
This is probably the most grounded guide to preventing game blocking
Recently, people always ask me, using home broadband to open five game window is blocked how to do? This matter is actually related to the operator's detection mechanism. When the same IP within a short period of time a large number of login behavior, the game company will be judged as a studio batch operation. Last year, there is a "original God" on behalf of the old brother, because of the use of their own network to open more than 8 numbers were blocked, so angry directly to find me two days to drink wine.
Don't mess with the VM.
Many people think they can avoid detection by opening a virtual machine, but in fact the game client will read the hardware fingerprints. Last year, I tested this: I logged into Fantasy Westward Journey on 5 virtual machines, and all my accounts were banned by association. The real effective way isAssign separate IPs to each game window, making the server think it's real players from different regions.
Python Sample Code - Multiprocessing Game Client Launching
import multiprocessing
def launch_game(proxy_ip).
Replace this with the actual game launch command
os.system(f "start game.exe --proxy=socks5://{proxy_ip}")
if __name__ == '__main__'.
proxy_list = ["1.1.1.1:1080", "2.2.2.2:1080", "3.3.3.3:1080"] Proxy pool from ipipgo
with multiprocessing.Pool(5) as pool.
pool.map(launch_game, proxy_list)
Teach you to match SOCKS5 agent by hand
Here's an example using ipipgo's Dynamic Residential Proxy, they have a feature that's particularly good for game multicasting:IP survival time customization. For example, set each IP to remain for 2 hours, exactly matching the daily task cycle. This is done in three steps:
Step Breakdown:
1. Create a "Game Multi-Open" program in the background of ipipgo.
2. Select protocol type SOCKS5 (best game compatibility)
3. Set the IP rotation policy to "switch by process".
| parameter term | Recommended Configurations |
|---|---|
| IP Type | Dynamic Residential (Enterprise Edition) |
| session hold | 2 hours/process |
| geographic location | random allocation |
Old Driver Rollover
Say a real case: last year there is a "DNF" brick studio, used a certain agent's IP results in a collective seal. Later, it was found that they had committed two major taboos: ① all IPs come from the Dallas, Texas server room ② every login is accurately stuck at the whole point. This is obviously not in line with the behavior pattern of real people. Change to ipipgoCity-level randomized localizationAfter the feature, the IP distribution was dispersed to more than 20 cities across the U.S., and the survival rate was directly mentioned above 90%.
QA First Aid Kit
Q: Why do you recommend SOCKS5 over HTTP proxy?
A:SOCKS5支持UDP协议传输,游戏数据传输更稳定。实测《永劫无间》用HTTP代理增加200ms,SOCKS5只多30ms
Q: Which one to choose, dynamic IP or static IP?
A: studio batch start number with dynamic housing (hourly automatic IP change), long-term maintenance number with static housing (fixed IP more stable)
Q: How do I detect if my IP is blocked by the game?
A: The ipipgo backend has aIP Health DetectionFunction that flags IP segments banned by mainstream games
Tell the truth.
Finally remind you: do not believe those so-called "anti-blocking magic weapon", the real effective program on three points: ① IP purity ② behavior pattern simulation ③ network stability. Recently found ipipgo's enterprise version of the dynamic residence has a hidden function -IP quality gradingThis can prioritize the assignment of whitelisted IPs for gaming platforms, which should be turned on manually in the backend.
If you look at the end or will not operate, go directly to their official website to find technical customer service, reported the secret code "game old Zhang recommended" can give priority to deal with (do not ask why know, their technical director is I play Warcraft know). Remember, the core of the anti-blocking is to make the system think that each account is an independent real person, and the other is bullshit.

