CN108452525B - Method and system for monitoring chat information in game - Google Patents

Method and system for monitoring chat information in game Download PDF

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Publication number
CN108452525B
CN108452525B CN201711416344.0A CN201711416344A CN108452525B CN 108452525 B CN108452525 B CN 108452525B CN 201711416344 A CN201711416344 A CN 201711416344A CN 108452525 B CN108452525 B CN 108452525B
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chat information
player
game
database
client
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CN108452525A (en
Inventor
刘德建
陈辉东
蔡骏
黄钟贵
李晓钟
张晨晖
陈宏展
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Fujian Tianyi Network Technology Co ltd
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Fujian Tianyi Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L51/00User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
    • H04L51/04Real-time or near real-time messaging, e.g. instant messaging [IM]
    • H04L51/046Interoperability with other network applications or services
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/02Protocols based on web technology, e.g. hypertext transfer protocol [HTTP]
    • H04L67/025Protocols based on web technology, e.g. hypertext transfer protocol [HTTP] for remote control or remote monitoring of applications
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality

Abstract

The invention discloses a method and a system for monitoring chatting information in a game.A first web end receives the chatting information of a player in the game sent by a client end and stores the chatting information into a first database; the second web terminal reads the chat information from the first database and displays the chat information on a web page; the second web terminal adds new sensitive words according to the chat information and stores the new sensitive words into a second database; the game server inquires the second database at a first preset time interval, judges whether a newly added sensitive word exists, if so, sends the newly added sensitive word to the client, can timely monitor and record chats of all players of the server, and timely updates the sensitive word according to needs, and the game server only plays a role in transmitting data and does not monitor chatting information, so that the burden of the game server is reduced.

Description

Method and system for monitoring chat information in game
Technical Field
The invention relates to the field of network communication, in particular to a method and a system for monitoring chat information in a game.
Background
MMORPG refers to a massively multiplayer online role-playing game, which is a very popular type of network game with a significant market share. Because the number of game players is large, the game is popular, the number of game servers is large, hundreds of game servers are frequently used, the players frequently chat in the game, and various chatting, advertising and track messages are available. Such complicated chat contents require that the game can monitor the chat contents of the players in time, update the set sensitive words in time according to the needs, and shield the sensitive words.
However, most of the existing methods for monitoring chat information in a game are to monitor the chat information at a client, and are lack of global monitoring of monitored chat content and a quick update mechanism of sensitive words.
Disclosure of Invention
The technical problem to be solved by the invention is as follows: the method and the system for monitoring the chat information in the game can be used for carrying out overall monitoring on the chat information in the game and updating the sensitive words in time.
In order to solve the technical problems, the invention adopts a technical scheme that:
a method for monitoring chat information in a game comprises the following steps:
s1, the first web terminal receives chat information of the player in the game sent by the client terminal and stores the chat information into a first database;
s2, the second web terminal reads the chat information from the first database and displays the chat information on a web page;
s3, adding new sensitive words by the second web terminal according to the chat information, and storing the new sensitive words into a second database;
s4, the game server inquires the second database at a first preset time interval, judges whether a newly added sensitive word exists, and sends the newly added sensitive word to the client side if the newly added sensitive word exists.
In order to solve the technical problem, the invention adopts another technical scheme as follows:
a monitoring system for chatting information in games comprises a first web end, a second web end, a game server and a client, the first web-end comprising a first memory, a first processor, and a computer program stored on the first memory and executable on the first processor, the second web-end comprising a second memory, a second processor, and a computer program stored on the second memory and executable on the second processor, the game server comprising a third memory, a third processor and a computer program stored on the third memory and executable on the third processor, the client comprises a fourth memory, a fourth processor, and a computer program stored on the fourth memory and executable on the fourth processor, the first processor implementing the following steps when executing the computer program:
s1, receiving chat information of the player in the game sent by the client, and storing the chat information into a first database;
the second processor, when executing the computer program, implements the steps of:
s2, reading the chat information from the first database, and displaying the chat information on a web page;
s3, adding new sensitive words according to the chat information, and storing the new sensitive words into a second database;
the third processor, when executing the computer program, implements the steps of:
and S4, inquiring the second database at a first preset time interval, judging whether a newly added sensitive word exists, and if so, sending the newly added sensitive word to the client.
The invention has the beneficial effects that: the additional web end is specially used for monitoring and managing the chat information in the game, the chatting of all players of all the servers can be monitored and recorded in time, sensitive words can be updated in time according to needs, the monitoring and management of the chat information are realized by the additional web end, no association is generated between the web end and the game server, the game server only plays a role in data transmission and does not monitor the chat information, and the burden of the game server is reduced.
Drawings
FIG. 1 is a flow chart of a method for monitoring chat messages in a game according to an embodiment of the present invention;
FIG. 2 is a schematic structural diagram of a system for monitoring chat messages in a game according to an embodiment of the present invention;
description of reference numerals:
1. a first web end; 2. a first memory; 3. a first processor; 4. a second web end; 5. a second memory; 6. a second processor; 7. a game server; 8. a third memory; 9. a third processor; 10. a client; 11. a fourth memory; 12. a fourth processor; 13. provided is a monitoring system for chatting information in a game.
Detailed Description
In order to explain technical contents, achieved objects, and effects of the present invention in detail, the following description is made with reference to the accompanying drawings in combination with the embodiments.
The most key concept of the invention is as follows: and adding one web end to receive and store the chat information in the game, adding the other web end to manage the stored chat information, and adding new sensitive words according to the needs.
Referring to fig. 1, a method for monitoring chat information in a game includes the steps of:
s1, the first web terminal receives chat information of the player in the game sent by the client terminal and stores the chat information into a first database;
s2, the second web terminal reads the chat information from the first database and displays the chat information on a web page;
s3, adding new sensitive words by the second web terminal according to the chat information, and storing the new sensitive words into a second database;
s4, the game server inquires the second database at a first preset time interval, judges whether a newly added sensitive word exists, and sends the newly added sensitive word to the client side if the newly added sensitive word exists.
As can be seen from the above description, the beneficial effects of the present invention are: the additional web end is specially used for monitoring and managing the chat information in the game, the chatting of all players of all the servers can be monitored and recorded in time, sensitive words can be updated in time according to needs, the monitoring and management of the chat information are realized by the additional web end, no association is generated between the web end and the game server, the game server only plays a role in data transmission and does not monitor the chat information, and the burden of the game server is reduced.
Further, the step S1 specifically includes:
the first web side receives chat information of a player in a game sent by the client side, verifies the chat information, stores the chat information into a first database if the chat information passes the verification, and discards the chat information if the chat information does not pass the verification.
According to the description, before the chat information is stored, the chat information is verified and stored after the verification is passed, so that the validity and reliability of the stored chat information are ensured.
Further, the step S2 is followed by the step of:
the second web terminal analyzes the chat information, judges whether the chat information meeting preset conditions exists or not, sets the player ID corresponding to the chat information to forbid speaking if the chat information meets the preset conditions, and stores the player ID corresponding to the chat information and the game server ID belonging to the player ID into a third database;
and the game server inquires the third database at a second preset time interval, judges whether newly-added data of the player ID belonging to the game server exists or not, sends the player ID to the client if the newly-added data of the player ID belonging to the game server exists, stores the player ID, and does not inform other client players to display when receiving the chat information of the player ID sent by the client.
As can be seen from the above description, the second web-side may set a ban on the player ID corresponding to the chat information that meets the preset condition, send the ban to the client via the game server, and implement a ban on the corresponding player ID by the client according to the sent player ID, thereby improving the flexibility of the web-side.
Further, the method also comprises the following steps:
s5, the client receives the newly added sensitive words sent by the game server, stores the newly added sensitive words to the local, and updates the sensitive word index.
Further, the method also comprises the following steps:
the client receives the player ID sent by the game server, judges whether the current player ID is the player ID, and if so, does not allow the player to input characters and voice when the player chats and speaks.
As can be seen from the above description, the game server is used as an intermediate device for transferring data, does not actually participate in the update of sensitive words and the ban of players, and does not need to consume resources thereof.
Referring to fig. 2, a system for monitoring chat information in a game includes a first web server, a second web server, a game server and a client, the first web-end comprising a first memory, a first processor, and a computer program stored on the first memory and executable on the first processor, the second web-end comprising a second memory, a second processor, and a computer program stored on the second memory and executable on the second processor, the game server comprising a third memory, a third processor and a computer program stored on the third memory and executable on the third processor, the client comprises a fourth memory, a fourth processor, and a computer program stored on the fourth memory and executable on the fourth processor, the first processor implementing the following steps when executing the computer program:
s1, receiving chat information of the player in the game sent by the client, and storing the chat information into a first database;
the second processor, when executing the computer program, implements the steps of:
s2, reading the chat information from the first database, and displaying the chat information on a web page;
s3, adding new sensitive words according to the chat information, and storing the new sensitive words into a second database;
the third processor, when executing the computer program, implements the steps of:
and S4, inquiring the second database at a first preset time interval, judging whether a newly added sensitive word exists, and if so, sending the newly added sensitive word to the client.
As can be seen from the above description, the beneficial effects of the present invention are: the additional web end is specially used for monitoring and managing the chat information in the game, the chatting of all players of all the servers can be monitored and recorded in time, sensitive words can be updated in time according to needs, the monitoring and management of the chat information are realized by the additional web end, no association is generated between the web end and the game server, the game server only plays a role in data transmission and does not monitor the chat information, and the burden of the game server is reduced.
Further, the step S1 specifically includes:
receiving chat information of a player in a game sent by a client, verifying the chat information, if the chat information passes the verification, storing the chat information into a first database, otherwise, discarding the chat information.
According to the description, before the chat information is stored, the chat information is verified and stored after the verification is passed, so that the validity and reliability of the stored chat information are ensured.
Further, the second processor, when executing the computer program, implements the steps of:
the step S2 is followed by the step of:
analyzing the chat information, judging whether the chat information meeting preset conditions exists, if so, setting a player ID corresponding to the chat information to forbid speaking, and storing the player ID corresponding to the chat information and the game server ID of the player ID in a third database;
the third processor, when executing the computer program, implements the steps of:
and inquiring the third database at a second preset time interval, judging whether the newly added data of the player ID belonging to the game server exist, if so, sending the player ID to the client, storing the player ID, and when receiving the chat information of the player ID sent by the client, not informing other client players to display.
As can be seen from the above description, the second web-side may set a ban on the player ID corresponding to the chat information that meets the preset condition, send the ban to the client via the game server, and implement a ban on the corresponding player ID by the client according to the sent player ID, thereby improving the flexibility of the web-side.
Further, the fourth processor, when executing the computer program, implements the steps of:
s5, receiving the newly added sensitive words sent by the game server, storing the newly added sensitive words to the local, and updating the sensitive word index.
Further, the fourth processor, when executing the computer program, implements the steps of:
and receiving a player ID sent by the game server, judging whether the current player ID is the player ID, if so, not allowing the player to input characters and voice when the player chats and speaks.
As can be seen from the above description, the game server is used as an intermediate device for transferring data, does not actually participate in the update of sensitive words and the ban of players, and does not need to consume resources thereof.
Example one
Referring to fig. 1, a method for monitoring chat information in a game includes the steps of:
s1, the first web terminal receives chat information of the player in the game sent by the client terminal and stores the chat information into a first database;
specifically, the first web side receives chat information of a player in a game sent by a client side, verifies the chat information, stores the chat information into a first database if the chat information passes verification, and discards the chat information if the chat information does not pass verification;
original processing of sending chat information to a game server is kept, and the first web end is a newly-added module special for receiving chat information in a game;
the chat information comprises a player ID, a player name, a player grade, player fighting capacity, a chat channel, chat content, chat time, a mobile phone platform, a server ID of the player ID, a unique mobile phone identifier and the like;
the client sends the chat information in a mode of HTTP POST + JSON data;
s2, the second web terminal reads the chat information from the first database and displays the chat information on a web page;
the second web end is a newly added module special for managing chat information;
when displaying the chat information, displaying the chat information in a data report mode, namely displaying a chat information list;
s3, adding new sensitive words by the second web terminal according to the chat information, and storing the new sensitive words into a second database;
when a certain chat message is checked, a specified word and phrase can be selected and newly added as a sensitive word;
s4, the game server inquires (for example, once in 5 minutes) the second database at a first preset time interval, judges whether a newly added sensitive word exists, and sends the newly added sensitive word to the client if the newly added sensitive word exists;
s5, the client receives the newly added sensitive words sent by the game server, stores the newly added sensitive words to the local, and updates the sensitive word index;
the sensitive words can be stored in a locally specified file and stored in a form of a sensitive vocabulary table;
when the player chats and speaks, aiming at the speaking of the player, whether sensitive words exist in the sensitive vocabulary table is searched, and if yes, the sensitive words are automatically replaced by words;
further, the method comprises the steps of:
the second web terminal analyzes the chat information, judges whether the chat information meeting preset conditions exists or not, sets the player ID corresponding to the chat information to forbid speaking if the chat information meets the preset conditions, and stores the player ID corresponding to the chat information and the game server ID belonging to the player ID into a third database;
if a player is found to be illegal frequently by analyzing the chat information, such as advertising or an often-curer, the player can be forbidden to speak;
the game server inquires (for example, once in 5 minutes) the third database at a second preset time interval, judges whether there is newly added data of the player ID belonging to the game server, if so, sends the player ID to the client, stores the player ID, and does not inform other client players to display when receiving the chat information of the player ID sent by the client;
the client receives the player ID sent by the game server, judges whether the current player ID is the player ID, if so, does not allow the player to input characters and voice when the player chats and speaks, and prompts that the language is forbidden;
in addition, the second web end can also realize the following functions:
chat content filtering: performing rapid screening or filtering display according to the player ID, the player name, the server ID of the player ID, the mobile phone platform (android, apple) or the chat time and the like;
fuzzy matching query: performing fuzzy query on chatting content according to the keywords or the pinyin initial of the keywords to be retrieved;
for the above functions: chat information list display, chat content filtering, fuzzy matching inquiry, newly increased sensitive words and language prohibition of a specified player are not fixed and can be increased or decreased according to needs.
Example two
Referring to fig. 2, a monitoring system 13 for chat information in a game includes a first web-end 1, a second web-end 4, a game server 7 and a client 10, where the first web-end 1 includes a first memory 2, a first processor 3 and a computer program stored on the first memory 2 and operable on the first processor 3, the second web-end 4 includes a second memory 5, a second processor 6 and a computer program stored on the second memory 5 and operable on the second processor 6, the game server 7 includes a third memory 8, a third processor 9 and a computer program stored on the third memory 8 and operable on the third processor 9, the client 10 includes a fourth memory 11, a fourth processor 12 and a computer program stored on the fourth memory 11 and operable on the fourth processor 12, the processor implements the corresponding steps in the first embodiment when executing the computer program.
In summary, the method and system for monitoring chat information in a game provided by the invention add a web end to monitor and manage the chat information in the game, and since the chat data is stored in a special database through the web end, the chat data of all players of all servers can be monitored and recorded globally in time without any association with the game server, thereby reducing the burden of the game server; the web side is also provided with chat information screening and searching functions, so that the chat information of all current players can be globally and quickly checked, if a new sensitive word is found not to be included, the sensitive word can be quickly added to the game server and then issued to the client side, and the sensitive word can be timely updated; at present, the server of each MMORPG is generally very nervous in resource, the non-core function is generally not added, the chat monitoring system provided by the application is mainly processed at the client and the web end, the influence on the game server is small, and the burden of the server is not additionally increased.
The above description is only an embodiment of the present invention, and not intended to limit the scope of the present invention, and all equivalent changes made by using the contents of the present specification and the drawings, or applied directly or indirectly to the related technical fields, are included in the scope of the present invention.

Claims (6)

1. A method for monitoring chat information in a game is characterized by comprising the following steps:
s1, the first web terminal receives chat information of the player in the game sent by the client terminal and stores the chat information into a first database;
s2, the second web terminal reads the chat information from the first database and displays the chat information on a web page;
s3, adding new sensitive words by the second web terminal according to the chat information, and storing the new sensitive words into a second database;
s4, the game server inquires the second database at a first preset time interval, judges whether a newly added sensitive word exists, and sends the newly added sensitive word to the client if the newly added sensitive word exists;
the step S2 is followed by:
the second web terminal analyzes the chat information, judges whether the chat information meeting preset conditions exists or not, sets the player ID corresponding to the chat information to forbid speaking if the chat information meets the preset conditions, and stores the player ID corresponding to the chat information and the game server ID belonging to the player ID into a third database;
the game server inquires the third database at a second preset time interval, judges whether newly-added data of the player ID belonging to the game server exists or not, if yes, sends the player ID to the client and stores the player ID, and when chat information of the player ID sent by the client is received, other clients are not informed of player display;
the client receives the player ID sent by the game server, judges whether the current player ID is the player ID, and if so, does not allow the player to input characters and voice when the player chats and speaks;
the first web end is a newly added module which is not associated with the game server and is specially used for receiving chat information in the game;
the second web end is a newly added module which is not related to the game server and is specially used for managing the chat information;
the first web end and the second web end are additionally arranged to specially monitor and manage the chat information in the game, so that the chat of all players of all servers can be monitored and recorded in time.
2. The method for monitoring chat information in a game as claimed in claim 1, wherein the step S1 specifically includes:
the first web side receives chat information of a player in a game sent by the client side, verifies the chat information, stores the chat information into a first database if the chat information passes the verification, and discards the chat information if the chat information does not pass the verification.
3. The method for monitoring chat messages in a game as claimed in claim 1, further comprising the steps of:
s5, the client receives the newly added sensitive words sent by the game server, stores the newly added sensitive words to the local, and updates the sensitive word index.
4. A monitoring system for chatting information in games comprises a first web end, a second web end, a game server and a client, the first web-end comprising a first memory, a first processor, and a computer program stored on the first memory and executable on the first processor, the second web-end comprising a second memory, a second processor, and a computer program stored on the second memory and executable on the second processor, the game server comprising a third memory, a third processor and a computer program stored on the third memory and executable on the third processor, the client comprising a fourth memory, a fourth processor, and a computer program stored on the fourth memory and executable on the fourth processor, wherein the first processor implements the following steps when executing the computer program:
s1, receiving chat information of the player in the game sent by the client, and storing the chat information into a first database; the second processor, when executing the computer program, implements the steps of:
s2, reading the chat information from the first database, and displaying the chat information on a web page;
s3, adding new sensitive words according to the chat information, and storing the new sensitive words into a second database; the third processor, when executing the computer program, implements the steps of:
s4, inquiring the second database at a first preset time interval, judging whether a newly added sensitive word exists, and if so, sending the newly added sensitive word to a client;
the step S2 is followed by:
the second web terminal analyzes the chat information, judges whether the chat information meeting preset conditions exists or not, sets the player ID corresponding to the chat information to forbid speaking if the chat information meets the preset conditions, and stores the player ID corresponding to the chat information and the game server ID belonging to the player ID into a third database;
the game server inquires the third database at a second preset time interval, judges whether newly-added data of the player ID belonging to the game server exists or not, if yes, sends the player ID to the client and stores the player ID, and when chat information of the player ID sent by the client is received, other clients are not informed of player display;
the client receives the player ID sent by the game server, judges whether the current player ID is the player ID, and if so, does not allow the player to input characters and voice when the player chats and speaks;
the first web end is a newly added module which is not associated with the game server and is specially used for receiving chat information in the game;
the second web end is a newly added module which is not related to the game server and is specially used for managing the chat information;
the first web end and the second web end are additionally arranged to specially monitor and manage the chat information in the game, so that the chat of all players of all servers can be monitored and recorded in time.
5. The system for monitoring chat information in games as claimed in claim 4, wherein the step S1 specifically comprises:
receiving chat information of a player in a game sent by a client, verifying the chat information, if the chat information passes the verification, storing the chat information into a first database, otherwise, discarding the chat information.
6. The system for monitoring chat messages in games of claim 4, wherein the fourth processor when executing the computer program performs the steps of:
s5, receiving the newly added sensitive words sent by the game server, storing the newly added sensitive words to the local, and updating the sensitive word index.
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