CN101527722A - Method for logging in online game and system and login server - Google Patents

Method for logging in online game and system and login server Download PDF

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Publication number
CN101527722A
CN101527722A CN200910082850A CN200910082850A CN101527722A CN 101527722 A CN101527722 A CN 101527722A CN 200910082850 A CN200910082850 A CN 200910082850A CN 200910082850 A CN200910082850 A CN 200910082850A CN 101527722 A CN101527722 A CN 101527722A
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China
Prior art keywords
password
username
user
client
online game
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CN200910082850A
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Chinese (zh)
Inventor
郭宇
牛海防
戴镇江
孟金锋
郭洪伟
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Tencent Technology Beijing Co Ltd
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Tencent Technology Beijing Co Ltd
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Priority to CN200910082850A priority Critical patent/CN101527722A/en
Publication of CN101527722A publication Critical patent/CN101527722A/en
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Abstract

The invention discloses a method for logging in an online game, a system and a login server thereof, which belong to the field of online games. The method comprises that a corresponding server is used to verify whether a received user name and a password are correct; if the user name and the password are verified, user identifiers corresponding to the user name and the password are obtained; the obtained user identifiers are then sent to a corresponding game server. The system comprises a client-side, a login server and a game server. The method carries out verification by universal user name and password which are sent to the client. Therefore, the universal user name and password can be used as the user name and the password for logging in online game, thereby simplifying registration process when a user is logging in an online game. Therefore, the user can log in the online game in a much more convenient way, so as to improve user experience.

Description

Method, system and the logon server of logging in network recreation
Technical field
The present invention relates to field of network game, particularly a kind of method, system and logon server of logging in network recreation.
Background technology
The modern society of communication technology fast development, it is convenient greatly that the mobile phone products of various functions has brought people, is not only aspect mobile communication, and present mobile phone network game also more and more gets more and more people's extensive concerning.Along with going from strength to strength of cellphone subscriber group, also more and more for the mobile phone network game that the user selects, in order to guarantee user's account safety, when the user played at logging in network, the threshold of registration was also more and more higher.How, become the problem that the network game development merchants very pay close attention to for the cellphone subscriber provides simpler and more direct, login mode easily.
In the prior art, a online game of the every experience of cellphone subscriber, the user's registration before all needing to login first, and need import log-on message by mobile phone, only after succeeding in registration, could allow the logging in network recreation to enter the recreation link.
In realizing process of the present invention, the inventor finds that there is following shortcoming at least in prior art:
In the mode of user's logging in network recreation that prior art provides, when the user wants to experience the online game of many moneys, needing the user to import a large amount of log-on messages at every money online game by mobile phone registers respectively, it is very loaded down with trivial details to cause the user to login the process of many moneys online game, reduces user experience.
Summary of the invention
Registration process when playing in order to simplify user's logging in network makes things convenient for the recreation of user's logging in network, improves user experience, and the embodiment of the invention provides a kind of method, system and logon server of logging in network recreation.Described technical scheme is as follows:
On the one hand, provide a kind of method of logging in network recreation, described method comprises:
Receive online game sign, username and password that client sends, described username and password is general username and password;
Verify by corresponding server whether described username and password is correct;
If verify out that described username and password is correct, then obtain and described online game sign, the corresponding user ID of username and password;
The described user ID that gets access to is sent to the corresponding game server of described online game sign, notify described game server that the recreation of user's success logging in network is arranged.
On the other hand, provide a kind of system of logging in network recreation, described system comprises: logon server, client and game server;
Described logon server is used to receive online game sign, the username and password that client sends, and described username and password is general username and password; Verify by corresponding server whether described username and password is correct; If verify out that described username and password is correct, then obtain and described online game sign, the corresponding user ID of username and password; The described user ID that gets access to is sent to the corresponding game server of described online game sign, notify described game server that the recreation of user's success logging in network is arranged;
Described client is used for sending online game sign, username and password to described logon server;
Described game server is used to receive the user ID that described logon server sends.
A kind of logon server also is provided, and described logon server comprises:
Receiver module is used to receive online game sign, the username and password that client sends, and described username and password is general username and password;
Authentication module is used for verifying by corresponding server whether the username and password that described receiver module receives is correct;
First acquisition module is used for obtaining and described online game sign, the corresponding user ID of username and password after verifying out that described username and password is correct;
Notification module is used for the described user ID that gets access to is sent to the corresponding game server of described online game sign, notifies described game server that the recreation of user's success logging in network is arranged.
The beneficial effect of the technical scheme that the embodiment of the invention provides is:
Whether correct by the general username and password that the corresponding server checking client sends, make the username and password of general username and password can be as the arbitrary money online game of login the time, simplified the registration process of user when the every money online game of login, made the recreation of user's logging in network become convenient; Again because of username and password is general username and password, thus the user be not easy to forget, thereby improved user experience.
Description of drawings
In order to be illustrated more clearly in the technical scheme in the embodiment of the invention, the accompanying drawing of required use is done to introduce simply in will describing embodiment below, apparently, accompanying drawing in describing below only is some embodiments of the present invention, for those of ordinary skills, under the prerequisite of not paying creative work, can also obtain other accompanying drawing according to these accompanying drawings.
Fig. 1 is the method flow diagram of the logging in network recreation that provides of the embodiment of the invention 1;
Fig. 2 is the method flow diagram of the logging in network recreation that provides of the embodiment of the invention 2;
Fig. 3 is the system configuration schematic diagram of the logging in network recreation that provides of the embodiment of the invention 3;
Fig. 4 is first kind of logon server structural representation that the embodiment of the invention 4 provides;
Fig. 5 is second kind of logon server structural representation that the embodiment of the invention 4 provides;
Fig. 6 is the third logon server structural representation that the embodiment of the invention 4 provides;
Fig. 7 is the 4th kind of logon server structural representation that the embodiment of the invention 4 provides.
Embodiment
For making the purpose, technical solutions and advantages of the present invention clearer, embodiment of the present invention is described further in detail below in conjunction with accompanying drawing.
Embodiment 1
Referring to Fig. 1, present embodiment provides a kind of method of logging in network recreation, and method flow is as follows:
101: receive online game sign, username and password that client sends, described username and password is general username and password;
102: verify by corresponding server whether described username and password is correct;
103:, then obtain and described online game sign, the corresponding user ID of username and password if verify out that described username and password is correct;
104: the described user ID that gets access to is sent to the corresponding game server of described online game sign, notify described game server that the recreation of user's success logging in network is arranged.
The method of the logging in network recreation that present embodiment provides, whether correct by the general username and password that the corresponding server checking client sends, after confirming that username and password is correct, to obtain with online game and identify, the user ID of username and password correspondence sends to the corresponding game server of online game sign, realize the login of online game, username and password when the method that provides because of present embodiment can be supported to play as logging in network with general username and password, thereby simplified the registration process of user when logging in network is played, make the recreation of user's logging in network convenient, improved user experience.
Embodiment 2
Present embodiment provides a kind of method of logging in network recreation, and this method support is logined arbitrary money online game with general username and password; Wherein, general username and password is the username and password of the registered mistake of user, includes but not limited to the username and password of the instant communication software that the user usually logins, or the username and password of the mailbox usually logined of user.
At every money online game, in order to distinguish with other online game, every money online game all has online game sign separately, for convenience of explanation, if client stores a plurality of online games, present embodiment is an example with the online game A that the user logins in a plurality of online games by client, the method for the logging in network recreation that present embodiment is provided elaborates, referring to Fig. 2, this method thes contents are as follows:
201: the Client-Prompt user imports the username and password of logging in network recreation A, and after the user has imported username and password, and the play log-on message of A of user's logging in network is sent to logon server;
Particularly, as user during first by this client logging in network recreation A, then the client log-on message that sends to logon server comprises the online game sign of user name, password and the online game A correspondence of user's input;
Further, if the user once successfully logined this online game A by this client with same username and password, then this client will be preserved user name and the password of user's logging in network recreation A, when the user plays A by this client with same username and password logging in network next time again, the user need not to import once more username and password, only needs the triggering client directly to login and gets final product.
202: the log-on message that logon server sends according to client, verify by the corresponding server end whether the username and password in the log-on message that receives is correct, if incorrect, then carries out 203, otherwise, carry out 204;
Particularly, if the username and password that client sends is to register, then will there be a corresponding server, in order to store this username and password, logon server is by inquiring about to this corresponding server, and whether the username and password that gets final product the checking client transmission is correct.For example: the username and password that client sends is that the user has registered and the username and password of mailbox commonly used, and then logon server only needs according to the domain name in the user name, and whether the mailbox server end checking username and password by correspondence correctly gets final product; The username and password of the instant communication software that if the username and password that client sends is the user have been registered and used always, then whether logon server only need correctly get final product by the server end checking username and password of corresponding instant communication software.
Alternatively, in the method for the logging in network recreation that present embodiment provides, username and password except the instant communication software used always with the user, or the username and password of the mailbox used always of user also can adopt to register a username and password that is exclusively used in online game as username and password general in the online game as outside the general username and password; Then at the corresponding server of mentioning in the step 202, except can being the server of mailbox server or instant communication software, for this situation of username and password that is exclusively used in online game of registration, corresponding server can also be a server that is exclusively used in online game; Which kind of general username and password present embodiment does not adopt carry out the online game login to the user, and how to register a username and password that is exclusively used in online game and do concrete qualification.Correspondingly, which kind of server is corresponding server be, whether logon server can correct by the username and password which corresponding server end checking receives, and present embodiment is not done concrete qualification equally.
203: logon server issues identifying code to client, and notify client user's name or password mistake, re-enter user name, password and identifying code by the Client-Prompt user, user name, password and identifying code until logon server inquiry and the transmission of affirmation client are all correct, carry out 204 then;
Particularly, logon server issues identifying code to client, is illegal invasion in order to prevent lawless persons such as hacker from cracking username and password; In order to protect user information safety better, can the number of times that the user re-enters user name, password and identifying code be limited, for example: after the user inputs 3 user names, password and identifying codes, still fail to input right user name, password and identifying code, then logon server issues new identifying code again to client, like this, even the user inputs right user name and password, if but the identifying code that client is returned is incorrect, then can not allow the recreation of user's logging in network equally; Preferably, also can be when needing the user to re-enter username and password at every turn, logon server all issues identifying code to client.
Wherein, logon server is when verifying username and password, really pairing mailbox of login username and password or instant communication software, just do the blacklist investigation, cryptographic check etc., if the username and password of user's input has been put into blacklist, logon server is then forbidden the recreation of user's logging in network.
204: the online game sign that logon server sends according to client, search corresponding login record, according to the login record that finds, judge whether client exists the corresponding and not out of date GUID (Globally Unique Identifier, GUID) of online game sign, username and password that sends with client; If not, carry out 205, if then carry out 206;
Particularly, login record includes but not limited to user name, password and GUID and UID (UserIdentification, user identity proves); For each user in every money online game, as a game player in the online game, all corresponding unique user ID UID, and this UID and online game sign, user name, password are corresponding.At arbitrary money online game, the corresponding UID of same username and password.And same username and password, at one time, can only be by a client login, logon server has been stored the login record of every money online game, login record at arbitrary money online game, after arbitrary user successfully logins this online game, the login record of this online game will be refreshed.
Why GUID has expired situation, is to consider that same username and password can be used in the login of carrying out same money online game on the different clients by the user.Judge when whether client exists not out of date GUID, include but not limited to following several situation:
If a client stores with online game sign, the corresponding GUID of username and password:
Client sends to logon server when logon server sends log-on message in the lump with the GUID that self preserves, and logon server compares GUID and the GUID in the login record that client sends;
If two GUID unanimities judge that then there is not out of date GUID in client;
If two GUID are inconsistent, judge that then the GUID of client existence is out of date;
If two clients are not stored and online game sign, the corresponding GUID of username and password:
Client does not comprise GUID when logon server sends log-on message in the log-on message, then logon server judges that there is not GUID in client.
205: logon server issues identifying code to client, and after client sent correct pass code, logon server regenerated a corresponding GUID of online game sign, username and password that sends with client;
At this step, logon server issues the purpose of identifying code to client, except with mentioning in the above-mentioned step 203, be in order to prevent outside lawless person's illegal invasions such as hacker, also has the another one purpose, be in order to guarantee same username and password, at one time, can only to login by a client.For the login record of arbitrary money online game, if on different clients, carry out the login of same money online game with a username and password, then in the login record of this online game, the record client identification of login recently only.
206: the online game sign that logon server sends according to client, judge in the corresponding login record of this online game sign whether have the corresponding user ID UID of username and password that sends with client, if not, carry out 207, otherwise, carry out 208;
At present embodiment,, then in the login record of online game A, will exist and the corresponding UID of this same username and password if the user once logined online game A with same username and password; Because of present embodiment be with the user first logging in network recreation A be example, then in the login record of online game A, do not exist and the corresponding UID of this same username and password.
207: the online game sign that logon server sends according to client, and the username and password of user's input generate one and online game sign, the corresponding user ID UID of username and password;
208: logon server sends to user ID UID the game server of the online game A correspondence of user's login, the notice game server has a game player successfully to login this online game, preserve user's logging status of this UID correspondence by game server, withdraw from this online game until client; Logon server also returns to client with user ID UID and client identification GUID, the GUID and the UID that return by the client storage logon server, and notify the successful logging in network recreation of client user A.
Further, client uses UID and game server to carry out satisfying this online game of user experience alternately.The client that present embodiment is mentioned includes but not limited to mobile phone terminal, and the method that present embodiment provides is suitable for but is not limited to mobile phone network game.
Wherein, above-mentioned steps 204 and 205 is an optional step, is in order to guarantee same username and password, at one time, can only to login by a client; In addition, added in the method that present embodiment provides after step 204 and 205, because of logon server also returns to client with client identification GUID, then client storage the GUID that returns of logon server.At step 201, if the user once successfully logined this online game A by this client with same username and password, then this client is not only preserved user name and the password of user's logging in network recreation A, also comprises the information such as client identification of this client in online game A; Then client sends to the online game sign that not only comprises user name, password and online game A correspondence in the log-on message of logon server, also should comprise the client identification of client stores.
After the user successfully signs in to online game, because the username and password of the instant communication software that the username and password that uses can be the user usually to be used, therefore, can be by the buddy list of selecting to store in the instant communication software, share the gains in depth of comprehension of experiencing this online game with the good friend, and recommend or shared this online game of invitation good friend, simultaneously, the subscriber data of storing in the instant communication software can be brought in the online game, further strengthen user experience, include but not limited to the grade record of online game etc.; In addition, the means of payment that the user can also provide by instant communication software, pay the expense that online game is dealt with, not only saved the registration process of user because of paying the fees and carrying out, make user's the means of payment become more simple and convenient, can also improve the experience that the user carries out online game from many aspects.
In addition, because communicating by letter between logon server and the client relates to user's log-on message, the personal information that wherein may comprise the user, consider safety of user information, logon server is encrypted with the employing encryption technology of communicating by letter between the client, specifically with which kind of technology encrypt, present embodiment is not done concrete qualification.
In sum, the method of the logging in network recreation that present embodiment provides, whether logon server is correct by the general username and password that the corresponding server checking client sends, username and password when realization is played as logging in network with general username and password, do not need the user all will register at every money online game, thereby simplified the registration process of user when logging in network is played, made the recreation of user's logging in network convenient; In addition, because user's input is the username and password that the user usually uses, so the user is not easy to forget; The user can also carry out paying the fees of online game by the username and password with payment function, thereby for the user provides the more convenient means of payment, has further improved user experience.
Embodiment 3
Referring to Fig. 3, present embodiment provides a kind of system of logging in network recreation, and this system comprises: logon server 302, client 301 and game server 303;
Logon server 302 is used to receive online game sign, the username and password that client 301 sends, and username and password is general username and password; Whether correct by corresponding server checking username and password; If verify out that username and password is correct, then obtain and online game sign, the corresponding user ID of username and password; And the user ID that gets access to sent to the corresponding game server 303 of online game sign, notice game server 303 has the recreation of user's success logging in network;
Client 301 is used for sending online game sign, username and password to logon server 302;
Game server 303 is used to receive the user ID that logon server 302 sends.
Preferably, above-mentioned logon server 302 also is used for issuing identifying code after verifying out that username and password is incorrect, and notify client 301 to resend user name, password and identifying code, until verifying out that user name, password and identifying code that client sends are all correct.
Further, logon server 302, the user ID that also is used for getting access to sends to client 301, preserves user ID by client 301, and and client 301 between communication data use encryption technology to encrypt.
Alternatively, logon server 302 also is used for obtaining and online game sign, the corresponding client identification of username and password after verifying out that username and password is correct; And the client identification that gets access to sent to client 301, preserve client identifications by client 301, and the use of the communication data between logon server 302 and the client 301 encryption technology is encrypted.
The system of the logging in network recreation that present embodiment provides, whether logon server is correct by the general username and password that the corresponding server checking client sends, the username and password when thereby support is played general username and password as logging in network, simplified the registration process of user when logging in network is played, make the recreation of user's logging in network convenient, improved user experience.
Embodiment 4
Referring to Fig. 4, present embodiment provides a kind of logon server, and this logon server comprises:
Receiver module 401 is used to receive online game sign, the username and password that client sends, and this username and password is general username and password;
Authentication module 402, whether be used for the username and password that receives by corresponding server checking receiver module 401 correct;
First acquisition module 403 is used for obtaining and online game sign, the corresponding user ID of username and password and client identification after verifying out that username and password is correct;
Notification module 404, the user ID that is used for getting access to send to the corresponding game server of online game sign, and the notice game server has the recreation of user's success logging in network.
Preferably, above-mentioned authentication module 402 also is used for issuing identifying code after verifying out that username and password is incorrect, and notify client to resend user name, password and identifying code, until verifying out that user name, password and identifying code that client sends are all correct.
Further, referring to Fig. 5, this logon server also comprises:
Preserve module 405, be used to preserve the log-on message of every money online game;
Correspondingly, above-mentioned first acquisition module 403, specifically be used for when inquiring with described online game sign, the corresponding user ID of username and password, with the user ID that inquires as with online game sign, the corresponding user ID of username and password; When not inquiring, generate and online game sign, the corresponding user ID of username and password with online game sign, the corresponding user ID of username and password.
Referring to Fig. 6, this logon server also comprises:
First sending module 406, the user ID that is used for getting access to sends to client, and by the client storage user ID, and the communication data between logon server and the client uses encryption technology to encrypt.
Alternatively, referring to Fig. 7, this logon server also comprises:
Second acquisition module 407 is used for obtaining and online game sign, the corresponding client identification of username and password after verifying out that username and password is correct;
Correspondingly, logon server also comprises:
Second sending module 408, the client identification that is used for getting access to sends to client, and by the client storage client identification, and the communication data between logon server and the client uses encryption technology to encrypt.
Wherein, above-mentioned second acquisition module 407, specifically be used for inquiring and online game sign, the corresponding not out of date client identification of username and password, then with the client identification that inquires as with online game sign, the corresponding client identification of username and password; Inquiring and online game sign, the corresponding client identification out of date of username and password, or, do not inquire and online game sign, the corresponding client identification of username and password, then generate and online game sign, the corresponding client identification of username and password.
In sum, the logon server that present embodiment provides, username and password when support is played general username and password as logging in network, whether correct by the general username and password that the corresponding server checking client sends, thereby realize the login of online game, simplify the registration process of user when logging in network is played, made the recreation of user's logging in network convenient, improved user experience.
The invention described above embodiment sequence number is not represented the quality of embodiment just to description.
Part steps in the embodiment of the invention can utilize software to realize that corresponding software programs can be stored in the storage medium that can read, as CD or hard disk etc.
The above only is preferred embodiment of the present invention, and is in order to restriction the present invention, within the spirit and principles in the present invention not all, any modification of being done, is equal to replacement, improvement etc., all should be included within protection scope of the present invention.

Claims (16)

1, a kind of method of logging in network recreation is characterized in that described method comprises:
Receive online game sign, username and password that client sends, described username and password is general username and password;
Verify by corresponding server whether described username and password is correct;
If verify out that described username and password is correct, then obtain and described online game sign, the corresponding user ID of username and password;
The described user ID that gets access to is sent to the corresponding game server of described online game sign, and notify described game server that the recreation of user's success logging in network is arranged.
2, method according to claim 1 is characterized in that, described verify that by corresponding server described username and password is whether correct after, also comprise:
If verify out that described username and password is incorrect, then issue identifying code, and notify described client to resend user name, password and identifying code, until verifying out that user name, password and identifying code that described client sends are all correct to described client.
3, method according to claim 1 is characterized in that, described obtaining and described online game sign, the corresponding user ID of username and password specifically comprises:
If inquire and described online game sign, the corresponding user ID of username and password, then with the described user ID that inquires as with described online game sign, the corresponding user ID of username and password;
If do not inquire and described online game sign, the corresponding user ID of username and password, then generate and described online game sign, the corresponding user ID of username and password.
4, method according to claim 1 is characterized in that, describedly notifies described game server to have after the recreation of user success logging in network, also comprises:
The described user ID that gets access to is sent to described client, and by the described user ID of described client storage, and the communication data between logon server and the described client uses encryption technology to encrypt.
5, method according to claim 1 is characterized in that, described verify out that described username and password is correct after, also comprise:
Obtain and described online game sign, the corresponding client identification of username and password.
Correspondingly, describedly notify described game server to have after the recreation of user success logging in network, also comprise:
The described client identification that gets access to is sent to described client, and by the described client identification of described client storage, and the communication data between logon server and the described client uses encryption technology to encrypt.
6, method according to claim 5 is characterized in that, described obtaining and described online game sign, the corresponding client identification of username and password specifically comprises:
If inquire and described online game sign, the corresponding not out of date client identification of username and password, then with the described client identification that inquires as with described online game sign, the corresponding client identification of username and password;
If inquire and described online game sign, the corresponding client identification out of date of username and password, or, do not inquire and described online game sign, the corresponding client identification of username and password, then generate and described online game sign, the corresponding client identification of username and password.
7, a kind of system of logging in network recreation is characterized in that described system comprises: logon server, client and game server;
Described logon server is used to receive online game sign, the username and password that client sends, and described username and password is general username and password; Verify by corresponding server whether described username and password is correct; If verify out that described username and password is correct, then obtain and described online game sign, the corresponding user ID of username and password; The described user ID that gets access to is sent to the corresponding game server of described online game sign, notify described game server that the recreation of user's success logging in network is arranged;
Described client is used for sending online game sign, username and password to described logon server;
Described game server is used to receive the user ID that described logon server sends.
8, system according to claim 7, it is characterized in that, described logon server, also be used for after verifying out that described username and password is incorrect, then issue identifying code to described client, and notify described client to resend user name, password and identifying code, until verifying out that user name, password and identifying code that described client sends are all correct.
9, system according to claim 7, it is characterized in that described logon server also is used for the described user ID that gets access to is sent to described client, by the described user ID of described client storage, and and described client between communication data use encryption technology to encrypt.
10, system according to claim 7 is characterized in that, described logon server also is used for obtaining and described online game sign, the corresponding client identification of username and password after verifying out that described username and password is correct; The described client identification that gets access to is sent to described client, and by the described client identification of described client storage, and the communication data between logon server and the described client uses encryption technology to encrypt.
11, a kind of logon server is characterized in that, described logon server comprises:
Receiver module is used to receive online game sign, the username and password that client sends, and described username and password is general username and password;
Authentication module is used for verifying by corresponding server whether the username and password that described receiver module receives is correct;
First acquisition module is used for obtaining and described online game sign, the corresponding user ID of username and password after verifying out that described username and password is correct;
Notification module is used for the described user ID that gets access to is sent to the corresponding game server of described online game sign, notifies described game server that the recreation of user's success logging in network is arranged.
12, logon server according to claim 11, it is characterized in that, described authentication module, also be used for after verifying out that described username and password is incorrect, then issue identifying code to described client, and notify described client to resend user name, password and identifying code, until verifying out that user name, password and identifying code that described client sends are all correct.
13, logon server according to claim 11 is characterized in that, described logon server also comprises:
Preserve module, be used to preserve the log-on message of every money online game;
Correspondingly, described first acquisition module, specifically be used for when inquiring with described online game sign, the corresponding user ID of username and password, with the described user ID that inquires as with described online game sign, the corresponding user ID of username and password; When not inquiring, generate and described online game sign, the corresponding user ID of username and password with described online game sign, the corresponding user ID of username and password.
14, logon server according to claim 11 is characterized in that, described logon server also comprises:
First sending module is used for the described user ID that gets access to is sent to described client, by the described user ID of described client storage, and and described client between communication data use encryption technology to encrypt.
15, logon server according to claim 11 is characterized in that, described logon server also comprises:
Second acquisition module is used for obtaining and described online game sign, the corresponding client identification of username and password after verifying out that described username and password is correct;
Correspondingly, described logon server also comprises:
Second sending module is used for the described client identification that gets access to is sent to described client, and by the described client identification of described client storage, and the communication data between logon server and the described client uses encryption technology to encrypt.
16, logon server according to claim 15, it is characterized in that, described second acquisition module, specifically be used for inquiring and described online game sign, the corresponding not out of date client identification of username and password, then with the described client identification that inquires as with described online game sign, the corresponding client identification of username and password; Inquiring and described online game sign, the corresponding client identification out of date of username and password, or, do not inquire and described online game sign, the corresponding client identification of username and password, then generate and described online game sign, the corresponding client identification of username and password.
CN200910082850A 2009-04-23 2009-04-23 Method for logging in online game and system and login server Pending CN101527722A (en)

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Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102413096A (en) * 2010-09-21 2012-04-11 上海众融信息技术有限公司 Dynamic configuration index information processing method and device
CN102546458A (en) * 2010-12-28 2012-07-04 中国移动通信集团公司 Service request method and system in instant messaging
CN102752230A (en) * 2011-04-22 2012-10-24 腾讯科技(深圳)有限公司 Method and system for sharing subscriber relationship chain
CN102780708A (en) * 2012-08-17 2012-11-14 广东利为网络科技有限公司 Remote assistant login method and system
CN103107982A (en) * 2011-11-15 2013-05-15 北京神州泰岳软件股份有限公司 Method and system for interaction of group members in internet
CN104113515A (en) * 2013-04-17 2014-10-22 李良 Login method and system of instant messaging tool client end
CN104426834A (en) * 2013-08-19 2015-03-18 腾讯科技(深圳)有限公司 Webpage requesting method, client, server and system
CN104598832A (en) * 2015-01-08 2015-05-06 盟游(北京)科技有限公司 Tamper-proofing equipment and tamper-proofing method for game numerical values in online game and online game system
CN105989254A (en) * 2015-02-12 2016-10-05 深圳积友聚乐科技有限公司 Touch screen-based remote password verification system and method as well as electronic device
CN110620781A (en) * 2019-09-27 2019-12-27 深圳市大头互动文化传播有限公司 User registration login management system based on game platform

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102413096A (en) * 2010-09-21 2012-04-11 上海众融信息技术有限公司 Dynamic configuration index information processing method and device
CN102546458A (en) * 2010-12-28 2012-07-04 中国移动通信集团公司 Service request method and system in instant messaging
CN102752230A (en) * 2011-04-22 2012-10-24 腾讯科技(深圳)有限公司 Method and system for sharing subscriber relationship chain
CN103107982A (en) * 2011-11-15 2013-05-15 北京神州泰岳软件股份有限公司 Method and system for interaction of group members in internet
CN103107982B (en) * 2011-11-15 2016-04-20 北京神州泰岳软件股份有限公司 The method and system of group member interaction in a kind of internet
CN102780708A (en) * 2012-08-17 2012-11-14 广东利为网络科技有限公司 Remote assistant login method and system
CN104113515A (en) * 2013-04-17 2014-10-22 李良 Login method and system of instant messaging tool client end
CN104426834A (en) * 2013-08-19 2015-03-18 腾讯科技(深圳)有限公司 Webpage requesting method, client, server and system
CN104598832A (en) * 2015-01-08 2015-05-06 盟游(北京)科技有限公司 Tamper-proofing equipment and tamper-proofing method for game numerical values in online game and online game system
CN105989254A (en) * 2015-02-12 2016-10-05 深圳积友聚乐科技有限公司 Touch screen-based remote password verification system and method as well as electronic device
CN110620781A (en) * 2019-09-27 2019-12-27 深圳市大头互动文化传播有限公司 User registration login management system based on game platform

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Application publication date: 20090909