment of the present invention provides an action-based game anti-cheating system, including an instruction sending module 100, a synchronization module 200, a calculation module 300, and an information distribution module 400, where:

an instruction sending module 100, configured to send a target operation instruction to a server through a client;

a synchronization module 200, configured to synchronize and send a target operation instruction according to a preset frame rate through a server;

a calculating module 300, configured to calculate a result of each logical frame of the game according to the target operation instruction, so as to obtain result information;

and the information distribution module 400 is configured to obtain and filter result information according to the client identifier information, and distribute the filtered result information to corresponding clients.

In order to solve the technical problem of game cheating in the prior art, the invention calculates and judges the related instruction operation in the game, adjusts the corresponding game operation according to the conditions of different clients and sends corresponding information to the clients so as to ensure the normal system of the game. Firstly, the instruction sending module 100 sends a specified operation instruction to the server based on the client, the synchronization module 200 sends the synchronization instruction to the calculation module 300 in the server through the server at a certain frame rate, the calculation module 300 calculates the result of each logical frame of the game through a core algorithm and then sends the result to the information distribution module 400, and the information distribution module 400 filters information according to each client mark and sends different information to each client.

The invention only operates at the server side, and does not need a user to install an additional anti-plug-in program; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if the player starts to accelerate the response speed and cheating the cheating action, the influence on the game victory or defeat is weak. The invention can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game victory or defeat and ensure the instant performance of the game.

Based on the second aspect, in some embodiments of the invention, as shown in fig. 3, the calculating module 300 includes a view calculating submodule 310 for calculating the result of each logical frame of the game view according to the target operation instruction to obtain view result information.

The calculating module 300 further includes an action determining sub-module 320, configured to calculate a result of each logical frame according to the target operation instruction, so as to obtain action determination result information.

In some embodiments of the present invention, the logic frame calculation includes two aspects, and the visual field calculation and the action judgment calculation are performed by the visual field calculation sub-module 310 and the action judgment sub-module 320, respectively, so as to prevent the operation of the game plug-in from two aspects.

As shown in fig. 3, based on the second aspect, in some embodiments of the present invention, the information distribution module 400 includes a determination sub-module 410 and a distribution sub-module 420, where:

a determining submodule 410, configured to obtain and determine, according to the client identifier information, information to be received by each client;

the distributing submodule 420 is configured to filter result information according to information to be received of each client, so as to obtain and send target information to the corresponding client.

As shown in fig. 4, in a third aspect, an embodiment of the present application provides an electronic device, which includes a memory 101 for storing one or more programs; a processor 102. The one or more programs, when executed by the processor 102, implement the method of any of the first aspects as described above.

Also included is a communication interface 103, and the memory 101, processor 102 and communication interface 103 are electrically connected to each other, directly or indirectly, to enable transfer or interaction of data. For example, the components may be electrically connected to each other via one or more communication buses or signal lines. The memory 101 may be used to store software programs and modules, and the processor 102 executes the software programs and modules stored in the memory 101 to thereby execute various functional applications and data processing. The communication interface 103 may be used for communicating signaling or data with other node devices.

The Memory 101 may be, but is not limited to, a Random Access Memory 101 (RAM), a Read Only Memory 101 (ROM), a Programmable Read Only Memory 101 (PROM), an Erasable Read Only Memory 101 (EPROM), an electrically Erasable Read Only Memory 101 (EEPROM), and the like.

The processor 102 may be an integrated circuit chip having signal processing capabilities. The Processor 102 may be a general-purpose Processor 102, including a Central Processing Unit (CPU) 102, a Network Processor 102 (NP), and the like; but may also be a Digital Signal processor 102 (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, discrete Gate or transistor logic device, discrete hardware components.

In the embodiments provided in the present application, it should be understood that the disclosed method and system and method can be implemented in other ways. The method and system embodiments described above are merely illustrative, for example, the flowcharts and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of methods and systems, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.

In addition, functional modules in the embodiments of the present application may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.

In a fourth aspect, embodiments of the present application provide a computer-readable storage medium, on which a computer program is stored, which, when executed by the processor 102, implements the method according to any one of the first aspect described above. The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory 101 (ROM), a Random Access Memory 101 (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.

The above is only a preferred embodiment of the present invention, and is not intended to limit the present invention, and various modifications and changes will occur to those skilled in the art. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

It will be evident to those skilled in the art that the present application is not limited to the details of the foregoing illustrative embodiments, and that the present application may be embodied in other specific forms without departing from the spirit or essential attributes thereof. The present embodiments are therefore to be considered in all respects as illustrative and not restrictive, the scope of the application being indicated by the appended claims rather than by the foregoing description, and all changes which come within the meaning and range of equivalency of the claims are therefore intended to be embraced therein. Any reference sign in a claim should not be construed as limiting the claim concerned.

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