WO2008151523A1 - A method, server and system for controlling the service access - Google Patents
A method, server and system for controlling the service access Download PDFInfo
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- WO2008151523A1 WO2008151523A1 PCT/CN2008/070545 CN2008070545W WO2008151523A1 WO 2008151523 A1 WO2008151523 A1 WO 2008151523A1 CN 2008070545 W CN2008070545 W CN 2008070545W WO 2008151523 A1 WO2008151523 A1 WO 2008151523A1
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- WIPO (PCT)
- Prior art keywords
- service
- client
- server
- game
- clients
- Prior art date
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Classifications
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L51/00—User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
- H04L51/04—Real-time or near real-time messaging, e.g. instant messaging [IM]
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/10—Protocols in which an application is distributed across nodes in the network
- H04L67/1001—Protocols in which an application is distributed across nodes in the network for accessing one among a plurality of replicated servers
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L12/00—Data switching networks
- H04L12/02—Details
- H04L12/16—Arrangements for providing special services to substations
- H04L12/18—Arrangements for providing special services to substations for broadcast or conference, e.g. multicast
- H04L12/1813—Arrangements for providing special services to substations for broadcast or conference, e.g. multicast for computer conferences, e.g. chat rooms
- H04L12/1818—Conference organisation arrangements, e.g. handling schedules, setting up parameters needed by nodes to attend a conference, booking network resources, notifying involved parties
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L12/00—Data switching networks
- H04L12/02—Details
- H04L12/16—Arrangements for providing special services to substations
- H04L12/18—Arrangements for providing special services to substations for broadcast or conference, e.g. multicast
- H04L12/1813—Arrangements for providing special services to substations for broadcast or conference, e.g. multicast for computer conferences, e.g. chat rooms
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/51—Server architecture
- A63F2300/513—Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
Definitions
- the present invention relates to instant messaging technology, and more particularly to a method, server and system for service access control.
- multiplayer online games In the current Internet applications, with the rapid development of instant messaging (IM), various applications and services based on instant communication have been widely used, such as: multiplayer online games and the like.
- the implementation of multiplayer online games has a relatively mature solution.
- the current system for implementing online games includes at least: an IM client, a Game Server, an IM Server, and an invitee IM client. And the components of the game management client of the inviter and the invitee.
- the game management client is also called a game lobby.
- Table client access to the game process or component is referred to as the user joins the game table, or the user occupies the game location.
- game rooms For management convenience, similar game processes or components on the same game server are divided into groups, each group being referred to as a game room, and each game room may have multiple game tables. In some cases, the game goes The program or component is also directly referred to as the game room.
- the specific game location is selected by the inviting party's game management client, and the system automatically notifies the invited party's game management client, and does not need to be confirmed by the inviting party's game management client, so that there will be
- the same game location such as a seat on the same game table
- the inviting party's game management client does not guarantee that the game management client of the invited party is free before joining. Seating, it is very likely that the game table where the inviting game management client is located appears. All the empty seats are occupied by other players before the game management client of the invited party enters the game, so that the invitation cannot be truly achieved.
- the game location is selected by the game manager of the inviter (Inviter), and then all the game positions such as room and seat information are transferred through the IM server, and the game management client of both parties is triggered (invoke & initiate). Subsequent operations, so that the implementation of the invitation process is cumbersome.
- the initiation of the invitation request is directly generated by the inviting party IM client, and the invitation information is confirmed to directly start the game management client, thus, the IM client must be hard integrated game during development.
- the mechanism of invitation and response resulting in increased workload and poor scalability of IM client development.
- the present invention provides a method, a server and a system for performing service control to solve the problem that the prior art cannot truly reach an invitation to a service.
- Embodiments of the present invention provide a method for service access control, the method including the following Steps:
- the server searches for a service component that can access the number of users whose number of users is greater than or equal to the service group, and sets the service component to be accessible only to the client in the service group, and notifies the client in the service group that the service component can be accessed;
- Client access business components in a business group.
- the generating the service group including the one or more clients includes: the first client initiates a service invitation to the at least one second client to create a service group; and the at least one second client responds to the service invitation and joins the service group.
- the server searches for a service component that can access the number of clients whose number of users is greater than or equal to the service group, including the number of clients in the service group obtained by the server; and the server searches for the service component whose number of accessible users is greater than or equal to the number of clients of the service group according to the gap principle.
- the step of the server obtaining the number of clients in the service group may be that when the client logs in to the server, the server counts the number of clients belonging to the service group.
- the step of obtaining the number of clients in the service group by the server may be that the inviting instant messaging client sends the UID of the client in the service group to the server; the server counts the number of clients in the service group according to the UID.
- the instant messaging client includes a service function plug-in
- the step of the server obtaining the number of clients in the service group may be that the inviting party service function plug-in sends the UID of the client in the service group to the server; the server counts the service according to the UID. The number of clients in the group.
- the step of setting the service component to be accessible only to the client in the service group may be to save the UID of all the clients in the service group; setting the access control parameter of the service component to access according to the UID in the access control list; The UID of the client is written to the access control list.
- the foregoing technical solution further includes: after the server determines that the UID of the client currently accessing the service component includes the UID of all members in the service group, setting the access control parameter of the service component to allow all clients to access.
- the present invention also provides a service access control server, the control server comprising the following units:
- a first unit configured to manage at least one business component
- a second unit configured to search, from a first unit, a service component that has a number of accessible users greater than or equal to a number of clients of the service group when the service group including more than one client has a service access requirement;
- the third unit is configured to set the service component searched by the second unit to be accessible only to clients in the service group.
- the control server further includes a fourth unit, configured to notify the client in the service group that the service component searched by the second unit is accessible.
- the third unit is further configured to allow all clients to access the service component after determining that the UID of the client currently accessing the service component includes the UID of all members in the service group.
- Embodiments of the present invention also provide a system for service access control, the system comprising the following:
- the server is configured to manage the business component, and searches for a business component that can access the number of clients whose number of users is greater than or equal to the service group, and sets the business component to be accessible only to the client in the service group, and notifies the client service in the service group. Components can be accessed;
- Client the business component used to access the server selection.
- the server is further configured to save the UIDs of all the clients in the service group.
- the server determines that the UID of the client currently accessing the service component includes the UIDs of all the members in the service group, all the clients are allowed to access the service components.
- the client is further used to issue a business invitation to create a business group, or to respond to other A business invitation sent by the client to join the business group.
- the invention selects a service component capable of accommodating all members of the service group by the server, and restricts the service component to access only the members of the service group, so that members in the service group can access the service component to perform business operations. This increases the success rate of invitations when creating business groups and enabling business invitations.
- FIG. 1 is a schematic flowchart of implementing an invitation in the prior art
- FIG. 2 is a schematic structural diagram of a system composition of an online game invitation according to the present invention.
- FIG. 3 is a schematic flowchart of implementing an online game invitation according to a preferred embodiment of the present invention.
- Step 101 The inviting party IM client triggers the game button on the instant messaging interface, and sends a game invitation request to the invited party IM client via the IM server;
- Step 102 After receiving the invitation of the inviting party IM client, the IM client prompts to receive the invitation and confirms whether to accept the invitation. If not, the process ends directly. If the invitation is accepted, step 103 is performed;
- Step 103 The invitee IM client accepts the invitation, and sends a response message to the inviter IM client via the IM server;
- Step 104 After the inviting party IM client receives the response message, it automatically starts its own game management client.
- Step 105 The inviting party's game management client logs in to the Game Server to perform identity authentication of the user information.
- Step 107 After the game management client of the inviter selects its own game location, the game management client sends the game information to the inviter IM client; here, the game information includes but is not limited to: Game Sever ID, Game room ID And related game data and the like; Step 108: After the inviting party IM client receives the game information, the game information is sent to the invitee IM client via the IM Serve;
- Step 109 The invited party IM client receives the game information
- Step 110 The invited party IM client automatically starts its own game management client according to the received game information
- Step 111 The game management client of the invited party logs in to the Game Server to perform identity authentication of the user information.
- Step 112 After the authentication is passed, the game management client of the invitee enters the game location selected by the game management client of the inviter.
- the specific game location is selected by the inviting party's game management client, and the system automatically notifies the invited party's game management client, and does not need to be confirmed by the inviting party's game management client, so that there is a Problem: If the same game location, such as a seat on the same game table, has been preempted by another player before the invited party enters, the invited party can only enter the same room and cannot enter the same table. That is to say, in the existing game invitation process, after the game table is selected by the inviting party's game management client, the inviting party's game management client does not guarantee that the game management client of the invited party is free before joining. Seating, it is very likely that the game table where the inviting game management client is located appears.
- the game location is selected by the game manager of the inviter (Inviter), and then all the game positions such as room and seat information are transferred through the IM server, and the game management client of both parties is triggered (invoke & initiate). Subsequent operations, so that the implementation of the invitation process is cumbersome.
- the initiation of the invitation request is directly generated by the inviting IM client, and the invitation information is confirmed to directly start the game management client, thus causing the IM client to be developed. It is necessary to rigidly integrate the game invitation and response mechanism, resulting in an increase in IM client development workload and poor scalability.
- the core idea of the present invention is: The game server realizes the selection of the final game position of the inviter game management client and the invitee game management client, and after the game position is determined, the notification invites and the invited parties enter the same game position to continue the subsequent game. Processing to ensure the success rate of the invitation.
- the present invention can be further invited and The inviter sets the game management client plug-in (Plug-in) separately, and the game management client plug-in completes the generation of the invitation message, the response message, etc., thus facilitating unified management.
- the present invention first obtains online friend information and game server related information through the invitation interface of the game management client plug-in when the inviting party IM client starts to invite, and generates related invitation information, and does not need to start the game management client. The end is more convenient and efficient.
- the invention can start the invited party game management client immediately when the invitee IM client receives the invitation message and determines to accept the invitation, so that the user experience can be more smoothly and the desired result can be realized.
- the system for implementing an online game invitation of the present invention includes at least an inviter 10, an invitee 20, an IM server 30, and a game server 40, an inviter 10 and an invitee 20 Both are connected to the IM server 30 and the game server 40.
- the inviting party 10 referred to herein is a collection of hardware and software used by the initiating user, and may also be referred to as an inviting party 10, which is a collection of hardware and software used by the invited user. It can also be referred to as the invitee client 20.
- the IM server 30 is configured to connect the IM clients of all users, and implement functions such as user status query, buddy list management, and message forwarding service.
- the game server 40 is configured to connect the game management clients of all users, and implement game publishing.
- the game rule setting and implementation, user status query, game information forwarding, game account authentication and management, billing record, advertisement push and other functions, the key is: the game server 40 is further used to realize the selection of the game position, that is, the game player's pair.
- the inviter 10 further includes an invitee IM client 11, an inviter game management client 12, an invitee game console 13 and an inviter game management client plugin 14, wherein the inviter IM client 11 is configured to receive and send Inviting party 10 information; inviting party game management client 12, used to implement the downloading, installation, configuration, friend/blacklist, team, communication, item purchase, advertisement and other functions management of each game of the inviter 10;
- the subgame terminal 13 is configured to implement the inviting party 10 specific multiplayer game;
- the inviting party game management client plugin 14 is a program plugin written according to the requirements of the IM software interface, used to generate a message, and implement the inviting party IM client 11
- the communication between the inviting party game management client 12 and the game server 40 is also used to implement the interaction operation and content display of the inviter 10 user invitation interface.
- the information content that the plugin can generate and deliver includes but not limited to: user account , user password, game server information, user friend information, user's personal game location letter The user's personal game content information, the user's friends game location information, the user's friends game content information.
- the invitee 20 further includes an invitee IM client 21, an invitee game management client 22, an invited party game console 23, and an invitee game management client plugin 24, wherein the invitee IM client 21 , a letter for receiving and transmitting the invited party 20
- the invited party game management client 22 is used to implement the functions of downloading, installing, configuring, buddy/blacklist, team formation, communication, item purchase, advertisement, etc. of the game of the invited party 20;
- the game terminal 23 is configured to implement the specific multiplayer game of the invited party 20;
- the invitee game management client plugin 24 is a program plugin written according to the requirements of the IM software interface, used to generate a message, and realize the IM client of the invited party.
- the terminal 21 the communication between the invitee game management client 22 and the game server 40, and the interactive operation of the invited party 20 user invitation interface and content display.
- the information content that the plug-in can generate and deliver includes but not limited to: user account, user password, game server information, user friend information, user's personal game location information, user's personal game content information, user friend's game location information, user Friends' game content information and more.
- the inviter game management client plug-in 14 and the invitee game management client plug-in 24 can be used as optional components. If the game management client plug-in is not set on the inviter and the invitee, Then, the corresponding invitation message, the generation and reception of the response message, and the interaction operation and content display of the user invitation interface are implemented by the respective IM clients.
- FIG. 3 Based on the system structure of FIG. 2, a process for implementing an online game invitation method according to a preferred embodiment of the present invention is shown in FIG. 3, and includes the following steps:
- Step 301 When the inviting party 10 wishes to issue a game invitation to the invitee 20, first activates its own inviting party IM client 11, and simultaneously starts the inviter game management client plug-in 14 embedded in the inviting party IM client 11, Generate an invitation interface.
- Step 302 The inviter game management client plug-in 14 directly obtains the game list from the game server 40 and presents it to the inviter 10.
- Step 303 The inviting party IM client 11 obtains the online status of the invitee 20 through the IM server 30.
- the inviter 10 When it is determined that the invitee 20 is online, the inviter 10 generates an invitation message through the inviter game management client plug-in 14 to initiate a game invitation. , create a business group.
- generating the invitation message means that the inviter game management client plug-in 14 first selects the information determining the game type, the game room, and the like according to the obtained game list, and then generates the invitation message in a fixed format according to the selected game information.
- Step 304 The inviter IM client 11 sends the generated invitation message to the invitee game management client plug-in 24 via the IM server 30.
- the invitation message includes but is not limited to: an inviter unique identifier (UID), specific game information, specific game partition information, specific game room information, network environment information, and the like.
- UID inviter unique identifier
- Step 305 After receiving the invitation of the inviting party IM client 11, the invited party game management client plug-in 24 prompts to receive the invitation and confirms whether to accept the invitation. If not, the invitation process is directly ended; if the invitation is accepted, the steps are executed. 306, join the business group.
- the invitee 20 Before step 305, the invitee 20 first activates the invitee IM client 21 and the invitee game management client plugin 24 embedded in the invitee IM client 21 to enable the invitee game management client plugin. 24 is working.
- Step 306 The invitee IM client 21 accepts the invitation, sends a response message to the inviter game management client plug-in 14 via the IM server 30, indicating confirmation of acceptance of the invitation; and, starts the invitee game management client 22.
- the inviter 10 and the invitee 20 generate a business group that executes the game business. This business group includes more than one client. Thereafter, the inviter 10 and the invited party 20 execute 307a ⁇ 307d and 308a ⁇ 308b, respectively.
- Steps 307a to 307d The inviter game management client plug-in 14 receives the response message; then, the inviter game management client 12 is started; the inviter game management client 12 logs in to the game server 40 to perform identity authentication of the user information, and performs identity authentication.
- the information of the invitation includes the information related to the invitation, such as the ID assigned to the invitation and the UID of the invitation.
- the game room selected according to step 303 enters the determined game partition or room, waiting for the game server to be selected. Set the final game position.
- Steps 308a-308b The invited party game management client 22 logs in to the game server. 40. Perform identity authentication of the user information, and include information about the invitation, such as the ID assigned to the invitation and the UID of the invitation, and the game management client of the invited party after the authentication is passed. 22 Enter the game partition or room specified by the inviter 10 according to the information sent in the invitation message, and wait for the game server to select the final game location.
- the relevant information of the invitation such as the ID assigned to the invitation, and the UID of the invitation.
- the etc. can be sent to the game server by the inviter game management client plugin 14.
- the inviter 10 does not set the inviter game management client plug-in 14 the relevant information of the invitation is sent to the game server by the inviter IM client 11.
- Step 309 The game server 40 saves the relevant information of the invitation, such as the ID assigned to the invitation, the UID of the invitation, the UID of the invitation, and the like, and selects the final game location according to the vacancy preference principle, and is determined by the game server. 40 The invoicing game management client 12 and the invitee game management client 22 are automatically sent pairing information, that is, the selected final game location.
- the vacancy preference principle refers to: when the game server 40 selects a seat, the game table of the current full vacancy is preferentially selected, and the game management client of the inviter 10 and the invited party 20 is added; the sub-optimal is that one location is occupied.
- the game table again is to choose a game table with two positions occupied, and so on, until there are only two empty game tables, thus ensuring the success of the invitation.
- obtaining the final game position is achieved by: the game server searches for a game process or component whose number of accessible users is greater than or equal to the number of users in the invitation according to the slot priority principle, if searched, Then the game process or component is taken as the target game table, that is, the final game position.
- Step 310 The game server 40 sends the selected final game location to the inviter game.
- the management client 12 and the invitee game management client 22; the inviter game management client 12 and the invitee game management client 22 respectively obtain the game location information and enter the selected game location respectively.
- the location may also be temporarily locked to avoid the location being occupied by other users before the invitee and the invitee enter the game location.
- the specific method may be to be at the game location, ie
- the access control parameter of the game process or component is set to be accessed according to the Access Control List, that is, the UID in the whitelist, and the UIDs of all the clients in the invitation are written into the white list.
- the access control parameters are set to allow all clients to access the game process or component.
- the whitelist mentioned here is a table in the game process or component access properties, and only the client whose UID is listed in the whitelist can access the game process or component.
- Step 311 Start the invitation party game side 13 and the invited party game side 23 respectively to start the game.
- the corresponding invitation message, the generation and reception of the response message, and the interaction operation and content display of the user invitation interface may also be The respective IM client implementation.
- the inviter game management client plug-in may also start the inviter game management client before issuing the invitation message or generating the invitation message, and the inviter game management client logs in to the game server to authenticate the user information. Then, the invitation message is sent to the invitee via the IM server, or the invitation message is generated again and the generated invitation message is sent to the invitee via the IM server. In this case, after receiving the response message from the invitee, the inviter game management client plugin notifies the inviting game management client to enter the previously selected game room, waiting for the game server to select the final game location. Go to the selected game location.
- the invention has the following advantages and features:
- the present invention employs a game server to complete the final game pairing, selecting the final game location, and thus, the probability of successful invitations can be increased.
- the present invention can integrate information transmission between the IM client and the game management client, between the IM client and the game server by setting the game management client plug-in on the inviting party and the invitee, and generate an invitation message. , response messages, etc., to facilitate the management of communication information.
- the IM client can meet the needs of scalability.
- the present invention can directly acquire related information in the game server, such as a game list, by setting the game management client plug-in in the inviter, without opening the game management client, thereby improving the sensitivity to the user operation response; Support the inviting party to achieve further selection based on the relevant information obtained, which is more convenient and flexible.
- the invention can start the game management client of the invited party after the invitee accepts the invitation, instead of first starting the game management client of the inviter, so that the user can obtain a better application experience, and the tube Single and efficient.
- the present invention optimizes the overall process of the invitation, and is more convenient for the user to initiate an invitation from the IM client, and automatically generates the complete invitation data through the client program or the background server program in combination with the will of the inviter, and at the same time ensures that the invitation process is not externally
- the interference of other user behaviors not only improves the success rate of the invitation, but also gives the user a better experience.
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CA2690731A CA2690731C (en) | 2007-06-15 | 2008-03-20 | Method, system for controlling service access and server |
GB1000543A GB2463216B (en) | 2007-06-15 | 2008-03-20 | Method, system for controlling the service access and server |
US12/638,652 US20100093443A1 (en) | 2007-06-15 | 2009-12-15 | Method, system for controlling service access and server |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN200710111340.1 | 2007-06-15 | ||
CN2007101113401A CN101068194B (en) | 2007-06-15 | 2007-06-15 | Method and system for realizing on-line game invitation |
Related Child Applications (1)
Application Number | Title | Priority Date | Filing Date |
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US12/638,652 Continuation US20100093443A1 (en) | 2007-06-15 | 2009-12-15 | Method, system for controlling service access and server |
Publications (1)
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WO2008151523A1 true WO2008151523A1 (en) | 2008-12-18 |
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PCT/CN2008/070545 WO2008151523A1 (en) | 2007-06-15 | 2008-03-20 | A method, server and system for controlling the service access |
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US (1) | US20100093443A1 (en) |
CN (1) | CN101068194B (en) |
CA (1) | CA2690731C (en) |
GB (1) | GB2463216B (en) |
WO (1) | WO2008151523A1 (en) |
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CN101068194B (en) * | 2007-06-15 | 2010-12-01 | 腾讯科技(深圳)有限公司 | Method and system for realizing on-line game invitation |
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Also Published As
Publication number | Publication date |
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CA2690731C (en) | 2016-01-19 |
CA2690731A1 (en) | 2008-12-18 |
GB2463216B (en) | 2011-08-10 |
CN101068194B (en) | 2010-12-01 |
GB201000543D0 (en) | 2010-03-03 |
GB2463216A (en) | 2010-03-10 |
CN101068194A (en) | 2007-11-07 |
US20100093443A1 (en) | 2010-04-15 |
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