CN113827984B - Action game anti-plug-in method and system - Google Patents

Action game anti-plug-in method and system Download PDF

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CN113827984B
CN113827984B CN202111136979.1A CN202111136979A CN113827984B CN 113827984 B CN113827984 B CN 113827984B CN 202111136979 A CN202111136979 A CN 202111136979A CN 113827984 B CN113827984 B CN 113827984B
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CN113827984A (en
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�田�浩
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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
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players

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Abstract

The application discloses an action game anti-plug-in method and system, and belongs to the technical field of computer games. The method comprises the following steps: sending a target operation instruction to a server through a client; synchronously transmitting a target operation instruction through a server according to a preset frame rate; calculating the result of each logic frame of the game according to the target operation instruction to obtain result information; and obtaining and filtering the result information according to the mark information of each client, and distributing the filtered result information to the corresponding client. The application only operates at the server side, does not need to install an additional anti-plug-in program by a user, and has good anti-plug-in effect.

Description

Action game anti-plug-in method and system
Technical Field
The application relates to the technical field of computer games, in particular to an action game anti-plug-in method and system.
Background
The most serious problem faced by the general network game is the problem of plug-in, which means that the normal communication between the server and the client is tampered mainly through the network technology, so as to achieve the purposes of tampering normal data or completing abnormal operation and obtaining improper benefits. The plug-in technology seriously breaks the fairness and balance of the game, causes a large number of player losses, and causes a large number of direct and indirect economic losses for the development and operators of the online game. The prior art prevents players from starting cheating programs by detecting player behaviors and clients, and has the defects that the misjudgment rate is high: whether the player reacts at high speed or the plug-in program acts cannot be distinguished; weak preventing effect: the new generation plug-in uses AI deep learning image recognition technology, can be used under the condition of not invading game client and even game client running equipment, and the traditional anti-plug-in program for detecting the client and the client running equipment cannot cope with.
Disclosure of Invention
In order to overcome the above problems or at least partially solve the above problems, embodiments of the present application provide an anti-plug-in method and system for action games, which only operate on a server side, do not require a user to install an additional anti-plug-in program, and have a good anti-plug-in effect.
Embodiments of the present application are implemented as follows:
in a first aspect, an embodiment of the present application provides a method for anti-plug-in action game, including the following steps:
sending a target operation instruction to a server through a client;
synchronously transmitting a target operation instruction through a server according to a preset frame rate;
calculating the result of each logic frame of the game according to the target operation instruction to obtain result information;
and obtaining and filtering the result information according to the mark information of each client, and distributing the filtered result information to the corresponding client.
In order to solve the technical problem of game plug-in the prior art, the application calculates and judges related instruction operation in the game, adjusts corresponding game operation according to the conditions of different clients and sends corresponding information to the clients so as to ensure the normal system of the game. Firstly, a client sends a specified operation instruction to a server, the server synchronizes the instruction under a certain frame rate and sends the instruction to a core algorithm module in the server, the core algorithm module calculates the result of each logic frame of a game, sends the result to information filtering and distribution, acquires and filters result information according to each client mark information, distributes the filtered result information to a corresponding client, and sends different information to each client according to each client mark filtering information.
The application only operates at the server side, and no additional anti-plug-in program is required to be installed by a user; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if a player opens the reaction speed accelerating type cheating device, the influence on the game win or lose is weak. The application can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game win or lose, and ensure the instant making and the expression of the game.
Based on the first aspect, in some embodiments of the present application, the method for calculating the game per logical frame result according to the target operation instruction to obtain the result information includes the following steps:
and calculating the result of each logic frame of the game field according to the target operation instruction so as to obtain field result information.
Based on the first aspect, in some embodiments of the present application, the method for calculating the game per logical frame result according to the target operation instruction includes the following steps:
and calculating a game action judgment result per logic frame according to the target operation instruction so as to obtain action judgment result information.
Based on the first aspect, in some embodiments of the present application, the method for obtaining and filtering the result information according to each client flag information, and distributing the filtered result information to the corresponding client includes the following steps:
acquiring and determining information to be received of each client according to the mark information of each client;
and filtering the result information according to the information to be received of each client so as to obtain and send the target information to the corresponding client.
In a second aspect, an embodiment of the present application provides an action game anti-plug-in system, including an instruction sending module, a synchronization module, a computing module, and an information distribution module, where:
the instruction sending module is used for sending a target operation instruction to the server through the client;
the synchronization module is used for synchronously sending a target operation instruction through the server according to a preset frame rate;
the calculation module is used for calculating the result of each logic frame of the game according to the target operation instruction so as to obtain result information;
the information distribution module is used for acquiring and filtering the result information according to the client side mark information, and distributing the filtered result information to the corresponding client side.
In order to solve the technical problem of game plug-in the prior art, the application calculates and judges related instruction operation in the game, adjusts corresponding game operation according to the conditions of different clients and sends corresponding information to the clients so as to ensure the normal system of the game. Firstly, an instruction sending module sends a specified operation instruction to a server based on a client, a synchronization module synchronizes the instruction under a certain frame rate through the server and sends the instruction to a calculation module in the server, the calculation module calculates the result of each logic frame of a game through a core algorithm, then the result is sent to an information distribution module, and the information distribution module filters information according to each client mark and sends different information to each client.
The application only operates at the server side, and no additional anti-plug-in program is required to be installed by a user; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if a player opens the reaction speed accelerating type cheating device, the influence on the game win or lose is weak. The application can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game win or lose, and ensure the instant making and the expression of the game.
Based on the second aspect, in some embodiments of the present application, the calculation module includes a view calculation sub-module, configured to calculate a game view per logical frame result according to the target operation instruction, so as to obtain view result information.
Based on the second aspect, in some embodiments of the present application, the calculation module includes an action determination submodule, configured to calculate a game action determination per logic frame result according to the target operation instruction, so as to obtain action determination result information.
Based on the second aspect, in some embodiments of the present application, the information distribution module includes a determination sub-module and a distribution sub-module, wherein:
the determining submodule is used for acquiring and determining information to be received of each client according to the mark information of each client;
and the distribution sub-module is used for filtering the result information according to the information to be received of each client so as to obtain and send the target information to the corresponding client.
In a third aspect, an embodiment of the present application provides an electronic device, including a memory for storing one or more programs; a processor. The method of any of the first aspects described above is implemented when one or more programs are executed by a processor.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium having stored thereon a computer program which, when executed by a processor, implements a method as in any of the first aspects described above.
The embodiment of the application has at least the following advantages or beneficial effects:
the embodiment of the application provides an action game anti-plug-in method and system, which solve the technical problem of game plug-in the prior art. The application only operates at the server side, and no additional anti-plug-in program is required to be installed by a user; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if a player opens the reaction speed accelerating type cheating device, the influence on the game win or lose is weak. The application can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game win or lose, and ensure the instant making and the expression of the game.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of an anti-cheating method for action games according to an embodiment of the application;
FIG. 2 is a schematic view of a rotating field of view according to an embodiment of the present application;
FIG. 3 is a schematic block diagram of an action game anti-plug-in system according to an embodiment of the present application;
fig. 4 is a block diagram of an electronic device according to an embodiment of the present application.
Icon: 100. an instruction sending module; 200. a synchronization module; 300. a computing module; 310. a field of view calculation sub-module; 320. an action judging sub-module; 400. an information distribution module; 410. determining a sub-module; 420. a distribution sub-module; 101. a memory; 102. a processor; 103. a communication interface.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
It is noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
Examples
As shown in fig. 1, in a first aspect, an embodiment of the present application provides an action game anti-plug-in method, which includes the following steps:
s1, sending a target operation instruction to a server through a client;
s2, synchronously transmitting a target operation instruction through a server according to a preset frame rate;
in some embodiments of the present application, the server sending the instruction means that the next computing module inside the server performs the computation, the computation is all on the server, and the plug-in cannot be modified on the client.
S3, calculating the result of each logic frame of the game according to the target operation instruction so as to obtain result information;
further, the game field per logical frame result is calculated according to the target operation instruction so as to obtain field result information.
Further, a game action judgment per logical frame result is calculated according to the target operation instruction to obtain action judgment result information.
In some embodiments of the present application, the logic frame calculation includes two aspects, namely, a view calculation and an action judgment calculation, and the game plug-in operation is comprehensively prevented from the two aspects.
Regarding the view calculation:
under the condition that the terrain view is not considered to be blocked, the player view distance is limited, the view angle FOV is generally smaller than 180 degrees, the player's role is taken as the origin of coordinates, the east-west direction is taken as the X axis, the north-south direction is taken as the Y axis, a coordinate system is established, since the coordinate axes are not rotated, the speeds of other player roles are equal to those of the player's role and are v, the upper limit of the movement speed on the coordinate axes is 2v, the rotation angle speed is not limited, the other roles conform to the random walk rule on the 2d plane, under the rotation condition, the player view is changed from the dotted line position to the solid line position as shown in fig. 2, and two area areas are formed at the moment that the player rotates the view because the rotation angle speed is not limited, A: no longer monitors the area, B: the monitoring area is newly added. The following conclusions are drawn: the newly added monitoring area presents the expectations E (B) of other people>>The areas are no longer monitored for the presence of other people's expectations E (a); appearance means that the new target appears and the new target is excluded from the field of view. And (3) proving: t0 is the time from the last spin field, at time t0, dt time has elapsed, reaching t1, the player turns to cause the A, B region, then there are: t1 time point A region has expectations of othersE (a) =t0 time a region presents the expected E (A1) of others-expected E (A2) of dt-time other people leaving from a region a) +expected E (A3) of dt-time other people entering a region a. the t1 time point B region has the expected E (B) =t0 time B region where the expected E (B1) of others appears-the expected E (B2) that the dt-time-elapsed others leave from the B region) +the expected E (B3) that the dt-time-elapsed others enter the B region. Obviously, there are: lim dt→0 E(A1)=0,lim dt→0 E (A2) =0, and E (B1) is positively correlated with t0, so there is E (B)>>E(A)。
In practical situations, the optimal strategy of the searching opponent is reduced by t0 as far as possible, and when t0 is small enough, namely the visual field is rotated as far as possible, the visual field is intuitively equivalent to a circular visual field. It is foreseeable that the following measures are taken in engineering to prevent this: when the visual field rotates, a new monitoring area B is not obtained instantaneously, but a certain unfolding speed is needed; if the expansion speed is set to be the B region area S (B)/B region complete acquisition time T, S (B, T1) is set to be the newly added monitoring region obtained by dt time, lim can be obtained dt→0 S (B, t 1) =0; then setting a constant V (S) for the field of view expansion speed effectively limits the 360 degree full field of view that can be achieved by non-real operation.
In software engineering, it is impossible to approach dt to 0, a logical operation frame is set to 10-30 frames per second as appropriate according to the computing power of a computer, a newly added view acquisition speed is set to V (S) per frame time is set to t, the view FOV angle is unchanged to be a radian, S influences the current player view radius NowR, the player has the maximum view radius MaxR, and the view expansion area is acquired within 1 frame time. Then detecting the change degree of the vision field in each frame of movement of the player, and controlling the newly added vision field area to be not more than S by changing the vision field radius R, wherein in the frame, the rotation radian of the vision field is set as t, and the current vision field radius NowR is set as MS=NowR t NowR/2 if the current vision field radius NowR is not limited; if MS > =s, indicating that a restriction of newr is required to achieve the objective, then the new radius newrnext=min (MaxR, sqrt (2*S/t)); if MS < S, the explanation does not need to limit newr, the current field radius newrnext=min (MaxR, sqrt (2 x (S-MS)/a+newr x newr)) may be increased according to the difference.
Regarding the action judgment calculation:
in the action combat game, a period of time from the start of an attack action of a player to the attack judgment is called attack front shaking time t, and if no restriction relation exists, the advantage of front shaking is great, so that many games are designed with a cyclic restriction mechanism, such as permanent robbing of a inexperienced master, common attack of a master, vibration of a cutter and restriction of the master by the cutter. However, the imprecise action mechanism can cause the cheating player to achieve the effect of looking first and then through quick response and operation, for example, in some cases, in the case of ever robbing, part of common attacks can be cancelled through other actions such as jumping and converted into other actions, so that the effect of looking at the opponent body and then using a vibrating knife to remove the restriction is achieved, and the effect that who really goes first and who is restricted can be caused.
Then to solve such a problem, there are the following algorithm design element features:
after confirming the sign, the direction cannot be canceled or changed; after the opponent takes out, the corresponding check number is used again, so that the check effect cannot be achieved; after aiming and confirming the release attack action, the player cannot cancel, and after starting the attack action, the first attack judgment is generated after the time t; in the actual situation, the T value has a design upper limit MaxT, so the actions can be divided into a fast class with forward shaking time in the interval (0, maxT/2) and a slow class with forward shaking time in the interval (MaxT/2, maxT), the basic gram relationship is that the fast class is restricted by the slow class, the fast class is not operated, the slow class is not operated, so the ring comparison relationship is generated according to the action classification E, the opening and closing operation is not performed, in each classification E (O), the effect of the attack with the forward shaking time before the attack is restricted is also constructed, so the action caused by each attack instruction has a judging value N (T), the attack sent simultaneously is judged according to the N (T) to have a certain comparison relationship, in order to avoid the problem generated after the attack action, the attack starting time point s is provided, the N (T, s) is provided, when two time points s (0) s (T) are respectively, N (T) is not provided with the judging value N (T) of the attack starting time point S (T) 1), N (T) is not provided as the judging value N (T) is 0), and N (T) is not provided as the judging that before the attack time point (T) 1) is 0 (T) is 0) and S (T) is 0, respectively more than the attack time point (T) is 0, t is the time from the start of the attack to the current time point, the determination value changes with the increase of T, N (T, T) =t+t×c, where C is a constant much larger than MaxT, and then the determination of the restriction relation of action O at the determination time point Ts can be performed by N (T, T) value, T value, classification E, with > | < indicates that restriction is restricted, |=indicates that equalization.
O is an attack action, and when t (a) -t (b) > MaxT/2, O (a) | < O (b); otherwise, comparing N (T, T), if N (T, T) (a) < N (T, T) (b), there is O (a) | < O (b).
For classification of O, if E (O (a)) is a slow attack and E (O (n)) is not operational, then there is O (a) | < O (n); for classification of O, if E (O (a)) is a fast attack and E (O (n)) is not operational, then O (a) > |O (n).
In the actual action game engineering, a simpler method is adopted, according to the calculation power of a computer, a logic operation frame is set to be 10-30 frames per second, and each frame time is Ft, so that MaxT on action design is converted into a frame number MaxN=MaxT/Ft rounding, and the hand-out speed t is also rounded with a hand-out frame number n=t/Ft; also, n is less than or equal to MaxN/2, which is a fast attack, and n is greater than or equal to a slow attack, and is classified as E. When the action release is set, the player character has a variable value N which grows every frame, the starting value is N, and the growth value of every frame is C, wherein C is larger than MaxN; when the attack action starts the 0 th frame, n=n, in each frame, N increases from C, through N frames to the N th frame, an attack decision is generated, and the decision has a fixed value P, p=n×c+n. The P (a) of the releaser a and the N (B) of the determined party B are now compared and the classifications E (a) and E (B) are considered. E (B) is not operated: if E (A) is a slow attack, judging that the attack fails, and obtaining advantages by an opponent B; if E (A) is a fast attack, then the decision is successful, and A takes advantage. E (B) is a certain type of attack action, and the front shaking frame number is n (B): when P (A) > N (B), judging success, and A obtains advantages; when P (a) < N (B), the decision fails, the a side obtains an uncontrollable state for a period of time, the continuous frame number is MaxN/2, and returns to the inoperative state after the end, and when P (a) =n (B), the equilibrium is determined. Examples: setting maxn=2 seconds, ft=0.1 per second, then MaxN is 20, n for each action O is in the range of [1,20], and the following table of restriction relations is presented in table 1:
table 1:
s4, obtaining and filtering the result information according to the client flag information, and distributing the filtered result information to the corresponding client.
Further, acquiring and determining information to be received of each client according to the mark information of each client; and filtering the result information according to the information to be received of each client so as to obtain and send the target information to the corresponding client.
In some embodiments of the application, the server calculates the result information that it has calculated that the player user's visual field can see the opponent's location, and that opponent's location that is not in the visual field is not issued to the client. So as long as the server is not breached, even if a similar perspective is opened, an adversary outside the specified field of view will not be seen. This view determination is the above filtering, i.e. if a certain opponent is not seen in the player's view, no information of the certain opponent will be sent to the player's client, and if the player wants to obtain a 360-degree view through extremely fast rotation by operating the plug-in, under the view algorithm, the view radius will be rapidly reduced when the view is rotated fast due to a certain expansion speed, the view capability is almost lost, and the view radius can be expanded only when the player stops or rotates slowly. This radius of view is calculated by a calculation module.
Under the action determination computing mechanism of the server, the player is not valid even if the instant operation class plug-in is turned on. For example, the non-cheating player carries out a fast attack action, the cheating player carries out fast recognition and operation through plug-in, carries out slow attack to check immediately before the next 1 frame operation, the reaction time reaches below 0.1 seconds, and exceeds the reaction speed of normal human beings, but the check effect cannot be achieved, since the non-cheating player releases 1 frame earlier than the cheating player, when the attack judgment is generated in the N1 th frame, the judgment value N (not) =n1+C N1 of the non-cheating player is N (work) =n2+C (N1-1), and even if C is greater than the maximum value MaxN of all N, N2> N1 is present because N2-N1< C, the non-cheating player still obtains the advantage of attack judgment.
It can be found that the opponent can be successfully restrained unless the cheating player expands the restraining action in the same frame or before, but the cheating player can know that the server has issued the instruction operation through the opponent when the opponent expands the action, and unless the server is broken or the time flows backwards, the server cannot be interfered to do the operation logic of the previous frame, so that the plug-in script of the limit response type is not effective.
For another example, a non-cheating player may launch a slow attack, a cheating player may launch a fast attack, and the cheating player may be restricted because the launched attack may not cancel the retrieval or change direction, and the server may consider the operation invalid and may not change the restricted result as long as the server is not breached.
In order to solve the technical problem of game plug-in the prior art, the application calculates and judges related instruction operation in the game, adjusts corresponding game operation according to the conditions of different clients and sends corresponding information to the clients so as to ensure the normal system of the game. Firstly, a client sends a specified operation instruction to a server, the server synchronizes the instruction under a certain frame rate and sends the instruction to a core algorithm module in the server, the core algorithm module calculates the result of each logic frame of a game, sends the result to information filtering and distribution, acquires and filters result information according to each client mark information, distributes the filtered result information to a corresponding client, and sends different information to each client according to each client mark filtering information.
The application only operates at the server side, and no additional anti-plug-in program is required to be installed by a user; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if a player opens the reaction speed accelerating type cheating device, the influence on the game win or lose is weak. The application can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game win or lose, and ensure the instant making and the expression of the game.
As shown in fig. 3, in a second aspect, an embodiment of the present application provides an action game anti-plug-in system, which includes an instruction sending module 100, a synchronization module 200, a calculation module 300, and an information distribution module 400, wherein:
the instruction sending module 100 is configured to send a target operation instruction to the server through the client;
the synchronization module 200 is configured to synchronize and send, through the server, a target operation instruction according to a preset frame rate;
a calculation module 300, configured to calculate a result of each logical frame of the game according to the target operation instruction, so as to obtain result information;
the information distribution module 400 is configured to obtain and filter the result information according to each client identifier information, and distribute the filtered result information to a corresponding client.
In order to solve the technical problem of game plug-in the prior art, the application calculates and judges related instruction operation in the game, adjusts corresponding game operation according to the conditions of different clients and sends corresponding information to the clients so as to ensure the normal system of the game. First, the instruction transmitting module 100 transmits a prescribed operation instruction to the server based on the client, the synchronization module 200 synchronizes the instruction at a certain frame rate through the server and transmits to the computing module 300 inside the server, the computing module 300 computes a game per logical frame result through a core algorithm and then transmits the result to the information distributing module 400, and the information distributing module 400 filters information according to each client flag and transmits different information to each client.
The application only operates at the server side, and no additional anti-plug-in program is required to be installed by a user; the algorithm is simple, and the performance consumption is low; the anti-cheating effect is good, and even if a player opens the reaction speed accelerating type cheating device, the influence on the game win or lose is weak. The application can effectively avoid the influence of the ultra-high speed reaction and the operation capability on the game win or lose, and ensure the instant making and the expression of the game.
As shown in fig. 3, in some embodiments of the present application, the calculation module 300 includes a view calculation sub-module 310 for calculating a game view per logical frame result according to a target operation instruction to obtain view result information.
The calculation module 300 further includes an action determination sub-module 320 for calculating a game action determination per logical frame result according to the target operation instruction to obtain action determination result information.
In some embodiments of the present application, the logic frame calculation includes two aspects, namely, the view calculation sub-module 310 and the action determination sub-module 320 are used for performing the view calculation and the action determination calculation, so as to comprehensively prevent the game plug-in operation from the two aspects.
As shown in fig. 3, in some embodiments of the application, the information distribution module 400 includes a determination sub-module 410 and a distribution sub-module 420, wherein:
a determining submodule 410, configured to obtain and determine information to be received of each client according to the identifier information of each client;
and the distribution sub-module 420 is configured to filter the result information according to the information to be received of each client, so as to obtain and send the target information to the corresponding client.
As shown in fig. 4, in a third aspect, an embodiment of the present application provides an electronic device, which includes a memory 101 for storing one or more programs; a processor 102. The method of any of the first aspects described above is implemented when one or more programs are executed by the processor 102.
And a communication interface 103, where the memory 101, the processor 102 and the communication interface 103 are electrically connected directly or indirectly to each other to realize data transmission or interaction. For example, the components may be electrically connected to each other via one or more communication buses or signal lines. The memory 101 may be used to store software programs and modules that are stored within the memory 101 for execution by the processor 102 to perform various functional applications and data processing. The communication interface 103 may be used for communication of signaling or data with other node devices.
The Memory 101 may be, but is not limited to, a random access Memory 101 (Random Access Memory, RAM), a Read Only Memory 101 (ROM), a programmable Read Only Memory 101 (Programmable Read-Only Memory, PROM), an erasable Read Only Memory 101 (Erasable Programmable Read-Only Memory, EPROM), an electrically erasable Read Only Memory 101 (Electric Erasable Programmable Read-Only Memory, EEPROM), etc.
The processor 102 may be an integrated circuit chip with signal processing capabilities. The processor 102 may be a general purpose processor 102, including a central processor 102 (Central Processing Unit, CPU), a network processor 102 (Network Processor, NP), etc.; but may also be a digital signal processor 102 (Digital Signal Processing, DSP), an application specific integrated circuit (Appl ication Specific Integrated Circuit, ASIC), a Field programmable gate array (Field-Programmable Gate Array, FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components.
In the embodiments provided in the present application, it should be understood that the disclosed method, system and method may be implemented in other manners. The above-described method and system embodiments are merely illustrative, for example, flow charts and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of methods and systems, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, functional modules in the embodiments of the present application may be integrated together to form a single part, or each module may exist alone, or two or more modules may be integrated to form a single part.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium having stored thereon a computer program which, when executed by the processor 102, implements a method as in any of the first aspects described above. The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory 101 (ROM), a random access Memory 101 (RAM, random Access Memory), a magnetic disk or an optical disk, or other various media capable of storing program codes.
The above is only a preferred embodiment of the present application, and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.
It will be evident to those skilled in the art that the application is not limited to the details of the foregoing illustrative embodiments, and that the present application may be embodied in other specific forms without departing from the spirit or essential characteristics thereof. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive, the scope of the application being indicated by the appended claims rather than by the foregoing description, and all changes which come within the meaning and range of equivalency of the claims are therefore intended to be embraced therein. Any reference sign in a claim should not be construed as limiting the claim concerned.

Claims (6)

1. An action game anti-plug-in method is characterized by comprising the following steps:
sending a target operation instruction to a server through a client;
synchronously transmitting a target operation instruction through a server according to a preset frame rate;
calculating the result of each logic frame of the game according to the target operation instruction to obtain result information;
obtaining and filtering result information according to the mark information of each client, and distributing the filtered result information to the corresponding client;
the method for calculating the game per logic frame result according to the target operation instruction to obtain result information comprises the following steps:
calculating the result of each logic frame of the game field of view according to the target operation instruction so as to obtain field of view result information;
the method for calculating the game per logical frame result according to the target operation instruction comprises the following steps:
calculating a game action judgment result of each logic frame according to the target operation instruction so as to obtain action judgment result information;
the logic frame calculation comprises two aspects, namely, visual field calculation and action judgment calculation, and the game plug-in operation is comprehensively prevented from the two aspects;
the vision calculation means that a logic operation frame is set to be 10-30 frames per second, each frame time is set to be t, a newly-increased vision obtaining speed is set to be V (S), a vision FOV angle constant radian is set to be a, S influences the current vision radius NowR of a player, the player has the maximum vision radius MaxR, a vision unfolding area is obtained within 1 frame time, the vision changing degree is detected in the movement of each frame of the player, the newly-increased vision area is controlled to be not more than S by changing the vision radius R, in the frame, the vision rotating radian is set to be t, the current vision radius NowR is set, and if the current vision radius is not limited, the newly-increased vision area MS is MS=NowR x t NowR/2; if MS > =s, indicating that a restriction of newr is required to achieve the objective, then the new radius newrnext=min (MaxR, sqrt (2*S/t)); if MS < S, the explanation does not need to limit newr, the current field radius newrnext=min (MaxR, sqrt (2 x (S-MS)/a+newr);
the action judgment calculation means that in the action combat game, a period of time from the start of attack action of a player to the attack judgment is called attack front shaking time t, and after the confirmation of the solicitation, the direction cannot be canceled or changed; after the opponent takes out, the corresponding check number is used again, so that the check effect cannot be achieved; after aiming and confirming the release attack action, the player cannot cancel, and after starting the attack action, the first attack judgment is generated after the time t; in practical cases, the t value has a design upper limit MaxT, so that the actions can be divided into a fast class with forward shaking time in a section (0, maxT/2) and a slow class with forward shaking time in a section (MaxT/2, maxT), and the basic restriction relation is that the fast class is restricted by the slow class, the fast class is restricted without operation, and the slow class is restricted without operation, so that a ring comparison relation is generated according to the action classification E.
2. The method for anti-cheating action game according to claim 1, wherein the method for obtaining and filtering result information according to each client flag information and distributing the filtered result information to the corresponding client comprises the following steps:
acquiring and determining information to be received of each client according to the mark information of each client;
and filtering the result information according to the information to be received of each client so as to obtain and send the target information to the corresponding client.
3. The action game anti-plug-in system is characterized by comprising an instruction sending module, a synchronizing module, a calculating module and an information distributing module, wherein:
the instruction sending module is used for sending a target operation instruction to the server through the client;
the synchronization module is used for synchronously sending a target operation instruction through the server according to a preset frame rate;
the calculation module is used for calculating the result of each logic frame of the game according to the target operation instruction so as to obtain result information;
the information distribution module is used for acquiring and filtering the result information according to the mark information of each client and distributing the filtered result information to the corresponding client;
the calculation module comprises a visual field calculation sub-module, which is used for calculating the result of each logic frame of the game visual field according to the target operation instruction so as to obtain visual field result information;
the calculation module comprises an action judgment sub-module, which is used for calculating the result of each logic frame of game action judgment according to the target operation instruction so as to obtain action judgment result information;
the computing module is also used for comprehensively preventing the game plug-in operation from two aspects, namely, visual field computing and action judging computing when performing logic frame computing;
the vision calculation in the vision calculation sub-module is to set a logic operation frame to be 10-30 frames per second, the time of each frame to be t, the newly added vision obtaining speed to be V (S), the vision FOV angle to be constant radian to be a, the S influences the current vision radius NowR of the player, the player has the maximum vision radius MaxR, the vision expansion area to be S is obtained within 1 frame time, the vision change degree is detected in the movement of each frame of the player, the newly added vision area is controlled to be not more than S by changing the vision radius R, the vision rotation radian to be t and the current vision radius NowR are set in the frame, and if the limitation is not carried out, the newly added vision area MS is MS=NowR/2; if MS > =s, indicating that a restriction of newr is required to achieve the objective, then the new radius newrnext=min (MaxR, sqrt (2*S/t)); if MS < S, the explanation does not need to limit newr, the current field radius newrnext=min (MaxR, sqrt (2 x (S-MS)/a+newr);
the action judgment calculation in the action judgment sub-module refers to that in the action combat game, a period of time from the start of attack action of a player to attack judgment is called attack front shaking time t, and after a sign is confirmed, the direction cannot be canceled or changed; after the opponent takes out, the corresponding check number is used again, so that the check effect cannot be achieved; after aiming and confirming the release attack action, the player cannot cancel, and after starting the attack action, the first attack judgment is generated after the time t; in practical cases, the t value has a design upper limit MaxT, so that the actions can be divided into a fast class with forward shaking time in a section (0, maxT/2) and a slow class with forward shaking time in a section (MaxT/2, maxT), and the basic restriction relation is that the fast class is restricted by the slow class, the fast class is restricted without operation, and the slow class is restricted without operation, so that a ring comparison relation is generated according to the action classification E.
4. The action-based game anti-cheating system of claim 3, wherein said information distribution module comprises a determination sub-module and a distribution sub-module, wherein:
the determining submodule is used for acquiring and determining information to be received of each client according to the mark information of each client;
and the distribution sub-module is used for filtering the result information according to the information to be received of each client so as to obtain and send the target information to the corresponding client.
5. An electronic device, comprising:
a memory for storing one or more programs;
a processor;
the method of any of claims 1-2 is implemented when the one or more programs are executed by the processor.
6. A computer readable storage medium, on which a computer program is stored, which computer program, when being executed by a processor, implements the method according to any of claims 1-2.
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