Method and system for limiting time for online game users, ppp server, and online game server
Abstract
The invention discloses a method for limiting the game time of an online game user. The method includes: according to the information about the game time of all online game accounts of the user recorded in a PPP server, acquiring the cumulative online time of all online game accounts of the user; acquiring the cumulative online time of all online game accounts of the user after the user logs in through an online game account; counting time on the basis of the acquired cumulative online time, and limiting the game time of the user according to the counted time. The invention also discloses a system for limiting the game time of an online game user, a PPP server and an online game server. With the invention, the game time of a user is limited according to the information about the game time of all online game accounts of the user, and thus a time limited is executed on an online game user who owns multiple online game accounts.
Claims
exact text as granted — not AI-modified1 . A method for limiting the game time of an online game user, comprising:
acquiring cumulative online time of all online game accounts of the user after the user logs in through an online game account according to the information about the game time of all online game accounts of the user; and counting time on the basis of the acquired cumulative online time, and limiting the game time of the user according to the counted time.
2 . The method of claim 1 , wherein the information about the game time of all online game accounts of the user is stored in a personal portable profile (PPP) server.
3 . The method of claim 1 , wherein the information about the game time includes the user's cumulative online time, cumulative offline time, and user status; and
the method further comprises: updating the user status to “offline” after the user logs out.
4 . The method of claim 3 , further comprising:
counting the cumulative online time of the user when the user is online; counting the cumulative offline time of the user when the user is offline.
5 . The method of claim 4 , further comprising:
resetting the cumulative online time of the user to zero if the user's cumulative offline time reaches or exceeds the threshold of refreshing the cumulative online time, when the user is offline.
6 . The method of claim 3 , wherein the process of acquiring cumulative online time of all online game accounts of the user after the user logs in through an online game account according to the information about the game time of all online game accounts of the user comprises:
by the user, logging in to an online game server through the online game account, and sending the user's PPP-related information to the online game server; sending, by the online game server, a user login message and the user's PPP-related information to an anti-addiction system; sending, by the anti-addiction system, a login update request to the PPP server, carrying the user's PPP-related information; by the PPP server, after receiving the request, updating the game time information in the user's PPP according to the user's PPP-related information in the login update request, and returning the cumulative online time of the user to the anti-addiction system; and the process of updating the user status to “offline” after the user logs out comprises: sending, by the online game server, a user logout message and the PPP identifier in the user's PPP-related information to the anti-addiction system after the user logs out of the online game server through an online game account; sending, by the anti-addiction system, a logout update request inclusive of the user's PPP identifier to the PPP server; and updating, by the PPP server after receiving this request, the information about the game time in the user's PPP according to the PPP identifier in the logout update request.
7 . The method of claim 6 , wherein the process of updating the game time information in the user's PPP according to the user's PPP-related information after the PPP server receives a login update request comprises:
by the PPP server, querying the user status in the user's PPP after receiving a login update request; if the user status in the user's PPP is “offline,” setting the user status in the user's PPP to “online,” setting the cumulative offline time in the user's PPP to “0,” and continuing to count the online time of the user on the basis of the cumulative online time; if the user status in the user's PPP is “online,” returning the cumulative online time of the user to the anti-addiction system directly; the process of updating the game time information in the user's PPP after the PPP server receives a logout update request comprises: by the PPP server, judging whether all online game accounts of the user are offline after receiving a logout update request; if so, setting the user status to “offline”; otherwise, finishing the step directly.
8 . The method of claim 7 , wherein the PPP server presets an online status counter for the user and sets an initial value;
further, upon receiving a login update request, the PPP server increases the online status counter value of the user by one; further, upon receiving a logout update request, the PPP server decreases the online status counter value of the user by one; and the process of judging whether all online game accounts of the user are offline comprises: judging whether the online status counter value of the user is the initial value.
9 . The method of claim 1 , wherein the information about the game time includes login time and logout time of every online game account of the user;
the process of acquiring the cumulative online time of all online game accounts of the user comprises: acquiring the login time and the logout time of every online game account of the user; and calculating the cumulative online time of the user according to the acquired login time and logout time of every online game account of the user; after acquiring the cumulative online time of all online game accounts of the user, the method further comprises: updating the login time of the online game account that logs in to the game server; the method further comprises: updating the logout time of the online game account after the online game account logs out.
10 . The method of claim 9 , wherein the process of acquiring cumulative online time of all online game accounts of the user after the user logs in through an online game account according to the information about the game time of all online game accounts of the user comprises:
by the user, logging in to the online game server through an online game account, and sending the user's PPP-related information to the online game server; sending, by the online game server, an online game account login message and the user's PPP-related information to the PPP server; by the PPP server, updating the game time information in the user's PPP according to the received information, and returning the login time and the logout time of all online game accounts of the user before update to the online game server; by the online game server, forwarding the time information from the PPP server to an anti-addiction system; by the anti-addiction system, acquiring the cumulative online time of the user according to the received time information; by the anti-addiction system, acquiring cumulative online time of all online game accounts of the user after the user logs in through an online game account according to the information about the game time of all online game accounts of the user; and the process of updating the logout time of an online game account after the online game account logs out comprises: by the online game server, after the user logs out through the online game account, sending a logout message of the online game account of the user and the corresponding PPP identifier information to the PPP server; by the PPP server, updating the logout time of the online game account, and returning an update confirmation message to the online game server; by the online game server, sending an online game account logout message to the anti-addiction system; and by the anti-addiction system upon receiving the message, stopping monitoring the game time; or the process of updating the logout time of an online game account after the online game account logs out comprises: by the online game server, after the user logs out through the online game account, sending an online game account logout message to the anti-addiction system; by the anti-addiction system upon receiving the message, stopping monitoring the game time; by the online game server, sending a logout message of the online game account of the user and the corresponding PPP information to the PPP server; and by the PPP server, updating the logout time of the online game account, and returning an update confirmation message to the online game server.
11 . The method of claim 10 , wherein the online game server forwards the time information from the PPP server to the anti-addiction system; and the anti-addiction system acquires the cumulative online time of the user according to the received time information, comprising:
by the online game server, processing the time information after receiving the time information from the PPP server, acquiring the cumulative online time of the user, and sending the acquired cumulative online time to the anti-addiction system; or, by the online game server, sending the time information to the anti-addiction system after receiving the time information from the PPP server; and by the anti-addiction system, processing the received time information, and acquiring the cumulative online time of the user.
12 . The method of claim 6 , further comprising:
sending, by the PPP server, the user's PPP-related information to the user terminal when the user accesses the network through a terminal.
13 . The method of claim 10 , further comprising:
sending, by the PPP server, the user's PPP-related information to the user terminal when the user accesses the network through a terminal.
14 . The method of claim 13 , wherein after the user accesses the network through a terminal, the method further comprises: sending, by the terminal, the user attribute information to the network;
before the PPP server sends the user's PPP-related information to the user terminal, the method further comprises: by the network, authenticating the user attribute information from the terminal, and notifying the PPP server if the authentication is passed.
15 . The method of claim 6 , wherein the PPP-related information comprises the user's PPP identifier information or the user's PPP information.
16 . A system for limiting the game time of an online game user, comprising an anti-addiction system wherein:
the anti-addiction system is adapted to receive the login message of an online game account of the user, acquire cumulative online time of all online game accounts of the user according to the information about the game time of all online game accounts of the user, count time on the basis of the cumulative online time, and limit the game time of the user according to the counted time.
17 . A system of claim 16 , further comprising an online game server system, adapted to send the login message of an online game account of the user to the anti-addiction system.
18 . The system of claim 16 , further comprising a personal portable profile (PPP) server, adapted to store the information about the game time of all online game accounts of the user in the user's PPP, and provide the information to the anti-addiction system.
19 . The system of claim 18 , further comprising:
a user attribute collection unit, adapted to collect the attributes that may identify the user, and send the collected user attributes to a user attribute authentication unit; a user attribute authentication unit, adapted to acquire information through interaction with the PPP server, authenticate the user attribute information from the user attribute collection unit, and notify the PPP server according to the authentication result; and the PPP server send the user's PPP-related information to the terminal according to the authentication result from the user attribute authentication unit.
20 . A personal portable profile (PPP) server, comprising a PPP access control unit, and a PPP storage unit, wherein:
the PPP storage unit is adapted to store the PPP data about the game time of all online game accounts of a user; and the PPP access control unit is adapted to receive a login update request and a logout update request, update the information about the game time in the PPP storage unit according to the received request, read the information about the game time from the PPP storage unit, and send the read information; or, further search for the PPP requests of the user, read the information in the PPP of the user, and return the user's PPP identifier information to the user terminal.Join the waitlist — get patent alerts
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