CN1866895A - User log-on method and system in network game - Google Patents

User log-on method and system in network game Download PDF

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Publication number
CN1866895A
CN1866895A CN 200610087020 CN200610087020A CN1866895A CN 1866895 A CN1866895 A CN 1866895A CN 200610087020 CN200610087020 CN 200610087020 CN 200610087020 A CN200610087020 A CN 200610087020A CN 1866895 A CN1866895 A CN 1866895A
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user
information
server
cache module
user profile
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CN 200610087020
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CN100534056C (en
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左力志
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Beijing Jinshan Digital Entertainment Technology Co Ltd
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Beijing Jinshan Digital Entertainment Technology Co Ltd
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Abstract

The invention discloses a user landing method and system of network game, which comprises the following steps: a, sending landing request information; b, according request information to index user information in preset buffer modular, if the user information is indexed, entering step d; d, if the user information doesn't be indexed, entering step c; c, indexing user information by landing server in data bank, if the user information is indexed, entering stepd, if the user information isn't indexed, feedbacking the prompting information to game server; d, identifying the indexed user information, if the identification is passed, feedbacking identification passing information; landing to enter game; if the identification is not passed, feedbacking present information to game server. The system is composed of user client side, game server, buffer server and landing server. The buffer server is composed of information buffer modular, buffer decision modular, network decision modular, user request modular and internal memory control modular.

Description

A kind of method and system of user's login in online game
Technical field
The present invention relates to network communications technology field, relate in particular to a kind of method and system of user's login in online game.
Background technology
In today of the culturally advanced development of human society, along with the raising of people's living standard, people are also more and more higher to the demand of cultural life.Online game is as satisfying people's cultural life demand industry, this industry is to follow internet development latter stage in 20th century and the emerging entertainment industry that occurs, it has changed traditional entertainment way and computer industry to a certain extent, and progressively becomes global show business main flow.
Along with the diversified development of online game, the fan that more and more plays adds online game, and network gaming user in recreation, is enjoyed the amusement that recreation brings by server log.
In the prior art, the flow process of user's logging in network recreation is:
The user inputs user name, password at game client, sends logging request to game server, and game client sends to game server with user name, password; Game server sends logging request to logon server, and soon user name, password send to logon server; Logon server is retrieved this user profile according to user name in database, if retrieve, logon server authenticates the user profile that retrieval obtains, authentication is passed through, feed back to the game server authentication and pass through information, game server feeds back to client with authentication information again, and the user can enter recreation; If retrieval is not passed through less than this user profile or to user information authentication, then return information and give game server, game server is handled the information that feeds back to; For example: Sorry, your ticket has not enough value as if the user, and then game server is given subscription client with this feedback information, informs that the user supplements with money.
The shortcoming of prior art is:
1, because after user's logging request is logged server and accepts in the existing login techniques, logon server is retrieve user information in the database directly, and return results, therefore along with the surge of number of users, the increase of database volume can cause retrieval rate more and more slower, influences user's login.
2, when the same time, a large number of users logging request poured in, can cause the logon server load excessive, the subscriber response time lengthening causes the login failed for user probability to increase, and is difficult to login;
3, owing to the network reason, the user behind logging in game, situation about going offline through regular meeting, this just needs the user to login again, asks to logon server repeatedly, increases the load of logon server;
Summary of the invention
The purpose of this invention is to provide a kind of method of user's login in online game, make the user can sign in to online game fast; Another object of the present invention provides the system of user's login in the online game.
For solving the problems of the technologies described above, the objective of the invention is to be achieved through the following technical solutions.
A kind of method of user's login in online game comprises step:
A: send landing request information;
B:,, enter steps d if retrieve according to solicited message retrieve user information in the cache module that presets; Otherwise, enter step c;
C: logon server is retrieve user information in database, if retrieve, enters steps d; Otherwise feedback error information is given game server;
D: the user profile that retrieves is authenticated, if authentication is passed through, then the feedback authentication is by information, and user's login enters recreation; Otherwise feedback error information is given game server.
Wherein, the user's who is preserved in the described cache module that presets information comprises user time stamp information, according to timestamp information user profile is saved in activity queue or inertia formation or deletion formation in the cache module; Retrieve user information comprises step among the described step b:
B1: in activity queue, retrieve,, then enter steps d if retrieve;
B2: in the inertia formation, retrieve,, then enter steps d if retrieve;
B3: in the deletion formation, retrieve,, then enter steps d,, then return and do not retrieve the user profile result if do not retrieve if retrieve.
Wherein,, then after steps d, further comprise: revise the timestamp information of user profile in the cache module, and user profile is placed in the activity queue if in cache module, retrieve user profile.
Wherein,, then after steps d, further comprise: user profile is saved in the cache module, in cache module, a timestamp information is set simultaneously for the user if in logon server, retrieve user profile.
Wherein, in cache module, use the B tree structure to preserve user profile.
Wherein, further comprise between step a and the step b: game client sends to game server with landing request information, and game server sends to cache module with user logging request information again.
Wherein, described cache module is to be independent of the caching server of logon server or to be under the jurisdiction of logon server.
Wherein, further constitute server cluster by described caching server.
A kind of system of user's login in online game, this system comprises:
Subscription client, game server, cache module, logon server;
Subscription client is used for when the user logins user name, password being sent to game server;
Game server is used for user request information is sent to cache module;
Cache module is used to preserve user profile, when the user logins, in the retrieval cache module whether user profile is arranged, if do not have, then user request information is transmitted to logon server; If have, then user profile is retrieved authentication.
Logon server, be used for when cache module does not retrieve user profile, logon server retrieve user information in the database again arranged, the user profile that retrieves, then user profile is retrieved authentication and simultaneously user profile is returned to cache module, preserve user profile by cache module; Give game server if no, then return error message.
Wherein, described cache module further comprises:
Information cache module, buffer memory decision-making module, network transmission module, user's request module, memory management module;
Information cache module is divided into activity queue, inertia formation, deletion formation, is used to preserve user profile; The buffer memory decision-making module is used for the user profile of time control information cache module, according to timestamp information in the user profile user profile is saved in the respective queue; Network transmission module is used for transfer of data is arrived at each server;
User's request module is used for when information cache module retrieves user profile user's log-in request not being sent to logon server;
Memory management module is used for the internal memory of cache module is managed.Be responsible for internal memory and reclaim, distribute, prevent that frequent storage allocation from causing memory fragmentation, and accelerate dispensing rate.
Wherein, described cache module is to be independent of the caching server of logon server or to be under the jurisdiction of logon server.
Wherein, further constitute server cluster by described caching server.
Above technical scheme as can be seen, the present invention has following beneficial effect:
At first, in the present invention, increase a cache module,, user profile is kept at respectively in activity queue or non-activity queue or the deletion formation according to the timestamp information of user's login.When retrieve user information, dwindle range of search, thereby improved retrieval rate, accelerate user's login, reduce the probability of login failed for user.
Further, cache module is preserved user profile, adopts the B tree structure to preserve, and improves retrieval rate.
Further, the user profile of buffer memory decision-making module to preserving in the cache module is carried out time control, guarantees the user profile optimization in three grades of formations of cache module.
In addition, the present invention does not need the user to login to logon server repeatedly under the situation of network outage, and then alleviates the load of logon server.
Description of drawings
Fig. 1 is user's login process figure of the present invention;
Fig. 2 is B tree structure diagram among the present invention;
Fig. 3 is a system construction drawing of the present invention.
Embodiment
Core of the present invention is: under existing login system pattern, increase a cache module, this module can be under the jurisdiction of logon server, also can be independent of logon server server is set in addition,, the user profile of often login is stored in the middle of the cache module by the frequency of user login, when the user logins, at first retrieve the information in the buffer memory,, in database, retrieve again if do not find; Owing to only preserved the user profile of certain customers in the buffer memory, and the retrieval rate of buffer memory is higher than retrieval rate to database far away, thereby accelerates the response speed of user's login.
In the embodiment of the invention, cache module is to be independent of the caching server that logon server is provided with in addition.
For ease of the present invention is further understood, now describe the present invention in conjunction with the accompanying drawings.
See also and Figure 1 shows that user's login process figure of the present invention, specifically comprise:
Step 101: the user inputs user name, password at game client, sends logging request to game server, and game client sends to game server with user name, password;
Step 102: game server sends to caching server with subscription request message after receiving subscription request message again;
Wherein, the caching server system configuration comprises information cache module, buffer memory decision-making module, network transmission module, user's request module, memory management module.
Wherein, information cache module is divided into 3 grades of formations: i.e. activity queue, the inertia formation, the deletion formation enters activity queue in the time of with the user profile that just is saved to information cache module, if exceeding this user of certain hour does not land once more, enter the inertia formation, if after entering inertia formation a period of time, still do not land, the buffer memory decision-making module can be lost this information into the deletion formation so, is responsible for reclaiming resources such as internal memory by memory management module.
Step 103: caching server is retrieved this user profile in information cache module;
Wherein retrieve user information comprises, at first can retrieve in the activity queue, if retrieve, carries out the authentication of user profile, and the timestamp of revising active user's information is the current time, if do not retrieve, then retrieves in the inertia formation;
If retrieve user profile, carry out the authentication of user profile in the inertia formation, user profile is transferred in the activity queue, the timestamp of revising active user's information is the current time, if do not retrieve, then retrieves in the deletion formation;
If retrieve user profile, carry out the authentication of user profile in the deletion formation, user profile is transferred in the activity queue, the timestamp of revising active user's information is the current time, if do not retrieve, then sends user's logging request to user's request module.
Described caching server retrieve user information in information cache module is not limited to above-mentioned retrieval flow, also can be realized by other retrieval flow.
Step 104: caching server judges whether to retrieve this user profile, if then enter step 105; Otherwise, enter step 108;
Step 105: the user profile that retrieves is authenticated;
Wherein, the process of authentication comprises:
Whether judge whether this user cipher is correct, whether whether remaining sum sufficient, locked, be the judgement of illegal IP etc.
Step 106: judge whether user information authentication passes through, if then enter step 107; Otherwise the feedback information is given game server, and game server is handled the information that feeds back to, and for example: Sorry, your ticket has not enough value as if the user, and then game server is given subscription client with this feedback information, informs that the user supplements with money, finishes;
Step 107: user information authentication passes through, feed back to the game server authentication and pass through information, game server will feed back to client by authentication information again, the user can play, revise the timestamp information of this user profile in the caching server simultaneously, and by presetting strategy, user profile is placed in the corresponding formation, finish;
Step 108: to the user profile that does not retrieve, login request of users is put into user's request module, user's request module is transmitted logging request to logon server again;
Step 109: after logon server received user's request of caching server transmission, retrieve user information in database if retrieve, then carry out step 110; Otherwise, returning information and give game server, game server is handled the information that feeds back to, for example: the user cipher mistake, or please re-enter the user balance deficiency, please supplement with money;
Wherein, the user profile of preserving in the database is as shown in the table:
Table 1
User name Account number Password Ip Remaining sum
Lt Tao ****** 192.168.9.X 30.00
Zh San ****** 192.168.0.X 100.00
…… …… ……
Step 110: the user profile that retrieves is authenticated;
Wherein, the process of authentication comprises:
Whether judge whether this user cipher is correct, whether whether remaining sum sufficient, locked, be the judgement of illegal IP etc.
Step 111: judge whether user information authentication passes through, if then enter step 112; Otherwise the feedback information is given game server, and game server is handled the information that feeds back to, and for example: Sorry, your ticket has not enough value as if the user, and then game server is given subscription client with this feedback information, informs that the user supplements with money, finishes;
Step 112: user information authentication passes through, feed back to the game server authentication and pass through information, game server will feed back to client by authentication information again, the user can play, and user profile returned to caching server, the buffer memory decision-making module in the caching server is kept at user profile in the information cache module, for the user timestamp is set simultaneously, in the present embodiment, the information of timestamp is the temporal information of user's login.
Wherein, information cache module is used the B tree structure, preserve user profile, be used to accelerate the internal memory retrieval rate, for example the B tree structure of setting up by the lexicographic order of user name, referring to shown in Figure 2, the ground floor node comprises a to z, and each node in the second layer node comprises a again to z, and the like, pointer of each node storage, the preservation address of directed towards user information.For example: have individual user to be called abc, so just in the B tree structure, set up a node earlier, under a node, set up the b node, under the b node, set up the c node, a pointer is set, the memory address of directed towards user information in the c node.
Wherein, the buffer memory decision-making module also will be kept long a connection with logon server, to carry out the cache invalidate operation.Promptly when the user when revising user cipher, if this user's information is kept in the information cache module, then logon server can be notified caching server, directly this cache information is lost into the deletion formation by the buffer memory decision-making module, and the information that the user is new takes out from logon server, is kept in the information cache module or also can directly the user profile in the cache module be made amendment.
Further, login speed, also can take the cluster strategy of caching server in order to improve the user, specific as follows:
Can form server cluster by the caching server of many identical functions, form cluster such as 10 caching servers, each caching server all has unique IP address, when practical application, logging request is sent to cluster, select an IP at random by name server (DNS), logging request is sent in the caching server of corresponding IP, can reach load balancing preferably like this, and if wherein caching server collapse, login is with unaffected.
Accordingly, the present invention also provides a kind of system of user's login in online game, sees also system shown in Figure 3 and comprises:
Subscription client 301, game server 302, cache module 303, logon server 304;
Subscription client 301 is used for when the user logins user name, password being sent to game server 302;
Game server 302 is used for user request information is sent to cache module 303;
Cache module 303 is used to preserve user profile, when the user logins, in the retrieval cache module 303 whether user profile is arranged, if do not have, then user request information is transmitted to logon server 304; If have, then user profile is retrieved authentication.
Logon server 304, be used for when cache module 303 does not retrieve user profile, logon server 304 retrieve user information in the database is again arranged, to the user profile that retrieves, then user profile is retrieved authentication and simultaneously user profile is returned to cache module 303, preserve user profile by cache module 303; Give game server 302 if no, then return error message.
Further, described cache module 303 comprises: information cache module 3031, buffer memory decision-making module 3032, network transmission module 3033, user's request module 3034, memory management module 3035;
Information cache module 3031 is divided into activity queue, inertia formation, deletion formation, is used to preserve user profile;
Buffer memory decision-making module 3032 is used for the user profile of time control information cache mould 1, according to timestamp information in the user profile user profile is saved in the respective queue; Network transmission module 3033 is used for transfer of data is arrived at each server;
User's request module 3034 is used for when information cache module 3034 retrieves user profile user's log-in request not being sent to logon server 304;
Memory management module 3035 is used for the internal memory of cache module 303 is managed.Be responsible for internal memory and reclaim, distribute, prevent that frequent storage allocation from causing memory fragmentation, and accelerate dispensing rate.
Further, cache module can be independent of the caching server of logon server or be under the jurisdiction of logon server.And described caching server also can be taked to form server cluster by the caching server of many identical functions, select IP to carry out load balancing at random by DNS, thereby reach load balancing preferably, and if wherein caching server collapse, login is with unaffected.
More than to provided by the present invention a kind of in online game the method and system of user login be described in detail, used specific case herein principle of the present invention and execution mode are set forth, the explanation of above embodiment just is used for helping to understand method of the present invention and core concept thereof; Simultaneously, for one of ordinary skill in the art, according to thought of the present invention, the part that all can change in specific embodiments and applications, in sum, this description should not be construed as limitation of the present invention.

Claims (12)

1, a kind of method of user's login in online game is characterized in that, comprises step:
A: send landing request information;
B:,, enter steps d if retrieve according to solicited message retrieve user information in the cache module that presets; Otherwise, enter step c;
C: logon server is retrieve user information in database, if retrieve, enters steps d; Otherwise the feedback information is given game server;
D: the user profile that retrieves is authenticated, if authentication is passed through, then the feedback authentication is by information, and user's login enters recreation; Otherwise the feedback information is given game server.
2, the method that the user logins in online game according to claim 1, it is characterized in that, the user's who is preserved in the described cache module that presets information comprises user time stamp information, according to timestamp information user profile is saved in activity queue or inertia formation or deletion formation in the cache module; Retrieve user information comprises step among the described step b:
B1: in activity queue, retrieve,, then enter steps d if retrieve;
B2: in the inertia formation, retrieve,, then enter steps d if retrieve;
B3: in the deletion formation, retrieve,, then enter steps d,, then return and do not retrieve the user profile result if do not retrieve if retrieve.
3, as described in the claim 2 in online game the method for user's login, it is characterized in that, if in cache module, retrieve user profile, then after steps d, further comprise:
Revise the timestamp information of user profile in the cache module, and user profile is placed in the respective queue.
4, the method that the user logins in online game described in claim 2 is characterized in that, if retrieve user profile in logon server, then further comprises after steps d:
Preserve the user profile that retrieves at cache module, in cache module, a timestamp information is set simultaneously for the user.
5, the method that the user logins in online game described in claim 4 is characterized in that, uses the B tree structure to preserve user profile in cache module.
6, the method that the user logins in online game according to claim 1, it is characterized in that, further comprise between step a and the step b: game client sends to game server with landing request information, and game server sends to cache module with landing request information again.
7, the method that the user logins in online game according to claim 1 is characterized in that described cache module is to be independent of the caching server of logon server or to be under the jurisdiction of logon server.
8, as described in the claim 7 in online game the method for user's login, it is characterized in that, further constitute server cluster by described caching server.
9, a kind of system of user's login in online game is characterized in that this system comprises:
Subscription client, game server, cache module, logon server;
Subscription client is used for when the user logins user name, password being sent to game server;
Game server is used for user request information is sent to cache module;
Cache module is used to preserve user profile, when the user logins, in the retrieval cache module whether user profile is arranged, if do not have, then user request information is transmitted to logon server; If have, then user profile is retrieved authentication.
Logon server, be used for when cache module does not retrieve user profile, logon server retrieve user information in the database again arranged, the user profile that retrieves, then user profile is retrieved authentication and simultaneously user profile is returned to cache module, preserve user profile by cache module; Give game server if no, then return error message.
10, as described in the claim 9 in online game the system of user's login, it is characterized in that described cache module further comprises:
Information cache module, buffer memory decision-making module, network transmission module, user's request module, memory management module;
Information cache module is divided into activity queue, inertia formation, deletion formation, is used to preserve user profile; The buffer memory decision-making module is used for the user profile of time control information cache module, according to timestamp information in the user profile user profile is saved in the respective queue; Network transmission module is used for transfer of data is arrived at each server;
User's request module is used for when information cache module retrieves user profile user's log-in request not being sent to logon server;
Memory management module is used for the internal memory of cache module is managed.Be responsible for internal memory and reclaim, distribute, prevent that frequent storage allocation from causing memory fragmentation, and accelerate dispensing rate.
11, as described in claim 9 or 10 in online game the system of user's login, it is characterized in that described cache module is to be independent of the caching server of logon server or to be under the jurisdiction of logon server.
12, as described in the claim 11 in online game the system of user's login, it is characterized in that, further constitute server cluster by described caching server.
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CN102664883A (en) * 2012-04-16 2012-09-12 福建天晴数码有限公司 Online game login queue method
CN102663096A (en) * 2012-04-11 2012-09-12 北京像素软件科技股份有限公司 Method for reading data based on data cache technology
CN101848430B (en) * 2009-03-24 2014-01-22 阿尔卡特朗讯 Device and method for service request authentication, service request authentication system and method of service request authentication system
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CN104771903A (en) * 2015-05-08 2015-07-15 四川天上友嘉网络科技有限公司 Login queuing method for online game
CN105491029A (en) * 2015-11-26 2016-04-13 盛趣信息技术(上海)有限公司 Game server cluster
CN105592330A (en) * 2015-12-18 2016-05-18 Tcl集团股份有限公司 Message pushing method and system
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CN108197256A (en) * 2017-12-29 2018-06-22 北京辰森世纪科技股份有限公司 Access the method and system of specified network service platform
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CN101848430B (en) * 2009-03-24 2014-01-22 阿尔卡特朗讯 Device and method for service request authentication, service request authentication system and method of service request authentication system
CN102663096A (en) * 2012-04-11 2012-09-12 北京像素软件科技股份有限公司 Method for reading data based on data cache technology
CN102663096B (en) * 2012-04-11 2015-12-16 北京像素软件科技股份有限公司 A kind of method reading data based on Data cache technology
CN102664883A (en) * 2012-04-16 2012-09-12 福建天晴数码有限公司 Online game login queue method
CN104052754B (en) * 2014-06-26 2017-08-01 北京思特奇信息技术股份有限公司 The auth method and system of a kind of third-party application
CN104052754A (en) * 2014-06-26 2014-09-17 北京思特奇信息技术股份有限公司 ID verification method and system for third-party App
CN104771903A (en) * 2015-05-08 2015-07-15 四川天上友嘉网络科技有限公司 Login queuing method for online game
CN104771903B (en) * 2015-05-08 2018-08-07 四川天上友嘉网络科技有限公司 The login queue method of online game
CN105491029A (en) * 2015-11-26 2016-04-13 盛趣信息技术(上海)有限公司 Game server cluster
CN105592330A (en) * 2015-12-18 2016-05-18 Tcl集团股份有限公司 Message pushing method and system
CN107070716A (en) * 2017-04-14 2017-08-18 腾讯科技(深圳)有限公司 Game server state acquiring method, device, electronic equipment and storage medium
CN107070716B (en) * 2017-04-14 2018-09-11 腾讯科技(深圳)有限公司 Game server state acquiring method, device, electronic equipment and storage medium
CN108197256A (en) * 2017-12-29 2018-06-22 北京辰森世纪科技股份有限公司 Access the method and system of specified network service platform
CN109361714A (en) * 2018-12-18 2019-02-19 中国移动通信集团江苏有限公司 User logs in method for authenticating, device, equipment and computer storage medium

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