CN110557371A - Access limiting method, system, readable storage medium and game server - Google Patents

Access limiting method, system, readable storage medium and game server Download PDF

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Publication number
CN110557371A
CN110557371A CN201910703644.XA CN201910703644A CN110557371A CN 110557371 A CN110557371 A CN 110557371A CN 201910703644 A CN201910703644 A CN 201910703644A CN 110557371 A CN110557371 A CN 110557371A
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CN
China
Prior art keywords
access
requester
game page
game
request
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Pending
Application number
CN201910703644.XA
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Chinese (zh)
Inventor
李一华
李一平
李潇逸
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Zhongzhi Data Group Co Ltd
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Zhongzhi Data Group Co Ltd
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Priority to CN201910703644.XA priority Critical patent/CN110557371A/en
Publication of CN110557371A publication Critical patent/CN110557371A/en
Pending legal-status Critical Current

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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
    • H04L63/10Network architectures or network communication protocols for network security for controlling access to devices or network resources
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L63/00Network architectures or network communication protocols for network security
    • H04L63/14Network architectures or network communication protocols for network security for detecting or protecting against malicious traffic
    • H04L63/1441Countermeasures against malicious traffic
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L63/00Network architectures or network communication protocols for network security
    • H04L63/14Network architectures or network communication protocols for network security for detecting or protecting against malicious traffic
    • H04L63/1441Countermeasures against malicious traffic
    • H04L63/1458Denial of Service
    • 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 provides an access limiting method, a system, a readable storage medium and a game server, wherein the method comprises the following steps: when a primary access request of a game page is received, confirming a requester for starting the request from the primary access request; monitoring the number of times of access requests of the requester to the game page within a first preset time; and when the access request times of the requester to the game page within the first preset time exceed a threshold value, the requester is limited from accessing the game page. According to the method and the device, the access request times of the same user to the same game page are monitored, and when the access request times of the same user to the same game page within the preset time are detected to exceed the threshold, the malicious attack of the user is judged, the access of the user to the game page is limited, so that the malicious attack problem is effectively solved, the server resources are not influenced, and the use experience of normal users is guaranteed.

Description

Access limiting method, system, readable storage medium and game server
Technical Field
The present invention relates to the field of game technology, and in particular, to a method, a system, a readable storage medium, and a game server for restricting access.
Background
At present, some large and hot game servers are often subjected to malicious attacks by hackers due to various reasons, and finally are always heavy, some servers are bandwidth-exhausted, and some servers are high in load. The common attack is a cc (challenge collapsar) attack, which can be classified as a DDoS attack, and is a connection attack, and the principle is that a server refuses service by sending a large amount of request data, so that the use of a normal user is affected, for example, a user is caused to have phenomena of game jam, flash back, and the like.
disclosure of Invention
based on this, the present invention provides an access restriction method, system, readable storage medium and game server, so as to solve the technical problem that the existing game server cannot effectively solve malicious attacks.
an access restriction method according to an embodiment of the present invention includes:
When a primary access request of a game page is received, confirming a requester for starting the request from the primary access request;
monitoring the number of times of access requests of the requester to the game page within a first preset time;
And when the access request times of the requester to the game page within the first preset time exceed a threshold value, the requester is limited from accessing the game page.
in addition, an access restriction method according to the above embodiment of the present invention may further have the following additional technical features:
Further, the step of monitoring the number of access requests of the requester to the game page within the first preset time includes:
Highlighting the access request of the requester to the game page from an access request pool;
Judging whether the number of access requests highlighted in the first preset time exceeds the threshold value or not;
if so, judging that the number of access requests of the requester to the game page in the first preset time exceeds the threshold value.
Further, the manner of restricting the access of the requester to the game page is any one of the following manners:
Stopping responding or receiving the access request of the requester to the game page;
Forcing the requester to quit the server corresponding to the game page; or
Blacklisting the requestor.
further, the step of confirming the requesting party of the starting request from the initial access request comprises:
And acquiring an IP address from the access request, and identifying the requester according to the IP address.
further, the access limiting method further comprises:
Determining the security level of the game page according to the webpage link of the game page;
And acquiring preset limiting times corresponding to the safety level to obtain the threshold.
Further, after the step of limiting the access of the requester to the game page, the method further includes:
And when the blocking time reaches a second preset time, canceling the limitation of the access of the requester to the game page.
further, the access limiting method further comprises:
And counting the access blocking times of the game page.
in addition, the present invention also provides an access restriction system, including:
The request confirmation module is used for confirming a request party starting a request from the initial access request when the initial access request of a game page is received;
The access monitoring module is used for monitoring the number of access requests of the requester to the game page within first preset time;
and the access limiting module is used for limiting the access of the requester to the game page when the access request times of the requester to the game page in the first preset time exceeds a threshold value.
The invention also proposes a computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, implements the above-mentioned access limiting method.
The invention also provides a game server, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the processor realizes the access limiting method when executing the program.
According to the access limiting method, the access limiting system, the readable storage medium and the game server, the access request times of the same user to the same game page are monitored, and when the access request times of the same user to the same game page within the preset time are detected to exceed the threshold value, the fact that the user is under malicious attack is judged, the user is limited to access the game page, so that the malicious attack problem is effectively solved, server resources are not affected, and the use experience of normal users is guaranteed.
Drawings
FIG. 1 is a flow chart of an access restriction method in a first embodiment of the present invention;
FIG. 2 is a flow chart of an access restriction method in a second embodiment of the present invention;
FIG. 3 is a schematic diagram of an access restriction system according to a third embodiment of the present invention;
Fig. 4 is a schematic structural diagram of a game server according to a fourth embodiment of the present invention.
Description of the main element symbols:
request confirmation module 11 Access supervisorTest module 12
access restriction module 13 Processor with a memory having a plurality of memory cells 10
Memory device 20 computer program 30
The following detailed description will further illustrate the invention in conjunction with the above-described figures.
Detailed Description
to facilitate an understanding of the invention, the invention will now be described more fully with reference to the accompanying drawings. Several embodiments of the invention are presented in the drawings. This invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete.
it will be understood that when an element is referred to as being "secured to" another element, it can be directly on the other element or intervening elements may also be present. When an element is referred to as being "connected" to another element, it can be directly connected to the other element or intervening elements may also be present. The terms "vertical," "horizontal," "left," "right," and the like as used herein are for illustrative purposes only.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. The terminology used in the description of the invention herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the invention. As used herein, the term "and/or" includes any and all combinations of one or more of the associated listed items.
Referring to fig. 1, an access limiting method applied to a game server in a first embodiment of the present invention includes steps S01 through S03. The game server may be implemented by software and/or hardware.
In step S01, when a primary access request of a game page is received, a requester of the request is confirmed from the primary access request.
The access request may be an http request header, which is a request mode for requesting to open and access a certain game page sent by the client to the game server, and the access request generally includes information such as an IP address, version information, an account number, a password, and the like of a requester. In addition, the initial access request refers to that an access request sent by a requester who does not initiate a request in a certain time period is received for the first time in a certain time period, and the time period can be in a range of every day, every hour or longer time or shorter time.
in specific implementation, the corresponding requester can be confirmed by the IP address, the client name, and the like in the initial access request.
And step S02, monitoring the access request times of the requester to the game page within a first preset time.
The step is to monitor whether the requesting party continuously requests to open the game page within a first preset time. In specific implementation, the number of access requests of a requester to a game page can be monitored by judging whether the access requests sent by the same IP address are received, and the number of the received access requests is equal to the number of the access requests.
Step S03, when the number of access requests to the game page by the requester in the first preset time exceeds a threshold, restricting the access to the game page by the requester.
the threshold is generally selected to be 5 to 8 times, the first preset time is generally selected to be 1 to 3 minutes, and under a general condition, a normal user does not continuously request to open the same game page within a period of time, so that when the number of access requests to the game page by the requester within the first preset time exceeds the threshold and the requester is determined to maliciously attack the game page, the requester is restricted from accessing the game page, wherein the manner for restricting the requester from accessing the game page may be any one of the following manners:
Stopping responding or receiving an access request of a requester to a game page in a first mode;
The second mode is that the requester is forced to quit the server corresponding to the game page, namely the requester is forced to quit; or
And thirdly, listing the requesting party in a blacklist.
In summary, in the access limiting method in the above embodiment of the present invention, the number of access requests to the same game page by the same user is monitored, and when it is detected that the number of access requests to the same game page by the same user in a preset time exceeds a threshold, it is determined that the user is under malicious attack, and the user is limited to access the game page, so that the problem of malicious attack is effectively solved, server resources are not affected, and the use experience of a normal user is ensured.
Referring to fig. 2, an access limiting method applied to a game server in a second embodiment of the present invention is shown, including steps S11 to S18. The game server may be implemented by software and/or hardware.
Step S11, when receiving the initial access request of a game page, obtaining the IP address from the access request, and confirming the requester according to the IP address.
And step S12, determining the security level of the game page according to the webpage link of the game page.
In specific implementation, the association between the webpage link and the corresponding security level can be established, so that the corresponding preset security level of the game page can be known according to the webpage link of the game page.
and step S13, acquiring preset limit times corresponding to the safety level to obtain a threshold value.
In specific implementation, different security levels can be set for different game pages, for example, for different game pages, the security level can be set according to the requirements of the game on server resources, and the higher the requirement on the server resources is, the larger the security level is, the smaller the corresponding threshold value can be correspondingly set; for the game pages in the same game, the security level can be set according to the importance degree of the pages, the more important the pages are, the larger the security level can be set, the smaller the corresponding threshold value can be correspondingly set, generally, the importance degree of the pages can be arranged from high to low: account management page (related to other users' security) > in-game page > Game Home page > Game Login page.
It can be understood that, through the setting of the security level, when performing malicious attack judgment, the access limiting times (threshold value) can be adjusted according to the security level of the page, and when there is a malicious attack, the game page with a higher security level is made to have a smaller number of malicious attacks, and is determined as a malicious attack and is limited in access as soon as possible.
and step S14, highlighting the access request of the requester to the game page from the access request pool.
In general, the game server stores all access requests in an access request pool, and responds one by one according to the sequence of request time, and the access request pool can be set in a stack pool or a common storage unit. In addition, in the concrete implementation, the access request of the requester to the game page can be highlighted from the access request pool by means of red marking, flashing and the like, and the purpose of highlighting is to enable the system to focus on monitoring.
Step S15, determining whether the number of access requests highlighted exceeds the threshold within the first preset time.
wherein the threshold is a threshold corresponding to the security level of the game page; when the number of the access requests highlighted in the first preset time is judged to exceed the threshold, judging that the number of the access requests of the requester to the game page in the first preset time exceeds the threshold, and belonging to malicious attack, and executing the steps S16-S18; and when the number of the access requests highlighted in the first preset time is judged not to exceed the threshold value, continuing monitoring.
And step S16, limiting the access of the requester to the game page.
wherein the method for limiting the access of the requester to the game page is any one of the following methods:
Stopping responding or receiving the access request of the requester to the game page;
Forcing the requester to quit the server corresponding to the game page; or
blacklisting the requestor.
And step S17, counting the access blocking times of the game page.
The method comprises the steps of calculating the malicious attack times of all game pages, and is convenient for optimizing each game page in a big data environment.
and step S18, when the blocking time reaches a second preset time, canceling the limitation of the access of the requester to the game page.
Wherein, the second preset time is generally selected to be 3-6 hours, and in addition, for the frequently access-limited requesting party (IP address), the second preset time can be properly increased, and even the access to the game server can be completely prevented.
further, in some optional embodiments of the present invention, when the number of access requests to the game page by the requesting party in the first preset time exceeds a threshold, the access limiting method may further have the following steps:
Judging whether the network of the requester is stable;
and if so, limiting the access of the requester to the game page.
The purpose of setting the network stability judging mechanism is to improve the judging condition of malicious attack, avoid the phenomenon that a normal user is judged as malicious attack by a game server by mistake after frequently quitting and logging in due to network instability, and force the access to be limited, and improve the high accuracy of access limitation.
As one implementation, network stability of the requesting party may be determined by monitoring the quality of network communications when implemented. As another mode, the JavaScript language of the game page may be obtained and parsed to obtain the UI expression of the user interface of the game, the logic of the game, the attribute parameters of the event response, and the like, so as to determine the network stability of the requester according to the parameters.
Further, in some optional embodiments of the present invention, when the game page is an online game page, the step of restricting the access of the requester to the game page may further include:
and carrying out virtual resource transfer on the game page according to a preset transfer address so as to jump the game page accessed by the requester to a stand-alone game page. In specific implementation, the same game page can be provided with a network version and a single machine version, the virtual resources corresponding to the network version and the single machine version can be arranged in a partition isolation manner, and the virtual resources can only be transferred to the single machine side from the network side in a one-way manner.
Another aspect of the present invention further provides an access limiting system, please refer to fig. 3, which shows an access limiting system in a third embodiment of the present invention, applied to a game server, where the game server may be implemented by software and/or hardware, and the access limiting system includes a request confirmation module 11, an access monitoring module 12, and an access limiting module 13, where:
The request confirmation module 11 is configured to, when receiving a primary access request of a game page, confirm a requester of a request from the primary access request.
the access request may be an http request header, which is a request mode for requesting to open and access a certain game page sent by the client to the game server, and the access request generally includes information such as an IP address, version information, an account number, a password, and the like of a requester. In addition, the initial access request refers to that an access request sent by a requester who does not initiate a request in a certain time period is received for the first time in a certain time period, and the time period can be in a range of every day, every hour or longer time or shorter time.
in specific implementation, the corresponding requester can be confirmed by the IP address, the client name, and the like in the initial access request.
The access monitoring module 12 is configured to monitor the number of access requests from the requesting party to the game page within a first preset time.
The module is used for monitoring whether the requester continuously requests to open the game page within a first preset time. In specific implementation, the number of access requests of a requester to a game page can be monitored by judging whether the access requests sent by the same IP address are received, and the number of the received access requests is equal to the number of the access requests.
the access limiting module 13 is configured to limit the access of the requester to the game page when the number of access requests to the game page by the requester in the first preset time exceeds a threshold.
the threshold is generally selected to be 5 to 8 times, the first preset time is generally selected to be 1 to 3 minutes, and under a general condition, a normal user does not continuously request to open the same game page within a period of time, so that when the number of access requests to the game page by the requester within the first preset time exceeds the threshold and the requester is determined to maliciously attack the game page, the requester is restricted from accessing the game page, wherein the manner for restricting the requester from accessing the game page may be any one of the following manners:
Stopping responding or receiving an access request of a requester to a game page in a first mode;
The second mode is that the requester is forced to quit the server corresponding to the game page, namely the requester is forced to quit; or
and thirdly, listing the requesting party in a blacklist.
Further, the access monitoring module 12 is further configured to highlight the access request of the requestor to the game page from the access request pool, determine whether the number of access requests highlighted in the first preset time exceeds the threshold, and determine that the number of access requests of the requestor to the game page in the first preset time exceeds the threshold when it is determined that the number of access requests highlighted in the first preset time exceeds the threshold.
further, the request confirmation module 11 is further configured to obtain an IP address from the access request, and confirm the requester according to the IP address.
Further, the request confirmation module 11 is further configured to determine a security level of the game page according to the web page link of the game page, and acquire a preset limit number corresponding to the security level to obtain the threshold.
In specific implementation, different security levels can be set for different game pages, for example, for different game pages, the security level can be set according to the requirements of the game on server resources, and the higher the requirement on the server resources is, the larger the security level is, the smaller the corresponding threshold value can be correspondingly set; for the game pages in the same game, the security level can be set according to the importance degree of the pages, the more important the pages are, the larger the security level can be set, the smaller the corresponding threshold value can be correspondingly set, generally, the importance degree of the pages can be arranged from high to low: account management page (related to other users' security) > in-game page > Game Home page > Game Login page.
it can be understood that, through the setting of the security level, when performing malicious attack judgment, the access limiting times (threshold value) can be adjusted according to the security level of the page, and when there is a malicious attack, the game page with a higher security level is made to have a smaller number of malicious attacks, and is determined as a malicious attack and is limited in access as soon as possible.
Further, the access limiting module 13 is further configured to cancel limiting the access of the requesting party to the game page when the blocking time reaches a second preset time.
Further, the access limiting module 13 is further configured to count the number of times of access blocking of the game page. By counting the malicious attack times of all game pages, the game pages can be optimized conveniently in a big data environment.
In addition, in some optional embodiments of the present invention, the access limiting module 13 may be further configured to determine whether the network of the requesting party is stable when the number of access requests to the game page by the requesting party in the first preset time exceeds a threshold, and limit the requesting party to access the game page when it is determined that the network of the requesting party is stable.
The purpose of setting the network stability judging mechanism is to improve the judging condition of malicious attack, avoid the phenomenon that a normal user is judged as malicious attack by a game server by mistake after frequently quitting and logging in due to network instability, and force the access to be limited, and improve the high accuracy of access limitation.
In summary, in the access limiting system in the above embodiment of the present invention, the number of access requests to the same game page by the same user is monitored, and when it is detected that the number of access requests to the same game page by the same user in a preset time exceeds a threshold, it is determined that the user is under malicious attack, and the user is limited to access the game page, so that the problem of malicious attack is effectively solved, server resources are not affected, and the use experience of a normal user is ensured.
the invention also proposes a computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, implements the access restriction method as described above.
Referring to fig. 4, a game server according to a fourth embodiment of the present invention is shown, which includes a processor 10, a memory 20, and a computer program 30 stored in the memory and executable on the processor, wherein the processor 10 executes the computer program 30 to implement the access limiting method as described above.
the processor 10 may be a Central Processing Unit (CPU), a controller, a microcontroller, a microprocessor or other data Processing chip in some embodiments, and is used for executing program codes stored in the memory 20 or Processing data, such as executing an access restriction program.
the memory 20 includes at least one type of readable storage medium, which includes a flash memory, a hard disk, a multimedia card, a card type memory (e.g., SD or DX memory, etc.), a magnetic memory, a magnetic disk, an optical disk, and the like. The memory 20 may in some embodiments be an internal storage unit of the game server, for example a hard disk of the game server. The memory 20 may also be an external storage device of the game server in other embodiments, such as a plug-in hard disk provided on the game server, a Smart Media Card (SMC), a Secure Digital (SD) Card, a Flash memory Card (Flash Card), and the like. Further, the memory 20 may also include both an internal storage unit of the game server and an external storage device. The memory 20 may be used not only to store application software installed in the game server and various kinds of data such as codes of access restriction programs, etc., but also to temporarily store data that has been output or is to be output.
Optionally, the game server may further comprise a user interface, a network interface, a communication bus, etc., the user interface may comprise a Display (Display), an input unit such as a Keyboard (Keyboard), and the optional user interface may further comprise a standard wired interface, a wireless interface. Alternatively, in some embodiments, the display may be an LED display, a liquid crystal display, a touch-sensitive liquid crystal display, an OLED (Organic Light-Emitting Diode) touch device, or the like. The display, which may also be referred to as a display screen or display unit, is suitable, among other things, for displaying information processed in the game server and for displaying a visual user interface. The network interface may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface), typically used to establish a communication link between the device and other electronic devices. The communication bus is used to enable connection communication between these components.
it should be noted that the configuration shown in fig. 4 does not constitute a limitation of the game server, and in other embodiments the game server may include fewer or more components than those shown, or some components may be combined, or a different arrangement of components.
in summary, in the game server in the present invention, the number of access requests to the same game page by the same user is monitored, and when it is detected that the number of access requests to the same game page by the same user within the preset time exceeds the threshold, it is determined that the user is under malicious attack, and the user is restricted from accessing the game page, so that the problem of malicious attack is effectively solved, server resources are not affected, and the use experience of a normal user is ensured.
Those of skill in the art will understand that the logic and/or steps represented in the flowcharts or otherwise described herein, e.g., an ordered listing of executable instructions that can be viewed as implementing logical functions, can be embodied in any computer-readable medium for use by or in connection with an instruction execution system, apparatus, or device, such as a computer-based system, processor-containing system, or other system that can fetch the instructions from the instruction execution system, apparatus, or device and execute the instructions. For the purposes of this description, a "computer-readable medium" can be any means that can contain, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device.
More specific examples (a non-exhaustive list) of the computer-readable medium would include the following: an electrical connection (electronic device) having one or more wires, a portable computer diskette (magnetic device), a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber device, and a portable compact disc read-only memory (CDROM). Additionally, the computer-readable medium could even be paper or another suitable medium upon which the program is printed, as the program can be electronically captured, via for instance optical scanning of the paper or other medium, then compiled, interpreted or otherwise processed in a suitable manner if necessary, and then stored in a computer memory.
It should be understood that portions of the present invention may be implemented in hardware, software, firmware, or a combination thereof. In the above embodiments, the various steps or methods may be implemented in software or firmware stored in memory and executed by a suitable instruction execution system. For example, if implemented in hardware, as in another embodiment, any one or combination of the following techniques, which are known in the art, may be used: a discrete logic circuit having a logic gate circuit for implementing a logic function on a data signal, an application specific integrated circuit having an appropriate combinational logic gate circuit, a Programmable Gate Array (PGA), a Field Programmable Gate Array (FPGA), or the like.
in the description herein, references to the description of the term "one embodiment," "some embodiments," "an example," "a specific example," or "some examples," etc., mean that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the invention. In this specification, the schematic representations of the terms used above do not necessarily refer to the same embodiment or example. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
The above-mentioned embodiments only express several embodiments of the present invention, and the description thereof is more specific and detailed, but not construed as limiting the scope of the present invention. It should be noted that, for a person skilled in the art, several variations and modifications can be made without departing from the inventive concept, which falls within the scope of the present invention. Therefore, the protection scope of the present patent shall be subject to the appended claims.

Claims (10)

1. An access restriction method, the method comprising:
When a primary access request of a game page is received, confirming a requester for starting the request from the primary access request;
Monitoring the number of times of access requests of the requester to the game page within a first preset time;
and when the access request times of the requester to the game page within the first preset time exceed a threshold value, the requester is limited from accessing the game page.
2. The method of claim 1, wherein the step of monitoring the number of access requests of the requester to the game page within a first preset time comprises:
Highlighting the access request of the requester to the game page from an access request pool;
Judging whether the number of access requests highlighted in the first preset time exceeds the threshold value or not;
If so, judging that the number of access requests of the requester to the game page in the first preset time exceeds the threshold value.
3. The access limiting method of claim 1, wherein the access to the game page by the requesting party is limited in any one of the following ways:
Stopping responding or receiving the access request of the requester to the game page;
Forcing the requester to quit the server corresponding to the game page; or
blacklisting the requestor.
4. The access limiting method according to claim 1 or 2, wherein the step of confirming the requester of the request from the beginning from the initial access request comprises:
and acquiring an IP address from the access request, and identifying the requester according to the IP address.
5. The access restriction method according to claim 1, further comprising:
Determining the security level of the game page according to the webpage link of the game page;
And acquiring preset limiting times corresponding to the safety level to obtain the threshold.
6. the access limiting method of claim 1, after the step of limiting access to the game page by the requesting party, further comprising:
And when the blocking time reaches a second preset time, canceling the limitation of the access of the requester to the game page.
7. The access restriction method according to claim 6, further comprising:
And counting the access blocking times of the game page.
8. an access restriction system, the system comprising:
The request confirmation module is used for confirming a request party starting a request from the initial access request when the initial access request of a game page is received;
The access monitoring module is used for monitoring the number of access requests of the requester to the game page within first preset time;
And the access limiting module is used for limiting the access of the requester to the game page when the access request times of the requester to the game page in the first preset time exceeds a threshold value.
9. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the method according to any one of claims 1 to 7.
10. A game server comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor when executing the program implements the method of any one of claims 1 to 7.
CN201910703644.XA 2019-07-31 2019-07-31 Access limiting method, system, readable storage medium and game server Pending CN110557371A (en)

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Application publication date: 20191210