WO2008151523A1 - A method, server and system for controlling the service access - Google Patents

A method, server and system for controlling the service access Download PDF

Info

Publication number
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
Authority
WO
WIPO (PCT)
Prior art keywords
service
client
server
game
clients
Prior art date
Application number
PCT/CN2008/070545
Other languages
French (fr)
Chinese (zh)
Inventor
Min Yan
Caishi Yang
Liang Hu
Original Assignee
Tencent Technology (Shenzhen) Company Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology (Shenzhen) Company Limited filed Critical Tencent Technology (Shenzhen) Company Limited
Priority to CA2690731A priority Critical patent/CA2690731C/en
Priority to GB1000543A priority patent/GB2463216B/en
Publication of WO2008151523A1 publication Critical patent/WO2008151523A1/en
Priority to US12/638,652 priority patent/US20100093443A1/en

Links

Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L51/00User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
    • H04L51/04Real-time or near real-time messaging, e.g. instant messaging [IM]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1001Protocols in which an application is distributed across nodes in the network for accessing one among a plurality of replicated servers
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/02Details
    • H04L12/16Arrangements for providing special services to substations
    • H04L12/18Arrangements for providing special services to substations for broadcast or conference, e.g. multicast
    • H04L12/1813Arrangements for providing special services to substations for broadcast or conference, e.g. multicast for computer conferences, e.g. chat rooms
    • H04L12/1818Conference organisation arrangements, e.g. handling schedules, setting up parameters needed by nodes to attend a conference, booking network resources, notifying involved parties
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/02Details
    • H04L12/16Arrangements for providing special services to substations
    • H04L12/18Arrangements for providing special services to substations for broadcast or conference, e.g. multicast
    • H04L12/1813Arrangements for providing special services to substations for broadcast or conference, e.g. multicast for computer conferences, e.g. chat rooms
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/51Server architecture
    • A63F2300/513Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/57Features 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
    • A63F2300/572Communication 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

A method for controlling the service access is provided, which includes the following steps: generate a service group including at least two clients; a server searches a service module of which the number of the accessible users is greater than or equal to the number of the clients in the service group, sets the service module to be accessed only by the clients in the service group, and informs the clients in the service group that the service module can be accessed; the clients in the service group access the service module. A server and system corresponding to the method are provided at the same time, the success probability of the invitation can be improved and the flow can be simplified by applying the method and system of the present invention.

Description

一种业务访问控制的方法、 服务器及系统  Method, server and system for business access control
技术领域 Technical field
本发明涉及即时通信技术, 特别是指一种业务访问控制的方法、 服 务器及系统。  The present invention relates to instant messaging technology, and more particularly to a method, server and system for service access control.
发明背景 Background of the invention
在目前的互联网应用中, 随着即时通信(IM )的迅速发展, 基于即 时通信的各种应用和服务越来越广泛的被推广使用, 比如: 多人在线游 戏等等。 所谓多人在线游戏是指: 某个用户从自身 IM客户端上发起邀 请, 邀请两个或两个以上用户进入并参与同一个游戏, 实现多人在线游 戏。  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 so-called multiplayer online game means: A user initiates an invitation from his own IM client, inviting two or more users to enter and participate in the same game, and realize multiplayer online games.
现有技术中, 多人在线游戏的实现已有较为成熟的解决方案。 以两 个用户进入同一游戏为例, 目前实现在线游戏的系统至少包括: 邀请方 IM客户端 (IM Client ), 游戏服务器( Game Server )、 即时通信服务器 ( IM Server )、被邀请方 IM客户端以及邀请方和被邀请方各自的游戏管 理客户端等组成部分。 通常, 游戏管理客户端也称为游戏大厅。 在游戏 服务器上有多个实现特定游戏的进程或组件, 这些进程或组件允许多个 用户 (客户端)访问以实现多个用户一起进行某个具体游戏的功能, 通 常这样的进程被称为游戏桌, 客户端访问游戏进程或组件被称为用户加 入游戏桌, 或用户占据游戏位置。 进一步地, 为了管理方便, 同一个游 戏服务器上相似的游戏进程或组件会被划分成多组, 每一组被称为一个 游戏房间, 每一个游戏房间可以有多个游戏桌。 在一些情况下, 游戏进 程或组件也被直接称为游戏房间。 In the prior art, the implementation of multiplayer online games has a relatively mature solution. Taking two users into the same game as an example, 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. Usually, the game management client is also called a game lobby. There are multiple processes or components that implement a particular game on the game server. These processes or components allow multiple users (clients) to access the functions of multiple users to perform a specific game. Usually such a process is called a game. 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. Further, 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.
现有技术中, 具体游戏位置由邀请方的游戏管理客户端选定, 并由 系统自动通知被邀请方的游戏管理客户端, 不需要被邀请方的游戏管理 客户端再次确认, 这样就会存在一个问题: 如果同一个游戏位置, 比如 同一游戏桌上的座位在被邀请方进入之前已经被别的玩家抢占, 则被邀 请方只能进入到相同房间, 而无法进入到同一张桌子上。 也就是说, 现 有的游戏邀请流程中, 游戏桌被邀请方的游戏管理客户端选中后, 邀请 方的游戏管理客户端并不能保证在被邀请方的游戏管理客户端加入之 前还有空的座位, 很有可能出现邀请方游戏管理客户端所在的游戏桌, 在被邀请方的游戏管理客户端进入游戏之前所有的空座位都被其他玩 家占据, 从而导致邀请不能真正达成。  In the prior art, 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 One 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. 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.
而且, 现有流程中游戏位置由邀请方 (Inviter ) 的游戏管理客户端 选择, 再通过 IM服务器进行全部游戏位置如房间及座位信息的中转, 最终触发( invoke & initiate )双方的游戏管理客户端进行后续操作, 如 此, 使邀请流程的实现比较繁瑣。  Moreover, in the existing process, 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.
在现有技术中, 有关邀请请求的发起是通过邀请方 IM客户端直接 产生的, 而邀请信息被确认后直接就启动游戏管理客户端, 如此, 导致 IM客户端在开发时就必须硬性集成游戏邀请和响应的机制, 从而导致 IM客户端开发工作量的增加以及扩展性不佳。  In the prior art, 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.
发明内容 Summary of the invention
有鉴于此,本发明提供了一种进行业务控制的方法,服务器和系统, 以解决现有技术不能真正达成业务的邀请的问题。  In view of this, 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.
本发明的实施例提供了一种业务访问控制的方法, 该方法包括以下 步骤: Embodiments of the present invention provide a method for service access control, the method including the following Steps:
生成包括一个以上客户端的业务组;  Generate a business group that includes more than one client;
服务器搜索可访问用户数大于或等于业务组的客户端数的业务组 件, 将该业务组件设置为只有业务组中的客户端可以访问, 并通知业务 组中的客户端该业务组件可被访问;  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;
业务组中的客户端访问业务组件。  Client access business components in a business group.
其中生成包括一个以上客户端的业务组包括第一客户端向至少一 个第二客户端发起业务邀请以创建业务组; 至少一个第二客户端响应业 务邀请, 加入业务组。  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.
服务器搜索可访问用户数大于或等于业务组的客户端数的业务组 件包括服务器获取业务组中客户端的数目; 服务器根据空位原则搜索可 访问用户数大于或等于业务组的客户端数的业务组件。  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.
其中服务器获取业务组中客户端的数目的步骤可以是在客户端登 录服务器时, 服务器统计属于业务组中的客户端的数目。  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.
如果客户端包括即时通信客户端, 服务器获取业务组中客户端的数 目的步骤可以是邀请方即时通信客户端发送业务组中客户端的 UID 到 服务器; 服务器根据 UID统计业务组中客户端的数目。  If the client includes an instant messaging client, 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.
如果客户端包括即时通信客户端, 即时通信客户端包含业务功能插 件, 服务器获取业务组中客户端的数目的步骤可以是邀请方业务功能插 件发送业务组中客户端的 UID到服务器; 服务器根据 UID统计业务组 中客户端的数目。  If the client includes an instant messaging client, the instant messaging client includes a service function plug-in, and 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.
将业务组件设置为只有业务组中的客户端可以访问的步骤可以是 保存业务组中所有客户端的 UID; 设置业务组件的访问控制参数为根据 访问控制列表中的 UID进行访问; 将业务组中所有客户端的 UID写入 访问控制列表中。 上述的技术方案进一步包括: 当服务器判断当前访问业务组件的客 户端的 UID中包含业务组中的所有成员的 UID后, 设置业务组件的访 问控制参数为允许所有客户端进行访问。 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.
本发明还提供了一种业务访问控制服务器, 该控制服务器包括以下 单元:  The present invention also provides a service access control server, the control server comprising the following units:
第一单元, 用于管理至少一个业务组件;  a first unit, configured to manage at least one business component;
第二单元, 用于在包括一个以上客户端的业务组具有业务访问需求 时, 从第一单元中搜索可访问用户数大于或等于业务组的客户端数的业 务组件;  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;
第三单元, 用于将第二单元搜索到的业务组件设置为只有业务组中 的客户端可以访问。  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.
该控制服务器进一步包括第四单元, 用于通知业务组中的客户端第 二单元搜索到的业务组件可被访问。  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.
其中第三单元进一步用于在判断当前访问业务组件的客户端的 UID 中包含业务组中的所有成员的 UID后, 允许所有客户端访问业务组件。  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.
本发明的实施例还提供了一种用于业务访问控制的系统, 该系统包 括以下装置:  Embodiments of the present invention also provide a system for service access control, the system comprising the following:
服务器, 用于管理业务组件, 并搜索可访问用户数大于或等于业务 组的客户端数的业务组件, 将业务组件设置为只有业务组中的客户端可 以访问, 并通知业务组中的客户端业务组件可被访问;  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;
客户端, 用于访问服务器选择的业务组件。  Client, the business component used to access the server selection.
其中, 服务器进一步用于保存业务组中所有客户端的 UID, 当服务 器判断当前访问业务组件的客户端的 UID 中包含业务组中的所有成员 的 UID后, 允许所有客户端访问业务组件。  The server is further configured to save the UIDs of all the clients in the service group. When 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.
其中, 客户端进一步用于发出业务邀请以创建业务组, 或响应其他 客户端发送的业务邀请以加入业务组。 Wherein, 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.
本发明由服务器选择能够容纳业务组中所有成员的业务组件, 通过 限制该业务组件只能为业务组中的成员访问的方式, 使得业务组中的成 员都能访问业务组件以进行业务操作。 从而使得在创建业务组并实现业 务邀请时, 提高了邀请的成功率。  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.
附图简要说明 BRIEF DESCRIPTION OF THE DRAWINGS
图 1为现有技术中实现邀请的流程示意图;  FIG. 1 is a schematic flowchart of implementing an invitation in the prior art;
图 2为本发明在线游戏邀请的系统组成结构示意图;  2 is a schematic structural diagram of a system composition of an online game invitation according to the present invention;
图 3为本发明一较佳实施例实现在线游戏邀请的流程示意图。  FIG. 3 is a schematic flowchart of implementing an online game invitation according to a preferred embodiment of the present invention.
实施本发明的方式 Mode for carrying out the invention
现在使用的邀请流程如图 1所示, 包括以下步骤:  The invitation process now used is shown in Figure 1, which includes the following steps:
步骤 101 : 邀请方 IM客户端触发即时通信界面上的游戏按鈕, 经 由 IM Server向被邀请方 IM客户端发送游戏邀请请求;  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;
步骤 102:被邀请方 IM客户端接收到邀请方 IM客户端的邀请后, 提示收到邀请并确认是否接受邀请, 如果不接受, 直接结束邀请流程, 如果接受邀请, 则执行步骤 103;  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;
步骤 103: 被邀请方 IM客户端接受邀请, 并经由 IM Server向邀请 方 IM客户端发送响应消息;  Step 103: The invitee IM client accepts the invitation, and sends a response message to the inviter IM client via the IM server;
步骤 104: 邀请方 IM客户端接收响应消息后, 自动启动自身的游 戏管理客户端;  Step 104: After the inviting party IM client receives the response message, it automatically starts its own game management client.
步骤 105: 邀请方的游戏管理客户端登录到 Game Server, 进行用户 信息的身份认证; 步骤 106: 认证通过后, 邀请方的游戏管理客户端选择并进入相应 的游戏位置; 这里, 由邀请方的游戏管理客户端自己选择游戏位置, 比 如: 选择游戏房间、 游戏桌等等; Step 105: The inviting party's game management client logs in to the Game Server to perform identity authentication of the user information. Step 106: After the authentication is passed, the inviting party's game management client selects and enters the corresponding game location; here, the game management client of the inviting party selects the game location by itself, for example: selecting a game room, a game table, and the like;
步骤 107: 邀请方的游戏管理客户端选定自身的游戏位置后, 由游 戏管理客户端将游戏信息发送给邀请方 IM客户端; 这里, 游戏信息包 括但不限于: Game Sever ID、 Game room ID以及相关游戏数据等信息; 步骤 108: 邀请方 IM客户端收到游戏信息后, 将游戏信息经由 IM Serve发送给被邀请方 IM客户端;  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;
步骤 109: 被邀请方 IM客户端接收游戏信息;  Step 109: The invited party IM client receives the game information;
步骤 110: 被邀请方 IM客户端根据接收的游戏信息自动启动自身 的游戏管理客户端;  Step 110: The invited party IM client automatically starts its own game management client according to the received game information;
步骤 111 : 被邀请方的游戏管理客户端登录到 Game Server, 进行用 户信息的身份认证;  Step 111: The game management client of the invited party logs in to the Game Server to perform identity authentication of the user information.
步骤 112: 认证通过后, 被邀请方的游戏管理客户端进入邀请方的 游戏管理客户端选定的游戏位置。  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.
上述过程中, 具体游戏位置由邀请方的游戏管理客户端选定, 并由 系统自动通知被邀请方的游戏管理客户端, 不需要被邀请方的游戏管理 客户端再次确认, 这样就会存在一个问题: 如果同一个游戏位置, 比如 同一游戏桌上的座位在被邀请方进入之前已经被别的玩家抢占, 则被邀 请方只能进入到相同房间, 而无法进入到同一张桌子上。 也就是说, 现 有的游戏邀请流程中, 游戏桌被邀请方的游戏管理客户端选中后, 邀请 方的游戏管理客户端并不能保证在被邀请方的游戏管理客户端加入之 前还有空的座位, 很有可能出现邀请方游戏管理客户端所在的游戏桌, 在被邀请方的游戏管理客户端进入游戏之前所有的空座位都被其他玩 家占据, 从而导致邀请不能真正达成。 而且, 现有流程中游戏位置由邀请方 (Inviter ) 的游戏管理客户端 选择, 再通过 IM服务器进行全部游戏位置如房间及座位信息的中转, 最终触发( invoke & initiate )双方的游戏管理客户端进行后续操作, 如 此, 使邀请流程的实现比较繁瑣。 In the above process, 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. 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. Moreover, in the existing process, 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.
另夕卜,在图 1的处理流程中,有关邀请请求的发起是通过邀请方 IM 客户端直接产生的, 而邀请信息被确认后直接就启动游戏管理客户端, 如此,导致 IM客户端在开发时就必须硬性集成游戏邀请和响应的机制, 从而导致 IM客户端开发工作量的增加以及扩展性不佳。  In addition, in the processing flow of FIG. 1, 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.
本发明的核心思想是: 由游戏服务器实现邀请方游戏管理客户端和 被邀请方游戏管理客户端最终游戏位置的选定, 游戏位置确定后通知邀 请和被邀请双方进入相同的游戏位置继续后续游戏处理, 从而保证邀请 的成功率。  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.
为了便于邀请方和被邀请方双方各自的 IM客户端与游戏管理客户 端之间、 IM客户端与游戏服务器之间更好地通信, 以及 IM客户端的扩 展, 本发明可进一步在邀请方和被邀请方分别设置游戏管理客户端插件 ( Plug-in ), 由游戏管理客户端插件来完成邀请消息、响应消息等消息的 产生, 如此, 更便于统一的管理。 并且, 本发明在邀请方 IM客户端开 始发起邀请时, 先通过游戏管理客户端插件的邀请界面来获取在线好友 信息和游戏服务器相关信息, 并生成有关的邀请信息, 并不需要启动游 戏管理客户端, 实现更筒便、 高效。  In order to facilitate better communication between the respective IM client and the game management client of the inviter and the invitee, the IM client and the game server, and the extension of the IM client, 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. Moreover, 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.
本发明可以在被邀请方 IM 客户端收到邀请消息并确定接受邀请 时, 马上启动被邀请方游戏管理客户端, 如此, 能在用户体验上更加顺 畅, 实现所想即所得。  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.
如图 2所示, 本发明实现在线游戏邀请的系统至少包括邀请方 10、 被邀请方 20、 IM服务器 30和游戏服务器 40, 邀请方 10和被邀请方 20 均与 IM服务器 30、 游戏服务器 40相连。 这里所说的邀请方 10是发起 邀请的用户所使用的硬件和软件的集合, 也可以被称为邀请方客户端 10, 被邀请方 20是被邀请的用户所使用的硬件和软件的集合, 也可以 被称为被邀请方客户端 20。 IM服务器 30, 用于连接所有用户的 IM客 户端, 并实现用户状态查询、 好友列表管理、 消息转发服务等功能; 游 戏服务器 40, 用于连接所有用户的游戏管理客户端, 并实现游戏发布、 游戏规则设定与实施、 用户状态查询、 游戏信息转发、 游戏账户认证及 管理、 账单记录、 广告推送等功能, 关键在于: 游戏服务器 40还进一 步用于实现游戏位置的选定, 即游戏玩家的配对。 As shown in FIG. 2, 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.
邀请方 10进一步包括邀请方 IM客户端 11、邀请方游戏管理客户端 12、 邀请方子游戏端 13以及邀请方游戏管理客户端插件 14, 其中, 邀 请方 IM客户端 11 ,用于接收和发送邀请方 10的信息;邀请方游戏管理 客户端 12, 用于实现邀请方 10各款游戏的下载、 安装、 配置、 好友 /黑 名单、 组队、 交流、 道具购买、 广告等功能管理; 邀请方子游戏端 13 , 用于实现邀请方 10具体的多人游戏; 邀请方游戏管理客户端插件 14, 为一个按照 IM软件接口要求编写的程序插件, 用于产生消息, 实现邀 请方 IM客户端 11、 邀请方游戏管理客户端 12以及游戏服务器 40之间 的通讯; 还用于实现邀请方 10用户邀请界面的交互操作以及内容显示, 该插件能产生并传递的信息内容包括但不限于: 用户账号、 用户密码、 游戏服务器信息、 用户好友信息、 用户个人的游戏位置信息、 用户个人 的游戏内容信息、 用户好友的游戏位置信息、 用户好友的游戏内容信息 等。  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.
被邀请方 20进一步包括被邀请方 IM客户端 21、 被邀请方游戏管 理客户端 22、 被邀请方子游戏端 23以及被邀请方游戏管理客户端插件 24, 其中, 被邀请方 IM客户端 21 , 用于接收和发送被邀请方 20的信 息; 被邀请方游戏管理客户端 22, 用于实现被邀请方 20各款游戏的下 载、 安装、 配置、 好友 /黑名单、 组队、 交流、 道具购买、 广告等功能管 理; 被邀请方子游戏端 23, 用于实现被邀请方 20具体的多人游戏; 被 邀请方游戏管理客户端插件 24, 为一个按照 IM软件接口要求编写的程 序插件, 用于产生消息, 实现被邀请方 IM客户端 21、 被邀请方游戏管 理客户端 22以及游戏服务器 40之间的通讯, 以及被邀请方 20用户邀 请界面的交互操作以及内容显示。 该插件能产生并传递的信息内容包括 但不限于: 用户账号、 用户密码、 游戏服务器信息、 用户好友信息、 用 户个人的游戏位置信息、 用户个人的游戏内容信息、 用户好友的游戏位 置信息、 用户好友的游戏内容信息等等。 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.
在图 2给出的系统结构中, 邀请方游戏管理客户端插件 14和被邀 请方游戏管理客户端插件 24可作为可选部件, 如果在邀请方和被邀请 方未设置游戏管理客户端插件, 则相应邀请消息、 响应消息的产生和接 收, 以及用户邀请界面的交互操作和内容显示等就由各自的 IM客户端 实现。  In the system structure shown in FIG. 2, 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.
基于图 2的系统结构, 本发明一较佳实施例实现在线游戏邀请方法 的过程如图 3所示, 包括以下步骤:  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:
步骤 301: 当邀请方 10希望向被邀请方 20发出游戏邀请时, 先启 动自身的邀请方 IM客户端 11 , 同时启动嵌入到邀请方 IM客户端 11中 的邀请方游戏管理客户端插件 14, 产生邀请界面。  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.
步骤 302: 邀请方游戏管理客户端插件 14从游戏服务器 40直接获 取游戏列表, 并呈现给邀请方 10。  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.
步骤 303:邀请方 IM客户端 11通过 IM服务器 30获得被邀请方 20 的在线状态, 当确定被邀请方 20在线时, 邀请方 10通过邀请方游戏管 理客户端插件 14产生邀请消息, 发起游戏邀请, 创建一个业务组。 这里, 产生邀请消息是指: 邀请方游戏管理客户端插件 14根据获 得的游戏列表先选择确定游戏类型、 游戏房间等等信息, 然后根据所选 定的游戏信息按照固定的格式生成邀请消息。 Step 303: The inviting party IM client 11 obtains the online status of the invitee 20 through the IM server 30. 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. Here, 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.
步骤 304: 邀请方 IM客户端 11将所产生的邀请消息, 经由 IM服 务器 30发送至被邀请方游戏管理客户端插件 24。 其中, 邀请消息中包 括但不限于: 邀请方特有标识(UID )、 具体游戏信息、 具体游戏分区信 息、 具体游戏房间信息、 网络环境信息等等。  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.
步骤 305:被邀请方游戏管理客户端插件 24接收到邀请方 IM客户 端 11 的邀请后, 提示收到邀请并确认是否接受邀请, 如果不接受, 直 接结束邀请流程; 如果接受邀请, 则执行步骤 306, 加入业务组。  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.
在步骤 305之前, 被邀请方 20会先启动被邀请方 IM客户端 21、 以及嵌入被邀请方 IM客户端 21中的被邀请方游戏管理客户端插件 24, 使被邀请方游戏管理客户端插件 24处于工作状态。  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.
步骤 306: 被邀请方 IM客户端 21接受邀请, 经由 IM服务器 30 向邀请方游戏管理客户端插件 14发送响应消息, 表示确认接受邀请; 并且, 启动被邀请方游戏管理客户端 22。 由此, 邀请方 10和被邀请方 20 生成了一个执行游戏业务的业务组。 该业务组包括一个以上的客户 端。 之后, 邀请方 10和被邀请方 20分别执行 307a~307d和 308a~308b。  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. Thus, 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.
步骤 307a~307d: 邀请方游戏管理客户端插件 14接收响应消息; 之 后启动邀请方游戏管理客户端 12; 邀请方游戏管理客户端 12登录到游 戏服务器 40, 进行用户信息的身份认证, 在进行身份认证的信息中包括 本次邀请的相关信息, 如为本次邀请分配的 ID、接受邀请的 UID; 认证 通过后, 根据步骤 303选定的游戏房间进入确定的游戏分区或房间, 等 待游戏服务器选定最终的游戏位置。  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. After the authentication is passed, 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.
步骤 308a~308b: 被邀请方游戏管理客户端 22登录到游戏服务器 40, 进行用户信息的身份认证, 在进行身份认证的信息中包括本次邀请 的相关信息, 如为本次邀请分配的 ID、 发起邀请的 UID中; 认证通过 后, 被邀请方游戏管理客户端 22根据邀请消息中发来的信息进入邀请 方 10指定的游戏分区或房间, 等待游戏服务器选定最终的游戏位置。 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.
在上述步骤 307a~307d和步骤 308a~308b, 如果邀请方游戏客户端 12在发出邀请之前已经登录到游戏服务器, 则本次邀请的相关信息, 如 为本次邀请分配的 ID、 接受邀请的 UID等可以由邀请方游戏管理客户 端插件 14发送给游戏服务器。 在邀请方 10未设置邀请方游戏管理客户 端插件 14时, 本次邀请的相关信息由邀请方 IM客户端 11发送给游戏 服务器。  In the above steps 307a-307d and steps 308a-308b, if the inviter game client 12 has logged in to the game server before issuing the invitation, 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. When 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.
步骤 309: 游戏服务器 40保存本次邀请的相关信息, 如为本次邀请 分配的 ID, 发起邀请的 UID和接受邀请的 UID等, 并根据空位优选原 则选定最终的游戏位置, 并由游戏服务器 40 自动给邀请方游戏管理客 户端 12和被邀请方游戏管理客户端 22发送配对信息, 即所选定的最终 游戏位置。  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.
这里, 所谓空位优选原则是指: 游戏服务器 40选择座位时, 优先 选取当前全空位的游戏桌, 让邀请方 10和被邀请方 20的游戏管理客户 端加入; 次优是选择有一个位置被占用的游戏桌; 再次是选择有两个位 置被占用的游戏桌, 依此类推, 直到仅有两个空位的游戏桌, 如此可确 保邀请的成功。 当然, 在被邀请的用户为多人时, 也可以根据空位原则 选择足够的空位确保邀请成功。 在本发明的实施例中, 获得最终游戏位 置是通过如下方式实现的: 游戏服务器根据空位优先原则搜索可访问用 户数大于或等于本次邀请中的用户数的游戏进程或组件, 如果搜索到, 则将该游戏进程或组件作为目标游戏桌, 即最终游戏位置。  Here, 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. Of course, when the number of invited users is multiple, you can also choose enough space according to the vacancy principle to ensure the invitation is successful. In an embodiment of the present invention, 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.
步骤 310:游戏服务器 40将选定的最终游戏位置发送给邀请方游戏 管理客户端 12和被邀请方游戏管理客户端 22; 邀请方游戏管理客户端 12和被邀请方游戏管理客户端 22获得游戏位置信息后, 分别进入选定 的游戏位置。 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.
在游戏服务器 40选定最终的游戏位置后, 也可以暂时锁定该位置 以避免在邀请方和被邀请方进入游戏位置前该位置被其它用户占用, 具 体的方法可以是将在该游戏位置, 即游戏进程或组件的访问控制参数设 置为根据访问控制列表(Access Control List ), 也就是白名单中的 UID 进行访问, 并将本次邀请中所有客户端的 UID写入白名单中。 当游戏服 务器 40判断到白名单中的所有 UID对应的客户端都访问了游戏进程或 组件后, 设置访问控制参数为允许所有的客户端访问该游戏进程或组 件。 这里所说的白名单是游戏进程或组件访问属性中的一张表, 只有其 UID列在白名单中的客户端才能够访问该游戏进程或组件。  After the game server 40 selects the final game location, 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. When the game server 40 determines that all the UIDs corresponding to the UID in the whitelist have accessed the game process or components, 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.
步骤 311 : 分别启动邀请方子游戏端 13和被邀请方子游戏端 23开 始游戏。  Step 311: Start the invitation party game side 13 and the invited party game side 23 respectively to start the game.
在图 3所示流程中, 如果未在邀请方和被邀请方设置游戏管理客户 端插件, 则相应邀请消息、 响应消息的产生和接收, 以及用户邀请界面 的交互操作和内容显示等也可以由各自的 IM客户端实现。  In the process shown in FIG. 3, if the game management client plug-in is not set on the inviter and the invitee, 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.
在实际应用中, 邀请方游戏管理客户端插件也可以在发出邀请消息 或产生邀请消息之前启动邀请方游戏管理客户端, 并由邀请方游戏管理 客户端登录到游戏服务器上进行用户信息的认证, 之后, 再将邀请消息 经由 IM服务器中转发送至被邀请方, 或者再产生邀请消息并将产生的 邀请消息经由 IM服务器中转发送至被邀请方。 这种情况下, 邀请方游 戏管理客户端插件在收到被邀请方回复的响应消息后, 就通知邀请方游 戏管理客户端进入之前选定的游戏房间, 等待游戏服务器选定最终游戏 位置后, 进入到选定的游戏位置。 本发明具有以下的优点和特点: In an actual application, 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:
1 )本发明采用游戏服务器来完成最终游戏配对, 选定最终的游戏 位置, 因此, 能提高邀请成功的概率。  1) 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.
2 )本发明可以通过在邀请方和被邀请方设置游戏管理客户端插件 的方式, 来集成 IM客户端与游戏管理客户端之间、 IM客户端与游戏服 务器之间的信息传递, 产生邀请消息、 响应消息等, 更便于通讯信息的 管理。 并且, 由于采用设置插件的方式, 使得 IM客户端能满足可扩展 的需求。  2) 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. Moreover, due to the way of setting plug-ins, the IM client can meet the needs of scalability.
3 ) 本发明能够直接通过设置在邀请方游戏管理客户端插件获取游 戏服务器中的相关信息, 如游戏列表, 而不用打开游戏管理客户端, 从 而提高了对用户操作响应的灵敏性; 并且, 能支持邀请方根据获取的相 关信息实现进一步的选择, 实现更方便、 灵活。  3) 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.
4 ) 本发明可以在被邀请方接受邀请后, 先启动被邀请方的游戏管 理客户端, 而不是先启动邀请方的游戏管理客户端, 如此, 可使用户获 得更佳的应用体验, 且筒单、 高效。  4) 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.
总之, 本发明优化了邀请的整体流程, 更方便用户从 IM客户端发 起邀请, 并通过客户端程序或后台服务器程序结合邀请方的意愿自动产 生完整的邀请数据, 同时能保证邀请流程不受到外部其他用户行为的干 扰, 不仅能提高邀请的成功率, 还能带给用户更好的体验。  In summary, 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.
以上所述, 仅为本发明的较佳实施例而已, 并非用于限定本发明的 保护范围。  The above is only the preferred embodiment of the present invention and is not intended to limit the scope of the present invention.

Claims

权利要求书 Claim
1、 一种业务访问控制的方法, 其特征在于, 包括: A method for service access control, comprising:
生成包括一个以上客户端的业务组;  Generate a business group that includes more than one client;
服务器搜索可访问用户数大于或等于所述业务组的客户端数的业 务组件, 将所述业务组件设置为只有所述业务组中的客户端可以访问, 并通知所述业务组中的客户端所述业务组件可被访问;  The server searches for a service component that can access the number of users that is greater than or equal to the number of clients of the service group, and sets the service component to be accessible only to clients in the service group, and notifies the client in the service group. The business component can be accessed;
所述业务组中的客户端访问所述业务组件。  The client in the service group accesses the service component.
2、 根据权利要求 1 所述的方法, 其特征在于, 所述生成包括一个 以上客户端的业务组包括:  2. The method according to claim 1, wherein the generating a service group including more than one client comprises:
第一客户端向至少一个第二客户端发起业务邀请以创建业务组; 所述至少一个第二客户端响应所述业务邀请, 加入所述业务组。  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 joins the service group in response to the service invitation.
3、 根据权利要求 2所述的方法, 其特征在于, 所述服务器搜索可 访问用户数大于或等于所述业务组的客户端数的业务组件包括:  The method according to claim 2, wherein the server searches for a service component whose number of accessible users is greater than or equal to the number of clients of the service group, including:
所述服务器获取所述业务组中客户端的数目;  The server acquires the number of clients in the service group;
所述服务器根据空位原则搜索可访问用户数大于或等于所述业务 组的客户端数的业务组件。  The server searches for a service component whose number of accessible users is greater than or equal to the number of clients of the service group according to the vacancy principle.
4、 根据权利要求 3 所述的方法, 其特征在于, 所述服务器获取所 述业务组中客户端的数目包括:  The method according to claim 3, wherein the obtaining, by the server, the number of clients in the service group comprises:
在客户端登录所述服务器时, 所述服务器统计属于所述业务组中的 客户端的数目。  When the client logs in to the server, the server counts the number of clients belonging to the service group.
5、 根据权利要求 3 所述的方法, 其特征在于, 所述客户端包括即 时通信客户端, 所述服务器获取所述业务组中客户端的数目包括: 如果生成所述业务组之前, 所述客户端已经登录所述服务器, 所述 邀请方即时通信客户端发送所述业务组中客户端的 UID到服务器; 所述服务器根据所述 UID统计所述业务组中客户端的数目。 The method according to claim 3, wherein the client includes an instant messaging client, and the server acquiring the number of clients in the service group includes: if the client is generated before the service group is generated, The end has logged in to the server, and the inviting instant messaging client sends the UID of the client in the service group to the server; The server collects statistics on the number of clients in the service group according to the UID.
6、 根据权利要求 3 所述的方法, 其特征在于, 所述客户端包括即 时通信客户端, 所述即时通信客户端包含业务功能插件, 所述服务器获 取所述业务组中客户端的数目包括:  The method of claim 3, wherein the client includes an instant messaging client, the instant messaging client includes a service function plug-in, and the server obtaining the number of clients in the service group includes:
如果生成所述业务组之前, 所述客户端已经登录所述服务器, 所述 邀请方业务功能插件发送所述业务组中客户端的 UID到服务器;  If the client has logged in to the server before the service group is generated, the inviter service function plug-in sends the UID of the client in the service group to the server;
所述服务器根据所述 UID统计所述业务组中客户端的数目。  The server counts the number of clients in the service group according to the UID.
7、 根据权利要求 1 所述的方法, 其特征在于, 所述将业务组件设 置为只有所述业务组中的客户端可以访问包括:  The method according to claim 1, wherein the setting the service component to be accessible only to the client in the service group comprises:
保存所述业务组中所有客户端的 UID;  Save the UID of all clients in the service group;
设置所述业务组件的访问控制参数为根据访问控制列表中的 UID 进行访问;  Setting an access control parameter of the service component to be accessed according to a UID in the access control list;
将所述业务组中所有客户端的 UID写入所述访问控制列表中。  Write the UIDs of all clients in the service group to the access control list.
8、 根据权利要求 7所述的方法, 其特征在于, 进一步包括: 当所述服务器判断当前访问所述业务组件的客户端的 UID 中包含 所述业务组中的所有成员的 UID后,设置所述业务组件的访问控制参数 为允许所有客户端进行访问。  The method according to claim 7, further comprising: 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, The access control parameters of the business component are allowed to be accessed by all clients.
9、 一种业务访问控制服务器, 其特征在于, 包括:  9. A service access control server, comprising:
第一单元, 用于管理至少一个业务组件;  a first unit, configured to manage at least one business component;
第二单元, 用于在包括一个以上客户端的业务组具有业务访问需求 时, 从所述第一单元中搜索可访问用户数大于或等于所述业务组的客户 端数的业务组件;  a second unit, configured to search, from the first unit, a service component that has a number of accessible users greater than or equal to the number of clients of the service group when a service group that includes more than one client has a service access requirement;
第三单元, 用于将所述第二单元搜索到的所述业务组件设置为只有 所述业务组中的客户端可以访问。  And a third unit, configured to set the service component searched by the second unit to be accessible only to clients in the service group.
10、 根据权利要求 9所述的服务器, 其特征在于, 进一步包括: 第四单元, 用于通知所述业务组中的客户端所述第二单元搜索到的 业务组件可被访问。 The server according to claim 9, further comprising: The fourth unit is configured to notify a client in the service group that the service component searched by the second unit is accessible.
11、 根据权利要求 9所述的服务器, 其特征在于,  11. The server of claim 9 wherein:
所述第三单元进一步用于在判断当前访问所述业务组件的客户端 的 UID中包含所述业务组中的所有成员的 UID后, 允许所有客户端访 问所述业务组件。  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.
12、 一种用于业务访问控制的系统, 其特征在于, 包括: 服务器, 用于管理业务组件, 并搜索可访问用户数大于或等于业务 组的客户端数的业务组件, 将所述业务组件设置为只有所述业务组中的 客户端可以访问, 并通知所述业务组中的客户端所述业务组件可被访 问;  12. A system for service access control, comprising: a server, configured to manage a service component, and search for a service component that has a number of clients that are greater than or equal to a service group, and sets the service component. Providing that only the client in the service group can access, and notifying the client in the service group that the service component can be accessed;
客户端, 用于访问所述服务器选择的业务组件。  Client, used to access the business components selected by the server.
13、 根据权利要求 12所述的系统, 其特征在于,  13. The system of claim 12, wherein
所述服务器进一步用于保存所述业务组中所有客户端的 UID, 当所 述服务器判断当前访问所述业务组件的客户端的 UID 中包含所述业务 组中的所有成员的 UID后, 允许所有客户端访问所述业务组件。  The server is further configured to save a UID of all the clients in the service group, and when the server determines that the UID of the client currently accessing the service component includes the UID of all members in the service group, all the clients are allowed. Access the business components.
14、 根据权利要求 12所述的系统, 其特征在于,  14. The system of claim 12, wherein:
所述客户端进一步用于发出业务邀请以创建业务组, 或响应其他客 户端发送的业务邀请以加入所述业务组。  The client is further configured to issue a service invitation to create a service group, or to respond to a service invitation sent by other clients to join the service group.
PCT/CN2008/070545 2007-06-15 2008-03-20 A method, server and system for controlling the service access WO2008151523A1 (en)

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
US12/638,652 Continuation US20100093443A1 (en) 2007-06-15 2009-12-15 Method, system for controlling service access and server

Publications (1)

Publication Number Publication Date
WO2008151523A1 true WO2008151523A1 (en) 2008-12-18

Family

ID=38880637

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2008/070545 WO2008151523A1 (en) 2007-06-15 2008-03-20 A method, server and system for controlling the service access

Country Status (5)

Country Link
US (1) US20100093443A1 (en)
CN (1) CN101068194B (en)
CA (1) CA2690731C (en)
GB (1) GB2463216B (en)
WO (1) WO2008151523A1 (en)

Families Citing this family (24)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
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
CN102118324B (en) * 2010-01-06 2015-11-25 腾讯科技(深圳)有限公司 Good friend is invited to enter the method and system of related product
CN102045387A (en) * 2010-11-08 2011-05-04 于琨洪 Browser-based novel two-person separate instant chat method
US9286037B2 (en) 2010-12-29 2016-03-15 Microsoft Technology Licensing, Llc Platform for distributed applications
KR20120081368A (en) * 2011-01-11 2012-07-19 주식회사 엔씨소프트 Method of game invitation with chatting window in mobile platform
KR101203109B1 (en) * 2011-03-10 2012-11-20 스티븐 준 한 Method for love connection game using mobile device
US9331858B2 (en) 2011-05-03 2016-05-03 Sony Computer Entertainment Inc. Persistent party rooms
US8956232B2 (en) * 2011-05-03 2015-02-17 Sony Computer Entertainment America Llc Special regional online video game forum based on location
CN103297446B (en) 2012-02-23 2016-10-12 腾讯科技(深圳)有限公司 The method of game resource distribution and server
CN102820976A (en) * 2012-07-31 2012-12-12 苏州松之林网络科技有限公司 Method for automatically creating team channel
US9569274B2 (en) 2012-10-16 2017-02-14 Microsoft Technology Licensing, Llc Distributed application optimization using service groups
CN103002019B (en) * 2012-11-14 2016-01-13 北京奇虎科技有限公司 Browser and browser send the method for page trip message
CN103366088B (en) * 2013-06-29 2017-04-05 广州爱九游信息技术有限公司 A kind of method and device that quality of play is improved by intelligence pairing
CN104717193B (en) * 2013-12-16 2018-01-19 博雅网络游戏开发(深圳)有限公司 Multi-party interactive sessions in multi-party interactive application start method and system
CN104683220B (en) * 2015-02-13 2018-09-11 北京北信源软件股份有限公司 A kind of method that html expanded functions are used in IM chat
CN106341302B (en) * 2015-07-09 2020-04-03 深圳市腾讯计算机系统有限公司 Data processing method and server
CN105141669B (en) * 2015-08-04 2019-01-29 广州华多网络科技有限公司 Method, system and client based on client process push game information
CN105741176A (en) * 2016-01-28 2016-07-06 北京搜狗科技发展有限公司 User signature control method and device, activity sponsoring method and device as well as electronic equipment
US10076702B2 (en) 2016-02-23 2018-09-18 Sony Interactive Entertainment America Llc Setting up gaming sessions to reduce waiting time
CN107632705A (en) * 2017-09-07 2018-01-26 歌尔科技有限公司 Immersion exchange method, equipment, system and virtual reality device
CN108465243A (en) * 2018-03-09 2018-08-31 邹靖 Encourage social method for gaming and its system
CN109785178B (en) * 2019-01-31 2021-03-26 百度在线网络技术(北京)有限公司 Method and apparatus for generating information
CN111666135A (en) * 2019-03-08 2020-09-15 北京柏林互动科技有限公司 Application program jumping method and device, electronic equipment and readable storage medium
CN110624246B (en) * 2019-10-25 2023-06-09 网易(杭州)网络有限公司 Virtual resource acquisition method and device, storage medium and electronic equipment

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050137014A1 (en) * 2003-12-22 2005-06-23 Asko Vetelainen Electronic gaming device and method of initiating multiplayer game
KR20060028113A (en) * 2004-09-24 2006-03-29 에스케이 텔레콤주식회사 Method for executing game of end2end based mobile instant messaging service
CN1319322C (en) * 2004-04-24 2007-05-30 华为技术有限公司 A system and method for providing game service in communication network
CN101068194A (en) * 2007-06-15 2007-11-07 腾讯科技(深圳)有限公司 Method and system for realizing on-line game invitation
CN101073708A (en) * 2007-06-14 2007-11-21 腾讯科技(深圳)有限公司 Method and system for participating game and game service system

Family Cites Families (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6088805A (en) * 1998-02-13 2000-07-11 International Business Machines Corporation Systems, methods and computer program products for authenticating client requests with client certificate information
US6699125B2 (en) * 2000-07-03 2004-03-02 Yahoo! Inc. Game server for use in connection with a messenger server
US7218739B2 (en) * 2001-03-09 2007-05-15 Microsoft Corporation Multiple user authentication for online console-based gaming
US7803052B2 (en) * 2002-06-28 2010-09-28 Microsoft Corporation Discovery and distribution of game session information
EP1652044A4 (en) * 2003-07-15 2006-08-30 Wildtangent Inc Multi-session user launching and invitation system and method
US7401150B2 (en) * 2003-09-19 2008-07-15 Wildtangent, Inc. Joint consumption of content invitation methods and apparatus
US7677970B2 (en) * 2004-12-08 2010-03-16 Microsoft Corporation System and method for social matching of game players on-line
US7819749B1 (en) * 2004-12-21 2010-10-26 Aol Inc. Using a participant list to invite players to an on-line game
WO2006124922A2 (en) * 2005-05-17 2006-11-23 Super Computer International Collaborative online gaming system and method
US8241129B2 (en) * 2005-06-20 2012-08-14 Microsoft Corporation Setting up on-line game sessions out of a game context
CN100415331C (en) * 2005-08-19 2008-09-03 华为技术有限公司 Invitation match method and system for game
CN1862548A (en) * 2005-10-11 2006-11-15 华为技术有限公司 Fight inviting method for internet game and system thereof
CN100428255C (en) * 2006-07-10 2008-10-22 华为技术有限公司 Method and device for implementing on-line real-time game in terminal
CN100539599C (en) * 2007-06-29 2009-09-09 腾讯科技(深圳)有限公司 A kind of method and system that realize that game on line is invited

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050137014A1 (en) * 2003-12-22 2005-06-23 Asko Vetelainen Electronic gaming device and method of initiating multiplayer game
CN1319322C (en) * 2004-04-24 2007-05-30 华为技术有限公司 A system and method for providing game service in communication network
KR20060028113A (en) * 2004-09-24 2006-03-29 에스케이 텔레콤주식회사 Method for executing game of end2end based mobile instant messaging service
CN101073708A (en) * 2007-06-14 2007-11-21 腾讯科技(深圳)有限公司 Method and system for participating game and game service system
CN101068194A (en) * 2007-06-15 2007-11-07 腾讯科技(深圳)有限公司 Method and system for realizing on-line game invitation

Also Published As

Publication number Publication date
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

Similar Documents

Publication Publication Date Title
WO2008151523A1 (en) A method, server and system for controlling the service access
US8656151B2 (en) Service accessing control method, terminal and system
US7130884B2 (en) Client system, message exchanging method, and recording medium
EP1207650B1 (en) Method and apparatus for opening electronic conference
CN101296200B (en) System and method for establishing multi-user conversation
KR101372011B1 (en) Method and device for maintaining sessions based on presence status information
US20060178216A1 (en) Multi-session user launching and invitation system and method
US20100113145A1 (en) Main controller, control method and management system of online game
CN109587044A (en) Group creating, method for message interaction and device
WO2013091495A1 (en) Inter-im system conferencing method and system
US7543034B2 (en) Instant messenger reflector
CA2691879C (en) Instant messaging system, component and method for additional service
KR100958936B1 (en) Method and computer-readable recording medium for providing extended user list and enhanced dialog functions
JP4312415B2 (en) Message exchange system and method, client system, recording medium, and program
KR20000060795A (en) A multiplayer game service system architecture and method on the internet
KR100587772B1 (en) Voice Communication Method And System
CN103338192B (en) Network node and method for setting up calling between a caller and a callee
Jia et al. Session and signaling control in mobile network game platform
KR20050032657A (en) Computer readable medium storing a mobile messenger application for providing game service linked to a session initiation protocol based online game providing infrastructure and online game applications executed by the messenger application
Alliance OMA-RD_IMPSDelta-V1_3-20041118-C
KR20050029050A (en) An integrated wired and wireless online game infrastructure system linked to a session initiation protocol based messenger system
KR100807881B1 (en) System and method for providing chatting service including dual mode for providing stock information
WO2012088880A1 (en) Method, system and apparatus for implementing message interaction among multimedia conference members
JP2002328888A (en) Online information processing system and method
JP2009163601A (en) Communication terminal, server, program, and communication control method

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 08715281

Country of ref document: EP

Kind code of ref document: A1

WWE Wipo information: entry into national phase

Ref document number: 2690731

Country of ref document: CA

NENP Non-entry into the national phase

Ref country code: DE

WWE Wipo information: entry into national phase

Ref document number: 7605/CHENP/2009

Country of ref document: IN

ENP Entry into the national phase

Ref document number: 1000543

Country of ref document: GB

Kind code of ref document: A

Free format text: PCT FILING DATE = 20080320

WWE Wipo information: entry into national phase

Ref document number: 1000543.7

Country of ref document: GB

32PN Ep: public notification in the ep bulletin as address of the adressee cannot be established

Free format text: NOTING OF LOSS OF RIGHTS PURSUANT TO RULE 112(1) EPC OF 220410

122 Ep: pct application non-entry in european phase

Ref document number: 08715281

Country of ref document: EP

Kind code of ref document: A1