CN105721450B - Method, device and system for logging in online game - Google Patents

Method, device and system for logging in online game Download PDF

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CN105721450B
CN105721450B CN201610056833.9A CN201610056833A CN105721450B CN 105721450 B CN105721450 B CN 105721450B CN 201610056833 A CN201610056833 A CN 201610056833A CN 105721450 B CN105721450 B CN 105721450B
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online game
server
client
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latest
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CN105721450A (en
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龙永德
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L63/00Network architectures or network communication protocols for network security
    • H04L63/08Network architectures or network communication protocols for network security for authentication of entities
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L63/00Network architectures or network communication protocols for network security
    • H04L63/10Network architectures or network communication protocols for network security for controlling access to devices or network resources
    • H04L63/102Entity profiles

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  • Computer Hardware Design (AREA)
  • Computer Security & Cryptography (AREA)
  • Computing Systems (AREA)
  • General Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention provides a method, a device and a system for logging in a network game. The method for logging in the online game comprises the following steps: when a network game login request input by a user is received, a login request message is sent to a login server, wherein the login request message comprises a user identifier used for representing the user; receiving a login response message sent by a login server, wherein the login response message comprises a server list, the server list is obtained by the login server according to a user identifier, and the server list comprises an audit server and/or an operation server; a list of servers available for selection is displayed to the user. The invention realizes the lowest authority opening of the online game in the cooperation with the release channel without influencing the function evaluation of the external channel of the mechanism before online; and unexpected risks caused by errors of manual operations of people such as repacking and the like caused by logging in corresponding servers at different stages of the client are reduced, and further various unknown online operation accidents are reduced.

Description

Method, device and system for logging in online game
Technical Field
The present invention relates to network games, and in particular, to a method, an apparatus, and a system for logging in a network game.
Background
The package sending logic of the online game firstly meets the basic requirements of high efficiency, consistency and high credibility, namely the package sending logic needs to ensure that the data source is consistent and credible, and eliminates errors and intentional intervention brought by manual replacement operation, thereby avoiding operation accidents caused by the manual replacement operation. In addition, from the perspective of service environment and security, the network game also needs to satisfy the service requirements of each stage in the package sending process, that is, different roles of each stage need to have different server selection ranges, authority control and data leakage prevention requirements.
The network game comprises a client game. The issuing, operation and verification roles of the client-side game are in the same company entity or a third-party cooperative organization with strong binding power, and a configured technical scheme and a forming system are used for supporting high-credibility quality requirements. For the requirements of authority control and data leakage prevention, due to occupational and institutional constraints of related personnel, local external control is not required to be considered particularly. However, as one of the client-side games, due to the current market situation, how to implement the lowest privilege opening of the mobile game in cooperation with the distribution channel without affecting the function review of the external channel of the pre-online organization in the package issuing logic of the mobile game needs to be considered.
In the prior art, different roles of each stage point to different server selection ranges, so that the lowest authority opening of a mobile game is realized in cooperation with a release channel without influencing the function evaluation of external channels of an organization before online. For example, the client terminal in the external channel auditing stage only interacts with the auditing server to complete auditing of the mobile phone game, and the client terminal in the operating stage only interacts with the operating server to complete operation of the mobile phone game. But this results in: in the internal test stage, the external channel auditing stage and the operation stage, the three stages respectively correspond to the packets which are issued at three different time points, and unnecessary human operation or process omission risks and the like can be introduced in the repeated packaging process, so that various unknown online operation accidents can often occur.
Disclosure of Invention
The invention provides a method, a device and a system for logging in a network game, which are used for realizing the lowest authority opening of the network game in cooperation with a release channel without influencing the function evaluation of external channels of an organization before online, reducing unexpected risks brought by manual operation errors and further reducing various unknown online operation accidents.
In a first aspect, the present invention provides a method for logging in a network game, including: when a network game login request input by a user is received, a login request message is sent to a login server, wherein the login request message comprises a user identifier used for representing the user; receiving a login response message sent by a login server, wherein the login response message comprises a server list, the server list is obtained by the login server according to a user identifier, and the server list comprises an audit server and/or an operation server; a list of servers available for selection is displayed to the user.
In a first implementation manner of the first aspect, before the sending the login request message to the login server, the method further includes: determining whether the version of the online game in the client is the latest version of the online game; and if the online game version in the client is the latest version of the online game, sending a login request message to a login server.
In a second implementation manner of the first aspect, the determining whether the version of the network game in the client is the latest version of the network game includes: acquiring a formal operation patch list from a public server; determining the latest complete package version number of the online game corresponding to the operating system in the client according to the formal operation patch list; and if the online game version number in the client is greater than or equal to the latest complete package version number, determining that the online game version in the client is the latest version of the online game.
In a third implementation manner of the first aspect, the determining whether the version of the network game in the client is the latest version of the network game includes: acquiring a formal operation patch list from a public server; determining the latest complete package version number and the latest patch package version number of the online game corresponding to the operating system in the client according to the formal operation patch list; and if the online game version number in the client is greater than or equal to the latest complete package version number and the online game version number in the client is greater than or equal to the latest patch package version number, determining that the online game version in the client is the latest version of the online game.
In a fourth implementation form of the first aspect, the method further comprises: and if the online game version number in the client is smaller than the latest patch package version number, executing first package updating operation on the online game in the client according to the latest patch package, and sending a login request message to the login server after the first package updating operation is completed.
In a fifth implementation form of the first aspect, the method further comprises: and if the version number of the online game in the client is smaller than the latest complete package version number, executing second package updating operation on the online game in the client according to the latest complete package, and displaying a login interface of the online game after the second package updating operation is completed.
In a sixth implementation manner of the first aspect, the login response message further includes indication information used for characterizing whether the user identifier is a pre-stored user identifier, and before displaying the list of servers available for selection to the user, the method further includes: if the indication information indicates that the user identification is the pre-stored user identification, acquiring an internal test patch list from the public server; and determining whether the online game version in the client is the latest internal test version of the online game according to the internal test patch list.
In a seventh implementation manner of the first aspect, the determining, according to the internal test patch list, whether the version of the online game in the client is the latest internal test version of the online game includes: determining the latest internal test complete package version number of the online game corresponding to the client according to the internal test patch list; and if the version number of the online game in the client is greater than or equal to the version number of the latest internal test complete package, determining that the version of the online game in the client is the latest internal test version of the online game.
In an eighth implementation manner of the first aspect, the determining, according to the internal test patch list, whether the version of the online game in the client is the latest internal test version of the online game includes: determining the latest internal test complete package version number and the latest internal test patch package version number of the online game corresponding to the client according to the internal test patch list; and if the online game version number in the client is greater than or equal to the latest internal test complete package version number and the online game version number in the client is greater than or equal to the latest internal test patch package version number, determining that the online game version in the client is the latest internal test version of the online game.
In a ninth implementation form of the first aspect, the method further comprises: and if the version number of the online game in the client is smaller than the version number of the latest internal test patch package, executing a third package updating operation on the online game in the client according to the latest internal test patch package, and after the third package updating operation is finished, executing an operation of displaying an optional server list to the user.
In a tenth implementation form of the first aspect, the method further comprises: and if the version number of the online game in the client is smaller than the version number of the latest internal test complete package, executing fourth package updating operation on the online game in the client according to the latest internal test complete package, and after the fourth package updating operation is completed, executing the operation of displaying the optional server list to the user.
In an eleventh implementation manner of the first aspect, the login response message further includes indication information used for characterizing whether the user identifier is a pre-stored user identifier, and before the displaying the list of servers available for selection to the user, the method further includes: if the indication information indicates that the user identification is not the pre-stored user identification, executing the operation of displaying the server list which can be selected to the user; when the online game version in the client is higher than the online game version in the operation server, the server list comprises an auditing server list; when the network game version in the client is consistent with the network game version in the operation server, the server list comprises an operation server list.
In a twelfth implementation manner of the first aspect, after displaying the list of servers available for selection to the user, the method further includes: when the user selects the auditing server, an activation code input by the user is received, and the activation code is used for login verification of the auditing server.
In a thirteenth implementation manner of the first aspect, the user identifier is an SDK account.
In a second aspect, the present invention provides a method for logging in a network game, including: receiving a login request message sent by a client, wherein the login request message comprises a user identifier used for representing a user; acquiring a server list according to the user identification, wherein the server list comprises an auditing server and/or an operating server; and carrying the server list in a login response message and sending the login response message to the client so that the client completes the login of the server.
In a first implementation manner of the second aspect, the obtaining a server list according to a user identifier includes: acquiring a pre-stored user identifier; and if the user identification belongs to the pre-stored user identification, selecting all server lists from the public server.
In a second implementation form of the second aspect, the login request message further includes a version number of the online game in the client. The obtaining the server list according to the user identifier includes: acquiring a pre-stored user identifier; if the user identification does not belong to the pre-stored user identification, acquiring the online game version number in the operation server from the public server; if the online game version number in the client is larger than the online game version number in the operation server, determining that the server contained in the server list is an auditing server corresponding to the client; or if the online game version number in the client is equal to the online game version number in the operation server, determining that the server contained in the server list is the operation server corresponding to the client.
In a third implementation manner of the second aspect, the login response message further includes indication information for characterizing whether the user identifier is a pre-stored user identifier.
In a fourth implementation manner of the second aspect, the user identifier is an SDK account.
In a third aspect, the present invention provides an apparatus for logging in a network game, comprising: the receiving module is used for receiving the online game login request input by the user; the sending module is used for sending a login request message to a login server when the receiving module receives the online game login request, wherein the login request message comprises a user identifier used for representing the user; the receiving module is further used for receiving a login response message sent by the login server, wherein the login response message comprises a server list, the server list is obtained by the login server according to the user identifier, and the server list comprises an auditing server and/or an operating server; and the display module is used for displaying the selectable server list to the user.
In a first implementation manner of the third aspect, the apparatus further includes: the first determining module is used for determining whether the version of the online game in the client is the latest version of the online game; and if the online game version in the client is the latest version of the online game, triggering the sending module to send a login request message to the login server.
In a second implementation manner of the third aspect, the first determining module includes: the first obtaining submodule is used for obtaining a formal operation patch list from a public server; the first determining submodule is used for determining the latest complete package version number of the online game corresponding to the operating system in the client according to the formal operation patch list; and if the online game version number in the client is greater than or equal to the latest complete package version number, determining that the online game version in the client is the latest version of the online game.
In a third implementation manner of the third aspect, the first determining sub-module is further configured to: determining the latest complete package version number and the latest patch package version number of the online game corresponding to an operating system in a client according to a formal operation patch list; and if the online game version number in the client is greater than or equal to the latest complete package version number and the online game version number in the client is greater than or equal to the latest patch package version number, determining that the online game version in the client is the latest version of the online game.
In a fourth implementation manner of the third aspect, the apparatus further includes: a first update module; the first determining submodule is also used for triggering the first updating module if the online game version number in the client is smaller than the latest patch package version number; and the first updating module is used for executing first package updating operation on the online game in the client according to the latest patch package and triggering the sending module to send the login request message to the login server after the first package updating operation is completed.
In a fifth implementation manner of the third aspect, the apparatus further includes: a second update module; the first determining submodule is also used for triggering a second updating module if the version number of the online game in the client is smaller than the version number of the latest complete package; and the second updating module is used for executing second package updating operation on the online game in the client according to the latest complete package and triggering the display module to display the login interface of the online game after the second package updating operation is completed.
In a sixth implementation manner of the third aspect, the login response message further includes indication information for characterizing whether the user identifier is a pre-stored user identifier. The device still includes: the second determining module is used for determining whether the indication information represents that the user identifier is a pre-stored user identifier; if the indication information indicates that the user identification is the pre-stored user identification, triggering the acquisition module; the acquisition module is used for acquiring an internal test patch list from a public server; and the second determining module is also used for determining whether the online game version in the client is the latest internal test version of the online game according to the internal test patch list.
In a seventh implementation manner of the third aspect, the second determining module is further configured to: determining the latest internal test complete package version number of the online game corresponding to the client according to the internal test patch list; and if the version number of the online game in the client is greater than or equal to the version number of the latest internal test complete package, determining that the version of the online game in the client is the latest internal test version of the online game.
In an eighth implementation manner of the third aspect, the second determining module is further configured to: determining the latest internal test complete package version number and the latest internal test patch package version number of the online game corresponding to the client according to the internal test patch list; and if the online game version number in the client is greater than or equal to the latest internal test complete package version number and the online game version number in the client is greater than or equal to the latest internal test patch package version number, determining that the online game version in the client is the latest internal test version of the online game.
In a ninth implementation manner of the third aspect, the apparatus further includes: a third update module; the second determining module is also used for triggering a third updating module if the version number of the online game in the client is less than the version number of the latest internal test patch package; and the third updating module is used for executing a third package updating operation on the online game in the client according to the latest internal test patch package and triggering the display module to execute the operation of displaying the optional server list to the user after the third package updating operation is finished.
In a tenth implementation manner of the third aspect, the apparatus further includes: a fourth update module; the second determining module is also used for triggering a fourth updating module if the version number of the online game in the client is less than the version number of the latest internal test complete package; and the fourth updating module is used for executing fourth package updating operation on the online game in the client according to the latest internal test complete package, and triggering the display module to execute the operation of displaying the optional server list to the user after the fourth package updating operation is completed.
In an eleventh implementation manner of the third aspect, the login response message further includes indication information used for characterizing whether the user identifier is a pre-stored user identifier, and the display module is further configured to: if the indication information indicates that the user identification is not the pre-stored user identification, performing operation of displaying an optional server list to the user; when the online game version in the client is higher than the online game version in the operation server, the server list comprises an auditing server list; when the network game version in the client is consistent with the network game version in the operation server, the server list comprises an operation server list.
In a twelfth implementation manner of the third aspect, the receiving module is further configured to: when the user selects the auditing server, an activation code input by the user is received, and the activation code is used for login verification of the auditing server.
In a thirteenth implementation manner of the third aspect, the user identifier is an SDK account.
In a fourth aspect, the present invention provides an apparatus for logging in a network game, comprising: the system comprises a receiving module, a sending module and a sending module, wherein the receiving module is used for receiving a login request message sent by a client, and the login request message comprises a user identifier used for representing a user; the acquisition module is used for acquiring a server list according to the user identification, wherein the server list comprises an auditing server and/or an operation server; and the sending module is used for carrying the server list in the login response message and sending the login response message to the client so that the client completes the login of the server.
In a first implementation manner of the fourth aspect, the obtaining module is specifically configured to: acquiring a pre-stored user identifier; and if the user identification belongs to the pre-stored user identification, selecting all server lists from the public server.
In a second implementation manner of the fourth aspect, the login request message further includes a version number of an online game in the client, and the obtaining module is specifically configured to: acquiring a pre-stored user identifier; if the user identification does not belong to the pre-stored user identification, acquiring the online game version number in the operation server from the public server; if the online game version number in the client is larger than the online game version number in the operation server, determining that the server contained in the server list is an auditing server corresponding to the client; or if the online game version number in the client is equal to the online game version number in the operation server, determining that the server contained in the server list is the operation server corresponding to the client.
In a third implementation manner of the fourth aspect, the login response message further includes indication information for characterizing whether the user identifier is a pre-stored user identifier.
In a fourth implementation manner of the fourth aspect, the user identifier is an SDK account.
In a fifth aspect, the present invention provides a system for logging in a network game, comprising: a client and a login server, wherein the client comprises the device for logging in the network game according to any one of the third aspect, and the login server comprises the device for logging in the network game according to any one of the fourth aspect.
The invention discloses a method, a device and a system for logging in a network game, which are characterized in that a login request message comprising a user identifier for representing a user is sent to a login server, and a server list sent by the login server is received, wherein the server list is obtained by the login server according to the user identifier and comprises an auditing server and/or an operation server, so that when the user enters the network game, the server list of the corresponding authority of the user is displayed, and the lowest authority of the network game is opened in cooperation with a release channel without influencing the function evaluation of an external channel of an organization before the online; in addition, the login server acquires the server list to be displayed by the client according to the user identification, and the same login server realizes the login of the client in different stages, so that unexpected risks caused by manual operation errors such as repackaging and the like caused by the fact that the client logs in the corresponding server in different stages are reduced, and various unknown online operation accidents are further reduced.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without creative efforts.
FIG. 1 is a flowchart of a first embodiment of a method for logging in a network game;
FIG. 2 is a white list illustration;
FIG. 3 is a signaling flow chart of a second embodiment of a method for logging in a network game according to the present invention;
FIG. 4 is a diagram of a patch column representation;
FIG. 5 is a diagram of a server row representation;
FIG. 6 is a schematic structural diagram of a first apparatus for logging in a network game according to an embodiment of the present invention;
FIG. 7 is a schematic structural diagram of a second apparatus for logging in a network game according to the present invention;
FIG. 8 is a schematic structural diagram of a third embodiment of an apparatus for logging in a network game;
FIG. 9 is a schematic structural diagram of a fourth embodiment of an apparatus for logging in a network game according to the present invention;
FIG. 10 is a schematic structural diagram of a fifth embodiment of an apparatus for logging in a network game according to the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
FIG. 1 is a flowchart illustrating a method for logging in a network game according to a first embodiment of the present invention. As shown in fig. 1, the method includes:
s101, when a network game login request input by a user is received, a login request message is sent to a login server, wherein the login request message comprises a user identifier used for representing the user.
Specifically, the user opens the client and clicks and confirms the login operation. In this process, the user enters a user name and password and clicks for confirmation.
Accordingly, the client receives the network game login request input by the user. Wherein the user identification is used for distinguishing different users.
In one implementation, the user identifier may be an SDK account. The user name input by the user is processed by a Software Development Kit (SDK) to obtain a unique SDK User Identification (UID), which is an SDK account herein, and the SDK account is generated according to a channel, that is, channels are different, and SDK accounts corresponding to the same user name are also different. The client sends a login request message to the login server. Wherein the login request message includes the SDK account.
In another implementation, the user identifier may be a Media Access Control (MAC) address of a device used by the user, which is also called a hardware address. For example, the device used by the user is an apple mobile phone, and in this case, the user identifier is an identity Identifier (ID) of the apple mobile phone.
In addition, the login request message may further include a token (token) of the client, a version number of the network game in the client, an environment identifier of the client, and the like, which is not limited in the present invention.
And S102, receiving a login response message sent by a login server, wherein the login response message comprises a server list, the server list is obtained by the login server according to the user identifier, and the server list comprises an auditing server and/or an operating server.
In this step, since the server list carried in the login response message received by the client is obtained according to the user identifier, the server list corresponds to the user identifier. Considering that the online game needs to meet the service requirements of each stage in the package sending process, for example, in the internal test stage, the client displays all servers, namely an audit server and an operation server, so as to ensure that the version of the online game tested in the internal test is consistent with that of the online game played outside; in the external channel auditing stage, a client displays an auditing server; and in the operation stage, the client displays the operation servers, so that the servers contained in the server list are different in different stages, the different stages are distinguished by user identifications, the server list of the corresponding authority of the user is displayed when the user enters the online game, and the lowest authority of the online game is opened in cooperation with the release channel without influencing the function evaluation of external channels of the organization before online.
For the user identifier used in the internal test phase, a white list may be used for matching. This is because the number of the user id in the internal test stage is controllable, and usually, the number of the user id in the internal test stage corresponding to each channel is less than 10, so the user id in the internal test stage of each channel can be exhausted, and the user id is ensured to be added in the white list. For example, the white list example shown in fig. 2 shows three SDK accounts: 39amcx93m, 39amcx94m and 39amcx95m, but the invention is not limited thereto.
For the user identifiers used in the external channel auditing stage and the operating stage, the user identifiers in the two stages cannot be expected to be obtained because the channel requires that any new account registration can be normally reviewed. However, the user identifier for the internal test phase may be excluded by using a white list, and thereafter, a series of processes may be performed so that the version number of the online game in the client terminal in the external channel auditing phase is higher than the version number of the online game in the operation server, that is, only the channel auditing user may obtain the latest version.
And S103, displaying a list of the selectable servers to the user.
Corresponding to the steps, the login server receives a login request message sent by the client; acquiring a server list according to the user identification carried by the login request message; and finally, carrying the server list in a login response message and sending the login response message to the client so that the client completes the login of the server.
Specifically, the client displays the server list to the user for the user to select the server.
According to the method, the login request message comprising the user identification is sent to the login server, and the server list sent by the login server is received, wherein the server list is obtained by the login server according to the user identification and comprises an auditing server and/or an operating server, so that when a user enters a network game, the server list of the corresponding authority of the user is displayed, and the lowest authority of the network game is opened in cooperation with a release channel without influencing the function evaluation of an external channel of an organization before the online; in addition, the login server acquires the server list to be displayed by the client according to the user identification, and the same login server realizes the login of the client in different stages, so that unexpected risks caused by manual operation errors such as repackaging and the like caused by the fact that the client logs in the corresponding server in different stages are reduced, and various unknown online operation accidents are further reduced.
The technical solution of the embodiment of the method shown in fig. 1 will be described in detail below by using specific examples.
FIG. 3 is a signaling flowchart of a second embodiment of a method for logging in a network game. Referring to fig. 3, on the basis of the flow shown in fig. 1, the method may further include:
s301, when a client receives a network game login request input by a user, determining whether the network game version in the client is the latest version of the network game.
Determining whether the version of the online game in the client is the latest version of the online game can be achieved through various implementation modes.
In a first implementation manner, a client acquires a formal operation patch list from a public server; determining the latest complete package version number of the online game corresponding to the client according to the formal operation patch list; and if the online game version number in the client is greater than or equal to the latest complete package version number, determining that the online game version in the client is the latest version of the online game.
The implementation is based on a scenario where there is no patch package update, i.e. only consider the magnitude comparison of the online game version number in the client with the latest full package version number.
And if the version number of the online game in the client is smaller than the latest complete package version number, determining that the version of the online game in the client is not the latest version of the online game. Then, the client executes second package updating operation on the online game in the client according to the latest complete package; and after the second package updating operation is completed, displaying a login interface of the online game. At this time, the user inputs the network game login request again on the login interface, and returns to S301.
For determining the latest complete package version number of the online game corresponding to the client according to the formal operation patch list, the specific determination mode is as follows: if the operating system in the client is an android system, a row with the largest version number and the patch download address ending with apk is positioned in the formal operation patch list, and the latest complete package version number of the online game corresponding to the client is determined, for example, the row with the version number of 2.0.0 shown in fig. 4; if the operating system in the client is the IOS system, a row with the maximum version number and the downloading address ending in ipa is positioned in the formal operation patch list, and the latest complete package version number of the online game corresponding to the client is determined. Wherein, fig. 4 shows five items of version number, download address, platform identification, md5 and size, and a specific example for each item is not described one by one here.
And after determining the latest complete package version number of the online game corresponding to the client, comparing the latest complete package version number with the online game version number in the client. Specifically, the first two digits of the version number, namely the first two digits separated by a point in x.x.x, are compared, and if the first two digits of the online game version number in the client are smaller than the first two digits of the latest complete package version number, it is determined that the online game version in the client is not the latest version of the online game; and if the first two digits of the version number of the online game in the client are more than or equal to the first two digits of the version number of the latest complete package, determining that the version of the online game in the client is the latest version of the online game.
In a second implementation manner, a client acquires a formal operation patch list from a public server; determining the latest complete package version number and the latest patch package version number of the online game corresponding to the operating system in the client according to the formal operation patch list; and if the online game version number in the client is greater than or equal to the latest complete package version number and the online game version number in the client is greater than or equal to the latest patch package version number, determining that the online game version in the client is the latest version of the online game.
The implementation mode is based on the scene with the patch package update, namely, the comparison between the online game version number in the client and the latest complete package version number is considered at the same time, and the comparison between the online game version number in the client and the latest patch package version number is considered. In the comparison process, firstly, the magnitude of the version number of the online game in the client and the version number of the latest complete package is judged; and then judging the size of the online game version number and the latest patch package version number in the client. Therefore, the following four seed scenarios exist for this scenario.
In the first sub-scenario, the version number of the online game in the client is greater than or equal to the version number of the latest complete package, and the version number of the online game in the client is greater than or equal to the version number of the latest patch package, that is, the second implementation manner.
And in the second sub-scene, the version number of the online game in the client is greater than or equal to the version number of the latest complete package, and the version number of the online game in the client is less than the version number of the latest patch package. At this time, the client performs a first package updating operation on the network game in the client according to the latest patch package, and after the first package updating operation is completed, S302 is performed.
And in the third sub-scene, the version number of the online game in the client is smaller than the version number of the latest complete package, and the version number of the online game in the client is larger than or equal to the version number of the latest patch package. At the moment, after the client determines that the version number of the online game in the client is smaller than the version number of the latest complete package, the client executes second package updating operation on the online game in the client according to the latest complete package; and after the second package updating operation is completed, displaying a login interface of the online game.
Then, the user inputs the network game login request again on the login interface, and the process returns to S301. Since the online game in the client is updated to the version of the latest complete package, when S301 is executed again, the version number of the online game in the client is greater than or equal to the version number of the latest complete package, and the version number of the online game in the client is greater than or equal to the version number of the latest patch package, which is the same as the sub-scene one.
And fourthly, in the fourth sub-scene, the version number of the online game in the client is smaller than the version number of the latest complete package, and the version number of the online game in the client is smaller than the version number of the latest patch package. At the moment, after the client determines that the version number of the online game in the client is smaller than the version number of the latest complete package, the client executes second package updating operation on the online game in the client according to the latest complete package; and after the second package updating operation is completed, displaying a login interface of the online game.
Then, the user inputs the network game login request again on the login interface, and the process returns to S301. Because the online game in the client is updated to the version of the latest complete package, when S301 is executed again, the version number of the online game in the client is greater than or equal to the version number of the latest complete package, and the version number of the online game in the client is less than the version number of the latest patch package, further, the client performs a first package updating operation on the online game in the client according to the latest patch package, and executes S302 after the first package updating operation is completed, which is the same as the second sub-scene.
In this implementation manner, for determining the latest patch package version number of the online game corresponding to the client, the specific determination manner is as follows: if the operating system in the client is an android system, a row with a platform identifier of all and a maximum version number is located in the formal operation patch list, and the latest patch package version number of the online game corresponding to the client is determined, for example, the row with the version number of 2.0.2 shown in fig. 4; if the operating system in the client is the IOS system, a row with the platform identification of all.
And after determining the latest patch package version number of the online game corresponding to the client, comparing the latest patch package version number with the online game version number in the client. Specifically, the third digit of the version number is compared, namely the third digit separated by points in the x.x.x, and if the third digit of the online game version number in the client is smaller than the third digit of the latest complete package version number, the online game version in the client is determined not to be the latest patch package version of the online game; and if the third number of the online game version number in the client is greater than or equal to the third number of the latest complete package version number, determining that the online game version in the client is the latest patch package version of the online game.
After the step is completed, the version of the network game in the client is larger than or equal to the version of the network game in the formal operation server.
S302, the client sends a login request message to the login server.
Wherein the login request message comprises a user identification for characterizing the user.
In the same manner, in S101, a login request message is sent to the login server, which is not described herein again.
S303, the login server obtains a server list according to the user identification.
In one implementation, a login server obtains a pre-stored user identifier; and if the user identification belongs to the pre-stored user identification, selecting all server lists from the public server, wherein the server lists comprise the auditing server and the operating server.
In another implementation, the login request message may further include a version number of the online game in the client. In this implementation, S303 may include: a login server acquires a pre-stored user identifier; if the user identification does not belong to the pre-stored user identification, acquiring the online game version number in the operation server from the public server; if the online game version number in the client is larger than the online game version number in the operation server, determining that the server contained in the server list is an auditing server corresponding to the client; or if the online game version number in the client is equal to the online game version number in the operation server, determining that the server contained in the server list is the operation server corresponding to the client.
Referring to fig. 5, if the operating system of the client is an android system, the operating server corresponding to the client is a server with an environment identifier of android _ ops, and the auditing server corresponding to the client is a server with an environment identifier of android review; if the operating system of the client is the IOS system, the operating server corresponding to the client is a server with an environment identifier of IOS _ ops, and the auditing server corresponding to the client is a server with an environment identifier of iosrevew. Fig. 5 shows four items of a large area name, a game suit display name, a telnet IP, and a port and environment identifier, and a specific example of each item will not be described one by one here.
S304, the login server sends a login response message to the client.
The login response message comprises a server list and indication information used for representing whether the user identification is a pre-stored user identification.
If the indication information indicates that the user identifier is a pre-stored user identifier, executing S305; if it is determined that the indication information indicates that the user id is not a pre-stored user id, S307 is performed.
S305, the client acquires an internal test patch list from the public server.
S306, the client determines whether the online game version in the client is the latest internal test version of the online game according to the internal test patch list.
In the first implementation mode, the client determines the latest internal test complete package version number of the online game corresponding to the client according to the internal test patch list; and if the version number of the online game in the client is greater than or equal to the version number of the latest internal test complete package, determining that the version of the online game in the client is the latest internal test version of the online game.
The implementation is based on a scenario where there is no update of the internal test patch package, i.e. only the magnitude comparison of the online game version number in the client with the latest internal test complete package version number is considered.
And if the version number of the online game in the client is smaller than the version number of the latest internal test complete package, determining that the version of the online game in the client is not the latest internal test version of the online game. And then, if the version number of the online game in the client is smaller than the version number of the latest internal test complete package, the client executes fourth package updating operation on the online game in the client according to the latest internal test complete package, and executes S307 after the fourth package updating operation is completed.
In a second implementation mode, the client determines the latest internal test complete package version number and the latest internal test patch package version number of the online game corresponding to the client according to the internal test patch list; and if the online game version number in the client is greater than or equal to the latest internal test complete package version number and the online game version number in the client is greater than or equal to the latest internal test patch package version number, determining that the online game version in the client is the latest internal test version of the online game.
The implementation mode is based on the scene with the internal test patch package updating, namely, the comparison between the online game version number in the client and the latest internal test complete package version number is considered at the same time, and the comparison between the online game version number in the client and the latest internal test patch package version number is considered. In the comparison process, firstly, the magnitude of the version number of the online game in the client and the version number of the latest internal test complete package is judged; and then judging the size of the online game version number and the latest internal test patch package version number in the client. Therefore, the following four seed scenarios exist for this scenario.
In the first sub-scenario, the version number of the online game in the client is greater than or equal to the version number of the latest internal test complete package, and the version number of the online game in the client is greater than or equal to the version number of the latest internal test patch package, that is, the second implementation manner in S306.
And in a second sub-scene, the version number of the online game in the client is greater than or equal to the version number of the latest internal test complete package, and the version number of the online game in the client is less than the version number of the latest internal test patch package. At this time, the client performs a third package updating operation on the network game in the client according to the latest internal test patch package, and after the third package updating operation is completed, S307 is performed.
And in the third sub-scene, the version number of the online game in the client is smaller than the version number of the latest internal test complete package, and the version number of the online game in the client is larger than or equal to the version number of the latest internal test patch package. At the moment, after the client determines that the version number of the online game in the client is smaller than the version number of the latest internal test complete package, the client executes fourth package updating operation on the online game in the client according to the latest internal test complete package; and after the fourth package updating operation is completed, the sizes of the online game version number in the client and the latest internal test patch package version number are judged. Since the version number of the network game in the client is greater than or equal to the latest internal test patch package version number, S307 is performed.
And fourthly, in the fourth sub-scene, the version number of the online game in the client is smaller than the version number of the latest internal test complete package, and the version number of the online game in the client is smaller than the version number of the latest internal test patch package. At the moment, after the client determines that the version number of the online game in the client is smaller than the version number of the latest internal test complete package, the client executes fourth package updating operation on the online game in the client according to the latest internal test complete package; and after the fourth package updating operation is completed, the sizes of the online game version number in the client and the latest internal test patch package version number are judged. Because the version number of the online game in the client is smaller than the version number of the latest internal test patch package, further, the client performs a third package updating operation on the online game in the client according to the latest internal test patch package, and after the third package updating operation is completed, S307 is performed.
S307, the client displays the optional server list to the user.
It should be noted that, the login response message may further include indication information for characterizing whether the user identifier is a pre-stored user identifier. Before the displaying the list of servers available for selection to the user, the method may further include: and if the indication information indicates that the user identification is not the pre-stored user identification, performing the operation of displaying the selectable server list to the user. When the online game version in the client is higher than the online game version in the operation server, the server list comprises an auditing server list; when the network game version in the client is consistent with the network game version in the operation server, the server list comprises an operation server list.
Optionally, in order to prevent the channel auditing user from leaking the latest version of the online game, the activation code can be generated by using the login server, and only a limited activation code is issued for the external user, so that the risk of leaking the latest version of the online game is minimized. Specifically, after displaying the list of the servers available for selection to the user, the method may further include: when the user selects the auditing server, an activation code input by the user is received, and the activation code is used for login verification of the auditing server.
It should be further noted that, in the present invention, all the server list (serverlist), the patch list (patchlist) and the white list (whitelist) are placed on a highly available network address in advance, for example, in the public server in the embodiment of the present invention, the client and the login server may access the public server through a set resource locator (URL). Wherein, the high available network address comprises at least two layers of meanings: the disaster recovery capability in the traditional sense is that when the network address has a disaster that cannot be accessed, another available access address can be automatically provided, and the access function is supported almost seamlessly; and the second means high availability in territory. The public server is a large-area and highly available server cluster, such as a Content Delivery Network (CDN). The login server is typically internal to the operating company.
In addition, the patch list includes a formal operation patch list and an internal test patch list for internal test. When a client logs in a special login server, the login server determines a server list visible to the client according to a user identifier; meanwhile, in the login process, patch updating and whole package updating of the online game version in the client are achieved, and it is ensured that a user can always and normally log in a server with permission in a matching manner and perform corresponding function operation.
The method for logging in the online game is completed by matching the client and the login server together, and can give consideration to internal test, external channel audit, internal simulation and external play, and formal operation to update visibility of various conditions in the game development process. The same environment identifier is used by the operation server and the auditing server corresponding to each operating system, for example, the environment identifier used by the operation server corresponding to the android system is android _ ops, the environment identifier used by the auditing server corresponding to the android system is android review, the environment identifier used by the operation server corresponding to the IOS system is IOS _ ops, and the environment identifier used by the auditing server corresponding to the IOS system is iosReview.
In the embodiment of the invention, the channel is a company which distributes the network game to the player through own application or platform, such as 360 application platform, 4399 application platform, and the like. For the channels, when the operating system of the client is an android system, the environment identifiers of the selectable servers are all servers of android _ ops; when the operating system of the client is an IOS system, the environment identifiers of the selectable servers are all servers of IOS _ ops, so that the operation flexibility of the operator is also improved, that is: when the player resources of some channels fluctuate greatly, the smooth server operation can be realized from the resource allocation of other channels.
The following are embodiments of the apparatus of the present invention that may be used to perform embodiments of the method of the present invention. For details which are not disclosed in the embodiments of the apparatus of the present invention, reference is made to the embodiments of the method of the present invention.
FIG. 6 is a schematic structural diagram of a device for logging in a network game according to a first embodiment of the present invention. As shown in fig. 6, the apparatus 60 for logging in a network game includes: a receiving module 61, a transmitting module 62 and a display module 63.
The receiving module 61 is configured to receive an online game login request input by a user. The sending module 62 is configured to send a login request message to the login server when the receiving module 61 receives the online game login request, where the login request message includes a user identifier for characterizing the user. The receiving module 61 is further configured to receive a login response message sent by the login server, where the login response message includes a server list, the server list is obtained by the login server according to the user identifier, and the server list includes an audit server and/or an operation server. The display module 63 is configured to display a list of servers to be selected to the user.
The apparatus of this embodiment may be configured to execute the technical solution of the client-side method embodiment, and the implementation principle and the technical effect are similar, which are not described herein again.
FIG. 7 is a schematic structural diagram of a second apparatus for logging in a network game according to the present invention. As shown in fig. 7, in addition to the configuration shown in fig. 6, the apparatus 70 for logging in a network game may further include: a first determination module 71. The first determining module 71 is configured to determine whether the version of the online game in the client is the latest version of the online game; if the version of the online game in the client is the latest version of the online game, the sending module 62 is triggered to send a login request message to the login server.
Alternatively, the first determination module 71 may include: a first obtaining sub-module 711 and a first determining sub-module 712. The first obtaining sub-module 711 may be configured to obtain the formal operation patch list from the public server. The first determining submodule 712 may be configured to determine, according to the formal operation patch list, a latest complete package version number of the online game corresponding to the operating system in the client; and if the online game version number in the client is greater than or equal to the latest complete package version number, determining that the online game version in the client is the latest version of the online game.
Further, the first determining sub-module 712 may be further configured to: determining the latest complete package version number and the latest patch package version number of the online game corresponding to an operating system in a client according to a formal operation patch list; and if the online game version number in the client is greater than or equal to the latest complete package version number and the online game version number in the client is greater than or equal to the latest patch package version number, determining that the online game version in the client is the latest version of the online game.
As an implementation manner of the present invention, the device 70 for logging in the network game may further include: a first update module 72. At this time, the first determining sub-module 712 may be further configured to trigger the first updating module 72 if the version number of the online game in the client is smaller than the version number of the latest patch package. The first updating module 72 is configured to perform a first package updating operation on the online game in the client according to the latest patch package, and after the first package updating operation is completed, trigger the sending module 62 to send a login request message to the login server.
Optionally, the device 70 for logging in the network game may further include: a second update module 73. In this embodiment, the first determining submodule 712 may be further configured to trigger the second updating module 73 if the version number of the online game in the client is smaller than the latest version number of the complete package. The second updating module 73 may be configured to perform a second package updating operation on the online game in the client according to the latest complete package, and after the second package updating operation is completed, trigger the display module 63 to display a login interface of the online game.
On the basis of the above embodiment, the login response message may further include indication information for characterizing whether the user identifier is a pre-stored user identifier. In this case, the device 70 for logging in the network game may further include: a second determination module (not shown). The second determining module is used for determining whether the indication information represents that the user identifier is a pre-stored user identifier; if the indication information indicates that the user identifier is a pre-stored user identifier, an acquisition module (not shown) is triggered. The obtaining module is used for obtaining an internal test patch list from a public server. The second determination module can be further used for determining whether the online game version in the client is the latest internal test version of the online game according to the internal test patch list.
In one implementation, the second determining module, when configured to determine whether the version of the online game in the client is the latest internal test version of the online game according to the internal test patch list, may be specifically configured to: determining the latest internal test complete package version number of the online game corresponding to the client according to the internal test patch list; and if the version number of the online game in the client is greater than or equal to the version number of the latest internal test complete package, determining that the version of the online game in the client is the latest internal test version of the online game.
In another implementation manner, when the second determining module is configured to determine whether the online game version in the client is the latest internal test version of the online game according to the internal test patch list, the second determining module may be specifically configured to: determining the latest internal test complete package version number and the latest internal test patch package version number of the online game corresponding to the client according to the internal test patch list; and if the online game version number in the client is greater than or equal to the latest internal test complete package version number and the online game version number in the client is greater than or equal to the latest internal test patch package version number, determining that the online game version in the client is the latest internal test version of the online game.
Further, the device 70 for logging in the network game may further include: a third update module (not shown). The second determining module can also be used for triggering a third updating module if the version number of the online game in the client is smaller than the version number of the latest internal test patch package. The third updating module may be configured to perform a third package updating operation on the online game in the client according to the latest internal test patch package, and after the third package updating operation is completed, trigger the display module 63 to perform an operation of displaying a list of servers available for selection to the user.
In addition, the device 70 for logging in the network game may further include: a fourth update module (not shown). The second determining module can also be used for triggering a fourth updating module if the version number of the online game in the client is smaller than the version number of the latest internal test complete package. The fourth updating module may be configured to perform a fourth package updating operation on the online game in the client according to the latest internal test completion package, and after the fourth package updating operation is completed, trigger the display module 63 to perform an operation of displaying the server list that is selectable to the user.
On the basis of any of the above embodiments, when the login response message includes indication information for characterizing whether the user identifier is a pre-stored user identifier, the display module 63 may further be configured to: and if the indication information indicates that the user identification is not the pre-stored user identification, performing the operation of displaying the selectable server list to the user. When the online game version in the client is higher than the online game version in the operation server, the server list comprises an auditing server list; when the network game version in the client is consistent with the network game version in the operation server, the server list comprises an operation server list.
Optionally, the receiving module 61 may further be configured to: and when the user selects the auditing server, receiving an activation code input by the user. The activation code is used for verifying login verification of the server.
FIG. 8 is a schematic structural diagram of a third embodiment of an apparatus for logging in a network game according to the present invention. Referring to fig. 8, an apparatus 800 for logging in a network game may include one or more of the following components: processing component 802, memory 804, power component 806, multimedia component 808, audio component 810, input/output (I/O) interface 812, sensor component 814, and communication component 816.
The processing component 802 generally controls the overall operation of the device 800 logging into the network game, such as operations associated with display, data communication, camera operations, and recording operations. The processing components 802 may include one or more processors 820 to execute instructions to perform all or a portion of the steps of the methods described above. Further, the processing component 802 can include one or more modules that facilitate interaction between the processing component 802 and other components. For example, the processing component 802 can include a multimedia module to facilitate interaction between the multimedia component 808 and the processing component 802.
The memory 804 is configured to store various types of data to support the operation of the device 800 in logging into a network game. Examples of such data include instructions for any application or method operating on the device 800 logging into the network game, contact data, phone book data, messages, pictures, videos, and the like. The Memory 804 may be implemented by any type of volatile or non-volatile Memory device or combination thereof, such as Static Random Access Memory (SRAM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Erasable Programmable Read-Only Memory (EPROM), Programmable Read-Only Memory (PROM) or Read-Only Memory (ROM), magnetic Memory, flash Memory, magnetic disk or optical disk.
The power component 806 provides power to the various components of the device 800 logging into the network game. The power components 806 may include a power management system, one or more power sources, and other components associated with generating, managing, and distributing power for the device 800 logging into the network game.
The multimedia component 808 includes a screen that provides an output interface between the device 800 and the user logging into the network game. In some embodiments, the screen may include a Liquid Crystal Display (LCD) and a Touch Panel (TP). If the screen includes a touch panel, the screen may be implemented as a touch screen to receive an input signal from a user. The touch panel includes one or more touch sensors to sense touch, slide, and gestures on the touch panel. The touch sensor may not only sense the boundary of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation. In some embodiments, the multimedia component 808 includes a front facing camera and/or a rear facing camera. When the device 800 for logging in the network game is in an operation mode, such as a shooting mode or a video mode, the front camera and/or the rear camera can receive external multimedia data. Each front camera and rear camera may be a fixed optical lens system or have a focal length and optical zoom capability.
The audio component 810 is configured to output and/or input audio signals. For example, the audio component 810 may include a Microphone (MIC) configured to receive external audio signals when the device 800 logged into the network game is in an operational mode, such as a call mode, a recording mode, and a voice recognition mode. The received audio signals may further be stored in the memory 804 or transmitted via the communication component 816. In some embodiments, audio component 810 also includes a speaker for outputting audio signals.
The I/O interface 812 provides an interface between the processing component 802 and peripheral interface modules, which may be keyboards, click wheels, buttons, etc. These buttons may include, but are not limited to: a home button, a volume button, a start button, and a lock button.
The sensor component 814 includes one or more sensors for providing various aspects of state assessment for the device 800 logging into the network game. For example, the sensor component 814 may detect an on/off state of the device 800 logged into the network game, a relative positioning of components, such as a display and keypad of the device 800 logged into the network game, a change in a location of the device 800 logged into the network game or a component of the device 800 logged into the network game, a presence or absence of user contact with the device 800 logged into the network game, a position or acceleration/deceleration of the device 800 logged into the network game, and a change in a temperature of the device 800 logged into the network game. Sensor assembly 814 may include a proximity sensor configured to detect the presence of a nearby object without any physical contact. Sensor assembly 814 may also include a photosensor, such as a Complementary Metal Oxide Semiconductor (CMOS) or a Charge-coupled Device (CCD) photosensitive imaging element, for use in imaging applications. In some embodiments, the sensor assembly 814 may also include an acceleration sensor, a gyroscope sensor, a magnetic sensor, a pressure sensor, or a temperature sensor.
The communication component 816 is configured to facilitate wired or wireless communication between the apparatus 800 and other devices logged into the network game. The device 800 logging into the network game may access a WIreless network based on a communication standard, such as WIreless Fidelity (WiFi), 2G or 3G, or a combination thereof. In an exemplary embodiment, the communication component 816 receives a broadcast signal or broadcast related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the Communication component 816 further includes a Near Field Communication (NFC) module to facilitate short-range communications. For example, the NFC module may be implemented based on Radio Frequency Identification (RFID) technology, Infrared Data Association (IrDA) technology, Ultra Wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.
In an exemplary embodiment, the Device 800 for logging in the network game may be implemented by one or more Application Specific Integrated Circuits (ASICs), Digital Signal Processors (DSPs), Digital Signal Processing Devices (DSPDs), Programmable Logic Devices (PLDs), Field Programmable Gate Arrays (FPGAs), controllers, microcontrollers, microprocessors or other electronic components for performing the above method.
In an exemplary embodiment, a non-transitory computer-readable storage medium comprising instructions, such as the memory 804 comprising instructions, executable by the processor 820 of the device 800 logging into a network game to perform the above-described method is also provided. For example, the non-transitory computer readable storage medium may be a ROM, a Random Access Memory (RAM), a Compact Disc Read-Only Memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, and the like.
FIG. 9 is a schematic structural diagram of a fourth embodiment of an apparatus for logging in a network game according to the present invention. As shown in fig. 9, the apparatus 90 for logging in a network game includes: a receiving module 91, an obtaining module 92 and a sending module 93.
The receiving module 91 is configured to receive a login request message sent by a client, where the login request message includes a user identifier used for characterizing a user. The obtaining module 92 is configured to obtain a server list according to the user identifier, where the server list includes an audit server and/or an operation server. The sending module 93 is configured to carry the server list in a login response message and send the login response message to the client, so that the client completes the login of the server.
The apparatus of this embodiment may be used to implement the technical solution of the method embodiment of the login server side, and the implementation principle and the technical effect are similar, which are not described herein again.
In the above embodiment, the obtaining module 92 may specifically be configured to: acquiring a pre-stored user identifier; and if the user identification belongs to the pre-stored user identification, selecting all server lists from the public server.
Optionally, the login request message may further include a version number of the online game in the client. At this time, the obtaining module 92 may be specifically configured to: acquiring a pre-stored user identifier; if the user identification does not belong to the pre-stored user identification, acquiring the online game version number in the operation server from the public server; if the online game version number in the client is larger than the online game version number in the operation server, determining that the server contained in the server list is an auditing server corresponding to the client; or if the online game version number in the client is equal to the online game version number in the operation server, determining that the server contained in the server list is the operation server corresponding to the client.
Further, the login response message may further include indication information for characterizing whether the user identifier is a pre-stored user identifier.
In any of the above embodiments, the user identifier may be an SDK account.
FIG. 10 is a schematic structural diagram of a fifth embodiment of an apparatus for logging in a network game according to the present invention. Referring to FIG. 10, apparatus 1200 for logging into a network game comprises a processing component 1222 that further comprises one or more processors and memory resources, represented by memory 1232, for storing instructions, such as applications, that are executable by processing component 1222. The application programs stored in memory 1232 may include one or more modules that each correspond to a set of instructions. Further, the processing component 1222 is configured to execute instructions to perform the above-described method of logging into a network game, the method of logging into a network game comprising: receiving a login request message sent by a client, wherein the login request message comprises a user identifier used for representing a user; acquiring a server list according to the user identification, wherein the server list comprises an auditing server and/or an operating server; and carrying the server list in a login response message and sending the login response message to the client so that the client completes the login of the server.
The apparatus 1200 for logging in a network game may further include a power supply module 1226 configured to perform power management of the apparatus 1200 for logging in a network game, a wired or wireless network interface 1250 configured to connect the apparatus 1200 for logging in a network game to a network, and an input/output (I/O) interface 1258. The means 1200 for logging into the network game may operate based on an operating system stored in memory 1232, such as Windows Server, Mac OS XTM, UnixTM, Linux, FreeBSDTM, or the like.
The invention also provides a system for logging in the online game, which comprises: a client and a login server. Wherein the client comprises a device for logging in the network game as shown in FIG. 6, FIG. 7 or FIG. 8; the login server includes a device for logging in a network game as shown in fig. 9 or fig. 10.
In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods may be implemented in other ways. For example, the above-described device embodiments are merely illustrative, and for example, the division of the units or modules is only one logical division, and there may be other divisions when actually implemented, for example, a plurality of units or modules may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or modules, and may be in an electrical, mechanical or other form.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present invention.

Claims (39)

1. A method of logging into a network game, comprising:
when a network game login request input by a user is received, sending a login request message to a login server, wherein the login request message comprises a user identifier used for representing the user;
receiving a login response message sent by the login server, wherein the login response message comprises a server list, the server list is obtained by the login server according to the user identifier, and the server list comprises an auditing server and/or an operation server; at each stage in the online game package sending process, the server types contained in the server list are distinguished through the user identification, so that the server list of the corresponding authority of the user is displayed when the user enters the online game;
displaying the list of servers available for selection to a user.
2. The method of claim 1, wherein before sending the login request message to the login server, further comprising:
determining whether the version of the online game in the client is the latest version of the online game;
and if the online game version in the client is the latest version of the online game, sending the login request message to the login server.
3. The method of claim 2, wherein the determining whether the version of the network game at the client is the latest version of the network game comprises:
acquiring a formal operation patch list from a public server;
determining the latest complete package version number of the online game corresponding to an operating system in the client according to the formal operation patch list;
and if the online game version number in the client is greater than or equal to the latest complete package version number, determining that the online game version in the client is the latest version of the online game.
4. The method of claim 2, wherein the determining whether the version of the network game at the client is the latest version of the network game comprises:
acquiring a formal operation patch list from a public server;
determining the latest complete package version number and the latest patch package version number of the online game corresponding to an operating system in the client according to the formal operation patch list;
and if the online game version number in the client is greater than or equal to the latest complete package version number and the online game version number in the client is greater than or equal to the latest patch package version number, determining that the online game version in the client is the latest version of the online game.
5. The method of claim 4, further comprising:
and if the online game version number in the client is smaller than the latest patch package version number, executing a first package updating operation on the online game in the client according to the latest patch package, and sending the login request message to the login server after the first package updating operation is completed.
6. The method of any of claims 3 to 5, further comprising:
and if the online game version number in the client is smaller than the latest complete package version number, executing second package updating operation on the online game in the client according to the latest complete package, and displaying a login interface of the online game after the second package updating operation is completed.
7. The method according to claim 1, wherein the login response message further includes indication information for characterizing whether the user identifier is a pre-stored user identifier, and before displaying the list of servers available for selection to the user, further comprising:
if the indication information indicates that the user identification is the pre-stored user identification, acquiring an internal test patch list from a public server;
and determining whether the online game version in the client is the latest internal test version of the online game according to the internal test patch list.
8. The method of claim 7, wherein determining whether the version of the online game at the client is the latest internal test version of the online game according to the internal test patch list comprises:
determining the latest internal test complete package version number of the online game corresponding to the client according to the internal test patch list;
and if the online game version number in the client is greater than or equal to the latest internal test complete package version number, determining that the online game version in the client is the latest internal test version of the online game.
9. The method of claim 7, wherein determining whether the version of the online game at the client is the latest internal test version of the online game according to the internal test patch list comprises:
determining the latest internal test complete package version number and the latest internal test patch package version number of the online game corresponding to the client according to the internal test patch list;
and if the online game version number in the client is greater than or equal to the latest internal test complete package version number and the online game version number in the client is greater than or equal to the latest internal test patch package version number, determining that the online game version in the client is the latest internal test version of the online game.
10. The method of claim 9, further comprising:
and if the online game version number in the client is smaller than the latest internal test patch package version number, executing a third package updating operation on the online game in the client according to the latest internal test patch package, and after the third package updating operation is completed, executing the operation of displaying the optional server list to the user.
11. The method according to any one of claims 7-10, further comprising:
and if the online game version number in the client is smaller than the latest internal test complete package version number, executing fourth package updating operation on the online game in the client according to the latest internal test complete package, and after the fourth package updating operation is completed, executing the operation of displaying the optional server list to the user.
12. The method according to claim 1, wherein the login response message further includes indication information for characterizing whether the user identifier is a pre-stored user identifier, and before displaying the list of servers available for selection to the user, further comprising:
if the indication information indicates that the user identification is not the pre-stored user identification, executing the operation of displaying the server list which can be selected to the user; when the online game version in the client is higher than the online game version in the operation server, the server list comprises an auditing server list; when the online game version in the client side is consistent with the online game version in the operation server, the server list comprises an operation server list.
13. The method of claim 12, wherein after displaying the list of servers available for selection to the user, further comprising:
and when the user selects the auditing server, receiving an activation code input by the user, wherein the activation code is used for login verification of the auditing server.
14. The method of claim 1, wherein the user identification is a Software Development Kit (SDK) account.
15. A method of logging into a network game, comprising:
receiving a login request message sent by a client, wherein the login request message comprises a user identifier used for representing a user;
acquiring a server list according to the user identification, wherein the server list comprises an auditing server and/or an operating server; at each stage in the online game package sending process, the server types contained in the server list are distinguished through the user identification, so that the server list of the corresponding authority of the user is displayed when the user enters the online game;
and carrying the server list in a login response message and sending the login response message to the client so that the client completes the login of the server.
16. The method of claim 15, wherein obtaining the list of servers according to the user identifier comprises:
acquiring a pre-stored user identifier;
and if the user identification belongs to the pre-stored user identification, selecting all server lists from the public server.
17. The method of claim 15, wherein the login request message further includes a version number of the online game in the client, and wherein obtaining the list of servers according to the user identifier comprises:
acquiring a pre-stored user identifier;
if the user identification does not belong to the pre-stored user identification, acquiring the online game version number in the operation server from a public server;
if the online game version number in the client is greater than the online game version number in the operation server, determining that a server contained in the server list is an auditing server corresponding to the client;
or if the online game version number in the client is equal to the online game version number in the operation server, determining that the server included in the server list is the operation server corresponding to the client.
18. The method according to claim 16 or 17, wherein the login response message further comprises indication information for characterizing whether the user identifier is a pre-stored user identifier.
19. The method of claim 15, wherein the user identification is a Software Development Kit (SDK) account.
20. An apparatus for logging in a network game, comprising:
the receiving module is used for receiving the online game login request input by the user;
the sending module is used for sending a login request message to a login server when the receiving module receives the online game login request, wherein the login request message comprises a user identifier used for representing the user;
the receiving module is further configured to receive a login response message sent by the login server, where the login response message includes a server list, the server list is obtained by the login server according to the user identifier, and the server list includes an audit server and/or an operation server; at each stage in the online game package sending process, the server types contained in the server list are distinguished through the user identification, so that the server list of the corresponding authority of the user is displayed when the user enters the online game;
and the display module is used for displaying the server list which can be selected to the user.
21. The apparatus of claim 20, further comprising:
the first determining module is used for determining whether the version of the online game in the client is the latest version of the online game; and if the online game version in the client is the latest version of the online game, triggering a sending module to send the login request message to the login server.
22. The apparatus of claim 21, wherein the first determining module comprises:
the first obtaining submodule is used for obtaining a formal operation patch list from a public server;
the first determining submodule is used for determining the latest complete package version number of the online game corresponding to the operating system in the client according to the formal operation patch list; and if the online game version number in the client is greater than or equal to the latest complete package version number, determining that the online game version in the client is the latest version of the online game.
23. The apparatus of claim 22, wherein the first determination submodule is further configured to:
determining the latest complete package version number and the latest patch package version number of the online game corresponding to an operating system in the client according to the formal operation patch list; and if the online game version number in the client is greater than or equal to the latest complete package version number and the online game version number in the client is greater than or equal to the latest patch package version number, determining that the online game version in the client is the latest version of the online game.
24. The apparatus of claim 23, further comprising: a first update module;
the first determining submodule is further used for triggering the first updating module if the online game version number in the client is smaller than the latest patch package version number;
the first updating module is used for executing a first packet updating operation on the online game in the client according to the latest patch packet, and triggering the sending module to send the login request message to the login server after the first packet updating operation is completed.
25. The apparatus of any one of claims 22 to 24, further comprising: a second update module;
the first determining submodule is further used for triggering the second updating module if the online game version number in the client is smaller than the latest complete package version number;
and the second updating module is used for executing second package updating operation on the online game in the client according to the latest complete package, and triggering the display module to display the login interface of the online game after the second package updating operation is completed.
26. The apparatus of claim 20, wherein the login response message further includes indication information for characterizing whether the user identifier is a pre-stored user identifier, the apparatus further comprising:
the second determining module is used for determining whether the indication information represents that the user identification is a pre-stored account; if the indication information indicates that the user identification is a pre-stored user identification, triggering an acquisition module;
the obtaining module is used for obtaining an internal test patch list from a public server;
the second determining module is further configured to determine whether the online game version in the client is the latest internal test version of the online game according to the internal test patch list.
27. The apparatus of claim 26, wherein the second determining module is further configured to:
determining the latest internal test complete package version number of the online game corresponding to the client according to the internal test patch list;
and if the online game version number in the client is greater than or equal to the latest internal test complete package version number, determining that the online game version in the client is the latest internal test version of the online game.
28. The apparatus of claim 26, wherein the second determining module is further configured to:
determining the latest internal test complete package version number and the latest internal test patch package version number of the online game corresponding to the client according to the internal test patch list;
and if the online game version number in the client is greater than or equal to the latest internal test complete package version number and the online game version number in the client is greater than or equal to the latest internal test patch package version number, determining that the online game version in the client is the latest internal test version of the online game.
29. The apparatus of claim 28, further comprising: a third update module;
the second determining module is further configured to trigger the third updating module if the version number of the online game in the client is smaller than the version number of the latest internal test patch package;
and the third updating module is used for executing a third package updating operation on the online game in the client according to the latest internal test patch package, and triggering the display module to execute the operation of displaying the optional server list to the user after the third package updating operation is completed.
30. The apparatus of any one of claims 26-29, further comprising: a fourth update module;
the second determining module is further configured to trigger the fourth updating module if the version number of the online game in the client is smaller than the version number of the latest internal test complete package;
and the fourth updating module is used for executing a fourth package updating operation on the online game in the client according to the latest internal test complete package, and triggering the display module to execute the operation of displaying the optional server list to the user after the fourth package updating operation is completed.
31. The apparatus of claim 20, wherein the login response message further includes indication information for characterizing whether the user identifier is a pre-stored user identifier, and the display module is further configured to:
if the indication information indicates that the user identification is not the pre-stored user identification, executing the operation of displaying the server list which can be selected to the user; when the online game version in the client is higher than the online game version in the operation server, the server list comprises an auditing server list; when the online game version in the client side is consistent with the online game version in the operation server, the server list comprises an operation server list.
32. The apparatus of claim 31, wherein the receiving module is further configured to:
and when the user selects the auditing server, receiving an activation code input by the user, wherein the activation code is used for login verification of the auditing server.
33. The apparatus of claim 20, wherein the user identification is a Software Development Kit (SDK) account.
34. An apparatus for logging in a network game, comprising:
the system comprises a receiving module, a sending module and a sending module, wherein the receiving module is used for receiving a login request message sent by a client, and the login request message comprises a user identifier used for representing a user;
the acquisition module is used for acquiring a server list according to the user identification, wherein the server list comprises an auditing server and/or an operation server; at each stage in the online game package sending process, the server types contained in the server list are distinguished through the user identification, so that the server list of the corresponding authority of the user is displayed when the user enters the online game;
and the sending module is used for carrying the server list in a login response message and sending the login response message to the client so that the client completes the login of the server.
35. The apparatus of claim 34, wherein the obtaining module is specifically configured to:
acquiring a pre-stored user identifier;
and if the user identification belongs to the pre-stored user identification, selecting all server lists from the public server.
36. The apparatus of claim 34, wherein the login request message further includes a version number of a network game in the client, and the obtaining module is specifically configured to:
acquiring a pre-stored user identifier;
if the user identification does not belong to the pre-stored user identification, acquiring the online game version number in the operation server from a public server;
if the online game version number in the client is greater than the online game version number in the operation server, determining that a server contained in the server list is an auditing server corresponding to the client;
or if the online game version number in the client is equal to the online game version number in the operation server, determining that the server included in the server list is the operation server corresponding to the client.
37. The apparatus according to claim 35 or 36, wherein the login response message further comprises indication information for characterizing whether the user identifier is a pre-stored user identifier.
38. The apparatus of claim 34, wherein the user identification is a Software Development Kit (SDK) account.
39. A system for logging into a network game, comprising: a client and a login server, wherein the client comprises means for logging in to a network game according to any one of claims 20-33, and the login server comprises means for logging in to a network game according to any one of claims 34-38.
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