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CN1858759A - Method and system for limiting time of network gaming user - Google Patents

Method and system for limiting time of network gaming user Download PDF

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Publication number
CN1858759A
CN1858759A CNA2006100585190A CN200610058519A CN1858759A CN 1858759 A CN1858759 A CN 1858759A CN A2006100585190 A CNA2006100585190 A CN A2006100585190A CN 200610058519 A CN200610058519 A CN 200610058519A CN 1858759 A CN1858759 A CN 1858759A
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CN
China
Prior art keywords
user
ppp
information
server
network
Prior art date
Legal status (The legal status 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 status listed.)
Granted
Application number
CNA2006100585190A
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Chinese (zh)
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CN100395766C (en
Inventor
王军
钟杰萍
舒琦
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Huawei Technologies Co Ltd
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Huawei Technologies Co Ltd
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.)
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Publication date
Application filed by Huawei Technologies Co Ltd filed Critical Huawei Technologies Co Ltd
Priority to CNB2006100585190A priority Critical patent/CN100395766C/en
Publication of CN1858759A publication Critical patent/CN1858759A/en
Priority to PCT/CN2007/000340 priority patent/WO2007104218A1/en
Application granted granted Critical
Publication of CN100395766C publication Critical patent/CN100395766C/en
Priority to US12/207,368 priority patent/US20090011830A1/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection 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
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/208Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
    • 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
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • 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
    • 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
    • A63F2300/53Features 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 basic data processing
    • A63F2300/532Features 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 basic data processing using secure communication, e.g. by encryption, authentication
    • 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
    • A63F2300/53Features 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 basic data processing
    • A63F2300/535Features 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 basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
    • 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

This invention discloses a method for limiting time to network game users including: A, obtaining the accumulated on-line time of all game accounts of a user after the user is on-line by an account according to the game time information of all game accounts of an associate user registered in a carried communication fingerprint PPP server, B, timing in terms of said obtained accumulated on-line time and limiting the game time based on the time, C, after the user is off the line by the account, it refreshes the game time information of said user in the PPP server. This invention also discloses a system for limiting time.

Description

Network gaming user is carried out the method and system of time restriction
Technical field
The present invention relates to the network game service technical field, be meant a kind of method and a kind of system that network gaming user is carried out time restriction that network gaming user is carried out time restriction especially.
Background technology
Online game is in amusement, social concerns such as network addiction have also been brought, the double-edged sword of online game is once by titled with " electronics heroin ", in 2005, the online game market of China is still like rain the back spring bamboo, become the sunrise industry of information industry, when our weighting network game economy and social responsibility, network addiction is seriously troubling the development of Internet culture industry, peremptory norm network behavior as the negative product of online game, prevent to indulge network addiction, allow the sense that initiatively takes public responsibility of recreation manufacturer, with network addiction problem ACTIVE CONTROL, active management, execute the effective macro adjustments and controls means of can yet be regarded as.Construction helps the network environment that the minor grows up healthy and sound, and effectively solves minor's enthrallment network game problem, has become government, enterprise and social common responsibility.
For solving minor's enthrallment network game problem, network gaming user is carried out time restriction, in the prior art, network game server is after the user is by the login of online game account, the playtime of this online game account of user is picked up counting from 0, and this online game account is carried out the playtime monitoring according to timing time.
For realizing industry standardization, specifically the method for the online game account being monitored according to timing time can be developed the standard specific implementation according to the network game indulging system that Press and Publications Administration publishes.Healthy playtime, tired playtime and unhealthy playtime in this standard, have been stipulated.For example 3 hours with interior be healthy playtime; Surpassing 3 hours was tired playtime less than 5 hours, and surpassing 5 hours is unhealthy playtime.Network game server end passes through the accumulated result to the playtime of online game account, is to play in healthy playtime if determine this online game account, then carries out game process by normal and this online game account terminal interaction; If determining this online game account is to play in tired playtime, then carry out playing with this online game account terminal interaction, empirical value and virtual objects that this online game account is obtained reduce by half; If determining this online game account is to play in the unhealthy time, then to carry out in user's game process with this online game account terminal interaction, the income that this online game account is obtained is set to 0.In addition, in the different time periods, system will send effective information to this online game account user.For example, after the accumulated result to online game account recreation line duration reaches the thresholding of tired playtime or reaches unhealthy playtime, regularly send corresponding prompt message to this online game account user.If the user expires the time of having a rest at the accumulative total off-line time of having a rest, when promptly refreshing the line duration thresholding,, can add up line duration again when reaching the standard grade again as 5 hours.
Above-mentioned when the user is carried out the online game time restriction, specifically can carry out by the indulging system in the network game server, can also comprise network game service end system and online game account management system in the network game server.
By the concrete flow process of carrying out that network gaming user is carried out time restriction of indulging system as shown in Figure 1, specifically may further comprise the steps:
Step 101, user login by the network game client fan-in network game account information of end side, and network game client sends to the online game account management system with this online game accounts information.The online game accounts information here can comprise user name, password, or further comprises other online game account authentication informations etc.
The online game account management system of step 102, service side authenticates the online game accounts information, if authentification failure, execution in step 103, notice game client login failure; Otherwise, execution in step 104 and subsequent step.
Step 104, online game account management system will comprise that user's on-line message of network of relation game account information sends to indulging system.
Step 105, indulging system begin this online game account is carried out the timing monitoring according to the online game accounts information that receives, promptly from this moment the line duration of this online game account is added up, if user's off-line time accumulative total does not surpass the time of having a rest here, as 5 hours, then on the line duration basis of former accumulative total, continue accumulative total, if user's off-line time has surpassed the time of having a rest, then be user's accumulative total line duration since 0 again.
Step 106, online game account management system send by authentication information to network game client.
Step 107, network game client receive by behind the authentication information, enter recreation, and be mutual with the connect line data of going forward side by side of network game service end system.
The online game account that step 108, indulging system identify the timing monitoring adds up the online tired playtime that reaches, and as 3 hours, sends tired playtime message to the network game service end system.
Step 109, network game service end system be the earning rate of this online game account user, as empirical value and the virtual objects that obtained, reduces to 50% of normal game.
Step 110, network game service end system send tired playtime prompting to online game client system, and online game client system shows this information by user terminal to the user.
The online game account that step 111, indulging system identify the timing monitoring adds up the online unhealthy playtime that surpasses, and as 5 hours, sends unhealthy playtime message to the network game service end system.
Step 112, network game service end system reduce to 0 with the earning rate of this online game account user.
Step 113, network game service end system send unhealthy playtime prompting to online game client system, and online game client system shows this prompting by user terminal to the user.
After step 114, user withdrawed from recreation, online game client system sent and withdraws from game message to the network game service end system.
Step 115, network game service end system carry out the relevant treatment that the user withdraws from recreation, and send the user offline message that comprises network of relation game account information to indulging system.
Step 116, indulging system begin accumulative total user's off-line time according to the online game accounts information that receives.
Be illustrated in figure 2 as the system architecture of in the prior art network gaming user being carried out time restriction, comprise the online game client system 211 of user terminal 21 sides and online game account management system 221, indulging system 222 and the network game service end system 223 of network game server 22 sides.
Wherein, online game account management system 211 is higher management functional parts of whole online game account, it is used for the online game account that there is the user in administrative institute, comprise the registration of carrying out the online game account with the online game client system 211 of subscriber terminal side alternately, the login authentication of online game account, a series of online game account managements such as cancellation of online game account.
Indulging system 212 is the supervisory systems at the single network game account, according to above-mentioned accumulative total method and method for supervising the single network game account is monitored user's playtime, according to healthy playtime, tired playtime and unhealthy playtime and the mutual different disposal of carrying out of network game service end system, for example informing network game services end system is made corresponding restriction etc. to the empirical value and the virtual objects of this online game account as above-mentioned.
Network game service end system 213 is core systems of whole network game service end, it provides a platform for the operation of online game, be responsible for providing data and data logic mutual, and game data carried out relevant treatment according to information from indulging system to online game.Say that for a massively multiplayer game that network game server is faced is ten hundreds of connection users, therefore also need some rational data organization way to manages to carry out relevant treatment.Usually just introduce packet network game server mechanism, we separately carry out network game server the distributed treatment of data.The framework here just logically is described, and is not meant the network game server of monomer.
Online game client system is present in subscriber terminal side, the user directly enters recreation by client, but authenticate alternately by online game client system and online game account management system, authentication by after just initiate the logging in game request and play to the network game service end system.After this, online game client system constantly and network game server carry out communication, by determining the state of current recreation with the network game server swap data, the change in location of other online game account user, the article situation that drops for example.Equally, leaving when recreation, client can inform that this online game account respective user leaves to network game server, so that network game server is made respective handling.
In above-mentioned prior art, when time restriction is carried out in online game, carry out based on user's single network game account.Though like this playtime of single network game account has been reached the effect of restriction, but because online game has a variety of, and the user can have a plurality of online game accounts in every kind of online game, for the user that a plurality of online game accounts are arranged, this time restriction of carrying out based on user's single network game account is equal to illusory.For example, user A has three different online game accounts: first, second, third.Then it rolls off the production line after reaching tired playtime playing by first logging in network game server; Play by second logging in network game server then, roll off the production line after reaching tired playtime; Play by the third logging in network game server, then this user time of playing continuously can be considerably beyond tired playtime again, and the network game service end system can not limit this user's income.Therefore, prior art can't be carried out time restriction to the network gaming user that has a plurality of online game accounts.
Summary of the invention
In view of this, fundamental purpose of the present invention is to provide a kind of network gaming user is carried out the method and system of time restriction, can carry out time restriction to the network gaming user that has a plurality of online game accounts.
Be first aspect that achieves the above object, the invention provides and a kind of network gaming user is carried out the method for time restriction that this method comprises:
A, according to the playtime information of the associated user all-network game account that writes down in the portability communication fingerprint PPP server, after the user reaches the standard grade by the online game account, obtain the accumulative total line duration of this user's all-network game account;
B, carry out timing, and the user is carried out the playtime restriction according to timing time based on the described accumulative total line duration that obtains;
C, after the user is rolled off the production line by the online game account, upgrade the playtime information of this user in the PPP server.
Preferably, steps A and step B are carried out by indulging system.
The playtime information of the all-network of associated user described in steps A game account can be: user's accumulative total line duration, accumulative total off-line time and User Status;
The playtime information of upgrading described in the step C is: User Status.
Further, this method can comprise:
When User Status when being online, the PPP server carries out timing to user's accumulative total line duration to be increased; When User Status was off-line, the PPP server carries out timing to user's the accumulative total off-line time to be increased.
Further, this method also comprises:
When User Status is an off-line, and this user's the accumulative total off-line time meet or exceed when refreshing accumulative total on-line time thresholding, the PPP server refreshes this user's accumulative total line duration.
Described steps A can comprise:
A11, user be by online game account logging in network game server, and send this user's PPP relevant information to network game server;
A12, network game server send to indulging system with reach the standard grade information and user PPP relevant information of user;
A13, indulging system send the update request of reaching the standard grade that comprises user PPP relevant information to the PPP server;
After A14, PPP server receive the update request of reaching the standard grade, upgrade playtime information among the user PPP, and user's accumulative total line duration is returned to indulging system according to user PPP relevant information wherein;
Among the described step B, indulging system carries out timing according to the accumulative total line duration from the PPP server, and according to timing time the user is carried out the playtime restriction;
Then described step C comprises:
C11, user exit network by the online game account behind the game server, and network game server sends to indulging system with the PPP identification information in user offline information and the user PPP relevant information;
C12, indulging system stop the playtime monitoring to the user, and send the update request that rolls off the production line that comprises described PPP identification information to the PPP server;
After C13, PPP server receive the update request that rolls off the production line, according to the playtime information among the PPP update of identification information user PPP wherein.
Preferably, in the described steps A 14, the playtime information among the PPP server update user PPP comprises:
User Status among A141, the PPP server lookup user PPP, if the User Status among this user PPP is an off-line, execution in step A142; If the User Status among this user PPP is online, directly carry out the described step that user's accumulative total line duration is returned to indulging system;
User Status among steps A 142, this user PPP is set to online, and the accumulative total off-line time among this user PPP is set to 0, and begins on the online time basis of former accumulative total user's line duration to be continued timing from this time;
Among the described step C13, the playtime information among the PPP server update user PPP comprises:
Step C131, PPP server judge whether that this user's all-network game account all is in off-line state, if execution in step C132 then; Otherwise, directly finish this step;
Step C132, User Status are set to off-line.
Preferably, in advance for this user is arranged on the line states counter, and initial value is set in the described PPP server;
In the described steps A 14, the PPP server further comprises after receiving the update request of reaching the standard grade: will add one for the presence counter that this user is provided with;
Among the described step C13, the PPP server further comprises after receiving the update request that rolls off the production line: this user's online state counter is subtracted one;
Among the then described step C131, the PPP server judges whether that this user's all-network game account all is in off-line state and is: whether the presence counter that the PPP server is judged as this user's setting is described initial value.
The playtime information of the all-network of user described in steps A game account can also be for: the on-line time of each online game account of user, roll off the production line the time;
The accumulative total line duration that obtains user's all-network game account described in the steps A comprises:
Obtain each online game account of described user on-line time, roll off the production line the time; And according to the on-line time of each online game account of the user who obtains, the Time Calculation that rolls off the production line user's accumulative total line duration.
Then described steps A can comprise:
A21, user be by online game account logging in network game server, and send this user's PPP relevant information;
A22, network game server send to the PPP server with reach the standard grade information and user PPP relevant information of user network game account;
A23, PPP server are according to the playtime information among the information updating user PPP that receives, and the on-line time of user's all-network game account returns to network game server with the time of rolling off the production line before will upgrading;
A24, network game server are transmitted described temporal information from the PPP server to indulging system, and indulging system obtains user's accumulative total line duration according to the temporal information that receives;
Described step B is carried out by indulging system;
Described step C comprises:
C21, user exit network by the online game account behind the game server, and network game server sends to the PPP server with information and the corresponding PPP identification information that this online game account of user rolls off the production line;
Rolling off the production line the time of C22, the described online game account of PPP server update, and return the renewal confirmation to network game server;
C23, network game server send user network game account offline information to indulging system, after indulging system receives this information, stop the playtime monitoring;
Or described step C comprises:
C31, user exit network by the online game account behind the game server, and network game server sends user network game account offline information to indulging system, after indulging system receives this information, stops the playtime monitoring;
C32, network game server send to the PPP server with information and the corresponding PPP identification information that this online game account of user rolls off the production line;
Rolling off the production line the time of C33, the described online game account of PPP server update, and return the renewal confirmation to network game server.
Preferably, described steps A 24 comprises:
Network game server is handled this temporal information after receiving temporal information from the PPP server, obtain user's accumulative total line duration, and the accumulative total line duration that will obtain sends to indulging system;
Indulging system carries out timing on the online time basis of accumulative total that receives, and according to timing time the user is carried out the playtime monitoring;
Perhaps described steps A 24 comprises:
Network game server sends to indulging system with this temporal information after receiving temporal information from the PPP server;
Indulging system is handled the described temporal information that receives, and obtains user's accumulative total line duration.
Preferably, described PPP server update user playtime information takes a step forward and comprises:
The PPP server authenticates update request, carries out the step of described renewal user playtime information by the back in authentication.
Preferably, further comprise before the described steps A:
The user is by accessing terminal to network, and the PPP server sends corresponding user PPP relevant information to user terminal.
Preferably, described user is by behind the accessing terminal to network, and further comprise: terminal sends user's characteristic information to network side;
Described PPP server further comprised before user terminal sends corresponding user PPP relevant information: network side authenticates and authenticates the user's characteristic information of coming self terminal and passes through, and notifies PPP server then.
Described PPP relevant information can be the identification information of user PPP or user's PPP information.
Be second aspect that achieves the above object, the invention provides and a kind of network gaming user is carried out the system of time restriction that this system comprises:
Indulging system, be used for according to the information of reaching the standard grade from the online game account of network game service end system, obtain this user's accumulative total line duration among the user PPP of this online game account correspondence to the PPP server requests, carry out timing according to the accumulative total line duration that obtains, and the user is carried out the playtime monitoring according to timing time; Perhaps be used for according to information and this user accumulative total line duration of reaching the standard grade from the online game account of network game service end system, perhaps with the on-line time of this each online game account of online game account respective user with roll off the production line the time, this user is carried out the playtime monitoring;
The network game service end system is used for carrying out game logic and data interaction with online game client system; And the PPP relevant information of automatic network game client system sends to indulging system by the online game account information of reaching the standard grade in the future, perhaps will be direct to the on-line time of each the online game account of user among the user PPP that the PPP server requests is obtained and the time of rolling off the production line, or user's accumulative total line duration of handling acquisition sends to indulging system;
Online game client system is used for carrying out game logic and data interaction with the network game server end system, and will send to the network game service end system from the user PPP relevant information of PPP server;
The PPP server is used for the playtime information user's PPP storage user, and user's PPP relevant information is sent to online game client system; And according to the request of indulging system, send the accumulative total line duration of this online game account respective user to indulging system, or send the line duration of each online game account of respective user and roll off the production line the time to the network game service end system, and the playtime information among the user PPP is upgraded according to update request from indulging system or network game server according to the request of network game service end system.
Preferably, described indulging system is arranged in the network game server, or is arranged at the business that connects network game server and carrier network and provides in the platform, or setting separately.
Further, can comprise in the above-mentioned system that network gaming user is carried out time restriction:
The user characteristics collector unit is used for the characteristic information that collection terminal can identifying user, and the user's characteristic information of collecting is sent to the user characteristics discriminating unit;
The user characteristics discriminating unit is used for obtaining information to differentiating authentication from the user's characteristic information of user characteristics collector unit with the PPP server interaction, the result notification PPP server that passes through according to authentication;
Described PPP server sends user's PPP relevant information to terminal according to the result who passes through from the authentication of user characteristics discriminating unit.
Preferably, described user characteristics collector unit is arranged in the user terminal; Described user characteristics discriminating unit is arranged in the unified access-in management unit of connecting terminal and carrier network.
By such scheme as can be seen, among the present invention, after the user is by the recreation of online game account logging in network, the accumulative total line duration that obtains user's all-network game account according to the playtime information of the associated user all-network game account that writes down in the PPP server carries out time restriction to the user, and after the user is rolled off the production line by the online game account, upgrade the playtime information of this user in the PPP server, realized the network gaming user that has a plurality of online game accounts is carried out time restriction.
Description of drawings
Fig. 1 is the process flow diagram of prior art;
Fig. 2 is the prior art system composition diagram;
Fig. 3 is the overview flow chart of the inventive method;
Fig. 4 is the process flow diagram of the inventive method first embodiment;
Fig. 5 is the process flow diagram of the inventive method second embodiment;
Fig. 6 is the synoptic diagram of accumulative total user line duration among the inventive method second embodiment;
Fig. 7 is the overall construction drawing of system of the present invention;
Fig. 8 is the structural drawing of first embodiment of system of the present invention;
Fig. 9 is the structural drawing of second embodiment of system of the present invention.
Embodiment
For making the purpose, technical solutions and advantages of the present invention clearer, the present invention is described in further detail below in conjunction with accompanying drawing.
Main thought of the present invention is, obtains the playtime of a plurality of online game accounts of user, and limits according to the playtime of a plurality of online game accounts that the obtain playtime to the user.
Because Virtual network operator has the not available Internet resources of service application service merchant, for the user provides the most basic access service, can provide unified access-in management for user and service application service merchant, can be by user's Number for access, pass through fixed telephone number as mobile operator by mobile terminal number, fixed network operator, bandwidth operator is by user's access number of the account, or by specific user's characteristic information, as voiceprint, finger print information, radio frequency identification (RFID) information etc., for the user provides portability communication fingerprint (PPP).This PPP is that Virtual network operator is the minimum complete set of this telex network attribute of unique identification of setting up of user.For example, can comprise bearer network Resource Properties, upper-layer service ability parts, platform that this PPP respective user is used among the PPP, service resources attribute informations such as application program, these information can be used as the Back ground Information of user network authentication and business authentication.
Among the present invention, by the playtime information of user's all-network game account is set in user's PPP, according to PPP server and network game service end system, or with the online game account management system, or mutual with online game client system, obtain the playtime information of user's all-network game account, and when the playtime to the user limits, carry out according to the playtime information of user's all-network game account of obtaining, with regard to having realized the user who has a plurality of online game accounts is carried out playtime control.
Respectively the method and system that the network gaming user time is limited provided by the present invention is described in detail below.
The overview flow chart that the present invention limited the network gaming user time may further comprise the steps as shown in Figure 3:
Step 301, according to the playtime information of the associated user all-network game account that writes down in the portability communication fingerprint PPP server, after the user reaches the standard grade by the online game account, obtain the accumulative total line duration of this user's all-network game account;
Step 302, carry out timing, and the user is carried out the playtime restriction according to timing time based on the described accumulative total line duration that obtains;
Step 303, after the user is rolled off the production line by the online game account, upgrade the playtime information of this user in the PPP server.
Step and the step 302 obtained in the above-mentioned steps 301 specifically can be carried out by indulging system; In addition, also can carry out by the indulging system of independent setting.And in the PPP server for the playtime information of the associated user all-network game account of user record can be the PPP server after the on-line time that gets access to each online game account of user, the temporal information that rolls off the production line, these information are handled accumulative total line duration, accumulative total off-line time and the user state information that the back obtains; Then indulging system specifically obtains the mode of the playtime information of leading subscriber all-network game account, can be that the accumulative total online information that will obtain after the PPP server will be handled directly sends to indulging system.Also can be the on-line time and the temporal information that rolls off the production line of each online game account of user of directly obtaining from each network game server of PPP server for the playtime information of user record in the PPP server; Then indulging system obtain the mode of the playtime information of associated user all-network game account can be by network game server from the PPP server obtain each online game account of user on-line time and roll off the production line the time.
Describe method of the present invention in detail by two specific embodiments respectively below.
The flow process of the inventive method first embodiment as shown in Figure 4, wherein, step 401 to step 406 for the user carries out the relevant authentication of PPP and the flow process of processing by accessing terminal to network, specifically may further comprise the steps:
Step 401 is passed through accessing terminal to network to step 403, user, user's characteristic information in the user characteristics collector unit collection terminal in the terminal, and the user characteristics discriminating unit that user's characteristic information is sent in the unified access-in management unit of operator is carried out the user's characteristic information authentication, after authentication is passed through, execution in step 404.
In the present embodiment, user's characteristic information is associated with user's PPP.The user is when carrying out network registry, the user's characteristic information that needs registration self, this user's characteristic information can be unique information that can the identifying user identity, as ID (identity number) card No. etc., it also can be other user's characteristic information, as the special hardware of voiceprint, finger print information, head image information, RFID information or terminal, as CPU number, MAC Address etc.
User characteristics discriminating unit in step 404, the unified access-in management unit sends to PPP server, the user PPP information of PPP whois lookup correspondence with the characteristic information sign.If the user is the access network first time, the PPP server also generates the PPP information of correspondence for this user here, among the present invention, and the user of each access network, operator all can generate a PPP for it.Here unified access-in management unit also can send to the PPP server with the identify label that user network inserts, and the identify label that the PPP server inserts according to user network is for the user finds or generate PPP in the PPP information storehouse.
Step 405, PPP server carry out network authentication and business authentication to the user.
The authentication here is not a User Identity authentication in fact, but to the checking of user's PPP information, comprised the basic service ability attribute that PPP comprises and the authentication of network capabilities attribute aspect, used which network element device and professional ability parts as the user.After authentication, the user can normally use network.
Owing to writing down communication Facilities and resource Facilities relevant information among the user PPP, will control based on IMS next generation network (NGN) technology and to have separated with carrying, business is separated with control, here network control layer can authenticate according to user's the PPP information load-bearing capacity to the user, as to access bandwidth, the authentication of the QoS of circuit etc.; Professional ability authentication is not meant the authentication to concrete service application here, but the authentication of the basic business ability that Virtual network operator is provided.
Step 406, PPP server return user PPP relevant information to terminal.
The PPP relevant information here can be a user PPP identification information, or user's PPP information.User PPP identification information has comprised some correlation attribute information of PPP server, as interactive mode, certificate, and the unified resource positioning mark (URL) of user PPP etc.The PPP server also can directly send to terminal with the PPP information that includes this user's playtime information, and then indulging system can directly carry out time restriction according to the playtime information of obtaining from end side by network game server to the user in subsequent process.
Provide a description example segment below based on the user PPP identification information of XML.<?xml?version="1.0"encoding="UTF-8"?><PPPid>
<PppId〉8016800289007</PppId〉//the PPP sign
<UserId〉493005100592800</UserId〉// user ID
<PppURL〉www.pppserver.com/ppp/8016800289007</PppURL〉//URL of PPP
<Cred〉// the certificate information item
<Meta>
<Type xmlns=" syncml:metinf "〉syncml:auth-md5</Type〉//the MD-5 algorithm for encryption
<Format xmlns='syncml:metinf'〉b64</Format〉// data layout
</Meta>
<Data>
<!-base64 formatting of userid:password--〉// the certificate information data
</Data>
</Cred></PPPid>
The flow process for behind user's logging in game the user being monitored shown in Fig. 4 comprises step 407 to step 417, and is specific as follows:
Step 407, network game client enter recreation, use the online game account logging in game of registration, here interaction flow and the step 1 among Fig. 1 are basic identical to step 3, difference only is that game client also comprises user PPP identification information in the log messages that the network game service end system sends except that user network game account information, or also includes user PPP information.If comprised user PPP information in the log messages, then comprise user's playtime information at least in this PPP information, as comprise user's accumulative total line duration.
Step 408, network game server send user network game account on-line message to indulging system, have comprised the identification information of user PPP here in the message of Fa Songing, or user PPP information.
Step 409, indulging system send the update request of reaching the standard grade that comprises the PPP identification information and arrive the PPP server.
Step 410, PPP server are verified the certificate information in the PPP identification information of indulging system transmission.
Here, the purpose that certificate in the PPP identification information is verified is in order to guarantee that it is a legal modification that user PPP is revised, thereby prevents that the assailant from pretending to be network game server that user PPP is made amendment.Under checking situation about not passing through, the PPP server can take some to follow the tracks of limiting means, as shielding the other side's IP address etc.In general, the system that any and PPP server carries out exchanges data all contracts with operator, and therefore except the means assurance of certificate, user's affirmation mechanism can prevent well that also user's PPP information is illegally modified.User's affirmation mechanism specifically can comprise: after the PPP server receives update request from indulging system, send the indulging system update notification to user terminal, and just carry out above-mentioned renewal operation after the user determines; In case user terminal returns refuse information to the PPP server, the PPP server need not to revise this user PPP, and can return error message and give indulging system, and indulging system reinforms network game server.
Step 411, after checking is passed through, upgrade the playtime information among the user PPP.
The PPP server comprises user's accumulative total line duration, accumulative total off-line time and User Status for the user in the playtime information of user PPP record in the present embodiment, in the PPP server, can carry out timing according to User Status automatically by the PPP server, comprise: if User Status is online, then the PPP server will increase this user's accumulative total line duration timing; And if User Status is an off-line, then the PPP server increases this user's accumulative total off-line time timing; In addition, meet or exceed predefined accumulative total on-line time and refresh thresholding if the PPP server identification goes out accumulative total off-line time for user record, after above-mentioned 5 hours, user's accumulative total line duration can be refreshed is 0.Then the playtime information of upgrading among the user PPP in this step specifically comprises: the User Status that writes down at first definite user PPP information, if the User Status that writes down among this user PPP is off-line (Offline), then the User Status that writes down among this user PPP is set to online (Online), the accumulative total off-line time of writing down among this user PPP is set to 0, and begins on the online time basis of the accumulative total of former record user's line duration to be continued timing from this time; If the state of PPP record is Online, illustrate that then this user has had other online game account to monitor carrying out timing, then direct execution in step 412.
Step 412, PPP server return the renewal confirmation and the online temporal information of this user accumulative total arrives indulging system.
Step 413, indulging system are that the basis picks up counting with the accumulative total playtime from the PPP server, and according to the strategy that wherein sets in advance the user are carried out the playtime monitoring.
Predefined strategy can be described in prior art in this step, at healthy playtime, tired playtime and unhealthy playtime, send corresponding prompt message etc. to network game server, network game server is after receiving information, can described in prior art, reduce user's earning rate and send information to the user.Here, comprise accumulative total line duration and accumulative total off-line time in the accumulative total playtime from the PPP server, refresh the line duration thresholding if accumulative total reaches the off-line time, as 5 hours, then indulging system again since 0 to the timing of game on line time; Otherwise, if the accumulative total off-line time is not above 5 hours, indulging system on the online time basis of the accumulative total of obtaining to the online timing that adds up of user, as accumulative total line duration 02:30:00 from the PPP server, it is 3 hours that indulging system is set the tired time, indulging system picks up counting according to the accumulative total line duration that receives, this user carries out 30 minutes in this recreation after, timing reaches 3 hours, just arrived tired event horizon, then send corresponding prompt message to network game server, carry out the adjustment of user's game state, as reducing earning rate etc. with the informing network game server.
At top step, as follows based on the playtime information description example segment of recording user among the user PPP of XML:<xml version=" 1.0 " encoding=" UTF-8 "〉<PppML〉<PppHdr 〉
<PppId〉8016800289007</PppId〉//the PPP sign
<UserId〉493005100592800</UserId〉// user ID
... </PppHdr>
<PppBody>
<dimension name=" Base Information " typeId=" 1 "〉// other dimension item information
The dimension of ...</〉<dimension name=" PIM " typeId=" 2 "〉// the user data dimensional information
<item?id="PIM001"name="Total"type="Time">
<Description〉the accumulative total line duration</Description〉// the item of information description
<online〉02:30:20</online〉// the accumulative total line duration
<offline〉00:00:00</Offline〉// the accumulative total off-line time
<state〉online</state〉// User Status
<item>
</dimension> </PppBody></PppML>
After step 414, user withdrawed from recreation by network game client, terminal sent and withdraws from game message to network game server, wherein can comprise this user's PPP identification information.
Step 415, network game server notice indulging system user's online game account roll off the production line message and user PPP identification information.
Step 416, indulging system send the update request that rolls off the production line that comprises the PPP identification information and arrive the PPP server.
Step 417~step 418, PPP server are verified the certificate information in the PPP identification information of indulging system transmission, after authentication is passed through, upgrade user PPP information, and execution in step 419 then.
Identical with above-mentioned steps 410, the purpose that certificate in the PPP identification information is verified also is in order to guarantee that it is a legal modification that user PPP is revised here, thereby prevents that the assailant from pretending to be network game server that user PPP is made amendment.Under checking situation about not passing through, the PPP server can take some to follow the tracks of limiting means, as shielding the other side's IP address etc.In general, the system that any and PPP server carries out exchanges data all contracts with operator, therefore except the means assurance of certificate, user's affirmation mechanism can prevent well that also user's PPP information is illegally modified, user's affirmation mechanism comprises, after the PPP server receives update request from indulging system, send the indulging system update notification, and after the user determines, just carry out above-mentioned renewal operation to user terminal; In case user terminal returns refuse information to the PPP server, the PPP server need not to revise this user PPP, and can return error message and give indulging system.
The step of PPP server update user PPP information specifically comprises: the PPP server is searched corresponding user according to the user PPP identification information that receives, judge whether that this user's all-network game account all is in off-line state, if then User Status is recorded as Offline, after this PPP server picks up counting to off-line state and finishes after receiving the information that this user has the online game account to reach the standard grade, and can in timing course, carry out monitoring, surpass 5 hours as the off-line time, will add up that line duration refreshes is 0; And if the user still is in line states, then do not carry out action and direct execution in step 419.
Whether the all-network game account all is in off-line state in order to determine the user exactly, can for the user counter be set in advance in the PPP server, and the counter initial value is set, when PPP receives after this user has the information that the online game account reaches the standard grade, this counter is carried out add operation; When PPP receives after this user has the information that the online game account rolls off the production line, this counter is carried out reducing; Then judge the user whether the all-network game account all be in off-line state and be to judge whether the PPP server is initial value for the above-mentioned Counter Value that this user is provided with, if the all-network game account of then determining this user is in off-line state; Otherwise, determine this user and be in line states.
Step 419~step 420, PPP server return the renewal acknowledge message to indulging system, and indulging system finishes the timing monitoring to this online game account of user.
It more than is explanation to the inventive method first embodiment.In second embodiment of the inventive method, different among the playtime information that writes down in the PPP server and first embodiment, playtime information for each online game account of user, rather than the temporal information after the accumulative total, comprise specifically when each online game account reaches the standard grade, be on-line time, and when roll off the production line, promptly roll off the production line the time.Here, for online user, its time of rolling off the production line can be designated as the sign that rolls off the production line, as be designated as 00:00:00, then be designated this online game account and be in line states, in this case, when the user is rolled off the production line at zero hour, be that 24:00:00 is to distinguish with the sign that rolls off the production line with time keeping.In addition, also can come identifying user whether online by being arranged on line states for each online game account.
As shown in the table is in the present embodiment, has comprised the case description segment of online game account playtime information:<xml version=" 1.0 " encoding=" UTF-8 " among the user PPP based on XML〉<PppML〉<PppHdr 〉
<PppId〉8016800289007</PppId〉//the PPP sign
<UserId〉493005100592800</UserId〉// user ID
... </PppHdr>
<PppBody>
<dimension name=" Base Information " typeId=" 1 "〉// other dimension item information
...
</dimension>
<dimension name=" PIM " typeId=" 2 "〉// the user data dimensional information
<item id=" PIM001 " name=" WOW " type=" ACC "〉// online game account 1 item of information
<Description〉World of Warcraft</Description〉// the item of information description
<ACL>read=www.wow.com&write=www.wow.com</ACL>
// access control right is described
<Online〉12:05:20<Online〉// online game account on-line time
<Offline〉14:30:00</Offline〉// the online game account rolls off the production line the time
<item>
...
<item id=" PIM002 " name=" FWest " type=" ACC "〉// online game account 2 items of information
<Description〉dreamlike Journey to the West</Description〉// the item of information description
<ACL>read=www.163.com&write=www.163.com</ACL>
// access control right is described
<Online〉15:00:00</Online〉// online game account on-line time
<Offline〉00:00:00</Offline〉// the online game account rolls off the production line the time
<item>
</dimension> </PppBody></PppML>
Because in the user PPP information is the playtime information difference of user record, also difference to some extent on interaction flow.The flow process of present embodiment wherein, because the user is identical with first embodiment by the flow process that accessing terminal to network carries out relevant authentication of PPP and processing, no longer illustrates as shown in Figure 5 here.Below present embodiment is elaborated at the user's logging in game and the flow process of thereafter user being carried out playtime restriction.
The online game account logging in game of step 501, network game client use registration is connected the line data of going forward side by side with network game server end mutual.The difference of this step and step 407 only is, is user's PPP identification information if network game client comprises in the log messages that the network game service end system sends.
Step 502, network game server send user network game account on-line message to the PPP server, have comprised the identification information of user PPP here in the message of Fa Songing.
Step 503, PPP server are to verifying from the certificate information in the PPP identification information of network game server.
Step 504, PPP server upgrade the PPP information of respective user online game account after checking is passed through.
In this step, the PPP information of upgrading respective user online game account is, the line duration of respective user online game account is updated to the current time, and the time keeping that will roll off the production line is 00:00:00, and maybe this online game account status is set to online.
The playtime information of step 505, PPP server user's all-network game account before network game server sends renewal confirmation and PPP renewal.
Step 506, network game server send the reach the standard grade temporal information of information and respective user all-network game account of user network game account to indulging system.
In this step, also can be the playtime of network game server basis from user's all-network game account of PPP server, after the playtime of user's all-network game account handled, determine current accumulative total line duration, will add up line duration then and send to indulging system.Here, playtime to user's all-network game account is handled specifically as shown in Figure 6, comprise: all be in off-line state if determine the current all-network game account of user according to these information, judge then from the all-network game account whether last time point that rolls off the production line surpasses line duration to the current time and refresh thresholding, if then will tire out line duration and be defined as 0; Otherwise, according to the on-line time of all-network game account and the Time Calculation user's of rolling off the production line accumulative total line duration.The user is current to have the online game account to be in line states if determine according to the playtime of user's all-network game account, then according to the on-line time of all-network game account and the Time Calculation user's of rolling off the production line accumulative total line duration.
Step 507, indulging system carry out the timing monitoring according to the playtime information of reach the standard grade from the user network game account of network game server information and respective user to this user.
Here, if what comprise in the information from network game server is the temporal information of untreated each online game account of user, then indulging system is handled these temporal informations, determine this user's accumulative total line duration, and on the online time basis of this accumulative total, carry out timing, user's playtime is monitored; If what comprise in the information from network game server is the accumulative total line duration, then indulging system directly carries out timing on the online time basis of this accumulative total, and user's playtime is monitored.
After step 508, user withdrawed from recreation by network game client, terminal sent and withdraws from game message to network game server, wherein can comprise this user's PPP identification information.
The online game account that step 509, network game server send the user to the PPP server roll off the production line message and user PPP identification information.
Step 510, PPP server after authentication is passed through, upgrade user PPP information to verifying from the certificate information in the PPP identification information of network game server.
PPP server update user PPP information is the current time for the time of rolling off the production line that the map network game account is set in user PPP information.
Step 511, PPP server return the renewal confirmation to network game server.
Step 512, network game server send user network game account offline information to indulging system, the notice indulging system, and this online game account of user rolls off the production line.
When finishing correlometer to this user's map network game account according to the user network game account offline information that receives, step 513, indulging system monitor.
In the present embodiment, network game server also can first execution in step 512, and execution in step 508 then.
More than method of the present invention is elaborated, in conjunction with the accompanying drawings system of the present invention is elaborated again below.
As shown in Figure 7, system of the present invention mainly comprises indulging system 701, network game service end system 702, online game client system 703 and PPP server 704.
Wherein, indulging system 701 is used for the playtime information according to this user's all-network game account of the user PPP that obtains this online game account correspondence from from the online game account of the network game service end system information of reaching the standard grade to the PPP server requests, and according to the playtime information of the user network game account of obtaining the user is carried out the playtime restriction; Perhaps be used for this user being carried out the playtime restriction according to the playtime information of reach the standard grade from the online game account of network game service end system information and this online game account respective user all-network game account.
Network game service end system 702 is used for carrying out game logic and data interaction with online game client system 703; And in the future the PPP information of automatic network game client system sends to indulging system by the online game account information of reaching the standard grade, and perhaps will send to indulging system to the temporal information of user's all-network game account of the user's logging in network game account correspondence among the user PPP that the PPP server requests is obtained.
Online game client system 703 is used for carrying out game logic and data interaction with network game server end system 702, and will send to the network game service end system from the user PPP information of PPP server.
PPP server 704 is used to store user's PPP, and user's PPP information is sent to online game client system; And according to the online game account request of reaching the standard grade from indulging system, send the playtime information of the all-network game account of this online game account respective user to indulging system, or send the playtime information of the all-network game account of respective user according to the request of network game service end system to the network game service end system.
Indulging system can be arranged in the network game server, and also can be arranged on the business that network game server connects provides in the platform, and this business provides and may further include unified professional open service gateway initiative in the platform.The network game service end system is arranged in the network game server, can further include the online game account management system in the network game server.Online game client system is arranged in the user terminal, can further include the user characteristics collector unit in the user terminal.In addition, can further include in the system of the present invention and user terminal and the professional unified access-in management unit that provides platform to be connected, this unifies in the access-in management unit can also to comprise the user characteristics discriminating unit except that comprising unified access gateway.
Below by two specific embodiment explanation systems of the present invention.
The system of first embodiment of the invention forms as shown in Figure 8, and wherein, network game server 81 provides platform 82 to be connected with PPP server 83 by business, and provides platform 82, unified access-in management unit 84 to be connected with user terminal 85 by business.
Comprise indulging system 811, network game service end system 812 and online game account management system 813 in the network game server 81.Wherein, indulging system 811 and network game service end system 812 are carried out identical functions with above-mentioned indulging system 701 and network game service end system 702 respectively, just as shown in Figure 8, indulging system 811 and network game service end system 812 all provide the professional open service gateway initiative 821 of unification in the platform 82 mutual with other parts by business.And the performed function of online game account management system 813 is same as the prior art, and also is with extraneous mutual in the present embodiment by unified professional open service gateway initiative 821.
Business provides and comprises unified professional open service gateway initiative 821 in the platform 82, be used for connecting each ingredient of network game server, as these ingredients and carrier network inside, as the PPP server, and unified access-in management unit carries out mutual interface gateway, the protocol conversion in the responsible reciprocal process etc.
Mainly comprise PPP access control unit 831 and PPP storage unit 832 in the PPP server 83, wherein PPP storage unit 832 is used to store user's PPP information; PPP access control unit 831 is used to receive the update request information of reaching the standard grade from indulging system or network game service end system, and this information carried out authentication, under the situation that authentication passes through, the data in the PPP storage unit are upgraded, user's playtime information that will read from the PPP storage unit returns to indulging system or network game service end system, with the update inquiry information that rolls off the production line that receives from indulging system or network game service end system, and this message carried out authentication, under the situation that authentication passes through, the data in the PPP storage unit are upgraded, and after renewal is finished, returned the renewal confirmation to indulging system or network game service end system; And this user is carried out network authentication and authentication, and under the situation that authentication is passed through, return user PPP identification information to user terminal according to the information that reads among the respective user PPP from the request of searching user PPP of user characteristics discriminating unit.The application number that the applicant submitted on Dec 19th, 2005 of being embodied in of PPP server is existing detailed description the in detail in 200510135987.9 the patent of invention instructions, repeats no more here.
Comprise unified access gateway 841 in the unified access-in management unit 84, be used for as the network game client of user terminal and the interface gateway between PPP server or the network game server, and can carry out flow control, content charging etc.Can further include user characteristics discriminating unit 842 in the unified access-in management unit 84, be used for obtaining information the user's characteristic information of coming self terminal is differentiated authentication with the PPP server interaction.
Mainly comprise online game client system 851 in the user terminal 85, be used for carrying out game logic and data interaction with network game server end system 812, and carry out the authentication of user network game account information alternately, and will send to the network game service end system from the user PPP information of PPP server with the online game account management system.
Can further include user characteristics collector unit 852 in the user terminal 85, be used to collect can identifying user characteristic information, and by unified access gateway 841 user's characteristic information of collecting is sent to the user characteristics discriminating unit and differentiates authentication.The user characteristics collector unit specifically can be voice collector unit, special computers internal hardware information collection unit, fingerprint collector unit, head portrait collector unit, smart card information collector unit, or the combination in any of above various unit.
It more than is explanation to first embodiment of system of the present invention, in second embodiment of system of the present invention, as shown in Figure 9, be with the difference of first embodiment, indulging system 922 business of being arranged at provide in the platform, and it is identical in the performed function of indulging system 811, and difference is, indulging system is connected with the network game service end system by unified professional open service gateway initiative, and directly is connected with the PPP server.
More than be explanation, in concrete implementation process, can carry out suitable improvement, to adapt to the concrete needs of concrete condition method of the present invention to the specific embodiment of the invention.Therefore be appreciated that according to the specific embodiment of the present invention just to play an exemplary role, not in order to restriction protection scope of the present invention.

Claims (19)

1, a kind of network gaming user is carried out the method for time restriction, it is characterized in that this method comprises:
A, according to the playtime information of the associated user all-network game account that writes down in the portability communication fingerprint PPP server, after the user reaches the standard grade by the online game account, obtain the accumulative total line duration of this user's all-network game account;
B, carry out timing, and the user is carried out the playtime restriction according to timing time based on the described accumulative total line duration that obtains;
C, after the user is rolled off the production line by the online game account, upgrade the playtime information of this user in the PPP server.
2, method according to claim 1 is characterized in that, steps A and step B are carried out by indulging system.
3, method according to claim 1 is characterized in that, the playtime information of the all-network of associated user described in steps A game account is: user's accumulative total line duration, accumulative total off-line time and User Status;
The playtime information of upgrading described in the step C is: User Status.
4, method according to claim 3 is characterized in that, this method further comprises:
When User Status when being online, the PPP server carries out timing to user's accumulative total line duration to be increased; When User Status was off-line, the PPP server carries out timing to user's the accumulative total off-line time to be increased.
5, method according to claim 4 is characterized in that, this method further comprises:
When User Status is an off-line, and this user's the accumulative total off-line time meet or exceed when refreshing accumulative total on-line time thresholding, the PPP server refreshes this user's accumulative total line duration.
6, method according to claim 3 is characterized in that, described steps A comprises:
A11, user be by online game account logging in network game server, and send this user's PPP relevant information to network game server;
A12, network game server send to indulging system with reach the standard grade information and user PPP relevant information of user;
A13, indulging system send the update request of reaching the standard grade that comprises user PPP relevant information to the PPP server;
After A14, PPP server receive the update request of reaching the standard grade, upgrade playtime information among the user PPP, and user's accumulative total line duration is returned to indulging system according to user PPP relevant information wherein;
Among the described step B, indulging system carries out timing according to the accumulative total line duration from the PPP server, and according to timing time the user is carried out the playtime restriction;
Described step C comprises:
C11, user exit network by the online game account behind the game server, and network game server sends to indulging system with the PPP identification information in user offline information and the user PPP relevant information;
C12, indulging system stop the playtime monitoring to the user, and send the update request that rolls off the production line that comprises described PPP identification information to the PPP server;
After C13, PPP server receive the update request that rolls off the production line, according to the playtime information among the PPP update of identification information user PPP wherein.
7, method according to claim 6 is characterized in that, in the described steps A 14, the playtime information among the PPP server update user PPP comprises:
User Status among A141, the PPP server lookup user PPP, if the User Status among this user PPP is an off-line, execution in step A142; If the User Status among this user PPP is online, directly carry out the described step that user's accumulative total line duration is returned to indulging system;
User Status among steps A 142, this user PPP is set to online, and the accumulative total off-line time among this user PPP is set to 0, and begins on the online time basis of former accumulative total user's line duration to be continued timing from this time;
Among the described step C13, the playtime information among the PPP server update user PPP comprises:
Step C131, PPP server judge whether that this user's all-network game account all is in off-line state, if execution in step C132 then; Otherwise, directly finish this step;
Step C132, User Status are set to off-line.
8, method according to claim 7 is characterized in that, in advance for this user is arranged on the line states counter, and initial value is set in the described PPP server;
In the described steps A 14, the PPP server further comprises after receiving the update request of reaching the standard grade: will add one for the presence counter that this user is provided with;
Among the described step C13, the PPP server further comprises after receiving the update request that rolls off the production line: this user's online state counter is subtracted one;
Among the then described step C131, the PPP server judges whether that this user's all-network game account all is in off-line state and is: whether the presence counter that the PPP server is judged as this user's setting is described initial value.
9, method according to claim 1 is characterized in that, the playtime information of the all-network of associated user described in steps A game account is: the on-line time of each online game account of user, roll off the production line the time;
The accumulative total line duration that obtains user's all-network game account described in the steps A comprises:
Obtain each online game account of described user on-line time, roll off the production line the time; And according to the on-line time of each online game account of the user who obtains, the Time Calculation that rolls off the production line user's accumulative total line duration.
10, method according to claim 9 is characterized in that, described steps A comprises:
A21, user be by online game account logging in network game server, and send this user's PPP relevant information;
A22, network game server send to the PPP server with reach the standard grade information and user PPP relevant information of user network game account;
A23, PPP server are according to the playtime information among the information updating user PPP that receives, and the on-line time of user's all-network game account returns to network game server with the time of rolling off the production line before will upgrading;
A24, network game server are transmitted described temporal information from the PPP server to indulging system, and indulging system obtains user's accumulative total line duration according to the temporal information that receives;
Described step B is carried out by indulging system;
Described step C comprises:
C21, user exit network by the online game account behind the game server, and network game server sends to the PPP server with information and the corresponding PPP identification information that this online game account of user rolls off the production line;
Rolling off the production line the time of C22, the described online game account of PPP server update, and return the renewal confirmation to network game server;
C23, network game server send user network game account offline information to indulging system, after indulging system receives this information, stop the playtime monitoring;
Or described step C comprises:
C31, user exit network by the online game account behind the game server, and network game server sends user network game account offline information to indulging system, after indulging system receives this information, stops the playtime monitoring;
C32, network game server send to the PPP server with information and the corresponding PPP identification information that this online game account of user rolls off the production line;
Rolling off the production line the time of C33, the described online game account of PPP server update, and return the renewal confirmation to network game server.
11, method according to claim 10 is characterized in that, described steps A 24 comprises:
Network game server is handled this temporal information after receiving temporal information from the PPP server, obtain user's accumulative total line duration, and the accumulative total line duration that will obtain sends to indulging system;
Perhaps described steps A 24 comprises:
Network game server sends to indulging system with this temporal information after receiving temporal information from the PPP server;
Indulging system is handled the described temporal information that receives, and obtains user's accumulative total line duration.
According to arbitrary described method in the claim 6 to 8,10 or 11, it is characterized in that 12, described PPP server update user playtime information takes a step forward and comprises:
The PPP server authenticates update request, carries out the step of described renewal user playtime information by the back in authentication.
13, according to arbitrary described method in the claim 6 to 8,10 or 11, it is characterized in that, further comprise before the described steps A:
The user is by accessing terminal to network, and the PPP server sends corresponding user PPP relevant information to user terminal.
14, method according to claim 13 is characterized in that, described user is by behind the accessing terminal to network, and further comprise: terminal sends user's characteristic information to network side;
Described PPP server further comprised before user terminal sends corresponding user PPP relevant information: network side authenticates and authenticates the user's characteristic information of coming self terminal and passes through, and notifies PPP server then.
According to arbitrary described method in the claim 1 to 11, it is characterized in that 15, described PPP relevant information is: the identification information of user PPP or user's PPP information.
16, a kind of network gaming user is carried out the system of time restriction, it is characterized in that this system comprises:
Indulging system, be used for according to the information of reaching the standard grade from the online game account of network game service end system, obtain this user's accumulative total line duration among the user PPP of this online game account correspondence to the PPP server requests, carry out timing according to the accumulative total line duration that obtains, and the user is carried out the playtime monitoring according to timing time; Perhaps be used for according to information and this user accumulative total line duration of reaching the standard grade from the online game account of network game service end system, perhaps with the on-line time of this each online game account of online game account respective user with roll off the production line the time, this user is carried out the playtime monitoring;
The network game service end system is used for carrying out game logic and data interaction with online game client system; And the PPP relevant information of automatic network game client system sends to indulging system by the online game account information of reaching the standard grade in the future, perhaps will be direct to the on-line time of each the online game account of user among the user PPP that the PPP server requests is obtained and the time of rolling off the production line, or user's accumulative total line duration of handling acquisition sends to indulging system;
Online game client system is used for carrying out game logic and data interaction with the network game server end system, and will send to the network game service end system from the user PPP relevant information of PPP server;
The PPP server is used for the playtime information user's PPP storage user, and user's PPP relevant information is sent to online game client system; And according to the request of indulging system, send the accumulative total line duration of this online game account respective user to indulging system, or send the line duration of each online game account of respective user and roll off the production line the time to the network game service end system, and the playtime information among the user PPP is upgraded according to update request from indulging system or network game server according to the request of network game service end system.
17, the system that network gaming user is carried out time restriction according to claim 16, it is characterized in that, described indulging system is arranged in the network game server, or is arranged at the business that connects network game server and carrier network and provides in the platform, or setting separately.
18, according to claim 17 network gaming user is carried out the system of time restriction, it is characterized in that, further comprise in this system:
The user characteristics collector unit is used for the characteristic information that collection terminal can identifying user, and the user's characteristic information of collecting is sent to the user characteristics discriminating unit;
The user characteristics discriminating unit is used for obtaining information to differentiating authentication from the user's characteristic information of user characteristics collector unit with the PPP server interaction, the result notification PPP server that passes through according to authentication;
Described PPP server sends user's PPP relevant information to terminal according to the result who passes through from the authentication of user characteristics discriminating unit.
19, according to claim 18 network gaming user is carried out the system of time restriction, it is characterized in that described user characteristics collector unit is arranged in the user terminal; Described user characteristics discriminating unit is arranged in the unified access-in management unit of connecting terminal and carrier network.
CNB2006100585190A 2006-03-10 2006-03-10 Method and system for limiting time of network gaming user Active CN100395766C (en)

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PCT/CN2007/000340 WO2007104218A1 (en) 2006-03-10 2007-01-31 Method and system for limiting playing time of networked game users, ppp server and networked game server
US12/207,368 US20090011830A1 (en) 2006-03-10 2008-09-09 Method and system for limiting time for online game users, ppp server, and online game server

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