CN108777683B - Data processing method, device, terminal, application server and storage medium - Google Patents

Data processing method, device, terminal, application server and storage medium Download PDF

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Publication number
CN108777683B
CN108777683B CN201810542966.6A CN201810542966A CN108777683B CN 108777683 B CN108777683 B CN 108777683B CN 201810542966 A CN201810542966 A CN 201810542966A CN 108777683 B CN108777683 B CN 108777683B
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user account
target user
game
application server
virtual
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CN108777683A (en
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庞博然
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q40/00Finance; Insurance; Tax strategies; Processing of corporate or income taxes
    • G06Q40/04Trading; Exchange, e.g. stocks, commodities, derivatives or currency exchange
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1095Replication or mirroring of data, e.g. scheduling or transport for data synchronisation between network nodes
    • 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
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking

Abstract

The application discloses a data processing method, a data processing device, a terminal, an application server and a storage medium, so that performance data in game application can be synchronized to other applications, and unified data can be provided to represent the competitive ability of a competitor. The method comprises the following steps: the method comprises the steps that an application server receives a first query request from an application client; the query request at least comprises a first target user account; the application server inquires game performance data of a second target user account related to the first target user account from a third-party game server; the application server performs data processing on the acquired game performance data to obtain a competitive skill value; the competitive power value is used for representing the competitive power of the second target user account in a third-party game; and the application server returns the skill competition value to the application client.

Description

Data processing method, device, terminal, application server and storage medium
Technical Field
The present application relates to the field of internet technologies, and in particular, to a data processing method, apparatus, terminal, application server, and storage medium.
Background
Many gaming applications support users conducting online competitions (e.g., participating in a ranking game) and users logging in using user accounts of other applications (e.g., a royal glory game supports micro-credit user logging).
However, the inventor finds that the user with the micro credit needs to log in the game application and enter the interface of the game application to inquire the performance data of the user or others. Moreover, the performance data is complex, for example, different segment positions are allocated to the users in the ranking competition, and each segment position has a sub-grade, so that the competitive ability of the online competitor cannot be visually seen.
Disclosure of Invention
In view of this, embodiments of the present invention provide a data processing method, apparatus, device and storage medium, so as to synchronize performance data in a game application to other applications and provide unified data to characterize athletic ability of a competitor.
In order to achieve the above purpose, the embodiments of the present invention provide the following technical solutions:
a method of data processing, comprising:
the method comprises the steps that an application server receives a first query request from an application client; the first query request comprises at least a first target user account; the first target user account is a user account registered in the application server through the application client;
the application server acquires game performance data of a second target user account related to the first target user account from a third-party game server;
the application server performs data processing on the acquired game performance data to obtain a competitive skill value; the competitive power value is used for representing the competitive power of the second target user account in a third-party game;
and the application server returns the skill competition value to the application client.
A method of data processing, comprising:
the application client sends a first query request to an application server; wherein the first query request at least comprises a first target user account; the first target user account is a user account for logging in the application server through the application client;
the application client receives the competitive capacity value of a second target user account which is returned by the application server and is associated with the first target user account; the competitive power value is used for representing the competitive power of the second target user account in a third-party game; wherein the skill competition value is obtained by the application server performing data processing on the game performance data of the second target user account; the game performance data is obtained by inquiring a third-party game server by the application server;
and the application client displays the skill competition force value returned by the application server.
A data processing device applied to an application client comprises:
a request unit at least used for sending a first query request to an application server; wherein the first query request at least comprises a first target user account; the first target user account is a user account for logging in the application server through the application client;
the execution unit is at least used for receiving and displaying the skill competition force value; the athletic ability value is used for representing the athletic ability of a second target user account associated with the first target user account in a third party game; wherein the skill competition value is obtained by the application server performing data processing on the game performance data of the second target user account; the game performance data is obtained by the application server inquiring a third-party game server.
A data processing device is applied to an application server, and comprises:
the receiving unit is at least used for receiving a first query request from an application client; the first query request comprises at least a first target user account; the first target user account is a user account for logging in the application server through the application client;
a processing unit at least to:
obtaining game performance data of a second target user account associated with the first target user account from a third party game server;
carrying out data processing on the acquired game performance data to obtain a competitive skill value; the competitive power value is used for representing the competitive power of the second target user account in a third-party game;
and returning the skill competition force value to the application client.
An application server comprising at least a processor and a memory; the processor executes the data processing method between the devices by executing the program stored in the memory and calling other devices.
A terminal comprising at least a processor and a memory; the processor executes the data processing method between the devices by executing the program stored in the memory and calling other devices.
The embodiment of the present invention further provides a storage medium, where a plurality of instructions are stored, and the instructions are suitable for being loaded by a processor to execute the steps in any data processing method provided in the embodiment of the present invention.
As can be seen, the application server in the embodiment of the present application may obtain the performance data of the second target user account from the third party game server based on the request of the application client, thereby implementing synchronization of the performance data from the game application to other applications. Meanwhile, the application server can process the performance data to obtain the athletic ability values of the second target user accounts, and as the performance data of each second target user account is converted into the athletic skill force value, the athletic ability of the online competitor can be visually seen through the level of the athletic skill value, so that unified data are provided to represent the athletic ability of the competitor.
Drawings
Fig. 1 is a schematic view of an application scenario provided in an embodiment of the present invention;
FIG. 2a is a block diagram illustrating an exemplary data processing apparatus according to an embodiment of the present invention;
FIG. 2b is another exemplary block diagram of a data processing apparatus according to an embodiment of the present invention;
fig. 2c is an exemplary structural diagram of a terminal or an application server provided in an embodiment of the present invention;
fig. 3, fig. 5b, fig. 8a, fig. 8b, fig. 9a, fig. 9b, and fig. 10 are exemplary flowcharts of a data processing method according to an embodiment of the present invention;
fig. 4, fig. 5a, fig. 5c, fig. 5d, fig. 6, and fig. 7a to 7d are schematic diagrams of user interfaces provided by an embodiment of the present invention.
Detailed Description
The embodiment of the invention provides a data processing method, a data processing device, a terminal, a server and a storage medium.
The core idea of the technical scheme provided by the invention is as follows: by means of the third-party game, the method provides an auxiliary service outside the game for the third-party game, so that the performance data in the third-party game application are synchronized to other applications, and unified data are provided to represent the competitive power of a competitor.
After the core idea is introduced, a data processing apparatus according to an embodiment of the present invention is described below.
The data processing device may include a user-side data processing device (which may be referred to as a first data processing device) and a server-side data processing device (which may be referred to as a second data processing device).
The first data processing means may be applied in the form of software or hardware to a terminal such as a mobile terminal (e.g. a smartphone), ipad, PC, etc., and similarly, the second data processing means may be applied in the form of software or hardware to an application server.
When applied in software form in a data processing device, the first data processing means may be stand-alone software (e.g. an APP deployed on a terminal). The APP may be application software installed on an operating system of the terminal, or may be an operating system or an operating system level program (e.g., an operating system on a robot) of the terminal. The first data processing device may be a Mini Program (Mini Program) in the WeChat or an H5(html5) web page, and the "Mini Program" may be an application that can be used without downloading and installing.
In the following, an application will be used to refer to a data processing device in the form of software. The above-mentioned application can invoke hardware (such as one or more of a display screen, a mobile communication module, etc.) on the terminal to implement the technical solution provided by the present application.
When the first data processing apparatus is implemented in a terminal in hardware, the first data processing apparatus may be exemplified as a controller/processor of the terminal.
Similarly, when the second data processing apparatus is applied to the application server in the form of software, the second data processing apparatus may be independent software, for example, an independent application deployed on the application server (see the foregoing APP) or a component or an applet (Mini Program) in a certain application.
When the second data processing apparatus is applied to the application server in a hardware form, the second data processing apparatus may be, for example, a controller/processor of the application server.
For an application server, the terminal containing the first data processing device or the first data processing device is an application client.
Fig. 1 exemplarily shows one of the application scenarios of the above technical solution, in which a user, an application client, an application server, and a third-party game server are involved, wherein the user can log in the application server through the application client, and the user registers a user account on the application server. For example, a user may log in to the wechat application server through a wechat application account (abbreviated as a micro signal) and a wechat client.
In addition, the user can also log in a third-party game server through the user account, and of course, in reality, the third-party game server associates or binds the user account with a game account, but the association or binding is not noticeable to the user.
For example, a user may use the micro-signal a to land in a royal glory game, but in practice, a royal glory game will assign a game account number to be associated with the micro-signal a.
In the application scenario shown in fig. 1, in order to synchronize the performance data in the third-party game application to other applications and provide unified data to characterize the athletic ability of a competitor, a user may send a first query request (for requesting to query the athletic ability of a second target user account in a third-party game) to an application server through an application client, after receiving the first query request, the application server may pull game performance data of the second target user account from the third-party game server, process the game performance data to obtain a competitive skill value capable of reflecting the game athletic ability of the second target user account, and return the competitive skill value to the application client, and the application client displays the competitive skill value to the user in the form of a graph or data.
For simplicity, the user account logged into the application server through the application client may be referred to as a first target user account, a social relationship may be exemplarily established between a second target user account and the first target user account, and the second target user account is logged into the third party game.
More specifically, the social relationships may include friend relationships.
For example, assume that WeChat users B-D are logged into the Royal game, and that users B-D are friends of WeChat user A. For the wechat user a, the second target user account may include one or more of the micro-signals of wechat users B-D, while the wechat user a's own account is the first target user account.
Certainly, if the micro credit user a also uses its own micro signal to log in the game, the game performance data of the micro credit user a may also be converted into a competitive power value, and in a situation that the micro credit user a queries its competitive power, the second target user account may also include the micro signal of the micro credit user a.
The internal structure of the data processing apparatus is described below.
Fig. 2a shows an exemplary structure of the first data processing apparatus described above, including: a request unit 201 and an execution unit 202. The request unit 201 may be configured to send a request to an application server, and the execution unit 202 may be configured to expose data returned by the application server.
Fig. 2b shows an exemplary structure of the second data processing apparatus described above, including: a receiving unit 203 and a processing unit 204. The receiving unit 203 may be configured to receive a request of an application client, and the processing unit 204 may be configured to perform corresponding operation according to the request of the application client, and return corresponding data.
The functions of the above-mentioned units will be described later in this document in connection with a data processing method.
Fig. 2c shows a possible structure diagram of the terminal (the application server and the terminal are similar in structure), including:
a bus, a processor 1, a memory 2, a communication interface 3, an input device 4, and an output device 5. The processor 1, the memory 2, the communication interface 3, the input device 4, and the output device 5 are connected to each other via a bus. Wherein:
a bus may include a path that transfers information between components of a computer system.
The Processor 1 may be a general-purpose Processor, such as a general-purpose Central Processing Unit (CPU), a Network Processor (NP), a microprocessor, etc., or an application-specific integrated circuit (ASIC), or one or more integrated circuits for controlling the execution of the program according to the present invention. But also a Digital Signal Processor (DSP), an off-the-shelf programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components.
The memory 2 stores programs or scripts for executing the technical solution of the present invention, and may also store an operating system and other key services. In particular, the program may include program code including computer operating instructions. Scripts are typically saved as text (e.g., ASCII) and are interpreted or compiled only when called.
More specifically, memory 2 may include a read-only memory (ROM), other types of static storage devices that may store static information and instructions, a Random Access Memory (RAM), other types of dynamic storage devices that may store information and instructions, a disk storage, a flash, and so forth.
The input device 4 may include means for receiving data and information input by a user, such as a keyboard, a mouse, a camera, voice input means, a touch screen, etc.
The output device 5 may comprise means allowing output of information to a user, such as a display screen, a loudspeaker, etc.
The communication interface 3 may comprise means for using any transceiver or the like for communicating with other devices or communication networks, such as ethernet, Radio Access Network (RAN), Wireless Local Area Network (WLAN) or the like. In the present embodiment, the communication interface 3 can implement the functions of the foregoing broadcast unit 203 and connection unit 204, and besides, the communication interface 3 can also implement part or all of the functions of the acquisition unit 201 (for example, receiving a wireless signal and the like).
Specifically, the communication interface 3 may include one or more of a bluetooth module, a WI-FI module, and a mobile communication module.
It will be appreciated that fig. 2c only shows a simplified design of the data processing device. In practical applications, the data processing device may comprise any number of transmitters, receivers, processors, controllers, memories, communication interfaces, etc., and all servers/intelligent terminals that may implement the present invention are within the scope of the present invention.
The processor 1 can implement the data processing method provided by the following embodiments by executing the program stored in the memory 2 and calling other devices.
The functions of the units shown in fig. 2a or fig. 2b may be implemented by the processor 1 executing a program stored in the memory 2 and calling another device.
Based on the above-mentioned common aspects related to the present invention, the technical solution provided by the present invention will be further described in detail by taking the application scenario shown in fig. 1 as an example.
Fig. 3 shows an exemplary flow of the above data processing method, which may include the following steps:
part 300: the application client sends a first query request to the application server.
The portion 300 may be performed by the aforementioned request unit 201, or the portion 300 may be performed by the aforementioned communication interface, or the portion 300 may be performed by the processor by executing a program stored in the memory and calling the communication interface.
Accordingly, the first query request may be received by the receiving unit 203, or received by a communication interface of an application server.
The first query request at least comprises a first target user account, and the first query request is used for requesting to query the competitive capacity of a second target user account in a third-party game.
The foregoing mentions that the first data processing means applied in the application client may be an applet in a WeChat or an H5 webpage or the like. Taking the applet as an example, the first query request may be sent to the application server in the process of entering (opening) the applet, or the first query request may be sent to the application server in the process of entering the next level interface by clicking an option, a key, etc. on the interface by the user after entering the applet.
The second target user account is described below.
For convenience, the user account logged into the application server through the application client may be referred to as a first target user account, and in one example, the second target user account may include: and establishing a social relationship with the first target user account, and logging in a user account of a third party game.
More specifically, the social relationships may include friend relationships. In other embodiments, the social relationship may further include a colleague relationship, a user-defined relationship, and the like.
Taking the friend relationship as an example, suppose users B-D are friends of the user A, and users B-D log in a third party game by using their own micro signals. For the wechat user a, one or more of the micro signals of the wechat users B-D are the second target user account, and the wechat user a's own account is the first target user account.
In various scenarios, the second target user account may comprise one or more user accounts. For example, if the wechat user a queries the game competition capabilities of all the wechat friends, the second target user accounts include all the user accounts which establish a social relationship with the first target user account, and log in the user account of the third party game.
If the wechat user a queries the game competitive ability of a certain wechat friend (for example, the wechat user B), the second target user account includes the user account of the wechat user B, that is, the second target user account includes the designated user account, and of course, a social relationship is established between the designated user account and the first target user account (the wechat user a), and a third party game is logged in.
In addition, if the wechat user a also uses its own micro-signal to log in the game, the micro-signal of the wechat user a may also be the second target user account in the scenario that the wechat user a queries its athletic ability. Therefore, in other embodiments, the second target user account may include a user account for logging in the application client.
Part 301: and the application server inquires the game performance data of the second target user account from a third-party game server.
Portion 301 may be executed by the aforementioned processing unit 204, or portion 301 may be executed by the processor of the application server by executing a program stored in memory and calling a communication interface.
More specifically, the entire user data (game performance data) may be pulled using an API (Application Programming Interface). An API is a predefined function that aims to provide applications and developers the ability to access a set of routines based on certain software or hardware, without having to access source code or understand the details of the internal working mechanisms.
The second target user account and the first target user account are registered with the application server (i.e., are users of the application server).
The application server and the third party game server do not belong to the same application. Although the user can log in the third-party game through the user account, the third-party game is actually associated or bound with the user account and a game account, and the association or binding cannot be perceived by the user.
For example, a user may use the micro-signal a to land in a royal glory game, but in practice, a royal glory game will assign a game account number to be associated with the micro-signal a.
Thus, in one example, the application server querying the third party game server for game performance data for the second target user account may be implemented as follows:
the application server sends first query request information to a third-party game server; the first query request information is used for querying game performance data of a second target user account;
the third party game server determines a game account (which can be called a target game account) corresponding to the second target user account;
and the third-party game server inquires the game performance data of the target game account and returns the game performance data.
The game performance data at least comprises segment data, and the segment represents the competition level; and the subsequent skill competition force value can be obtained by calculation according to the section data.
If the game segment of the second target user account is the Nth segment, the segment data at least comprises a segment value, namely the Nth segment.
Part 302: and the application server performs data processing on the acquired game performance data to obtain a competitive skill force value, and returns the competitive skill force value to the application client.
The competitive power value is used for representing the competitive power of the second target user account in the third-party game.
Portion 302 may be performed by processing unit 204 as previously described, or portion 302 may be performed by the processor of the application server by executing a program stored in memory and calling a communication interface.
How to calculate the skill value will be described below.
There are various ways to calculate the skill competition value. In one example, the skill value may be derived directly using the segment bit value multiplied by a coefficient.
For example, the sections of Rong are bronze, silver, gold, platinum, diamond, starry, Rong, etc. the corresponding section values can be set as follows: 1. 2, 3, 4, 5, 6, etc., the coefficients corresponding to the segment bit values may be the same, different, or partially the same. For example, if the segment bit value "1, 2, 3, 4, 5, 6" corresponds to a coefficient "1, 2, 3", the value of competitive power corresponding to the segment bit of the king is 6 × 3 — 18.
In another example, the grading competitive skill force values corresponding to the 1 st-N sections of the second target user account can be calculated; and accumulating the grading athletic ability values to obtain an accumulation result which is the athletic ability value of the second target user account.
For example, N ═ 3, the respective graded competitive power values calculated for the 1 st to 3 rd positions are: 5,5,10, the athletic ability value of the second target user account is 5+5+10 equals 20.
In yet another example, the calculation may be made more accurate based on the principles of the graded competitive power values described above.
In this example, the segment bit data further includes: and the level data corresponding to each segment of bits in the 1 st to the N th segments of bits of the second target user account.
It should be noted that in one example, the segment data may refer to segment data in a ranking game, and players may refer to other types of games, such as match games, entertainment games, and team games, that do not generally generate segment data.
In the case of royal glory, the sections in the ranking contest are divided into bronze, silver, gold, platinum, diamond and star glory, each section has 1-5 stars, and in the case of bronze sections, the bronze sections are upgraded to silver sections after the bronze sections are full of 5 stars. The level data includes the number of stars corresponding to each segment bit.
Taking the ith segment among the 1 st to the nth segments as an example, the grading skill competition force value of the ith segment (i is greater than or equal to 1 and less than or equal to N) can be calculated as follows:
and calculating a grading competitive power value corresponding to the ith section by using a formula Gi-Di-Si, wherein Gi represents the grading competitive power value corresponding to the ith section, Di represents grade data corresponding to the ith section, and Si represents a specific coefficient corresponding to the ith section.
For example, 1 star in bronze and silver corresponds to a specific coefficient of 1; the specific coefficient of 1 star in gold and platinum is 2; the specific coefficient corresponding to 1 star in the diamond and the blaze is 3; the 1 star in the upper segment of the Wang corresponds to a specific coefficient of 5.
Assuming that 5 stars are located in each segment, and the second target user account is the king 3 stars, the corresponding competitive power value is: 5 × 1+5 × 2+5 × 3+3 × 5 ═ 75.
It should be noted that, the wechat user may log in a plurality of third-party games, and the game competitive ability of the wechat user in each third-party game may be calculated for each third-party game by using the above calculation methods.
One skilled in the art could design an applet or H5 web page to provide only auxiliary services for a certain third party game, and in this scenario, only the competitive power value of the second target user account in the third party game can be calculated. Of course, it is also contemplated that one applet or H5 webpage may provide auxiliary services for multiple third party games, and in this scenario, one applet or H5 webpage may calculate competitive power values of the second target user account in multiple third party games.
303: and the application client displays the skill competition force value returned by the application server.
Portion 303 may be performed by the aforementioned execution unit 202, or portion 301 may be performed by the processor of the application client by executing a program stored in memory and calling the display screen.
In one example, the application client may further obtain the competitive skill force value of the second target user account at each time within a specified time period, and show the competitive skill force value at each time in the form of a chart and/or data.
The competitive power value at each moment represents the fluctuation of the game competitive power of the second target user account in the specified time period.
The end time of the specified time period may be the current time, with the duration granularity being minutes, hours, days, 5 days, weeks, months, season, etc.
Taking the day as an example, the application client may obtain the athletic ability value of the second target user account every day in a week, and display the athletic ability value in a form of a chart (see fig. 4), so that the fluctuation of the game athletic ability of the second target user account in a week can be visually seen.
In addition, the application client can also display the fluctuation value and the fluctuation amplitude of the skill force value of the competition.
The rise and fall values and the rise and fall amplitudes can be calculated by the application server and returned to the application client for displaying, and can also be calculated by the application client and displayed.
It should be noted that the application client may locally store all the received game skill force values, so that the skill force values at all times within a specified time period may be queried locally, or the application client may also request the application server to acquire the skill force values at all times within the specified time period of the second target user account.
As can be seen, the application server in the embodiment of the present application may obtain the performance data of the second target user account from the third party game server based on the request of the application client, thereby implementing synchronization of the performance data from the game application to other applications. Meanwhile, the application server can process the performance data to obtain the competitive power value of the second target user account, and the competitive power value of the online competitor can be visually seen through the competitive power value of each second target user account because the performance data of each second target user account is converted into the competitive power value.
For example, the foregoing sections of the royal glory game are divided into bronze, silver, gold, platinum, diamond and star glory, each section has 1-5 stars, so that "bronze 4 stars" is compared with "gold 3 stars", the level of competitive ability cannot be easily and intuitively seen, and after the level of competitive ability is converted into the value of competitive ability, the competitive ability of the online competitor can be intuitively seen, so that the embodiment of the present application provides unified data to represent the competitive ability of the competitor.
The competitive skill force values can be endowed with different attributes under different scenes. For example, in a scenario where only a query service is provided, the athletic performance value is only given a query attribute.
In the scenario of providing the cross-border auxiliary service, the competitive skill force value can be not only queried, but also can be given an attribute which can be traded, and the meaning of the competitive skill force value is expanded to a virtual price.
An exemplary cross-boundary may be: the concept of the stock market is introduced, the technical scheme provided by the application is fallen to a specific product in the form of WeChat applet or H5 webpage, and a brand-new social play method is created.
In the above cross-border scenario, the user account (the second target user account) of a user playing a third-party game in a friend circle of the user may be regarded as a "stock", and when the user comes into the market at a virtual stock exchange, the competitive power value of the second target user account is represented as a virtual stock price (virtual price), that is, the game performance data of the second target user account is synchronized to the "virtual stock market" in the form of the virtual stock price.
The virtual share price of the second target user account will rise or fall with the change of the game performance data of the second target user account, and the friends can buy and sell shares with each other (i.e. invest). The purchase of virtual stocks, of course, presupposes possession of available virtual resources (which are components of the virtual total asset). And the "virtual profit" obtained by selling the stock is also accounted into the available virtual resources.
Further, the user may also exchange available virtual resources for virtual game products (e.g., a game track tool) in a designated "virtual mall" (which belongs to one module of a WeChat applet or H5 Web page).
It should be noted that the technical solution provided by the present application is to provide an auxiliary service for a third-party game, which is executed outside the game, so that game performance data of a user is obtained from the third-party game and processed to obtain a virtual price, and inside → outside the game is realized, and when available virtual resources are used to exchange game props, outside → inside the game is realized, so that a closed-loop experience of "inside → outside the game → inside" can be formed.
Under the scene of providing the cross-boundary auxiliary service, a brand new playing method of game data and a micro-relationship chain can be provided, the interaction of a user outside the game can be effectively enhanced, and the aim of activating the game is further fulfilled; meanwhile, the participation threshold is low (the user can buy or sell stock tickets of friends participating in the ranking competition without participating in the ranking competition), the interest is strong, topics are easily triggered in a player group, the exposure of games is enhanced, friends who play games frequently can also interact, and non-game users can be attracted to participate, so that the purposes that new players are driven by old players, and the game users drive the non-game users can be achieved.
The following takes an applet as an example, and from the perspective of a User, introduces a User Interface (UI) and operations that the applet may involve in providing cross-border supplementary services.
The applet may illustratively include three tags (tab), a "market" tag, a "deal" tag, and a "my" tag (see FIG. 5 a). Of course, those skilled in the art can flexibly add or subtract the number of the tags and the content of the tags according to the needs, which is not described herein again.
Reference is now made to the UI, user operations and technical implementation involved with the above "market" tag, "deal" tag, "my" tag, respectively.
First, "market conditions":
1, large plate:
after clicking the "quotation" label, the user can check the trend of the big disc of the friend circle (which can contain the big disc rise and fall value and the big disc rise and fall amplitude) and the trends of all game friends (virtual stock price and virtual stock price rise and fall amplitude) on the main interface of the "quotation" label.
It should be noted that the foregoing mentioned that the WeChat user can log in a plurality of third party games.
In one example, multiple applets may be developed, each corresponding to a different third party game.
For example, a royal glory game can be developed, a small program for the royal glory game can be developed, after a user enters the 'market' label, the virtual stock price and the rising and falling amplitude of the virtual stock price of friends playing the royal glory game are displayed, and the virtual stock price and the stock buying and selling conditions of the friends determine the trend of the large disk.
In a technical aspect, after the user a clicks or touches the "market situation" tag, the application client sends the first query request to the application server, and in this scenario, the first query request may include an instruction to query the large disc, and then in this scenario, the query is about the virtual stock price, the extent of the rise and fall of the virtual stock price, and the trend of the large disc of the friend account number of the user a who logs in the royal glory game.
The application server requests the server of the royal glory game to inquire the game expression data of the friend account number of the friend who logs in the royal glory game in the friend of the user A, calculates the data as the virtual stock price, and further calculates the fluctuation range and the trend of the large disk of the virtual stock price.
The virtual stock price is calculated according to the above description, and will not be described herein.
In another example, an applet may also be designed to provide ancillary services for multiple third party games. At this time, the virtual large disc may be divided into game pieces, for example, a royal glory piece, a through fire piece, and the like, according to the game.
The virtual share price calculation method for each third-party game is as described above, and will not be described herein.
2, the limiting conditions:
in order to ensure the playability and prevent the user from registering a new account number and disturbing the market, after the game performance data of the user is pulled, the user can be allowed to be listed on the virtual exchange when the game performance data of the user meets the limiting conditions, otherwise, the user cannot be listed on the virtual exchange.
From a technical point of view, referring to fig. 5b, before executing the aforementioned portion 302, the application server may further perform the following operations:
304: judging whether the game performance data meet the limiting conditions; if yes, executing a step 302, if not, returning to a step 304, and continuing to judge whether the pulled game performance data of another user account meets the limiting conditions until the pulled game performance data of all the user accounts are judged to be finished.
More specifically, the limiting conditions may include that the number of times the second target user account participates in the designated game is higher than a preset number of times threshold, and the highest achieved segment is higher than a preset segment.
The field threshold value and the preset segment position can be flexibly designed according to different games.
For example, the restriction conditions include: the ranking contest (the ranking contest being a designated analog comparison) is greater than 50, and the account number segment once reached glory gold or more, if satisfied at the same time, the account number can be listed on the virtual exchange.
Of course, taking the user a as an example, if all the game buddies of the user a do not satisfy the restriction condition, the application client may prompt "you have no buddies currently on the market", "your big disc is empty", and the like.
3, specific market of the user:
on the main interface of the market tab, if a user clicks a specific user account (e.g., "user B"), the user can go to the next page to view more detailed data and charts of the user account (see fig. 5B).
In a technical aspect, after clicking the user B on the main interface, the user sends the first query request to the application server through the application client. In this scenario, in addition to the account of the first user a, the first query request further includes an account of the user B (that is, further includes a second target user account), and in this scenario, the query of the first query request is as follows: user B's current virtual stock price and dynamic data over a specified period of time (e.g., one day, one week, one month, one season, etc.).
The dynamic data returned by the application server may include: the virtual stock price, the rise and fall value and the rise and fall amplitude of the virtual stock price of the user B at each moment in the specified time period can also comprise the highest value, the lowest value and the like in the specified time period, and the application client displays the returned dynamic data in the form of data and a chart.
In other embodiments, the dynamic data may further include the number of stakeholders and holding amount of the user B, and the application client may be presented in the form of data or a graph.
In other embodiments, the application server may also return news, milestones, etc. about user B.
It should be noted that, in the case where the applet is always in the foreground, the applet may periodically (for example, 10 minutes, 30 minutes, etc.) acquire the trend of the big dish, the trends of all the game friends, or the specific quotation of a specific friend.
4, fluctuation amplitude:
for a virtual stock (the second target user account is considered as a virtual stock), the fluctuation range (current price-closing price on the previous trading day)/closing price on the previous trading day is 100%. Alternatively, the fluctuation range is (present price-opening price on the present transaction day)/opening price on the present transaction day is 100%.
Generally, the closing price of the last trading day is equal to the opening price of the current trading day.
For a large disc, the fluctuation range (trend) is the sum of the fluctuation ranges of all game friend account numbers on the same day (00:00-24: 00).
5, buy/sell:
the bottom of the page shown in fig. 5c may be provided with a "buy" or "sell" control, and after clicking the "buy" or "sell" control, the user may enter a next level of interface or pop up layer, and the user may buy the stock of user B or sell the stock of user B.
For example, please refer to fig. 5d, the user can select the purchase amount, and after clicking the "confirm" control, the purchase operation on the user side is completed.
How the client interacts with the application server to realize the purchase and sale will be described later.
Two, "trade":
1, main interface:
on the main interface of the "trading" tab, please see fig. 6, the user can see the investment dynamics of all game friends in "stock market" and the brief profit and loss situation.
Wherein, the investment dynamics may also be referred to as transaction dynamics, which may include transaction relationships, transaction prices, quantities, and the like.
For example, if the user a purchases the stock of the user B and the purchase amount is 10, the transaction relationship between the user a and the user B is "buy", and the transaction price is the stock price of the user B at the time of buying.
The applet may assign an investment ID to each of the micro-credit user accounts, which, of course, is transparent to the user.
In addition, similar to the previous description on the specific market page of the user, a "buy"/"buy follow" and "sell" control can be provided on the main interface of the "deal" tag, and after the user clicks, the user can enter the next interface or pop up the pop-up layer. For example, if the user clicks on the "follow buy" control of user B, the interface or popup shown in FIG. 5d may be entered.
Three, "my":
1, main interface:
on the home interface of the my tag, please see fig. 7a, the user can view the current position taken by himself, and key data such as total assets, purchasing power (i.e. virtual available resources), total income, friend ranking, etc.
Wherein, clicking the 'friend ranking' can enter the secondary page of the ranking list. The ranking displayed under the 'friend ranking' can be the ranking of the user in the virtual total asset ranking list of the friend circle of the user or the ranking of the user in the total income ranking list of the friend circle of the user. The user can set the ranking of which ranking list is displayed by the friend ranking by himself or herself, and the ranking can be set by the application server in a default mode.
In addition, the user can also enter the corresponding secondary page through three options (the ranking list, the transaction record and the store) on the main interface, view the friend circle investment ranking list and the personal transaction record, or enter the store to redeem the game props.
In a technical aspect, the first target user account is an own account of the user, and in a process of entering a main interface of the my tag, the application client sends a second query request to the application server, where the second query request is at least used for requesting to query a virtual total asset of the first target user account, and in other embodiments, the second query request may also be used for requesting to query a current warehouse holding condition, a total income, a friend ranking, and the like of the first target user account.
The application server returns the virtual total assets, even the current position taking situation, the total income, the friend ranking data and the like of the first target user account, and the application client displays the virtual total assets, the current position taking situation, the total income, the friend ranking data and the like by at least one of data and graphs.
2, virtual total assets:
the virtual total asset comprises at least one of an available virtual resource (or referred to as an available virtual asset) and a locked virtual resource.
It should be noted that the locked virtual resource is not available for buying stock or exchanging game items, and therefore, it is called a locked virtual resource.
Buying stocks and even exchanging game items requires the use of available virtual resources.
When the user uses the auxiliary service provided by the applet for the first time, the initial virtual total asset value is equal to the initial available virtual asset value.
Thereafter, if the user purchases the virtual stock, some or all of the available virtual resources are converted to locked virtual resources, and thus, although the value of the virtual total resource is not changed before and after the purchase of the virtual stock, the composition thereof is changed.
For example, assume that user A has a virtual total asset value of 1000 before purchasing user B's stock, where the available virtual asset value is 1000. If user A purchases 10 shares, the virtual total resource value of user A is still 1000, but the available virtual resource value is changed to 900, and the locked resource value is changed to 100.
Of course, if user A buys 100 shares of user B's stock, then its available virtual resource value becomes 0 and the locked resource value becomes 1000.
In one example, referring to fig. 8a, the calculation process of the virtual total asset may include:
part 800: the application client sends a second query request to the application server. The second query request is used for querying the virtual total resources of the first target user account. For an introduction of the second query request, refer to the aforementioned note, which is not described herein.
Part 801: and the application server inquires the game behavior data of the first target user account from the third-party game server.
Wherein the game behavior data is used to characterize the stickiness of the first target user account to the third party game. Illustratively, the game behavior data may include: and the first target user account logs in a third-party game to carry out the battle field of the battle and the recharge amount in the third-party game.
Part 802: and the application server calculates available virtual resources of the first target user account at least according to the game behavior data.
Specifically, the available virtual resources of the first target user account may be calculated according to a functional relationship between the viscosity represented by the game behavior data and the available virtual resources.
As mentioned above, the game behavior data may include a battle field and a charge amount, and the available virtual resources may be calculated based on at least the battle field and the charge amount.
In the first calculation, the initial available virtual resource of the first target user account may be calculated using a functional relationship Z ═ B × Sz + C × Sc, where Z denotes an available virtual resource, B denotes a number of battles, Sz denotes a coefficient, C denotes a charged amount, and Sc denotes a coefficient corresponding to the charged amount.
Those skilled in the art can design various coefficients according to the needs, and the details are not described herein.
More specifically, in the same third-party game, the user may participate in the ranking game, the match game, the entertainment game, the team game, and the like, and then the initial available virtual resources corresponding to each type of game may be calculated using Z ═ B × Sz + C × Sc, and then accumulated, so as to obtain the initial available virtual resources obtained by the user due to participation in the game.
In one example, different categories of games may correspond to different coefficients in the same game, for example, a royal glory match, entertainment, or team match may correspond to a coefficient of 1, and a royal glory ranking may correspond to a coefficient of 2; and 1-point ticket is charged, and the corresponding coefficient can be 1.
Assuming that the user participates in the ranking game of 5 times of royal glory, the entertainment game of 6 times of royal glory and is charged with 100-point tickets, the initial available virtual resources obtained by the user for participating in the royal glory are as follows: 6 x 1+5 x 2+100 ═ 116.
The calculation method of the initial available virtual resources obtained by the user participating in the other third-party game is similar to the above description, and is not described herein again.
If the first target user account logs in the M third-party games (M is a natural number), the initial available virtual resources corresponding to the M third-party games can be accumulated to obtain the initial available virtual resources of the first target user account.
For example, if M is 2, the initial available virtual resources obtained by the first target user account for participating in the two games are 100 and 200, respectively, then 100 and 200 are added to obtain 300, which is the initial available virtual resource of the first target user account.
Certainly, the situation that the first target user account does not log in the third-party game is not excluded, and at this time, the initial available virtual resources may be allocated to the first target user account.
When a user enters the applet for the first time, the applet calculates the initial available virtual resources in a background mode and informs the user to pick up the initial available virtual resources or initial total assets.
In the non-first calculation, the newly added available virtual resource (Δ Z) due to the increased viscosity of the third party game by the first target user account may be calculated using the following functional relationship:
Δ Z is Δ B × Sz + Δ C × Sc, where Δ B represents the newly increased number of battles compared to the previous calculation, and Δ C represents the newly increased charge amount compared to the previous calculation.
If the game behavior data of the user at this time is compared with the game behavior data obtained at the previous time, 2 ranking games in which the prince glows and 3 entertainment games in which the prince glows are added and 10 tickets are charged, Δ Z is 3+ 1+ 2+10 is 17.
If the user logs in a plurality of third-party games compared with the previous game behavior data acquisition, the newly-added available virtual resources corresponding to the third-party games can be calculated respectively and accumulated to obtain the newly-added available virtual resources of the first target user account.
And then, adding the newly added available virtual resources with the available virtual resources obtained by the previous calculation to obtain the current available virtual resources.
It should be noted that the previous calculation is not limited to calculating the available virtual resources based on the game behavior data, and the calculation includes all calculations related to updating the available virtual resources, since buying or selling also affects the value of the available virtual resources.
Section 803: the application server returns to the application client a virtual total asset containing the available virtual resources.
The foregoing mentions that the virtual total asset includes available virtual resources and locked virtual resources.
Part 802 has calculated the current available virtual resources and the application server can calculate the current locked virtual resources based on the number of virtual shares held by the user and the current stock price, thus the current virtual total assets is determined.
In other embodiments of the present invention, the user opens the auxiliary service after entering the applet for the first time. After the auxiliary service is started, the newly-added available virtual assets obtained by the user through the action in the game can be settled at 00:00 a day, the calculation mode can refer to the calculation about the delta Z, the calculation is synchronized to the small program background, the user enters the small program again subsequently, and the newly-added available virtual assets obtained in the corresponding time period can be received. In the scenario of periodically settling new available virtual assets, the above-mentioned parts 800 and 801, 802, and 803 are not necessarily closely sequential in time sequence, but may be reversed. Therefore, the virtual total asset can also be obtained by the way of fig. 8 b.
804: the application client exposes the returned virtual total assets.
The virtual total assets can be presented in a data manner as shown in fig. 7 a.
3, buy and sell:
the buy interface can be seen in fig. 5c, and after the user clicks on the determination in fig. 5c, please see fig. 9a, the interaction between the application client and the application server is as follows:
part 900: the application client sends a purchase request to the application server.
Wherein the purchase request includes: a purchase quantity of a stock (virtual product) represented by the second target user account is requested.
For example, if user A purchases user B's stock and purchases 10 shares, the purchase request includes user B's account and the purchase amount 10.
Part 901: and the application server updates the available virtual resources and the locked virtual resources of the first target user account according to the virtual price corresponding to the second target user account and the purchase quantity, obtains a purchase result and returns the purchase result.
Following the previous example, for example, suppose user A is before purchasing user B's stocks, his virtual total assets is 1000, where 100 is the locked virtual asset and 900 is the available virtual asset.
User B's stock price is 50 and user a requests to purchase 10 shares, the application server needs to update the locked virtual asset to 600 and the available virtual asset to 400.
The purchase result includes at least an indication of a failure or success of the purchase. In addition, the purchase results may also include updated available virtual resources and locked virtual resources.
It should be noted that the reason for the purchase failure may be an abnormal network connection, or insufficient available virtual resources.
902: and the application client displays the returned purchase result.
The application client may present the purchase results in at least one of quantity and graph.
Similarly, referring to fig. 9b, if the user chooses to sell stocks, the interaction between the application client and the application server is as follows:
903: the application client sends a sell request to the application server.
Wherein the sell request may include: a sale quantity of stock represented by the second target user account is requested.
The sale request is similar to the purchase request and will not be described herein.
904: and the application server updates the available virtual resources of the first target user account and locks the virtual resources according to the virtual price and the sales amount corresponding to the second target user account, and obtains and returns the sales result.
The sale result at least comprises an indication for representing sale failure or work, and can also comprise the updated available virtual resource and the locking virtual resource.
For example, suppose user A is selling user B's stocks before having his total virtual assets 1000, 600 for locked virtual assets and 400 for available virtual assets.
The current stock price of user B is 50 and user a requests 10 shares to be sold, the application server needs to update the locked virtual asset to 100 and the available virtual asset to 900.
905: and the application client displays the returned selling result.
The application client may present the sales results in at least one of quantity and graphics.
It should be noted that the trading is different from the trading in the real stock market, and the stock trading in this embodiment is the interaction between the user (client) and the application, and does not involve another client (user). That is, when the user a sells the stock, the other users do not need to buy the stock to sell the stock successfully. The user A only needs to apply for sale to the application server, and the application server changes the locked virtual assets and the available virtual assets of the user A, so that the sale is completed. Buying stocks is also the same.
4, total yield:
the total profit can be calculated in various ways:
for example, the current virtual total asset may be subtracted from the last calculated virtual total asset;
the income obtained by selling the virtual stocks can be accumulated;
may be based on the current price of the stock, the bid price, and the bid share.
For example, if the purchase price of a stock is 10, the current price is 20, and the purchase quantity is 5, the profit (profit and loss) is (20-10) × 5 ═ 50. But because the stock has not yet been sold, its revenue cannot be used to exchange game items or purchase other stocks.
If the income is obtained by selling a certain stock, the available virtual resources can be included, and the income can be used for exchanging game props or purchasing other stocks.
For example, if a virtual stock buy price is 25, a sell price is 45, and a sell share is 10, the profit is (45-25) × 10 ═ 200. The portion of the benefit is redeemable for game items or to purchase other stocks.
The profitability can be calculated according to the total profit, and the profitability of each stock can be calculated according to the profit corresponding to each stock, which is not described herein.
5, ranking list:
after the user clicks "leaderboard" on the main interface shown in FIG. 7a, the user may enter the leaderboard page shown in FIG. 7 b.
From the technical aspect, the application client requests the ranking list data from the application server; the application server calculates and obtains the total assets and the total profits of the second target user account according to the introduction mode, the total assets and the total profits are respectively ranked and fed back to the application client side, and the application client side presents the total assets and the total profits to the user in a ranking list mode.
6, redeeming:
after the user clicks the "shop" control on the main interface shown in FIG. 7a, he can go to the shop page shown in FIG. 7c and see the virtual game products (game items) presented on the virtual shop page.
From a technical level, after the user clicks the "shop" control, please refer to fig. 10, the interaction between the application client and the application server includes:
part 1001: the application client sends a virtual product query request to the application server.
The virtual product inquiry request is used for requesting to inquire the virtual game products which can be exchanged by the virtual assets in the third-party game.
Part 1002: the application server inquires virtual game products which can be exchanged by the virtual assets in the third-party game and the amount of the virtual assets corresponding to each virtual game product, and returns.
The application server can inquire the virtual game products which can be exchanged by the virtual assets and the virtual asset amount corresponding to each virtual game product from the third-party game server, and can also store the virtual asset amount locally.
Part 1003: the application client displays the virtual game products and the virtual asset amount or virtual price corresponding to each virtual game product.
As shown in FIG. 7c, the application client may present the virtual game products and the amount of virtual assets or virtual price for each virtual game product in graphical and data form.
The target virtual game product belongs to a virtual game product which can be exchanged by the virtual asset in the third-party game.
Next, if the user clicks the "get" control in fig. 7c, still referring to fig. 10, the interaction flow between the devices is as follows:
1004 part: the application client sends a redemption request to the application server.
Wherein the redemption request is for requesting redemption of the virtual game product.
For example, if the user selects "level 4 legend" as shown in fig. 7c, the redemption request may include an identification of the "level 4 legend".
Part 1005: and the application server exchanges the virtual game product for the first target user account corresponding to the application client to obtain an exchange result.
In one example, the application server may update the available virtual resources of the first target user account according to the virtual price of the virtual game product, and record the virtual game product successfully exchanged by the first target user account.
In particular, a virtual price for a virtual game product may be deducted from the available virtual assets of the first target user account.
Following the previous example, assuming that the user selected the "4-level legend" (requiring deduction of 800 revenue) shown in fig. 7c, the virtual total assets of the user is 3000, wherein the available virtual resources are 2500, the application server can update the available virtual resources to 2500-. The user's virtual total assets are also transformed to 2200.
And a 1006 part: and the application server returns the exchange result to the application client.
The redemption result at least includes an indication of success or failure of the redemption.
The reasons for the failure may be an abnormal network connection, insufficient available virtual resources, etc.
In addition, the redemption result may further include the updated virtual total assets or available virtual resources of the first target user account.
Section 1007: and the application client displays the exchange result.
Taking fig. 7c as an example, if the redemption of the "4-level legend" is successful, the application client will prompt the redemption to be successful, and the lower side of the application client will become "picked".
Taking the wechat application as an example, the successfully exchanged virtual game product can be received to the wechat card package in the form of a card at the client.
In addition, if the converted result includes the updated virtual total assets or available virtual resources, the application client may present the updated virtual total assets or available virtual resources in at least one of a graph and data.
A 1008 part: the application server informs the third party game server to bind the successfully exchanged virtual game product with the first target user account (the corresponding game account).
Portion 1008 may be performed when the user (first target user account) desires to use the virtual game product.
As previously mentioned, the user account may be associated with a game account for a third party game. And one user can log in different third-party games, so that the exchanged game lane tool can correspond to a plurality of game accounts and can be bound with the specific game accounts when in use.
From the perspective of the user, if the virtual game product is taken from the WeChat card package in the form of a card, the user can bind the virtual game product with a third party game in the card package when the virtual game product needs to be used.
After the user operation is completed, the application client sends a binding request to the application server, triggering the application server to execute 1008 part.
And the application server can inform the third-party game server to bind through the game-side gift package API of the third-party game server.
The third party game server can associate (bind) the game account with the successfully exchanged virtual game product according to the corresponding relationship between the first target user account and the game account.
Alternatively, in other embodiments of the present application, the application server may also notify the third party game server to bind the successfully exchanged virtual game product with the corresponding game account after the virtual game product is successfully exchanged.
And 7, recording personal transaction.
After clicking the "transaction record" control on the main interface shown in fig. 7a, the user can enter the transaction record page shown in fig. 7d to view the transaction condition of the user and see profit and loss.
As mentioned above, the applet may assign an investment ID to the micro-credit user, which is associated with the micro-semaphore and with all game account numbers under the name of the micro-semaphore. This is, of course, transparent to the user.
At the application server side, transaction details of the investment ID (associated with the micro-signal), available virtual resources and locked virtual resources are recorded by the ledger employing blockchain techniques.
Wherein the transaction details may include: the transaction relationship, the transaction quantity and the virtual price at the time of transaction; the transaction is a purchase or sale.
Taking FIG. 7d as an example, if Austin bought user B's stock at a current stock price of 105, the transaction details may include the purchase relationship between Austin and user B, the purchase amount being 2, and the current stock price being 105.
The available virtual resources, locked virtual resources, total assets, total earnings, etc. from each calculation may also be recorded by the blockchain ledger.
After the user clicks the "transaction record" control on the main interface shown in fig. 7a, the application client may request transaction record data (including the investment ID) from the application server, and the application server may obtain the transaction record data of the investment ID from the blockchain ledger and return the transaction record data.
The embodiment of the present invention also claims a terminal or an application server, which at least includes a processor and a memory, where the processor executes the data processing method by executing the program stored in the memory and calling other devices.
Embodiments of the present invention also provide a storage medium storing a plurality of instructions, where the instructions are suitable for being loaded by a processor to perform steps of the data processing method provided in any embodiment of the present invention.
The embodiments in the present description are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other. The device disclosed by the embodiment corresponds to the method disclosed by the embodiment, so that the description is simple, and the relevant points can be referred to the method part for description.
Those of skill would further appreciate that the elements and algorithm steps of the various embodiments described in connection with the embodiments disclosed herein may be implemented as electronic hardware, computer software, or combinations of both, and that the various example components and steps have been described above generally in terms of their functionality in order to clearly illustrate their interchangeability of hardware and software. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the implementation. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present invention.
The steps of a method or algorithm described in connection with the embodiments disclosed herein may be embodied directly in hardware, in a software unit executed by a processor, or in a combination of the two. The software cells may reside in Random Access Memory (RAM), memory, Read Only Memory (ROM), electrically programmable ROM, electrically erasable programmable ROM, registers, hard disk, removable disk, CD-ROM, or any other form of storage medium known in the art.
The previous description of the disclosed embodiments is provided to enable any person skilled in the art to make or use the present invention. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the generic principles defined herein may be applied to other embodiments without departing from the spirit or scope of the invention. Thus, the present invention should not be limited to the embodiments shown herein, but rather
Is to be accorded the widest scope consistent with the principles and novel features disclosed herein.

Claims (15)

1. A data processing method, comprising:
the method comprises the steps that an application server receives a first query request from an application client; the first query request at least comprises a first target user account; the first target user account is a user account for logging in the application server through the application client;
the application server acquires game performance data of a second target user account related to the first target user account from a third-party game server;
the application server performs data processing on the acquired game performance data to obtain a competitive skill value; the competitive power value is used for representing the competitive power of the second target user account in a third-party game;
the application server returns the skill competition value to the application client;
the application server receives a second query request from the application client; the second query request is at least used for requesting to query the virtual total assets of the first target user account; the virtual total assets comprise at least available virtual resources;
the application server inquires game behavior data of the first target user account from the third-party game server; the game behavior data is used for characterizing the viscosity of the first target user account to the third party game;
the application server calculates and obtains available virtual resources of the first target user account at least according to the game behavior data;
the application server returns to the application client a virtual total asset containing the available virtual resources.
2. The method of claim 1, wherein the competitive skill force value is embodied as a virtual price, the method further comprising:
the application server receives a purchase request from the application client; the purchase request includes: requesting a purchase amount for a virtual product characterized by the second target user account;
and the application server updates the available virtual resources and the locked virtual resources of the first target user account according to the virtual price corresponding to the virtual product represented by the second target user account and the purchase quantity, obtains a purchase result and returns the purchase result, wherein the purchase result at least comprises an indication representing purchase failure or success, and the locked virtual resources are components of the virtual total assets of the first target user account.
3. The method of claim 2, further comprising:
the application server receives a selling request from the application client; the sale request includes: requesting a sale quantity of a virtual product represented by the second target user account;
and the application server updates the available virtual resources and the locked virtual resources of the first target user account according to the virtual price corresponding to the virtual product represented by the second target user account and the sales quantity, obtains a sales result and returns the sales result, wherein the sales result at least comprises an indication representing sales failure or success.
4. The method of any one of claims 1-3, further comprising:
the application server receives a redemption request from the application client; the redemption request is for requesting redemption of a virtual game product;
and the application server updates the available virtual resources of the first target user account according to the virtual price corresponding to the virtual game product, and feeds back the updated available virtual resources of the first target user account to the application client.
5. A method according to any of claims 1 to 3, wherein the game performance data comprises at least segment data, the segment characterizing an athletic grade; and the competitive skill force value is obtained by calculation according to the section data.
6. The method of any of claims 1-3, wherein the calculating the available virtual resources for the first target user account from the game behavior data comprises:
and calculating the available virtual resources of the first target user account according to the functional relation between the viscosity represented by the game behavior data and the available virtual resources.
7. The method of claim 5, wherein prior to data processing the acquired game performance data to obtain a competitive skill force value, the method further comprises:
the application server judges whether the game performance data meet a limiting condition;
the step of performing data processing on the acquired game performance data to obtain the skill competition value is performed after the game performance data meets the limiting conditions.
8. The method of claim 1 or 2, wherein the transaction details of the first target user account, the available virtual resources and the locked virtual resources are recorded by an ledger employing a block chain technique at the application server side, wherein the transaction details include at least: the transaction relationship between the first target user account and the second target user account, the transaction quantity, and the virtual price of the second target user account at the time of the transaction; the transaction is a purchase or sale.
9. A data processing method, comprising:
the application client sends a first query request to an application server; wherein the first query request at least comprises a first target user account; the first target user account is a user account for logging in the application server through the application client;
the application client receives the competitive capacity value of a second target user account which is returned by the application server and is associated with the first target user account; the competitive power value is used for representing the competitive power of the second target user account in a third-party game; wherein the skill competition value is obtained by the application server performing data processing on the game performance data of the second target user account; the game performance data is obtained by inquiring a third-party game server by the application server;
the application client displays the athletic ability value returned by the application server;
the application client sends a second query request to the application server; the second query request is at least used for requesting to query the virtual total assets of the first target user account; the virtual total assets comprise at least available virtual resources;
the application client receives a virtual total asset, which contains the available virtual resources of the first target user account, returned by the application server; the available virtual resources are obtained by the application server through calculation according to at least game behavior data of the first target user account, the game behavior data are obtained by the application server through inquiry to the third-party game server, and the game behavior data are used for representing the viscosity of the first target user account to the third-party game;
and the application client displays the virtual total assets returned by the application server.
10. The method of claim 9, further comprising:
the application client acquires the competitive skill force value of the second target user account at each moment in a specified time period;
and the application client displays the skill competition value at each moment in at least one form of a chart and data, wherein the skill competition value at each moment represents the fluctuation of the game competition capability of the second target user account in the specified time period.
11. A data processing apparatus, applied to an application client, the apparatus comprising:
a request unit at least used for sending a first query request to an application server; wherein the first query request at least comprises a first target user account; the first target user account is a user account for logging in the application server through the application client; the application server is also used for sending a second query request to the application server; the second query request is at least used for requesting to query the virtual total assets of the first target user account; the virtual total assets comprise at least available virtual resources;
the execution unit is at least used for receiving and displaying the skill competition force value; the competitive skill force value is used for representing the competitive ability of a second target user account related to the first target user account in a third party game; wherein the skill competition value is obtained by the application server performing data processing on the game performance data of the second target user account; the game performance data is obtained by inquiring a third-party game server by the application server; the system is also used for receiving and displaying a virtual total asset of available virtual resources containing the first target user account; the available virtual resources are obtained by the application server through calculation according to at least game behavior data of the first target user account, the game behavior data are obtained by the application server through inquiry to the third-party game server, and the game behavior data are used for representing the viscosity of the first target user account to the third-party game.
12. A data processing apparatus, applied to an application server, the apparatus comprising:
the receiving unit is at least used for receiving a first query request from an application client; the first query request at least comprises a first target user account; the first target user account is a user account for logging in the application server through the application client; the server is also used for receiving a second query request from the application client; the second query request is at least used for requesting to query the virtual total assets of the first target user account; the virtual total assets comprise at least available virtual resources;
a processing unit at least to:
obtaining game performance data of a second target user account associated with the first target user account from a third party game server;
carrying out data processing on the acquired game performance data to obtain a competitive skill value; the competitive power value is used for representing the competitive power of the second target user account in a third-party game;
returning the skill competition value to the application client;
the processing unit is further configured to:
inquiring game behavior data of the first target user account from the third-party game server; the game behavior data is used for characterizing the viscosity of the first target user account to the third party game;
calculating available virtual resources of the first target user account at least according to the game behavior data;
returning to the application client a virtual total asset containing the available virtual resources.
13. An application server comprising at least a processor and a memory; the processor executes the data processing method of any one of claims 1 to 8 by executing a program stored in the memory and calling other devices.
14. A terminal comprising at least a processor and a memory; the processor executes the data processing method of any one of claims 9 to 10 by executing a program stored in the memory and calling other devices.
15. A storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps of the data processing method according to any one of claims 1 to 8 or 9 to 10.
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