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CN1858759A - Method and system for limiting time of network gaming user - Google Patents

Method and system for limiting time of network gaming user Download PDF

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Publication number
CN1858759A
CN1858759A CNA2006100585190A CN200610058519A CN1858759A CN 1858759 A CN1858759 A CN 1858759A CN A2006100585190 A CNA2006100585190 A CN A2006100585190A CN 200610058519 A CN200610058519 A CN 200610058519A CN 1858759 A CN1858759 A CN 1858759A
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China
Prior art keywords
user
ppp
online
time
information
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Granted
Application number
CNA2006100585190A
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Chinese (zh)
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CN100395766C (en
Inventor
王军
钟杰萍
舒琦
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Huawei Technologies Co Ltd
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Huawei Technologies Co Ltd
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Priority to CNB2006100585190A priority Critical patent/CN100395766C/en
Publication of CN1858759A publication Critical patent/CN1858759A/en
Priority to PCT/CN2007/000340 priority patent/WO2007104218A1/en
Application granted granted Critical
Publication of CN100395766C publication Critical patent/CN100395766C/en
Priority to US12/207,368 priority patent/US20090011830A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/208Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/532Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/535Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

本发明公开了一种对网络游戏用户进行时间限制的方法,该方法包括:A.根据可携带通信指纹PPP服务器中记录的关联用户所有网络游戏账户的游戏时间信息,在用户通过网络游戏账户上线后获取该用户所有网络游戏账户的累计在线时间;B.基于所述获取的累计在线时间进行计时,并根据计时时间对用户进行游戏时间限制;C.在用户通过网络游戏账户下线后,更新PPP服务器中该用户的游戏时间信息。本发明还公开了一种对网络游戏用户进行时间限制的系统。本发明中,根据PPP服务器中关联用户所有网络游戏账户的游戏时间信息对用户进行时间限制,实现了对拥有多个网络游戏账户的网络游戏用户进行时间限制。

Figure 200610058519

The invention discloses a method for time-limiting online game users. The method includes: A. According to the game time information of all online game accounts of associated users recorded in the portable communication fingerprint PPP server, when the user goes online through the online game account Then obtain the accumulated online time of all online game accounts of the user; B. Time the accumulated online time based on the acquisition, and limit the game time of the user according to the timed time; C. After the user goes offline through the online game account, update The game time information of the user in the PPP server. The invention also discloses a system for limiting the time of the network game users. In the present invention, the time limit is imposed on the user according to the game time information associated with all the online game accounts of the user in the PPP server, and the time limit on the online game users with multiple online game accounts is realized.

Figure 200610058519

Description

Network gaming user is carried out the method and system of time restriction
Technical field
The present invention relates to the network game service technical field, be meant a kind of method and a kind of system that network gaming user is carried out time restriction that network gaming user is carried out time restriction especially.
Background technology
Online game is in amusement, social concerns such as network addiction have also been brought, the double-edged sword of online game is once by titled with " electronics heroin ", in 2005, the online game market of China is still like rain the back spring bamboo, become the sunrise industry of information industry, when our weighting network game economy and social responsibility, network addiction is seriously troubling the development of Internet culture industry, peremptory norm network behavior as the negative product of online game, prevent to indulge network addiction, allow the sense that initiatively takes public responsibility of recreation manufacturer, with network addiction problem ACTIVE CONTROL, active management, execute the effective macro adjustments and controls means of can yet be regarded as.Construction helps the network environment that the minor grows up healthy and sound, and effectively solves minor's enthrallment network game problem, has become government, enterprise and social common responsibility.
For solving minor's enthrallment network game problem, network gaming user is carried out time restriction, in the prior art, network game server is after the user is by the login of online game account, the playtime of this online game account of user is picked up counting from 0, and this online game account is carried out the playtime monitoring according to timing time.
For realizing industry standardization, specifically the method for the online game account being monitored according to timing time can be developed the standard specific implementation according to the network game indulging system that Press and Publications Administration publishes.Healthy playtime, tired playtime and unhealthy playtime in this standard, have been stipulated.For example 3 hours with interior be healthy playtime; Surpassing 3 hours was tired playtime less than 5 hours, and surpassing 5 hours is unhealthy playtime.Network game server end passes through the accumulated result to the playtime of online game account, is to play in healthy playtime if determine this online game account, then carries out game process by normal and this online game account terminal interaction; If determining this online game account is to play in tired playtime, then carry out playing with this online game account terminal interaction, empirical value and virtual objects that this online game account is obtained reduce by half; If determining this online game account is to play in the unhealthy time, then to carry out in user's game process with this online game account terminal interaction, the income that this online game account is obtained is set to 0.In addition, in the different time periods, system will send effective information to this online game account user.For example, after the accumulated result to online game account recreation line duration reaches the thresholding of tired playtime or reaches unhealthy playtime, regularly send corresponding prompt message to this online game account user.If the user expires the time of having a rest at the accumulative total off-line time of having a rest, when promptly refreshing the line duration thresholding,, can add up line duration again when reaching the standard grade again as 5 hours.
Above-mentioned when the user is carried out the online game time restriction, specifically can carry out by the indulging system in the network game server, can also comprise network game service end system and online game account management system in the network game server.
By the concrete flow process of carrying out that network gaming user is carried out time restriction of indulging system as shown in Figure 1, specifically may further comprise the steps:
Step 101, user login by the network game client fan-in network game account information of end side, and network game client sends to the online game account management system with this online game accounts information.The online game accounts information here can comprise user name, password, or further comprises other online game account authentication informations etc.
The online game account management system of step 102, service side authenticates the online game accounts information, if authentification failure, execution in step 103, notice game client login failure; Otherwise, execution in step 104 and subsequent step.
Step 104, online game account management system will comprise that user's on-line message of network of relation game account information sends to indulging system.
Step 105, indulging system begin this online game account is carried out the timing monitoring according to the online game accounts information that receives, promptly from this moment the line duration of this online game account is added up, if user's off-line time accumulative total does not surpass the time of having a rest here, as 5 hours, then on the line duration basis of former accumulative total, continue accumulative total, if user's off-line time has surpassed the time of having a rest, then be user's accumulative total line duration since 0 again.
Step 106, online game account management system send by authentication information to network game client.
Step 107, network game client receive by behind the authentication information, enter recreation, and be mutual with the connect line data of going forward side by side of network game service end system.
The online game account that step 108, indulging system identify the timing monitoring adds up the online tired playtime that reaches, and as 3 hours, sends tired playtime message to the network game service end system.
Step 109, network game service end system be the earning rate of this online game account user, as empirical value and the virtual objects that obtained, reduces to 50% of normal game.
Step 110, network game service end system send tired playtime prompting to online game client system, and online game client system shows this information by user terminal to the user.
The online game account that step 111, indulging system identify the timing monitoring adds up the online unhealthy playtime that surpasses, and as 5 hours, sends unhealthy playtime message to the network game service end system.
Step 112, network game service end system reduce to 0 with the earning rate of this online game account user.
Step 113, network game service end system send unhealthy playtime prompting to online game client system, and online game client system shows this prompting by user terminal to the user.
After step 114, user withdrawed from recreation, online game client system sent and withdraws from game message to the network game service end system.
Step 115, network game service end system carry out the relevant treatment that the user withdraws from recreation, and send the user offline message that comprises network of relation game account information to indulging system.
Step 116, indulging system begin accumulative total user's off-line time according to the online game accounts information that receives.
Be illustrated in figure 2 as the system architecture of in the prior art network gaming user being carried out time restriction, comprise the online game client system 211 of user terminal 21 sides and online game account management system 221, indulging system 222 and the network game service end system 223 of network game server 22 sides.
Wherein, online game account management system 211 is higher management functional parts of whole online game account, it is used for the online game account that there is the user in administrative institute, comprise the registration of carrying out the online game account with the online game client system 211 of subscriber terminal side alternately, the login authentication of online game account, a series of online game account managements such as cancellation of online game account.
Indulging system 212 is the supervisory systems at the single network game account, according to above-mentioned accumulative total method and method for supervising the single network game account is monitored user's playtime, according to healthy playtime, tired playtime and unhealthy playtime and the mutual different disposal of carrying out of network game service end system, for example informing network game services end system is made corresponding restriction etc. to the empirical value and the virtual objects of this online game account as above-mentioned.
Network game service end system 213 is core systems of whole network game service end, it provides a platform for the operation of online game, be responsible for providing data and data logic mutual, and game data carried out relevant treatment according to information from indulging system to online game.Say that for a massively multiplayer game that network game server is faced is ten hundreds of connection users, therefore also need some rational data organization way to manages to carry out relevant treatment.Usually just introduce packet network game server mechanism, we separately carry out network game server the distributed treatment of data.The framework here just logically is described, and is not meant the network game server of monomer.
Online game client system is present in subscriber terminal side, the user directly enters recreation by client, but authenticate alternately by online game client system and online game account management system, authentication by after just initiate the logging in game request and play to the network game service end system.After this, online game client system constantly and network game server carry out communication, by determining the state of current recreation with the network game server swap data, the change in location of other online game account user, the article situation that drops for example.Equally, leaving when recreation, client can inform that this online game account respective user leaves to network game server, so that network game server is made respective handling.
In above-mentioned prior art, when time restriction is carried out in online game, carry out based on user's single network game account.Though like this playtime of single network game account has been reached the effect of restriction, but because online game has a variety of, and the user can have a plurality of online game accounts in every kind of online game, for the user that a plurality of online game accounts are arranged, this time restriction of carrying out based on user's single network game account is equal to illusory.For example, user A has three different online game accounts: first, second, third.Then it rolls off the production line after reaching tired playtime playing by first logging in network game server; Play by second logging in network game server then, roll off the production line after reaching tired playtime; Play by the third logging in network game server, then this user time of playing continuously can be considerably beyond tired playtime again, and the network game service end system can not limit this user's income.Therefore, prior art can't be carried out time restriction to the network gaming user that has a plurality of online game accounts.
Summary of the invention
In view of this, fundamental purpose of the present invention is to provide a kind of network gaming user is carried out the method and system of time restriction, can carry out time restriction to the network gaming user that has a plurality of online game accounts.
Be first aspect that achieves the above object, the invention provides and a kind of network gaming user is carried out the method for time restriction that this method comprises:
A, according to the playtime information of the associated user all-network game account that writes down in the portability communication fingerprint PPP server, after the user reaches the standard grade by the online game account, obtain the accumulative total line duration of this user's all-network game account;
B, carry out timing, and the user is carried out the playtime restriction according to timing time based on the described accumulative total line duration that obtains;
C, after the user is rolled off the production line by the online game account, upgrade the playtime information of this user in the PPP server.
Preferably, steps A and step B are carried out by indulging system.
The playtime information of the all-network of associated user described in steps A game account can be: user's accumulative total line duration, accumulative total off-line time and User Status;
The playtime information of upgrading described in the step C is: User Status.
Further, this method can comprise:
When User Status when being online, the PPP server carries out timing to user's accumulative total line duration to be increased; When User Status was off-line, the PPP server carries out timing to user's the accumulative total off-line time to be increased.
Further, this method also comprises:
When User Status is an off-line, and this user's the accumulative total off-line time meet or exceed when refreshing accumulative total on-line time thresholding, the PPP server refreshes this user's accumulative total line duration.
Described steps A can comprise:
A11, user be by online game account logging in network game server, and send this user's PPP relevant information to network game server;
A12, network game server send to indulging system with reach the standard grade information and user PPP relevant information of user;
A13, indulging system send the update request of reaching the standard grade that comprises user PPP relevant information to the PPP server;
After A14, PPP server receive the update request of reaching the standard grade, upgrade playtime information among the user PPP, and user's accumulative total line duration is returned to indulging system according to user PPP relevant information wherein;
Among the described step B, indulging system carries out timing according to the accumulative total line duration from the PPP server, and according to timing time the user is carried out the playtime restriction;
Then described step C comprises:
C11, user exit network by the online game account behind the game server, and network game server sends to indulging system with the PPP identification information in user offline information and the user PPP relevant information;
C12, indulging system stop the playtime monitoring to the user, and send the update request that rolls off the production line that comprises described PPP identification information to the PPP server;
After C13, PPP server receive the update request that rolls off the production line, according to the playtime information among the PPP update of identification information user PPP wherein.
Preferably, in the described steps A 14, the playtime information among the PPP server update user PPP comprises:
User Status among A141, the PPP server lookup user PPP, if the User Status among this user PPP is an off-line, execution in step A142; If the User Status among this user PPP is online, directly carry out the described step that user's accumulative total line duration is returned to indulging system;
User Status among steps A 142, this user PPP is set to online, and the accumulative total off-line time among this user PPP is set to 0, and begins on the online time basis of former accumulative total user's line duration to be continued timing from this time;
Among the described step C13, the playtime information among the PPP server update user PPP comprises:
Step C131, PPP server judge whether that this user's all-network game account all is in off-line state, if execution in step C132 then; Otherwise, directly finish this step;
Step C132, User Status are set to off-line.
Preferably, in advance for this user is arranged on the line states counter, and initial value is set in the described PPP server;
In the described steps A 14, the PPP server further comprises after receiving the update request of reaching the standard grade: will add one for the presence counter that this user is provided with;
Among the described step C13, the PPP server further comprises after receiving the update request that rolls off the production line: this user's online state counter is subtracted one;
Among the then described step C131, the PPP server judges whether that this user's all-network game account all is in off-line state and is: whether the presence counter that the PPP server is judged as this user's setting is described initial value.
The playtime information of the all-network of user described in steps A game account can also be for: the on-line time of each online game account of user, roll off the production line the time;
The accumulative total line duration that obtains user's all-network game account described in the steps A comprises:
Obtain each online game account of described user on-line time, roll off the production line the time; And according to the on-line time of each online game account of the user who obtains, the Time Calculation that rolls off the production line user's accumulative total line duration.
Then described steps A can comprise:
A21, user be by online game account logging in network game server, and send this user's PPP relevant information;
A22, network game server send to the PPP server with reach the standard grade information and user PPP relevant information of user network game account;
A23, PPP server are according to the playtime information among the information updating user PPP that receives, and the on-line time of user's all-network game account returns to network game server with the time of rolling off the production line before will upgrading;
A24, network game server are transmitted described temporal information from the PPP server to indulging system, and indulging system obtains user's accumulative total line duration according to the temporal information that receives;
Described step B is carried out by indulging system;
Described step C comprises:
C21, user exit network by the online game account behind the game server, and network game server sends to the PPP server with information and the corresponding PPP identification information that this online game account of user rolls off the production line;
Rolling off the production line the time of C22, the described online game account of PPP server update, and return the renewal confirmation to network game server;
C23, network game server send user network game account offline information to indulging system, after indulging system receives this information, stop the playtime monitoring;
Or described step C comprises:
C31, user exit network by the online game account behind the game server, and network game server sends user network game account offline information to indulging system, after indulging system receives this information, stops the playtime monitoring;
C32, network game server send to the PPP server with information and the corresponding PPP identification information that this online game account of user rolls off the production line;
Rolling off the production line the time of C33, the described online game account of PPP server update, and return the renewal confirmation to network game server.
Preferably, described steps A 24 comprises:
Network game server is handled this temporal information after receiving temporal information from the PPP server, obtain user's accumulative total line duration, and the accumulative total line duration that will obtain sends to indulging system;
Indulging system carries out timing on the online time basis of accumulative total that receives, and according to timing time the user is carried out the playtime monitoring;
Perhaps described steps A 24 comprises:
Network game server sends to indulging system with this temporal information after receiving temporal information from the PPP server;
Indulging system is handled the described temporal information that receives, and obtains user's accumulative total line duration.
Preferably, described PPP server update user playtime information takes a step forward and comprises:
The PPP server authenticates update request, carries out the step of described renewal user playtime information by the back in authentication.
Preferably, further comprise before the described steps A:
The user is by accessing terminal to network, and the PPP server sends corresponding user PPP relevant information to user terminal.
Preferably, described user is by behind the accessing terminal to network, and further comprise: terminal sends user's characteristic information to network side;
Described PPP server further comprised before user terminal sends corresponding user PPP relevant information: network side authenticates and authenticates the user's characteristic information of coming self terminal and passes through, and notifies PPP server then.
Described PPP relevant information can be the identification information of user PPP or user's PPP information.
Be second aspect that achieves the above object, the invention provides and a kind of network gaming user is carried out the system of time restriction that this system comprises:
Indulging system, be used for according to the information of reaching the standard grade from the online game account of network game service end system, obtain this user's accumulative total line duration among the user PPP of this online game account correspondence to the PPP server requests, carry out timing according to the accumulative total line duration that obtains, and the user is carried out the playtime monitoring according to timing time; Perhaps be used for according to information and this user accumulative total line duration of reaching the standard grade from the online game account of network game service end system, perhaps with the on-line time of this each online game account of online game account respective user with roll off the production line the time, this user is carried out the playtime monitoring;
The network game service end system is used for carrying out game logic and data interaction with online game client system; And the PPP relevant information of automatic network game client system sends to indulging system by the online game account information of reaching the standard grade in the future, perhaps will be direct to the on-line time of each the online game account of user among the user PPP that the PPP server requests is obtained and the time of rolling off the production line, or user's accumulative total line duration of handling acquisition sends to indulging system;
Online game client system is used for carrying out game logic and data interaction with the network game server end system, and will send to the network game service end system from the user PPP relevant information of PPP server;
The PPP server is used for the playtime information user's PPP storage user, and user's PPP relevant information is sent to online game client system; And according to the request of indulging system, send the accumulative total line duration of this online game account respective user to indulging system, or send the line duration of each online game account of respective user and roll off the production line the time to the network game service end system, and the playtime information among the user PPP is upgraded according to update request from indulging system or network game server according to the request of network game service end system.
Preferably, described indulging system is arranged in the network game server, or is arranged at the business that connects network game server and carrier network and provides in the platform, or setting separately.
Further, can comprise in the above-mentioned system that network gaming user is carried out time restriction:
The user characteristics collector unit is used for the characteristic information that collection terminal can identifying user, and the user's characteristic information of collecting is sent to the user characteristics discriminating unit;
The user characteristics discriminating unit is used for obtaining information to differentiating authentication from the user's characteristic information of user characteristics collector unit with the PPP server interaction, the result notification PPP server that passes through according to authentication;
Described PPP server sends user's PPP relevant information to terminal according to the result who passes through from the authentication of user characteristics discriminating unit.
Preferably, described user characteristics collector unit is arranged in the user terminal; Described user characteristics discriminating unit is arranged in the unified access-in management unit of connecting terminal and carrier network.
By such scheme as can be seen, among the present invention, after the user is by the recreation of online game account logging in network, the accumulative total line duration that obtains user's all-network game account according to the playtime information of the associated user all-network game account that writes down in the PPP server carries out time restriction to the user, and after the user is rolled off the production line by the online game account, upgrade the playtime information of this user in the PPP server, realized the network gaming user that has a plurality of online game accounts is carried out time restriction.
Description of drawings
Fig. 1 is the process flow diagram of prior art;
Fig. 2 is the prior art system composition diagram;
Fig. 3 is the overview flow chart of the inventive method;
Fig. 4 is the process flow diagram of the inventive method first embodiment;
Fig. 5 is the process flow diagram of the inventive method second embodiment;
Fig. 6 is the synoptic diagram of accumulative total user line duration among the inventive method second embodiment;
Fig. 7 is the overall construction drawing of system of the present invention;
Fig. 8 is the structural drawing of first embodiment of system of the present invention;
Fig. 9 is the structural drawing of second embodiment of system of the present invention.
Embodiment
For making the purpose, technical solutions and advantages of the present invention clearer, the present invention is described in further detail below in conjunction with accompanying drawing.
Main thought of the present invention is, obtains the playtime of a plurality of online game accounts of user, and limits according to the playtime of a plurality of online game accounts that the obtain playtime to the user.
Because Virtual network operator has the not available Internet resources of service application service merchant, for the user provides the most basic access service, can provide unified access-in management for user and service application service merchant, can be by user's Number for access, pass through fixed telephone number as mobile operator by mobile terminal number, fixed network operator, bandwidth operator is by user's access number of the account, or by specific user's characteristic information, as voiceprint, finger print information, radio frequency identification (RFID) information etc., for the user provides portability communication fingerprint (PPP).This PPP is that Virtual network operator is the minimum complete set of this telex network attribute of unique identification of setting up of user.For example, can comprise bearer network Resource Properties, upper-layer service ability parts, platform that this PPP respective user is used among the PPP, service resources attribute informations such as application program, these information can be used as the Back ground Information of user network authentication and business authentication.
Among the present invention, by the playtime information of user's all-network game account is set in user's PPP, according to PPP server and network game service end system, or with the online game account management system, or mutual with online game client system, obtain the playtime information of user's all-network game account, and when the playtime to the user limits, carry out according to the playtime information of user's all-network game account of obtaining, with regard to having realized the user who has a plurality of online game accounts is carried out playtime control.
Respectively the method and system that the network gaming user time is limited provided by the present invention is described in detail below.
The overview flow chart that the present invention limited the network gaming user time may further comprise the steps as shown in Figure 3:
Step 301, according to the playtime information of the associated user all-network game account that writes down in the portability communication fingerprint PPP server, after the user reaches the standard grade by the online game account, obtain the accumulative total line duration of this user's all-network game account;
Step 302, carry out timing, and the user is carried out the playtime restriction according to timing time based on the described accumulative total line duration that obtains;
Step 303, after the user is rolled off the production line by the online game account, upgrade the playtime information of this user in the PPP server.
Step and the step 302 obtained in the above-mentioned steps 301 specifically can be carried out by indulging system; In addition, also can carry out by the indulging system of independent setting.And in the PPP server for the playtime information of the associated user all-network game account of user record can be the PPP server after the on-line time that gets access to each online game account of user, the temporal information that rolls off the production line, these information are handled accumulative total line duration, accumulative total off-line time and the user state information that the back obtains; Then indulging system specifically obtains the mode of the playtime information of leading subscriber all-network game account, can be that the accumulative total online information that will obtain after the PPP server will be handled directly sends to indulging system.Also can be the on-line time and the temporal information that rolls off the production line of each online game account of user of directly obtaining from each network game server of PPP server for the playtime information of user record in the PPP server; Then indulging system obtain the mode of the playtime information of associated user all-network game account can be by network game server from the PPP server obtain each online game account of user on-line time and roll off the production line the time.
Describe method of the present invention in detail by two specific embodiments respectively below.
The flow process of the inventive method first embodiment as shown in Figure 4, wherein, step 401 to step 406 for the user carries out the relevant authentication of PPP and the flow process of processing by accessing terminal to network, specifically may further comprise the steps:
Step 401 is passed through accessing terminal to network to step 403, user, user's characteristic information in the user characteristics collector unit collection terminal in the terminal, and the user characteristics discriminating unit that user's characteristic information is sent in the unified access-in management unit of operator is carried out the user's characteristic information authentication, after authentication is passed through, execution in step 404.
In the present embodiment, user's characteristic information is associated with user's PPP.The user is when carrying out network registry, the user's characteristic information that needs registration self, this user's characteristic information can be unique information that can the identifying user identity, as ID (identity number) card No. etc., it also can be other user's characteristic information, as the special hardware of voiceprint, finger print information, head image information, RFID information or terminal, as CPU number, MAC Address etc.
User characteristics discriminating unit in step 404, the unified access-in management unit sends to PPP server, the user PPP information of PPP whois lookup correspondence with the characteristic information sign.If the user is the access network first time, the PPP server also generates the PPP information of correspondence for this user here, among the present invention, and the user of each access network, operator all can generate a PPP for it.Here unified access-in management unit also can send to the PPP server with the identify label that user network inserts, and the identify label that the PPP server inserts according to user network is for the user finds or generate PPP in the PPP information storehouse.
Step 405, PPP server carry out network authentication and business authentication to the user.
The authentication here is not a User Identity authentication in fact, but to the checking of user's PPP information, comprised the basic service ability attribute that PPP comprises and the authentication of network capabilities attribute aspect, used which network element device and professional ability parts as the user.After authentication, the user can normally use network.
Owing to writing down communication Facilities and resource Facilities relevant information among the user PPP, will control based on IMS next generation network (NGN) technology and to have separated with carrying, business is separated with control, here network control layer can authenticate according to user's the PPP information load-bearing capacity to the user, as to access bandwidth, the authentication of the QoS of circuit etc.; Professional ability authentication is not meant the authentication to concrete service application here, but the authentication of the basic business ability that Virtual network operator is provided.
Step 406, PPP server return user PPP relevant information to terminal.
The PPP relevant information here can be a user PPP identification information, or user's PPP information.User PPP identification information has comprised some correlation attribute information of PPP server, as interactive mode, certificate, and the unified resource positioning mark (URL) of user PPP etc.The PPP server also can directly send to terminal with the PPP information that includes this user's playtime information, and then indulging system can directly carry out time restriction according to the playtime information of obtaining from end side by network game server to the user in subsequent process.
Provide a description example segment below based on the user PPP identification information of XML.<?xml?version="1.0"encoding="UTF-8"?><PPPid>
<PppId〉8016800289007</PppId〉//the PPP sign
<UserId〉493005100592800</UserId〉// user ID
<PppURL〉www.pppserver.com/ppp/8016800289007</PppURL〉//URL of PPP
<Cred〉// the certificate information item
<Meta>
<Type xmlns=" syncml:metinf "〉syncml:auth-md5</Type〉//the MD-5 algorithm for encryption
<Format xmlns='syncml:metinf'〉b64</Format〉// data layout
</Meta>
<Data>
<!-base64 formatting of userid:password--〉// the certificate information data
</Data>
</Cred></PPPid>
The flow process for behind user's logging in game the user being monitored shown in Fig. 4 comprises step 407 to step 417, and is specific as follows:
Step 407, network game client enter recreation, use the online game account logging in game of registration, here interaction flow and the step 1 among Fig. 1 are basic identical to step 3, difference only is that game client also comprises user PPP identification information in the log messages that the network game service end system sends except that user network game account information, or also includes user PPP information.If comprised user PPP information in the log messages, then comprise user's playtime information at least in this PPP information, as comprise user's accumulative total line duration.
Step 408, network game server send user network game account on-line message to indulging system, have comprised the identification information of user PPP here in the message of Fa Songing, or user PPP information.
Step 409, indulging system send the update request of reaching the standard grade that comprises the PPP identification information and arrive the PPP server.
Step 410, PPP server are verified the certificate information in the PPP identification information of indulging system transmission.
Here, the purpose that certificate in the PPP identification information is verified is in order to guarantee that it is a legal modification that user PPP is revised, thereby prevents that the assailant from pretending to be network game server that user PPP is made amendment.Under checking situation about not passing through, the PPP server can take some to follow the tracks of limiting means, as shielding the other side's IP address etc.In general, the system that any and PPP server carries out exchanges data all contracts with operator, and therefore except the means assurance of certificate, user's affirmation mechanism can prevent well that also user's PPP information is illegally modified.User's affirmation mechanism specifically can comprise: after the PPP server receives update request from indulging system, send the indulging system update notification to user terminal, and just carry out above-mentioned renewal operation after the user determines; In case user terminal returns refuse information to the PPP server, the PPP server need not to revise this user PPP, and can return error message and give indulging system, and indulging system reinforms network game server.
Step 411, after checking is passed through, upgrade the playtime information among the user PPP.
The PPP server comprises user's accumulative total line duration, accumulative total off-line time and User Status for the user in the playtime information of user PPP record in the present embodiment, in the PPP server, can carry out timing according to User Status automatically by the PPP server, comprise: if User Status is online, then the PPP server will increase this user's accumulative total line duration timing; And if User Status is an off-line, then the PPP server increases this user's accumulative total off-line time timing; In addition, meet or exceed predefined accumulative total on-line time and refresh thresholding if the PPP server identification goes out accumulative total off-line time for user record, after above-mentioned 5 hours, user's accumulative total line duration can be refreshed is 0.Then the playtime information of upgrading among the user PPP in this step specifically comprises: the User Status that writes down at first definite user PPP information, if the User Status that writes down among this user PPP is off-line (Offline), then the User Status that writes down among this user PPP is set to online (Online), the accumulative total off-line time of writing down among this user PPP is set to 0, and begins on the online time basis of the accumulative total of former record user's line duration to be continued timing from this time; If the state of PPP record is Online, illustrate that then this user has had other online game account to monitor carrying out timing, then direct execution in step 412.
Step 412, PPP server return the renewal confirmation and the online temporal information of this user accumulative total arrives indulging system.
Step 413, indulging system are that the basis picks up counting with the accumulative total playtime from the PPP server, and according to the strategy that wherein sets in advance the user are carried out the playtime monitoring.
Predefined strategy can be described in prior art in this step, at healthy playtime, tired playtime and unhealthy playtime, send corresponding prompt message etc. to network game server, network game server is after receiving information, can described in prior art, reduce user's earning rate and send information to the user.Here, comprise accumulative total line duration and accumulative total off-line time in the accumulative total playtime from the PPP server, refresh the line duration thresholding if accumulative total reaches the off-line time, as 5 hours, then indulging system again since 0 to the timing of game on line time; Otherwise, if the accumulative total off-line time is not above 5 hours, indulging system on the online time basis of the accumulative total of obtaining to the online timing that adds up of user, as accumulative total line duration 02:30:00 from the PPP server, it is 3 hours that indulging system is set the tired time, indulging system picks up counting according to the accumulative total line duration that receives, this user carries out 30 minutes in this recreation after, timing reaches 3 hours, just arrived tired event horizon, then send corresponding prompt message to network game server, carry out the adjustment of user's game state, as reducing earning rate etc. with the informing network game server.
At top step, as follows based on the playtime information description example segment of recording user among the user PPP of XML:<xml version=" 1.0 " encoding=" UTF-8 "〉<PppML〉<PppHdr 〉
<PppId〉8016800289007</PppId〉//the PPP sign
<UserId〉493005100592800</UserId〉// user ID
... </PppHdr>
<PppBody>
<dimension name=" Base Information " typeId=" 1 "〉// other dimension item information
The dimension of ...</〉<dimension name=" PIM " typeId=" 2 "〉// the user data dimensional information
<item?id="PIM001"name="Total"type="Time">
<Description〉the accumulative total line duration</Description〉// the item of information description
<online〉02:30:20</online〉// the accumulative total line duration
<offline〉00:00:00</Offline〉// the accumulative total off-line time
<state〉online</state〉// User Status
<item>
</dimension> </PppBody></PppML>
After step 414, user withdrawed from recreation by network game client, terminal sent and withdraws from game message to network game server, wherein can comprise this user's PPP identification information.
Step 415, network game server notice indulging system user's online game account roll off the production line message and user PPP identification information.
Step 416, indulging system send the update request that rolls off the production line that comprises the PPP identification information and arrive the PPP server.
Step 417~step 418, PPP server are verified the certificate information in the PPP identification information of indulging system transmission, after authentication is passed through, upgrade user PPP information, and execution in step 419 then.
Identical with above-mentioned steps 410, the purpose that certificate in the PPP identification information is verified also is in order to guarantee that it is a legal modification that user PPP is revised here, thereby prevents that the assailant from pretending to be network game server that user PPP is made amendment.Under checking situation about not passing through, the PPP server can take some to follow the tracks of limiting means, as shielding the other side's IP address etc.In general, the system that any and PPP server carries out exchanges data all contracts with operator, therefore except the means assurance of certificate, user's affirmation mechanism can prevent well that also user's PPP information is illegally modified, user's affirmation mechanism comprises, after the PPP server receives update request from indulging system, send the indulging system update notification, and after the user determines, just carry out above-mentioned renewal operation to user terminal; In case user terminal returns refuse information to the PPP server, the PPP server need not to revise this user PPP, and can return error message and give indulging system.
The step of PPP server update user PPP information specifically comprises: the PPP server is searched corresponding user according to the user PPP identification information that receives, judge whether that this user's all-network game account all is in off-line state, if then User Status is recorded as Offline, after this PPP server picks up counting to off-line state and finishes after receiving the information that this user has the online game account to reach the standard grade, and can in timing course, carry out monitoring, surpass 5 hours as the off-line time, will add up that line duration refreshes is 0; And if the user still is in line states, then do not carry out action and direct execution in step 419.
Whether the all-network game account all is in off-line state in order to determine the user exactly, can for the user counter be set in advance in the PPP server, and the counter initial value is set, when PPP receives after this user has the information that the online game account reaches the standard grade, this counter is carried out add operation; When PPP receives after this user has the information that the online game account rolls off the production line, this counter is carried out reducing; Then judge the user whether the all-network game account all be in off-line state and be to judge whether the PPP server is initial value for the above-mentioned Counter Value that this user is provided with, if the all-network game account of then determining this user is in off-line state; Otherwise, determine this user and be in line states.
Step 419~step 420, PPP server return the renewal acknowledge message to indulging system, and indulging system finishes the timing monitoring to this online game account of user.
It more than is explanation to the inventive method first embodiment.In second embodiment of the inventive method, different among the playtime information that writes down in the PPP server and first embodiment, playtime information for each online game account of user, rather than the temporal information after the accumulative total, comprise specifically when each online game account reaches the standard grade, be on-line time, and when roll off the production line, promptly roll off the production line the time.Here, for online user, its time of rolling off the production line can be designated as the sign that rolls off the production line, as be designated as 00:00:00, then be designated this online game account and be in line states, in this case, when the user is rolled off the production line at zero hour, be that 24:00:00 is to distinguish with the sign that rolls off the production line with time keeping.In addition, also can come identifying user whether online by being arranged on line states for each online game account.
As shown in the table is in the present embodiment, has comprised the case description segment of online game account playtime information:<xml version=" 1.0 " encoding=" UTF-8 " among the user PPP based on XML〉<PppML〉<PppHdr 〉
<PppId〉8016800289007</PppId〉//the PPP sign
<UserId〉493005100592800</UserId〉// user ID
... </PppHdr>
<PppBody>
<dimension name=" Base Information " typeId=" 1 "〉// other dimension item information
...
</dimension>
<dimension name=" PIM " typeId=" 2 "〉// the user data dimensional information
<item id=" PIM001 " name=" WOW " type=" ACC "〉// online game account 1 item of information
<Description〉World of Warcraft</Description〉// the item of information description
<ACL>read=www.wow.com&write=www.wow.com</ACL>
// access control right is described
<Online〉12:05:20<Online〉// online game account on-line time
<Offline〉14:30:00</Offline〉// the online game account rolls off the production line the time
<item>
...
<item id=" PIM002 " name=" FWest " type=" ACC "〉// online game account 2 items of information
<Description〉dreamlike Journey to the West</Description〉// the item of information description
<ACL>read=www.163.com&write=www.163.com</ACL>
// access control right is described
<Online〉15:00:00</Online〉// online game account on-line time
<Offline〉00:00:00</Offline〉// the online game account rolls off the production line the time
<item>
</dimension> </PppBody></PppML>
Because in the user PPP information is the playtime information difference of user record, also difference to some extent on interaction flow.The flow process of present embodiment wherein, because the user is identical with first embodiment by the flow process that accessing terminal to network carries out relevant authentication of PPP and processing, no longer illustrates as shown in Figure 5 here.Below present embodiment is elaborated at the user's logging in game and the flow process of thereafter user being carried out playtime restriction.
The online game account logging in game of step 501, network game client use registration is connected the line data of going forward side by side with network game server end mutual.The difference of this step and step 407 only is, is user's PPP identification information if network game client comprises in the log messages that the network game service end system sends.
Step 502, network game server send user network game account on-line message to the PPP server, have comprised the identification information of user PPP here in the message of Fa Songing.
Step 503, PPP server are to verifying from the certificate information in the PPP identification information of network game server.
Step 504, PPP server upgrade the PPP information of respective user online game account after checking is passed through.
In this step, the PPP information of upgrading respective user online game account is, the line duration of respective user online game account is updated to the current time, and the time keeping that will roll off the production line is 00:00:00, and maybe this online game account status is set to online.
The playtime information of step 505, PPP server user's all-network game account before network game server sends renewal confirmation and PPP renewal.
Step 506, network game server send the reach the standard grade temporal information of information and respective user all-network game account of user network game account to indulging system.
In this step, also can be the playtime of network game server basis from user's all-network game account of PPP server, after the playtime of user's all-network game account handled, determine current accumulative total line duration, will add up line duration then and send to indulging system.Here, playtime to user's all-network game account is handled specifically as shown in Figure 6, comprise: all be in off-line state if determine the current all-network game account of user according to these information, judge then from the all-network game account whether last time point that rolls off the production line surpasses line duration to the current time and refresh thresholding, if then will tire out line duration and be defined as 0; Otherwise, according to the on-line time of all-network game account and the Time Calculation user's of rolling off the production line accumulative total line duration.The user is current to have the online game account to be in line states if determine according to the playtime of user's all-network game account, then according to the on-line time of all-network game account and the Time Calculation user's of rolling off the production line accumulative total line duration.
Step 507, indulging system carry out the timing monitoring according to the playtime information of reach the standard grade from the user network game account of network game server information and respective user to this user.
Here, if what comprise in the information from network game server is the temporal information of untreated each online game account of user, then indulging system is handled these temporal informations, determine this user's accumulative total line duration, and on the online time basis of this accumulative total, carry out timing, user's playtime is monitored; If what comprise in the information from network game server is the accumulative total line duration, then indulging system directly carries out timing on the online time basis of this accumulative total, and user's playtime is monitored.
After step 508, user withdrawed from recreation by network game client, terminal sent and withdraws from game message to network game server, wherein can comprise this user's PPP identification information.
The online game account that step 509, network game server send the user to the PPP server roll off the production line message and user PPP identification information.
Step 510, PPP server after authentication is passed through, upgrade user PPP information to verifying from the certificate information in the PPP identification information of network game server.
PPP server update user PPP information is the current time for the time of rolling off the production line that the map network game account is set in user PPP information.
Step 511, PPP server return the renewal confirmation to network game server.
Step 512, network game server send user network game account offline information to indulging system, the notice indulging system, and this online game account of user rolls off the production line.
When finishing correlometer to this user's map network game account according to the user network game account offline information that receives, step 513, indulging system monitor.
In the present embodiment, network game server also can first execution in step 512, and execution in step 508 then.
More than method of the present invention is elaborated, in conjunction with the accompanying drawings system of the present invention is elaborated again below.
As shown in Figure 7, system of the present invention mainly comprises indulging system 701, network game service end system 702, online game client system 703 and PPP server 704.
Wherein, indulging system 701 is used for the playtime information according to this user's all-network game account of the user PPP that obtains this online game account correspondence from from the online game account of the network game service end system information of reaching the standard grade to the PPP server requests, and according to the playtime information of the user network game account of obtaining the user is carried out the playtime restriction; Perhaps be used for this user being carried out the playtime restriction according to the playtime information of reach the standard grade from the online game account of network game service end system information and this online game account respective user all-network game account.
Network game service end system 702 is used for carrying out game logic and data interaction with online game client system 703; And in the future the PPP information of automatic network game client system sends to indulging system by the online game account information of reaching the standard grade, and perhaps will send to indulging system to the temporal information of user's all-network game account of the user's logging in network game account correspondence among the user PPP that the PPP server requests is obtained.
Online game client system 703 is used for carrying out game logic and data interaction with network game server end system 702, and will send to the network game service end system from the user PPP information of PPP server.
PPP server 704 is used to store user's PPP, and user's PPP information is sent to online game client system; And according to the online game account request of reaching the standard grade from indulging system, send the playtime information of the all-network game account of this online game account respective user to indulging system, or send the playtime information of the all-network game account of respective user according to the request of network game service end system to the network game service end system.
Indulging system can be arranged in the network game server, and also can be arranged on the business that network game server connects provides in the platform, and this business provides and may further include unified professional open service gateway initiative in the platform.The network game service end system is arranged in the network game server, can further include the online game account management system in the network game server.Online game client system is arranged in the user terminal, can further include the user characteristics collector unit in the user terminal.In addition, can further include in the system of the present invention and user terminal and the professional unified access-in management unit that provides platform to be connected, this unifies in the access-in management unit can also to comprise the user characteristics discriminating unit except that comprising unified access gateway.
Below by two specific embodiment explanation systems of the present invention.
The system of first embodiment of the invention forms as shown in Figure 8, and wherein, network game server 81 provides platform 82 to be connected with PPP server 83 by business, and provides platform 82, unified access-in management unit 84 to be connected with user terminal 85 by business.
Comprise indulging system 811, network game service end system 812 and online game account management system 813 in the network game server 81.Wherein, indulging system 811 and network game service end system 812 are carried out identical functions with above-mentioned indulging system 701 and network game service end system 702 respectively, just as shown in Figure 8, indulging system 811 and network game service end system 812 all provide the professional open service gateway initiative 821 of unification in the platform 82 mutual with other parts by business.And the performed function of online game account management system 813 is same as the prior art, and also is with extraneous mutual in the present embodiment by unified professional open service gateway initiative 821.
Business provides and comprises unified professional open service gateway initiative 821 in the platform 82, be used for connecting each ingredient of network game server, as these ingredients and carrier network inside, as the PPP server, and unified access-in management unit carries out mutual interface gateway, the protocol conversion in the responsible reciprocal process etc.
Mainly comprise PPP access control unit 831 and PPP storage unit 832 in the PPP server 83, wherein PPP storage unit 832 is used to store user's PPP information; PPP access control unit 831 is used to receive the update request information of reaching the standard grade from indulging system or network game service end system, and this information carried out authentication, under the situation that authentication passes through, the data in the PPP storage unit are upgraded, user's playtime information that will read from the PPP storage unit returns to indulging system or network game service end system, with the update inquiry information that rolls off the production line that receives from indulging system or network game service end system, and this message carried out authentication, under the situation that authentication passes through, the data in the PPP storage unit are upgraded, and after renewal is finished, returned the renewal confirmation to indulging system or network game service end system; And this user is carried out network authentication and authentication, and under the situation that authentication is passed through, return user PPP identification information to user terminal according to the information that reads among the respective user PPP from the request of searching user PPP of user characteristics discriminating unit.The application number that the applicant submitted on Dec 19th, 2005 of being embodied in of PPP server is existing detailed description the in detail in 200510135987.9 the patent of invention instructions, repeats no more here.
Comprise unified access gateway 841 in the unified access-in management unit 84, be used for as the network game client of user terminal and the interface gateway between PPP server or the network game server, and can carry out flow control, content charging etc.Can further include user characteristics discriminating unit 842 in the unified access-in management unit 84, be used for obtaining information the user's characteristic information of coming self terminal is differentiated authentication with the PPP server interaction.
Mainly comprise online game client system 851 in the user terminal 85, be used for carrying out game logic and data interaction with network game server end system 812, and carry out the authentication of user network game account information alternately, and will send to the network game service end system from the user PPP information of PPP server with the online game account management system.
Can further include user characteristics collector unit 852 in the user terminal 85, be used to collect can identifying user characteristic information, and by unified access gateway 841 user's characteristic information of collecting is sent to the user characteristics discriminating unit and differentiates authentication.The user characteristics collector unit specifically can be voice collector unit, special computers internal hardware information collection unit, fingerprint collector unit, head portrait collector unit, smart card information collector unit, or the combination in any of above various unit.
It more than is explanation to first embodiment of system of the present invention, in second embodiment of system of the present invention, as shown in Figure 9, be with the difference of first embodiment, indulging system 922 business of being arranged at provide in the platform, and it is identical in the performed function of indulging system 811, and difference is, indulging system is connected with the network game service end system by unified professional open service gateway initiative, and directly is connected with the PPP server.
More than be explanation, in concrete implementation process, can carry out suitable improvement, to adapt to the concrete needs of concrete condition method of the present invention to the specific embodiment of the invention.Therefore be appreciated that according to the specific embodiment of the present invention just to play an exemplary role, not in order to restriction protection scope of the present invention.

Claims (19)

1、一种对网络游戏用户进行时间限制的方法,其特征在于,该方法包括:1. A method for time-limiting online game users, characterized in that the method comprises: A、根据可携带通信指纹PPP服务器中记录的关联用户所有网络游戏账户的游戏时间信息,在用户通过网络游戏账户上线后获取该用户所有网络游戏账户的累计在线时间;A. According to the game time information of all online game accounts of the associated user recorded in the portable communication fingerprint PPP server, after the user goes online through the online game account, the accumulated online time of all online game accounts of the user is obtained; B、基于所述获取的累计在线时间进行计时,并根据计时时间对用户进行游戏时间限制;B. Timing is performed based on the acquired accumulated online time, and the game time limit is imposed on the user according to the timing time; C、在用户通过网络游戏账户下线后,更新PPP服务器中该用户的游戏时间信息。C. After the user goes offline through the online game account, update the user's game time information in the PPP server. 2、根据权利要求1所述的方法,其特征在于,步骤A和步骤B由防沉迷系统执行。2. The method according to claim 1, wherein step A and step B are performed by an anti-addiction system. 3、根据权利要求1所述的方法,其特征在于,步骤A中所述关联用户所有网络游戏账户的游戏时间信息为:用户的累计在线时间、累计离线时间和用户状态;3. The method according to claim 1, characterized in that the game time information associated with all online game accounts of the user in step A is: the user's accumulated online time, accumulated offline time and user status; 步骤C中所述更新的游戏时间信息为:用户状态。The updated game time information in step C is: user status. 4、根据权利要求3所述的方法,其特征在于,该方法进一步包括:4. The method according to claim 3, further comprising: 当用户状态为在线时,PPP服务器对用户的累计在线时间进行计时增加;当用户状态为离线时,PPP服务器对用户的累计离线时间进行计时增加。When the user status is online, the PPP server counts and increases the cumulative online time of the user; when the user status is offline, the PPP server counts and increases the cumulative offline time of the user. 5、根据权利要求4所述的方法,其特征在于,该方法进一步包括:5. The method according to claim 4, further comprising: 当用户状态为离线,且该用户的累计离线时间达到或超过刷新累计上线时间门限时,PPP服务器刷新该用户的累计在线时间。When the user status is offline and the accumulated offline time of the user reaches or exceeds the threshold for refreshing the accumulated online time, the PPP server refreshes the accumulated online time of the user. 6、根据权利要求3所述的方法,其特征在于,所述步骤A包括:6. The method according to claim 3, wherein said step A comprises: A11、用户通过网络游戏账户登录网络游戏服务器,并向网络游戏服务器发送该用户的PPP相关信息;A11. The user logs into the online game server through the online game account, and sends the user's PPP-related information to the online game server; A12、网络游戏服务器将用户上线信息和用户PPP相关信息发送给防沉迷系统;A12. The online game server sends the user online information and user PPP related information to the anti-addiction system; A13、防沉迷系统向PPP服务器发送包括用户PPP相关信息的上线更新请求;A13. The anti-addiction system sends an online update request including user PPP-related information to the PPP server; A14、PPP服务器接收上线更新请求后,根据其中的用户PPP相关信息更新用户PPP中的游戏时间信息,并将用户的累计在线时间返回给防沉迷系统;A14. After receiving the online update request, the PPP server updates the game time information in the user's PPP according to the user's PPP-related information, and returns the user's accumulated online time to the anti-addiction system; 所述步骤B中,防沉迷系统根据来自PPP服务器的累计在线时间进行计时,并根据计时时间对用户进行游戏时间限制;In the step B, the anti-addiction system counts according to the accumulated online time from the PPP server, and limits the game time to the user according to the counted time; 所述步骤C包括:Described step C comprises: C11、用户通过网络游戏账户退出网络游戏服务器后,网络游戏服务器将用户下线信息和用户PPP相关信息中的PPP标识信息发送给防沉迷系统;C11. After the user logs out of the online game server through the online game account, the online game server sends the user offline information and the PPP identification information in the user's PPP related information to the anti-addiction system; C12、防沉迷系统停止对用户的游戏时间监控,并向PPP服务器发送包括所述PPP标识信息的下线更新请求;C12. The anti-addiction system stops monitoring the user's game time, and sends an offline update request including the PPP identification information to the PPP server; C13、PPP服务器接收下线更新请求后,根据其中的PPP标识信息更新用户PPP中的游戏时间信息。C13. After receiving the offline update request, the PPP server updates the game time information in the user's PPP according to the PPP identification information therein. 7、根据权利要求6所述的方法,其特征在于,所述步骤A14中,PPP服务器更新用户PPP中的游戏时间信息包括:7. The method according to claim 6, characterized in that, in the step A14, the PPP server updating the game time information in the user's PPP includes: A141、PPP服务器查询用户PPP中的用户状态,如果该用户PPP中的用户状态为离线,执行步骤A142;如果该用户PPP中的用户状态为在线,直接执行所述将用户的累计在线时间返回给防沉迷系统的步骤;A141, the PPP server queries the user status in the user's PPP, if the user status in the user's PPP is offline, execute step A142; if the user status in the user's PPP is online, directly execute the method of returning the user's accumulated online time to The steps of the anti-addiction system; 步骤A142、将该用户PPP中的用户状态设置为在线,将该用户PPP中的累计离线时间设置为0,并从该时间开始在原累计在线时间基础上对用户在线时间继续计时;Step A142, the user status in the user PPP is set to online, the accumulated offline time in the user PPP is set to 0, and the online time of the user is continued to be counted on the basis of the original accumulated online time from this time; 所述步骤C13中,PPP服务器更新用户PPP中的游戏时间信息包括:In the step C13, the PPP server updates the game time information in the user PPP including: 步骤C131、PPP服务器判断是否该用户所有网络游戏账户都处于离线状态,如果是则执行步骤C132;否则,直接结束该步骤;Step C131, the PPP server judges whether all online game accounts of the user are offline, and if so, execute step C132; otherwise, end this step directly; 步骤C132、将用户状态设置为离线。Step C132, setting the user status as offline. 8、根据权利要求7所述的方法,其特征在于,所述PPP服务器中预先为该用户设置在线状态计数器,并设置初始值;8. The method according to claim 7, wherein the online state counter is set in advance for the user in the PPP server, and an initial value is set; 所述步骤A14中,PPP服务器接收到上线更新请求后,进一步包括:将为该用户设置的在线状态计数器加一;In the step A14, after the PPP server receives the online update request, it further includes: adding one to the online state counter set for the user; 所述步骤C13中,PPP服务器接收到下线更新请求后,进一步包括:将该用户的在线状态计数器减一;In the step C13, after the PPP server receives the offline update request, it further includes: decrementing the online status counter of the user by one; 则所述步骤C131中,PPP服务器判断是否该用户所有网络游戏账户都处于离线状态为:PPP服务器判断为该用户设置的在线状态计数器是否为所述初始值。Then in the step C131, the PPP server judges whether all online game accounts of the user are offline: the PPP server judges whether the online status counter set for the user is the initial value. 9、根据权利要求1所述的方法,其特征在于,步骤A中所述关联用户所有网络游戏账户的游戏时间信息为:用户的每个网络游戏账户的上线时间、下线时间;9. The method according to claim 1, characterized in that the game time information associated with all online game accounts of the user in step A is: online time and offline time of each online game account of the user; 步骤A中所述获取用户所有网络游戏账户的累计在线时间包括:Obtaining the cumulative online time of all online game accounts of the user as described in step A includes: 获取所述用户的每个网络游戏账户的上线时间、下线时间;并根据获取的用户的每个网络游戏账户的上线时间、下线时间计算用户的累计在线时间。Obtain the online time and offline time of each online game account of the user; and calculate the accumulated online time of the user according to the obtained online time and offline time of each online game account of the user. 10、根据权利要求9所述的方法,其特征在于,所述步骤A包括:10. The method according to claim 9, wherein said step A comprises: A21、用户通过网络游戏账户登录网络游戏服务器,并发送该用户的PPP相关信息;A21. The user logs in to the online game server through the online game account, and sends the user's PPP-related information; A22、网络游戏服务器将用户网络游戏账户上线信息和用户PPP相关信息发送给PPP服务器;A22. The online game server sends the user online game account online information and user PPP related information to the PPP server; A23、PPP服务器根据接收的信息更新用户PPP中的游戏时间信息,并将更新前用户所有网络游戏账户的上线时间和下线时间返回给网络游戏服务器;A23. The PPP server updates the game time information in the user's PPP according to the received information, and returns the online time and offline time of all online game accounts of the user before the update to the online game server; A24、网络游戏服务器向防沉迷系统转发所述来自PPP服务器的时间信息,防沉迷系统根据接收的时间信息获取用户的累计在线时间;A24. The online game server forwards the time information from the PPP server to the anti-addiction system, and the anti-addiction system obtains the accumulated online time of the user according to the received time information; 所述步骤B由防沉迷系统执行;The step B is executed by the anti-addiction system; 所述步骤C包括:Described step C comprises: C21、用户通过网络游戏账户退出网络游戏服务器后,网络游戏服务器将用户该网络游戏账户下线的信息和对应PPP标识信息发送给PPP服务器;C21. After the user logs out of the online game server through the online game account, the online game server sends the offline information of the user's online game account and the corresponding PPP identification information to the PPP server; C22、PPP服务器更新所述网络游戏账户的下线时间,并向网络游戏服务器返回更新确认信息;C22. The PPP server updates the offline time of the online game account, and returns update confirmation information to the online game server; C23、网络游戏服务器向防沉迷系统发送用户网络游戏账户下线信息,防沉迷系统接收到该信息后,停止游戏时间监控;C23. The online game server sends the user's online game account offline information to the anti-addiction system, and the anti-addiction system stops monitoring the game time after receiving the information; 或所述步骤C包括:Or said step C comprises: C31、用户通过网络游戏账户退出网络游戏服务器后,网络游戏服务器向防沉迷系统发送用户网络游戏账户下线信息,防沉迷系统接收到该信息后,停止游戏时间监控;C31. After the user logs out of the online game server through the online game account, the online game server sends the user's online game account offline information to the anti-addiction system, and the anti-addiction system stops monitoring the game time after receiving the information; C32、网络游戏服务器将用户该网络游戏账户下线的信息和对应PPP标识信息发送给PPP服务器;C32. The online game server sends the offline information of the online game account of the user and the corresponding PPP identification information to the PPP server; C33、PPP服务器更新所述网络游戏账户的下线时间,并向网络游戏服务器返回更新确认信息。C33. The PPP server updates the offline time of the online game account, and returns update confirmation information to the online game server. 11、根据权利要求10所述的方法,其特征在于,所述步骤A24包括:11. The method according to claim 10, characterized in that the step A24 comprises: 网络游戏服务器接收到来自PPP服务器的时间信息后,对该时间信息进行处理,得到用户的累计在线时间,并将得到的累计在线时间发送给防沉迷系统;After the online game server receives the time information from the PPP server, it processes the time information to obtain the accumulated online time of the user, and sends the obtained accumulated online time to the anti-addiction system; 或者所述步骤A24包括:Or described step A24 comprises: 网络游戏服务器接收到来自PPP服务器的时间信息后,将该时间信息发送给防沉迷系统;After the online game server receives the time information from the PPP server, it sends the time information to the anti-addiction system; 防沉迷系统对接收的所述时间信息进行处理,获取用户的累计在线时间。The anti-addiction system processes the received time information to obtain the accumulated online time of the user. 12、根据权利要求6至8、10或11中任一所述的方法,其特征在于,所述PPP服务器更新用户游戏时间信息前进一步包括:12. The method according to any one of claims 6 to 8, 10 or 11, wherein the PPP server further includes: PPP服务器对更新请求进行认证,在认证通过后执行所述更新用户游戏时间信息的步骤。The PPP server authenticates the update request, and executes the step of updating the user's game time information after the authentication is passed. 13、根据权利要求6至8、10或11中任一所述的方法,其特征在于,所述步骤A之前进一步包括:13. The method according to any one of claims 6-8, 10 or 11, characterized in that, before step A, further comprising: 用户通过终端接入网络,PPP服务器向用户终端发送对应的用户PPP相关信息。The user accesses the network through the terminal, and the PPP server sends the corresponding user PPP-related information to the user terminal. 14、根据权利要求13所述的方法,其特征在于,所述用户通过终端接入网络后,进一步包括:终端向网络侧发送用户特征信息;14. The method according to claim 13, wherein after the user accesses the network through the terminal, further comprising: the terminal sends user characteristic information to the network side; 所述PPP服务器向用户终端发送对应的用户PPP相关信息之前进一步包括:网络侧对来自终端的用户特征信息进行认证并认证通过,然后通知PPP服务器。Before the PPP server sends the corresponding user PPP-related information to the user terminal, it further includes: the network side authenticates the user characteristic information from the terminal and passes the authentication, and then notifies the PPP server. 15、根据权利要求1至11中任一所述的方法,其特征在于,所述的PPP相关信息为:用户PPP的标识信息或用户的PPP信息。15. The method according to any one of claims 1 to 11, wherein the PPP-related information is: user PPP identification information or user PPP information. 16、一种对网络游戏用户进行时间限制的系统,其特征在于,该系统包括:16. A system for limiting the time of online game users, characterized in that the system includes: 防沉迷系统,用于根据来自网络游戏服务端系统的网络游戏账户上线信息,向PPP服务器请求获取该网络游戏账户对应的用户PPP中的该用户累计在线时间,根据获取的累计在线时间进行计时,并根据计时时间对用户进行游戏时间监控;或者用于根据来自网络游戏服务端系统的网络游戏账户上线信息和该用户累计在线时间,或者和该网络游戏账户对应用户每个网络游戏账户的上线时间和下线时间,对该用户进行游戏时间监控;The anti-addiction system is used to request the PPP server to obtain the accumulated online time of the user in the PPP of the user corresponding to the online game account according to the online game account online information from the online game server system, and perform timing according to the obtained accumulated online time, And monitor the user's game time according to the timing time; or use it to monitor the online game account online information from the online game server system and the user's accumulated online time, or correspond to the online game account The online time of each online game account of the user and offline time, monitor the game time of the user; 网络游戏服务端系统,用于与网络游戏客户端系统进行游戏逻辑和数据交互;并将来自网络游戏客户端系统的PPP相关信息通过网络游戏账户上线信息发送给防沉迷系统,或者将向PPP服务器请求获取的用户PPP中的用户每个网络游戏账户的上线时间和下线时间直接,或进行处理获得的用户累计在线时间发送给防沉迷系统;The online game server system is used for game logic and data interaction with the online game client system; and the PPP-related information from the online game client system is sent to the anti-addiction system through the online game account online information, or sent to the PPP server Request to obtain the online time and offline time of each online game account of the user in the user PPP directly, or send the accumulated online time of the user obtained through processing to the anti-addiction system; 网络游戏客户端系统,用于与网络游戏服务器端系统进行游戏逻辑和数据交互,并将来自PPP服务器的用户PPP相关信息发送给网络游戏服务端系统;The online game client system is used for game logic and data interaction with the online game server system, and sends user PPP related information from the PPP server to the online game server system; PPP服务器,用于在用户的PPP中存储用户的游戏时间信息,并将用户的PPP相关信息发送给网络游戏客户端系统;以及根据防沉迷系统的请求,向防沉迷系统发送该网络游戏账户对应用户的累计在线时间,或根据网络游戏服务端系统的请求向网络游戏服务端系统发送对应用户每个网络游戏账户的在线时间和下线时间,以及根据来自防沉迷系统或网络游戏服务器的更新请求对用户PPP中的游戏时间信息进行更新。The PPP server is used to store the user's game time information in the user's PPP, and send the user's PPP related information to the online game client system; and send the online game account corresponding to the anti-addiction system to the anti-addiction system The accumulated online time of the user, or send the online time and offline time of each online game account corresponding to the user to the online game server system according to the request of the online game server system, and according to the update request from the anti-addiction system or the online game server Update the game time information in the user PPP. 17、根据权利要求16所述的对网络游戏用户进行时间限制的系统,其特征在于,所述防沉迷系统设置于网络游戏服务器中,或设置于连接网络游戏服务器与运营商网络的业务提供平台中,或单独设置。17. The system for limiting the time of online game users according to claim 16, characterized in that the anti-addiction system is set in the online game server, or set in the service providing platform connecting the online game server and the operator network , or set individually. 18、根据权利要求17所述的对网络游戏用户进行时间限制的系统,其特征在于,该系统中进一步包括:18. The system for limiting the time of online game users according to claim 17, characterized in that the system further includes: 用户特征收集单元,用于收集终端中可以标识用户的特征信息,并将收集的用户特征信息发送给用户特征鉴别单元;A user feature collection unit, configured to collect feature information that can identify a user in the terminal, and send the collected user feature information to the user feature identification unit; 用户特征鉴别单元,用于与PPP服务器交互获取信息对来自用户特征收集单元的用户特征信息进行鉴别认证,根据认证通过的结果通知PPP服务器;The user feature authentication unit is used to interact with the PPP server to obtain information, and authenticate the user feature information from the user feature collection unit, and notify the PPP server according to the result of the authentication; 所述PPP服务器根据来自用户特征鉴别单元的认证通过的结果向终端发送用户的PPP相关信息。The PPP server sends the user's PPP related information to the terminal according to the result of passing the authentication from the user feature identification unit. 19、根据权利要求18所述的对网络游戏用户进行时间限制的系统,其特征在于,所述用户特征收集单元设置于用户终端中;所述用户特征鉴别单元设置于连接终端与运营商网络的统一接入管理单元中。19. The system for limiting the time of online game users according to claim 18, characterized in that, the user feature collection unit is set in the user terminal; the user feature identification unit is set in the connection between the terminal and the operator network Unified access management unit.
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